Eastern Mind

Month

May 2009

4 posts

Satoism

The question might be: “who is Takayoshi Sato?”

In an industry where videogames are increasingly associated with names and faces, Takayoshi Sato might well be the name you wish to associate to most of what is good in the first two Silent Hill games, along with the likes of Toyama and Yamaoka. After finishing his degree in Art, specializing in Oil Painting, Sato filled out an application form to a company named Konami, where he worked for half a decade, starting in the game Sexy Parodius. Integrating the Silent Hill project, he became a self-taught 3D modeling and rendering expert, having developed all the CGI sequences almost by himself. In his website, SATOWORKS, he calls it “my first 3D project”.

In Silent Hill 2, a sequel I find to be superior to the original game, Sato also handled some material not only in the visual department, where he designed the characters, movie renders and, thus, a very large portion of the visual tone; he also acquired a new interest in writing, providing some profound thought to what is one of the best videogame narratives to date. The interview published today on COREGAMERS features more information about his work as well as some answers to questions I’ve often wanted to ask him about. If you want to take a closer look to his perspectives please watch the (fragmented) upload of the Silent Hill 2 documentary, released along with the European version of the game.

May 16, 2009
And the living is easy

This would be a very poor excuse for a blog about Japanese videogames and culture were I not to include the news about the release of the fourth episode of Boku No Natsuyasumi, the Millenium Kitchen series that began early in the Playstation console, later released for the PS2 and PS3. This new adventure is quite similar to the same scheme visited in the previous episodes: it features the story of a city boy who is sent to the house of his relatives on the countryside to spend his summer holiday. This time, the recollections of the unforgettable summer holiday relate to the year of 1985, instead of the 1970’s, which gave Millenium Kitchen the chance to include - at least - one playable videogame from the time, the arcade hit QIX.

Boku No Natsuyasumi is not only a hymn to the preservation of Japanese rural culture and tradition; it is also a light encyclopedia of Entomology (study of insects) and Ichtyology (study of fish). It is also a game that focuses heavily on a deep notion of time and the passage of days: the player has about one month to use his spare time the way he wishes to, with every new day filled with new found friends and challenges. Judging from this trailer, made available in the official website (under construction), the action is set in a coastal village. I was moved by the final part where the character sneaks out of bed at night to join the locals in the Taiko drum dance.

May 10, 2009
My 絶体絶命都市3 adventures - Out of the frying pan into the fire

In the first part of this new feature I summed up the first moments of the game, namely the introduction and the uniting of the two main characters. Apparently some people thought it was interesting enough so I decided to continue the feature and unveil a new part of the game.

So far Zettai Zetsumei Toshi 3 has been nothing but a pleasant surprise, including new elements that add a little zing to the experience. However, the key to the game remains the same: the quest for survival in a place best described as a desolate town. So far my expectations for this game have been met: more than that, I feel grateful to IREM for placing so much faith in this team, making another episode possible.

After learning that the size of the incident was no longer circumscribed to the the tunnel, Saki and Naoki must cross the avenue (on the picture, Saki is initially afraid to cross using the metal bar).

The car radio can be heard, with the station alert advising the survivors to move east - in this case the large street up ahead with the inclined buildings.

Without warning, cars start to fall from the top floors of the garage building, which literally means the characters need to run as fast as they can to avoid getting hit. Not the first narrow escape of the day, though.

Detail with the animation of the character going over the rail. When not running or engaging in dialogues, the main objective is to hunt for items. Some great finds in this street include the “referee showing the yellow card” compass, a black suit with shirt and tie, as well as the always fashionable Japanese businessman sunglasses - Yamauchi style, by the way.

I’ve always been amused by the fact that the characters in the series have such a great willingness to make a fool out of themselves, wearing ridiculous clothing and accessories.

A curious event: while walking through the street, Saki starts to hum a little tune (this is the theme song of the game performed by an invited artist). Naoki stops and asks her what she was singing - she says she was doing so inadvertedly. From what I could understand, Saki reveals to Naoki that she wants to become a singer. The team at IREM even made a ficticious blog for the artist Saki which you’re invited to check out here.

This crater on the road is quite familiar if you’ve visited the official site of the game, since it served as the front page image for a while. Descending slowly to the bottom we find a Fire Truck with the ladder extended to the far side of the street. Climbing on top of the red car will reaching it.

Shortly after climbing, a few gun shots can be heard coming from the nearest building. Saki seems worried, so she rushes through the ladder running. Naoki is left behind and when trying to cross it, the structure begins to tremble because of an explosion triggered on the pit behind. Apart from running away from the growing flames and the collapsing structure, Naoki has a very small time window to make the jump towards the street on the right where Saki is.

It’s a wonderful detail, really, when the character gets near a thick cloud of smoke he starts to cough and raises his hand to his mouth. Animators seldom think about such details when they create portable console games but, nevertheless, here it is.

Pure chance: notice how the first picture of the group evokes Shenmue - backpack, jeans, camera angle. Inside the building is a mean looking man with a gun in his hands, just beside the body of a dead man. This will seem very familiar to those who played the first episodes: office room, suspicious man holding a gun, leaving dead people behind. I couldn’t tell what was said here for sure, but the man in the blue suit just walked away and Saki confirmed that the person on the floor was dead. Is there a conspiracy here too?

Returning to the street, there seems to be something eerie: all of a sudden, the sky is covered with strange clouds with an unusual color.

Right behind them is a large tornado that’s leaving a trail of destruction behind (notice the cars and debris flying around it). Strangely, it seems to be moving balls of fire around since these are starting to fall to the ground, scattering flames all over the runway.

