Friday, July 31, 2009

Zelda Retrospective: Part IV: A Link to the Past - Day 4

Sorry folks, I've been a little remiss in posting this blog. Been a crazy few days filled with laziness, a party, some fried chicken and some Shakespeare. Okay, maybe not crazy. Mainly just lazy. It still has "-azy" in it.
In the meantime since the last post, I've tackled the fifth and sixth dungeons in the Dark World, used a walkthrough, only to find heart pieces, I swear, and discovered the Waterfall of Wishing and upgraded my shield and boomerang. Sweet.
The icy fifth dungeon located in the middle of Lake Hylia once again saw a themed dungeon similar to the ones that would come along in later Zelda games.
Things I hated about the fifth Dark World dungeon:
1. No traction! There were several rooms where I was going through and just wanted to go up or down the stairs. But, try as I might, Link just couldn't quite line himself up right in order to use said stairs because the ice had him sliding all over the place. Very annoying.
2. Green, fanged penguins. What assholes.
3. The fact that I just kept getting lost! I'd die thanks to those damned penguins or some other thing and I just could never seem to find my way back to where I wanted to go.
Things I liked about the fifth Dark World Dungeon:
1. There's only one. The boss was ridiculously easy, so it was just a breath of fresh air to have worked so hard to get all the way to him and not have to die four times to beat him. Though I was a little concerned when I found him frozen over and was kind of low on magic with no potion to replenish it. I started shooting the Fire Rod and on the very last bit of magic I used, the boss thawed out. I would have been have been pissed if I had to leave just to get more magic.

After that I did some heart collection and then found my way over the the big swamp, where the desert is in the Light World. Upon entering this dungeon, I had a little bit of Post Traumatic Stress. Why? Because populating the large, main rooms of this dungeon were beasts that bore a strong resemblance to Horsehead, the first boss from Zelda II. Needless to say, I was overjoyed when I discovered that they were easy to kill, taking only one or two sword swipes depending on their color. So I went on a Horsehead killing spree to gain some slight vengeful satisfaction from the suffering of that reverse-Centaur race of creature. Bastards.
This dungeon turned out to be moderately easy in comparison to some of the other dungeons, I had it figured out pretty well, and once I found the nifty Cane of Somaria, the last bits I couldn't get through came together and I went off to fight yet another floating eyeball boss.
Then a thought occured to me: Why were the developers so obsessed with floating eyeballs for bosses? There are three of them in this game. Look for yourself!





So, now I can embark upon the quest to rescue the final maiden (Link's pimpin' in this one) and then tackle the final dungeon in the game after that. Then it'll be on to the game that started my love of Zelda, Ocarina of Time. Nice.

- Nate

Monday, July 27, 2009

Zelda Retrospective: Part IV: A Link to the Past - Day 3

Question: Is Link's hair pink in A Link to the Past? I mean, I know it's reddish/blondish in the artwork for the game. But in Link's actual pixelated form in the game, is it, in fact, pink?
I mean, the pink could be his hair, or it could be his hat. But when Link gets turned into a rabbit in the Dark World, his fur is pink. Why do I seem so concerned about this? I have no idea. Simple curiosity, I guess.

