Showing posts with label Touhou. Show all posts
Showing posts with label Touhou. Show all posts

Tuesday, 26 November 2024

Pathetic Imitations


 I've put some real stinkers on this years horror marathon playlist and one of them that really stood out for having a particular odor was FOBIAL: St Dinfna Hotel.  I'm not going to spend this blog post going into the details of just specifically how terrible it was, that's another post for another time, but not only was it a bad game, it was also a pathetic imitation of something much better.

We live in an age where remakes and remasters seem to be all the rage, constantly barraged with updated versions of shit from games past and when those aren't being shoved into our faces by developers and publishers there are constant talks of what "deserves" a remake (whatever that means) and what "needs" a remake.  Pathetic discourse for pathetic people who have buried deep into their comfort zones and built nuclear bunkers so that they don't have to suffer the torment of playing something new or from an unfamiliar IP.

But one thing we don't seem to pay much attention to is the imitators, the weird malformed cousin of the remaster.  Not part of a well established thing but copying the well established thing closely enough that the people will still clap their hands together like seals and fork out the money for it.  It happens a lot in the indie sphere with a great many games cribbing from things like Zelda, Metroid or even just copying whatever big indie game came out in the last six months.  If I had a dollar for every Vampire Survivor clone that exists then I'd probably have enough money to pay off the rest of my mortgage.  Again, a post for another time but I do feel the indie scene does have a bit of a creativity problem going on.  

Not that this ALWAYS results in terrible bullshit.  Touhou: Artificial Dream in Arcadia springs to mind with it being just a straight up, slightly weebier, clone of Shin Megami Tensei 1+2 but clearly done by someone with a lot of love and passion for the older MegaTen games so the imitation feels sincere.  Not a quick way to make a fast dollar off two established franchises with a fan game but someone who clearly likes Touhou a fair bit making a game in a style that we don't get anymore just because they like it so much.  Go check that game out, it's pretty fukken neato.  

I suppose you would call it a tribute, rather than an imitation

But then there's FOBIA: St Dinfna Hotel, a pathetic attempt to make money off the fact that Resident Evil 7 exists by a studio of inept, creatively bankrupt morons.  Everything about that game from the graphics to the UI to the gameplay feels like a cheap knockoff of what RE7 was doing.  The very epitome of the "we have Resident Evil 7" at home meme that you see so often around the internet.  Unlike the Touhou game, it seems to have been made by not only cynical idiots out to make a quick buck from the back of another IP, but also a group of people who have ONLY played RE7 and literally nothing else. I will, for now, refrain from going into massive detail but FOBIA is the exact kind of game to cause veins to pop in heads with just how hollow it is and it's just one of many offenders that have popped up thanks to platforms like Steam and Itch.

Another, slightly less (but only slightly) offensive example is one I'm currently playing at time of writing called Hollowbody.  A game that at first glance looks like it might be doing its own thing and then quickly devolves into a particularly shallow Silent Hill clone that isn't so much bad as it is just painfully boring.  Usually I say that boring games are worse than bad games because at least anger is an emotion and art should be there to illicit emotions but there's something especially grating about a developer that copies another games format so closely only to still make the interactive equivalent of wallpaper paste.  A group of people who played Silent Hill 2 exactly once, followed it up with a single viewing of 28 Weeks Later and then churned out a low effort game because those two things made money, so surely that will too.  It's pathetic to see developers engaging in this trash behaviour and its even more pathetic to see consumers giving it the thumbs up in a steam review.

Being inspired by another person or studios work can lead to some really great things.  Some Lost in Vivos, some Okami's, some fuckin Undertale type shit but making those kind of games requires not only love for the thing you're imitating, but love for the medium itself.  The two games I talked about here are just recent examples of a problem that has existed since the dawn of games, but I'm begging just a few more indie devs to maybe try at least a little harder.  Play a little more widely, go experience some things that aren't games, draw from many things to make something cool instead of just copying the flavor of the month to try and line your pockets.  Steam is already full of shit, stop adding to it

Monday, 30 July 2018

Game Dev Is Hard

I think anyone who is seriously into video game has had a dream or at least a thought of wanting to make their own game at some point.  With the rise of indie developers making huge numbers of sales on platforms like Steam, why wouldn't you want a piece of that pie, right?  However game development is INCREDIBLY hard.