Watching the shadows caused by the descending fireballs will allow a good calculation of where they’ll hit next so Naoki needs to move between these and evade fire at all costs - seems easier in theory, I assure you.

To the right is a precious fire extinguisher that isn’t beyond reach.

Selecting the item from the menu screen, Naoki can extinguish these walls of fire blocking the passage.

The last stretch to evade the danger is a street where these deadly flames come blasting from the buildings on the side. The threat is over, for now, with both characters needing a rest.

At night, the two find way into an abandoned building, using the radio to try and hear the news. From what I could understand the voice instructions refered to a new location where people might head to for extraction, so it is up to Naoki to answer correctly by sounding excited to move on, triggering an equally enthusiastic reaction from her new friend.

Before going to sleep, Naoki mentions the music being sung earlier by Saki - picking the right option will make him sing the song himself, comforting her. After this warm and friendly scene, Saki and I say “oyasumi nasai”.

May 8, 2009
My 絶体絶命都市3 adventures - Boy Saves Girl


Zettai Zetsumei Toshi 3 has its official release tomorrow and already I offer a glimpse of the first half hour of the game. As the name indicates, this is the third episode of a game series that has, somehow, been able to reach audiences outside Japan under names like SOS The Final Escape, Disaster Report or Raw Danger. The first episode is a simple and daring game that is utterly unique in its day. For the sequel, the small Irem team lead by Maki D and Kazuma Kuijo has gathered more resources and were able to weave a plot so complex and interactive that is simply unbelievable for a small budget game.

This third episode points to a return to the roots, added the new feature of multiplayer game up to four simultaneous participants - a feature I have not yet tested. Because I believe this game might not be converted to an English-speaking market I thought about making a feature about the progress of the game.

Some images from the intro, the main menu and the character selection menu: Naoki Kousaka (Boy) or Rina Makimura (Girl).

The game starts off nice and quietly with the character on the seat of a bus. Two girls talk beside him and the player is given the chance to express his thoughts. Suddenly the ground begins to shake and the bus suffers a violent accident.

After going by a number of people stuck helplessly inside the bus while crawling the way out, the tunel shakes once more, producing piles of rubble that cover the way. Such is the first narrow escape of the game.

Wandering into the tunnel, a group of abandoned cars can be found. An unknown person is seen on the far end running. Again the player is given the menu choice for a reply or action. Those who are familiar with the series might be surprised to know that the number of choices reaches unimaginable numbers in this game. (Too bad my knowledge of Japanese isn’t enough to fully grasp this wonderful feature.)

After crawling the way through the smoky part of the tunnel, a massive hole on the tarmac forces the character to jump and grab to the ledge.

As expected, one of the buttons is assigned solely to the action of shouting out loud. The blurry effect around the screen edges represents the level of high stress in which the character is at the moment. In the first game the meter indicated the stamina, recoverable by drinking water. In the second episode the meter would indicate temperature or dryness. In this PSP sequel, the meter points the level of stress. So panic situations, expected to be plentiful during the game, will trigger certain reactions such as slow and jerky movements.

The team’s signature obsession with compass decorations, ready to be equiped once found. Over the years they have surely designed about a hundred different variation of compasses - quirky to say the least.

Saving points. Instead of faucets or heat sources, this new game allows the player to sit and rest from the accumulated stress by simply seating on a bench. Just watch the ST meter decrease and the HP going up.

The first great moment of the game. Reaching the parallel tunnel the screams of a girl can be heard. Responding to them (shouting) will reveal her location underneath a car. In order to lift her up, the character must find a car jack on the trunk of a vehicle about to fall into a gigantic crack on the floor. The altruistic gesture is replied with many a thanks from the rescued girl, now a new partner in the quest for survival.

The character and his newly acquired shirt facing the detailed representation of a fissuring tunnel.

Both characters take a rest in a bench initially designed for two: it seems that ICO is still very vivid in the memories of Kazuma and Maki.

Tragedy ensues: the water pipe breaks and massive ammounts of water start flooding the closed spaces - a wink and a smile for those who got their feet wet on Geo City (in ZZT2). The new feature - new to the series, that is - invites the player to repeatedly press the circle button to push the door.

The signal points to a surface exit…

… and with the surface comes this catastrophic sight of a devastated city. The characters’ stress levels automatically rises up to the maximum as they learn the incident has not only affected the tunnel but it shook the ground of the whole cityscape. People can be found sitting on the floor, unwilling to continue to fight for their survival. Thick clouds of dark grey smoke indicate the location of large fires that burn inside large buildings. Cars, trains, bridges and street lamps compose the appaling background of twisted metal.

More to come on future diary entries.

May 5, 200912 notes
Next page →
2011 2012
  • January
  • February
  • March
  • April 1
  • May
  • June
  • July
  • August
  • September
  • October
  • November
  • December
2010 2011 2012
  • January 5
  • February 2
  • March 4
  • April 2
  • May 5
  • June
  • July
  • August
  • September
  • October
  • November
  • December
2009 2010 2011
  • January 31
  • February 28
  • March 26
  • April 9
  • May 4
  • June 5
  • July 1
  • August 1
  • September 11
  • October 10
  • November 7
  • December 4
2008 2009 2010
  • January 5
  • February 3
  • March 2
  • April 2
  • May 4
  • June 6
  • July 5
  • August 9
  • September 5
  • October 6
  • November 9
  • December 20
2008 2009
  • January
  • February
  • March
  • April
  • May
  • June
  • July
  • August
  • September 6
  • October 6
  • November 3
  • December 3