Anyway, I'm glad to say that I've gone through A Link to the Past all the way to the end of the third dungeon in the Dark World (the one in the Lost Woods) without any advice from a guide. The game is harder than the other 2D Zelda's I've played prior to this series (i.e, Link's Awakening, Oracle of Ages, The Minish Cap), but I've managed to get through. I didn't get the flippers until I went into the 2nd Dark World dungeon, only to find that I need to be able to swim and I think it was sheer luck that I remembered somebody in Kakariko Village mentioning somewhere with Zoras where you could get the "power of a fish" or something like that. As it turns out, the first house I tried in Kakariko was that very guy. Then trying to find a route across the river to get to the Lost Woods in the Dark World proved to be time consuming until, after probably close to an hour of searching, I noticed a subtle arrow made of grass pointing across the river. I whipped out the Hookshot, and whaddyaknow, I got pulled across. Nice.
I also never realized the Hookshot had its origins in A Link to the Past (unless it was somewhere in Adventure of Link after the point where I quit). I had always thought it was new to Ocarina of Time. Hmm, well now I know.
I am finding it more difficult to get through dungeons without getting Game Over screens as well. Especially in the last two dungeons that I've completed, my Game Over count has dramatically risen. I imagine one is supposed to use the Fire Rod against the boss in the third Dark World dungeon, but I kept finding myself low on magic when I got there. And all the Wallmasters sending me back to the beginning where frustrating. There was one room in particular where there were two Gibdos, two blue, floaty electrical thingies and a switch that needed a statue pulled over it to open a door. Of course, you had to pull the statue through a narrow passage, leaving you very vulnerable to the Wallmasters above. I don't know how many times I had to redo that single room. I think some of the angry expressions I threw at Adventure of Link resurfaced for that one.
I need to track down those other two bottles so that I can keep more fairies. And I imagine that there's an upgraded shield somewhere too. If I could find more Pieces of Heart, that would be nice too. I'm debating whether to go to a guide just to get those extra side quest items in order to make the main quest easier.
The dungeon in the Lost Woods turned out to be a pain in the ass, but I was rather intrigued with how reminiscent it was of the Shadow Temple in Ocarina of Time, since it incorporated similar enemies - Wallmasters (which are even more annoying in this game than in Ocarina of Time), Gibdos, Stalfos and all those other undeadish-seeming enemies. It would seem that, like the Zelda games that would succeed it, A Link to the Past features themed dungeons, like the one I just finished.
Oh, and the Fire Rod? Much fun against Gibdos.

Friday, July 24, 2009

Zelda Retrospective: Part IV: A Link to the Past - Day 2


“Well, that's no ordinary rabbit. That's the most foul, cruel, and bad-tempered rodent you ever set eyes on.”

-Tim the Enchanter - Monty Python and the Holy Grail

Yes, I became a rabbit for a short time today. And after the debacle of Zelda II, I imagine that I was a foul, cruel and bad-tempered rodent.
Today is Day 2 of A Link to the Past and, boy, it feels good to be making progress in a game after trying to get through Adventure of Link. Bare with me people, I'll probably be traumatized by that cruel, merciless game for quite some time. It takes time to heal from trauma.
I made my way through the caves leading up Death Mountain and got to the dungeon atop the summit today. I'm not sure that I ever beat this particular dungeon before I stopped playing in my last attempt to go through the game. This dungeon proved a little more difficult than the first two, and I had a few game overs before I finally beat the giant centipede-boss at the top.
I then discovered that I love the Master Sword in this game. This is a weapon of true badassedness, for, when my hearts are full, I can shoot swirling beams of death at my enemies.
And I did grin and the people did feast upon the lambs and sloths and carp and anchovies and orangutans and breakfast cereals and fruit bats and large chu—
Okay, I'll skip a bit.
With this sword of mighty... er... might, I went after the recently rekidnapped Zelda at the palace and fought against Agahnim - a fight that I scraped by on the skin of my teeth.
I do continue to see parallels to things that would pop up later on in the Zelda series. The Dark World is a similar idea to the Twilight Realm in Twilight Princess. Now, if you'll let me be a nerd here, I'll go on to speculate that perhaps the Dark World is, in fact, the Twilight Realm several generations on - its civilization gone and now overrun by the monsters that populate the Dark World. Or at least, that's how the writer in me would position these stories if we're looking at them in any sort of chronology. I'll probably go into this more in the conclusion to the series. Also, the battle with Agahnim - and the tennis match of deflected energy - is much like the battles that would appear in Ocarina of Time with Phantom Ganon and Ganondorf.
I set down the game today after a tragic game over trying to get through the maze heading toward the Dark Palace. Oh well, I'll tackle it tomorrow.

- Nate

P.S. - Sorry for all the Monty Python and the Holy Grail references.

Thursday, July 23, 2009

Zelda Retrospective: Part IV: A Link to the Past - Day 1


Dear Zelda II: The Adventure of Link,

I concede defeat. You are the better man... er, game.

Sincerely,
- Nate


Yes, dear readers, much to my chagrin, I have given up on my attempts at Zelda II. The game is beyond me.

Quite simply, I suck at it.