I've been trying, for a while, just to make my own piece of shit game in RPG Maker.  Now maybe it's a problem with the genre I'm trying to develop for but before you even start doing anything on a computer there's so much that you have to think about.  I feel that if you don't go in with a decent plan then the project is going to, maybe not fall apart, but get pretty confusing pretty quickly.  You have to have all your ideas and how they are going to work together straight before you really begin.

Now you would think that the actual putting together of the game, the coding, would be the hardest part of the process.  While coding is an extremely hard thing to do we now live in an age where there are a number of programs to help you along with this process. For example, I'm making something in RPG Maker and I know next to nothing about coding.  Despite that, I've been able to use the tools provided to at least get SOMETHING working.  A little man walking around an island that gets into random battles doesn't sound like much but when you're starting from the bottom it's a pretty big deal.  I have another friend who is trying to make a point and click adventure game in an engine called AGS and as far as I know he taught himself all the coding side of that by just fucking around with the program and asking on forums for help.  Of course, you're quite limited when you use these kind of tools but when you're just starting out they are a good way to put your big toe into the ocean of game dev, so to speak.

But no, the reason why game development is so hard is just the sheer range of skills you need to be able to pull it off.  There's a reason that very few games are developed just by one guy.  You need to be able to do the coding, compose music, write stories if your game needs it, make artwork and have a good game play idea to make all that shit stick together.  That's A LOT to ask of a single person.  I feel like I have good ideas and if I'm making an RPG or adventure game I'd be pretty good at writing a story but I know NOTHING about composing music and I can't draw for shit.  This is a big roadblock for your average person.

However there are great examples of absolute beasts making great games entirely by themselves.  The one that springs to my mind straight away is Touhou, made by one drunk man who goes by the name of ZUN.

Awesome games, great soundtracks, incredibly challenging and fun to play and yet that artwork is....shall we say mediocre at best.  No one can be perfect though, the amount of skill the guy has in all of those fields surpasses mine by a great deal, I'm truly in awe over how these games even exist.

Still, if you do have an idea for a game and you are slowly working away at it, don't let it die.  If you can't draw, go learn.  If you don't know shit about music? go google some tutorials.  We live in an age where all this information is readily available and if you're willing to put in the hours then anyone could probably pull it off.  Just don't get frustrated when it isn't the walk in the park you were probably hoping it was.


Tuesday, 12 January 2016

Museca Arcade

The strangely named Museca is a game that has been released recently to Japanese arcades and with that big strange controller I couldn't help but give it a try.  With so many rhythm games available in the arcade just how does this one stack up?

Well, I did the first thing one does with every Konami game and I scanned my E-Amusement card.  If you're unfamiliar with how gaming IC cards work, please refer to this video for a quick primer

After typing in a name and setting a pin number I was met with a whole ton of story, which is strange for this kind of game, that I just skipped through and went straight to the music select.

The games music selections at the start are you standard Bemani rhythm game fare with lots of J-Pop and a couple of Touhou tracks which seems to be a standard every sine Sound Voltex.  Usually I like to crank up the difficulty level since I play a lot of rhythm games but I couldn't quite figure out how to do it and since it was my first credit I didn't care all that much. 

The most interesting part of this game is definitely the controller

There are 5 buttons in a sort of Pop n' Music style arrangement that can be both pushed and spun.  Under the machine there is a pedal for a special type of hold notes but 2 of the 3 songs I played for my first credit did not feature any pedal action so I'm guessing that's something that only shows up at higher level play.  There are 2 main types of notes which are taps, where you push the button in and spins where you spin the button like a turn table.  It's fun to play and for my first time, surprisingly confusing sometimes.  Considering that I play a little bit of IIDX I thought 5 huge buttons would be easy to adapt to but I still found myself losing my place on the pad a couple of times, guess I'm just a moron.

When you finish, assuming you have a card, you are given a screen where you can unlock new music.  I could only afford to unlock songs on their easiest mode because buying intermediate or expert tracks is outrageously expensive on the in game currency.  Then again, It seemed pretty easy to gather so I'm guessing it won't be too long before I'm able to try some higher level stuff. 

Well, that's enough reading.  All in all I think the game is pretty good.  I filmed a video of me playing the highest level song available to me at the time so check it out.  I'll be coming back to this game a lot so watch this channel for some cool videos in the future