So, today I booted up the Wii and clicked on the third game in the Legend of Zelda series, A Link to the Past, which was released on the Super Nintendo Entertainment System in 1992 (in the USA, at least, 1991 in Japan). While I had an SNES when I was a kid, I had not yet discovered Zelda when I was playing it. So, I never owned the game until I downloaded the Virtual Console version for the Wii a couple of years ago.
Unlike the previous two Zelda outings, I've actually taken the time to play this game. However, I've never gone further than the first three or four dungeons - mainly due to obligations to school and simply choosing to spend my time on other things. Sacrilege, yes, but it's just the way it is. Also unlike the first two Zelda games, I feel as though I'm in familiar territory. Even though I didn't get into Zelda until Ocarina of Time, I have played through Link's Awakening and The Minish Cap, which are both very similar in game play to A Link to the Past. So I feel I'm far more prepared for the experience. I believe this is a game I can play without help from a walkthrough - unless I get horrendously stuck. I feel that I probably won't, though, because this game is much more merciful about giving some hint at where one is supposed to go next. I've already got the first two pendants today (and zero deaths!).
I guess Nintendo decided that they wanted to be a little more friendly to everyone after the brutal beast that was Zelda II. The SNES was supposed to reach a broader audience, so it would make sense that they would want the game to be more accessible. After playing the first game and attempting the second game, I was immediately grateful for the longer reach of Link's sword and the relative ease of finding hearts and rupees. This game, in tandem with the first two, helps to illustrate how the overall difficulty of games have been generally toned down as they become more popular amongst the general population.
I also noted things in this game that were reminiscent of more recent games in the series. In the field that you pass through before reaching the desert where the second pendant is, there are a number of statues similar to ancient Aztec or Mayan art. Similar designs would show up in The Wind Waker, especially in the Tower of the Gods dungeon midway through the game, and also in Twilight Princess. An obvious thing is the music and locations. I swear that the Kakariko Village theme MIDI file in A Link to the Past is the exact same one as the one used in Ocarina of Time. As a musician, I can generally tell the difference from one recording to another, but I couldn't detect any difference in this one. And of course, Kakariko Village goes on to make appearances in Ocarina of Time and Twilight Princess.
All in all, I'm looking forward to finally playing all the way through A Link to the Past. It's been a long time coming.

- Nate

Monday, July 20, 2009

Zelda Retrospective: Part III - Zelda II: The Adventure of Link - Day 3

Folks, I just don't know what to do here. Zelda II: The Adventure of Link is quite simply kicking my ass.
I have made no progress since the restart. I just now got all the way to the bridge after Spectacle Cave. But guess what happened? I received one of many game overs thanks to those red axe-throwing assholes that populate Death Mountain and the bridge that follows it.
This is a game that requires incredible reflex and observation. I simply just can't seem to progress. The fact that every time I game over puts me all the way back to the Northern Palace, where Zelda sleeps, is ridiculous. It means making any actual headway in the game is practically impossible (for me, at least).
As I've said before, this game is merciless.
Unfortunately, I don't have much else to say. I had an amusing series of pictures planned out that would have made up this post rather than the words preceding this sentence. Unfortunately, my camera was stolen some months ago and I can't get my webcam to work. Sorry guys!
I suppose I'll keep at it for a few more days, but I might have to just go ahead and move on to A Link to the Past soon, or else Adventure of Link is going to keep me in some kind of eternal limbo.
I feel like Sisyphus in Hades pushing the boulder up a hill only for it to come tumbling back down, for all eternity.

Ugh.

- Nate

Wednesday, July 15, 2009

Zelda Retrospective: Part III - Zelda II: The Adventure of Link - Day 2


Okay, so, I haven't been playing much. I've spent much of the time between this and the last Zelda blog. I played a little last night, trying desperately to get through Death Mountain without a guide, only to fail miserably each time. One of the biggest problems I have with this game, and it might just be a result of the port onto GameCube disc, but every time I lose all my lives, I get sent all the way back to the very beginning of the game. This makes making progress incredibly difficult. I felt that perhaps I hadn't levelled-up Link enough and then had a Final Fantasy-inspired idea that I've done a couple times after going to nearly the end of the game and discovering my characters weren't powerful enough (and was at a point where I couldn't dungeon crawl to upgrade).
So today I picked up the controller for a few hours and decided to start a fresh file. I made the quick jaunt to Rauru Town, then went up to Parapa Palace, where I levelled-up Link enough to where I needed 1200 to make it to the next level. This time, I made mince meat of Horsehead on the first try and got the upgrade after placing the crystal. So that left Link with level 4 attack and level 5 health and magic. Much better than the first file.
So, I went to tackle Death Mountain yet again, trying to make my way to Spectacle Rock. I was almost there when I got hit that one last time.
I've been seeing that screen way too often for my tastes. This game is absolutely merciless. If I have to start from the very beginning every time I get a game over, retaining only my level and my items (but none of my gained experience points), I don't know how I'm possibly going to get through this game in a reasonable time frame. If I could play the game non-stop and without a single game over, then maybe I could get through.
I guess I just suck at Zelda II. I'm going to keep at it though.

- Nate

Tuesday, July 14, 2009

Moon Review


Hey all. I realize I've not been updating the last few days with the Legend of Zelda series. I've been out of town a lot the last few days, so I haven't really had the chance to play and blog. On one of my incursions out of town, I had a chance to see Moon, a new science fiction film that's hit a limited set of theaters around the country. Only one theater in the OKC area is even playing it, the Quail Springs AMC.
Moon is the first feature film from director Duncan Jones, better known as Duncan Zowie Heywood Jones, the son of David Bowie (whose actual name is Robert Jones).
The film stars Sam Rockwell, who gives, what I believe to be, his best performance ever. Kevin Spacey also provides the voice of GERTY, the computer/robot that is the sole companion of Sam Bell (Rockwell), a miner contracted to maintain the Selene moon base, where the company that hires him mines Helium-3, a gas found in lunar soil that is solving the Earth's energy crisis. Sam has two weeks left in his contracted three years and is eager to return to Earth to see his wife and finally meet his daughter in person when he begins seeing things that aren't there. Then, after an accident on the surface, Sam awakens to find that things aren't as they should be.
One of the most striking things about Moon is that it carries the torch of the cerebral, thinking-man's science-fiction of yesteryear. These days, science-fiction movies must have dumbed down storylines and a lot of explosions to have any hope of succeeding. That's probably why this particular film was kept to limited release, because it has no real action to it at all. Moon is more akin to sci-fi films like Kubrick's 2001: A Space Oddessey or Roeg's The Man Who Fell To Earth (which starred David Bowie), and not just because it's carried by a single man and a computer. This is a film that forces the audience to think about what is going on and makes them consider the morality behind the events that occur within the film. Hollywood simply doesn't make science-fiction films like this anymore and that is a damn shame.
I've always thought Sam Rockwell was underrated, but now I truly believe it. He carries this film singlehandedly and feels very believable as the everyman stuck alone on the moon. One doesn't tend to think "blue collar" when they think "astronauts," but that's what Sam Bell is and Rockwell portrays it wonderfully. I don't think it was quite a Best Actor worthy performance - but it may be worth a nomination. Then again, we still have another five months in the year for someone to out do him. It was definitely the finest performance I've seen from anything that's come out this year.
The film itself is a little slow to develop, mainly due to the lack of action sequences that moviegoers (myself included) are so used to in science-fiction. There is, however, a lot of dramatic tension that Jones manages to build consistently throughout the second and third acts and that helps propel the movie more smoothly.
Apparently, Jones is building his own movie mythology. He stated in an interview that he was planning on giving Rockwell a cameo in the next movie as Sam Bell. The next film will apparently tie into Moon but will be its own independent story and not a true sequel.
I think Jones is going to be one of the new directors on the scene that everyone needs to keep an eye out for. This is a stellar film for a first timer and it shows a lot of promise. Hopefully people will catch on and go see it. If you like things blowing up and can't stand quiet, cerebral films, it's not for you. If you see that Moon is playing somewhere near you, I highly recommend that you go see it if you like old-school science fiction. If it's not playing near you, rent it as soon as it's available. I'll probably be buying it to make my friends watch it.

- Nate

Thursday, July 9, 2009

Zelda Retrospective: Part III - Zelda II: The Adventure of Link - Day 1

Initial Thoughts on Zelda II:
1. When did Zelda turn into an RPG/Platformer?
2. When did they decide to ban recovery hearts?
3. Man, Link likes hookers.
4. F*** you, Horsehead!
5. "I am Error." Huh? Do you mean that your name is Error or that you are in error? People, you need to speak more clearly.
6. When did the Crusades hit Hyrule?
7. "I found a mirror under the table"? Did Link just talk?!
8. All these old wizard dudes sure like to live with young girls.


Enemies I've quickly learned to hate in Zelda II:
1. Iron Knuckles.
2. Fox-Headed Dudes who throw boomerangs.
3. Bearded little demon toads.
4. Flying/walking/fire-breathing bone fish that live under a bridge.

Yes, I started playing Zelda II: The Adventure of Link today. Some of you warned me as to the difficulty of that game. You were quite correct. It's atrocious. How did those developers sleep at night when they released the game in 1988? I mean, did they know how many people who would probably be driven insane. The fact that it took me about eight tries just to beat the first boss, Horsehead, doesn't bode well. I have a feeling this one's going to take me longer than two days.
It hit me immediately how vast a departure this game is from its predecessor and from its successors. Between an experience point-fueled upgrade system to a semi-random encounter system, this game is very reminiscent of a traditional role-playing game. On the other hand, there's a large emphasis on jumping and hacking in a side-scrolling platformer environment.
This game either didn't know what it wanted to be or wanted to be many things at once.

Well, let's see how this goes.

- Nate

Wednesday, July 8, 2009

Zelda Retrospective: Part II - Legend of Zelda - Day 2

You know what they say: "Once a cheater, always a cheater."

Well, for me, it held true. After thirty-nine deaths and about eight to ten hours of game play, I beat Ganon today and completed the main quest of Legend of Zelda. And, oh boy, I definitely had to rely on that IGN walk through to get me through it.
I booted up the game (I was playing using the Legend of Zelda: Collector's Edition disc for GameCube) at around 11AM this morning, after finding out that I wasn't going to be recording with the band. I started from the good ol' starting position, collected some rupees to buy a potion, grabbed some recovery hearts from some downed enemies to fill my life gauge back up, and then went back to dungeon six, the bane of my Zelda-playing experience of yesterday. This time, going in fully prepared, I went in and kicked that dungeon's ass in no time flat.
I was doing well in the seventh dungeon too, until accidently pressed X in the start menu. On the Collector's Edition disc, X is equivalent to Select on the old NES controller, so that took me to the continue/save/quit screen. I hit continue, but I didn't realize that selecting it would take me back to the start of the dungeon and removed all but three hearts from my nearly full set of heart containers. Rage ensued.
What kind of design choice is that, seriously? I mean, how many people who have played this game since it came out in 1987 have accidently done that? How many veins have popped from necks from the fury that issues forth from occurences such as this? I sat and pondered this a moment, then resumed my gameplay.
It turns out, dungeon seven was quite the maze and it took me a long time to finally find my way to the boss. But I quickly dispatched him and moved onto eight. I'm guessing I went through eight all right, because I'm already having trouble remembering even playing through it, other than being frustrated with the large number of Blue Darknuts, who are hard to kill, and that was only a couple of hours ago.

I made my way to dungeon nine, the home of the pig-man himself - Ganon. Well, okay, I relied on the walkthrough for this one. When I realized how immense the dungeon was, I decided that, rather than waste hours trying to get through it, I'd make my way toward Ganon that way. I got all the way there with little problem. I saw where it took four blind hits while Ganon was invisible followed by a silver arrow hit. Well, as I hit Ganon the third time, I died.
So, I went out to find rupees for a potion and then ninety more to replace the magic shield I'd lost to a Like-Like. That in itself probably took half an hour. Killing hordes of ghosts in the graveyard helped quite a bit. I made my way back to Ganon, wiped him out and then hit the end. And then I hit the most story-intensive part of the game: a whole two lines of dialogue!

So, what does playing through this game tell me? For one, I can tell you know that, thanks to technological advancements, the series quickly became far more story driven. The lack of dialogue means less opportunities for hints, making the game that much harder. I never owned an NES, and I'd heard from many people that all the good old games were really hard. This game confirmed that notion in my head even moreso than my attempts to play other NES games. I suppose, back then, video games were more of a niche, so the audiences wanted more of a challenge. Now that gaming is more broad, games needed to be eased up for the sake of the layman's sanity. Also, this game allowed for a lot more imagination. It's far less linear than the Zelda games that succeeded it. Granted, you might need a certain item in one dungeon to access something in another, but you could potentially do these out of order because the game doesn't direct you from one to the next. The only hint that you should be playing them in any particular order is that a "Level-#" shows up at the top of your screen when you're in a dungeon.

I'm not brave enough to try to second quest. Plus I would like to continue on to the next game in the series. So, that's game number one down. Six to go. Tomorrow I'll be hitting up Zelda II: The Adventure of Link in Part III of the Zelda Retrospective. This is another one I've never played through, and many call it the worst of the Zelda games. I'll be sure to let you know if I agree.

- Nate

Tuesday, July 7, 2009

Zelda Retrospective: Part II - Legend of Zelda - Day 1

Okay, so I've been cheating... I've been cheating a lot.

But damn! This game is hard! How did any one ever figure the damn thing out back in 1987? Perhaps I'm too used to my cushy, three-dimensional, story-driven Zelda games where there are hints as to what you're supposed to be doing next? You start the game with nothing in a field with no prologue, no hints, nothing. Luckily, the cave with the old dude who gives you a sword is in plain site. From there, though, it gets hazy. I very quickly decided to rely on IGN's walkthrough of the game since I didn't want to spend hours and hours dying over and over again just trying to figure out where to go. For the sake of this series, I decided to not use the walkthrough while in dungeons unless I get absolutely stuck. Since the walkthrough greatly enhanced the rate at which I played through the game today, I've made it all the way to the sixth dungeon. I have thirteen heart containers, the magical sword, a magical shield, the white tunic and the blue ring. Even with these upgrades, I still find the game quite difficult. To illustrate that fact, I'll point out that I've died a total of thirty times in my play through, sixteen of which have been in the sixth dungeon.
This game is nearly incomprehensible. To play it without any sort of guide would require hours of trial and error. Hours which I'd much rather spend being able to make dinner (teriyaki stir fry tonight, my own recipe) while watching stuff on Hulu (the pilot to Firefly). This game is simply merciless, offering almost no hints other than an occasional old man in a cave. There are lots of old men in caves in Hyrule at this time. And a lot of shopkeepers in caves. Apparently people can't remember how to build houses. And it could be the same old man and the same house keeper and they're just following you around and hiding in different caves throughout Hyrule. That's just creepy. (Yes, I do know that it's an old game and they could only allow so many character designs.)
Back to the sixth dungeon though. That thing is a bane on my gaming existence. I just keep dying. I ought to go get a potion, but that requires 68 rupees. And unlike in other Zelda games, that amount of cash is hard to come by. I would never have gotten the Blue Ring if IGN hadn't pointed out a few secret stashes of rupees. Plus, by the time I got the potion and got back to the dungeon, I'd need to use it. The Wizzrobes are just plain kicking my ass. I got all the way to Gohma once, but I only had one heart left. Plus, whenever I die, I start out with only three hearts and the enemies in the dungeon aren't exactly being liberal with the dispensing of recovery hearts. One time in between two of my sixteen deaths in that dungeon, an enemy dropped a fairy and I thought it was a miracle. I still died later.
To you true Zelda veterans, you who have taken the time to actually play this game honestly without any help, I ask: How the hell did you do it?

- Nate

P.S. - I'll be at the band's drummer's house helping him to lay down the drum tracks for the songs I've written. I might be putting off Day 2 of the original LoZ to Thursday.

Transformers: Revenge of the Fallen - Review



Can someone please put a leash on Michael Bay? Seriously, would that be at all possible?
Transformers: Revenge of the Fallen is simply a mess, created from the indulgences of a giant man-child of a director. While he may have done a pretty good job with the original Transformers, a movie that I had very low expectations for but ended up loving, this film is a lumbering behemoth of a movie that can't decide where to go. It's long, it moves slowly and it can't decide where to put its focus. It's like a giant zombie with ADD, only a movie.
Weighing in at around two hours and forty-five minutes, Revenge of the Fallen starts out strong with a nifty bit of narration and shots of aborigines circa 17,000BC finding Transformers on their land and then a great action sequence with the NEST unit, a team of elite soldiers who have been paired with the Autobots for the purpose of hunting down Decepticons. The NEST team is led by Major Lennox (Josh Duhamel) and Optimus Prime (Peter Cullen). From there, we see that Sam Witwicky (Shia LaBeouf) is getting ready to go to college and that his parents Ron (Kevin Dunn) and Judy (Julie White) along with girlfriend Mikaela (Megan Fox) are having trouble dealing with this fact. Different loud things happen and adventure (eventually) begins. The key plot point of the movie is that the Transformers have been coming to Earth for a long time, but that fact was lost to history amongst humans and Transformers both. The titular character, The Fallen (voiced by Tony Todd, who I actually had the pleasure of meeting a couple of weeks ago), seeks an ancient machine that was built on Earth that would sap the energy out of the Sun, thereby destroying it and all life on Earth. Of course, things are far more complicated than that, which is one of the big problems with the film. Writers Roberto Orci, Alex Kurtzman and Ehren Kruger simply try to balance too much into the story. In fact, the film is so complicated that later on, characters will actually say lines to no one in particular that explain why they're doing something. I even had trouble remembering what characters were doing what and why, and I'm generally very good at following complex plots. I was especially confused with the motivations and actions of a general that was apparently higher up in NEST's command. I simply could not figure out what the guy was up to for a large portion of the movie.
Also, there are way too many characters, many of whom could have been weeded out or given less screen time, like the far-too-many comic-relief characters. Sam's roommate, Leo Spitz (Ramon Rodriguez) is almost entirely useless to the plot save for being the one that finds former Sector 7 agent Simmons (John Tuturro), otherwise all he is there for is to whine a whole lot. While Sam's parents were a lot of fun in the first film, in this they are given more screen time than they really need and the comedy is extremely forced. A gag involving Sam's mother eating some "green" brownies goes on far too long. They are later kidnapped by the Decepticons in an effort to create some dramatic tension for Sam in the film's climax, but an intervention by Bumblebee removes all effectiveness from the scene. Even worse are the Twins, a couple of Autobots named Skids and Mudflap. As established in the first film, the Transformers learned English (and gained their various accents and attitudes) by analyzing the Internet. Skids and Mudflap apparently chose African-Americans, and the characters' idiocy and appearance (one of them has gold and silver "teeth," reminiscent of a grill) are borderline offensive. Not to mention, they do absolutely nothing important for the story - they're just there to be dumb and funny.
This is a film that could have easily dropped forty minutes from its run time, but Michael Bay's predictable indulgences left it dragging. I checked my watch about forty-five minutes into the movie, thinking it had gone on much longer. Any time I check my watch in a movie, that's a sure sign that the pacing is slow and I find myself feeling uninterested in the film.
The action sequences are fun to watch, but in sequences involving larger numbers of 'bots, it's hard to keep track of who's who. That was one of the things about the cartoon, the Transformers all looked so distinctly different that it was easy to tell them apart. In these movies, the attempt at hyper-realistic transformations leaves the robot forms looking largely identical.
There was some nice fan-service in there, like Frank Welker returning as Soundwave. I can't complain about Hugo Weaving's Megatron, but I do miss Frank Welker being the one to talk back at Optimus. Starscream also showed some of his true colors, maneuvering to take the lead of the Decepticons, which was great. I still feel like the Transformers themselves are under-characterized. Over all, they have very little personality. Some more scenes that are just Transformers talking to other Transformers would be nice, because we'd get a sense of who the Transformers are.
And, of course, all of Bay's hallmarks are there. The kiss at sunset? Check. A whole crap-load of stuff blowing up? Check (but that's a good thing for a Transformers movie). The movie being way too long (I'm looking at you, Pearl Harbor)? Check. The glorification/exploitation of the female body? Check (but, hey, we're talking Megan Fox here and that's never bad). Throw in a large dose of "ugh"-inducing testicalular-based humor and a mostly funny little Decepticon that Mikaela keeps in a box, and there you have it.

In the end this movie basically just ends up being kind of "Meh." Apparently, Michael Bay doesn't want to do another Transformers movie as soon as Paramount/Dreamworks want to release another one. I would love to see what a different (see: better) director could do with the franchise. Here's hoping they make a good selection.

- Nate

Monday, July 6, 2009

Zelda Retrospective: Part I - The Legend of Zelda: Ocarina of Time Master Quest

Okay, so this is going to be the first in a series of blogs that overlook the Zelda franchise. I just recently finished playing through The Legend of Zelda: Ocarina of Time Master Quest and it gave me inspiration. This is an announcement that I will embark upon a journey through the various console Zelda games, namely The Legend of Zelda, Zelda II: The Adventure of Link, Link to the Past, Ocarina of Time, Majora's Mask, The Wind Waker and Twilight Princess. This will be a long on-going series of commentaries that will review the games as games themselves, analyze how the franchise and games in general have evolved over time and maybe to have a little bit of fun at the games' expense. I expect this series to take a long time because we're talking about a lot of long games, and since I'm trying to get a job and will be going back to school in a little less than two months. Also, I'm leaving out the Zelda titles that were released on Nintendo's handhelds, because that would just take even more time. But perhaps later on? Anyway, on to Master Quest.
Back in 2003, as an incentive for pre-ordering The Legend of Zelda: The Wind Waker for the GameCube, Nintendo offered up a free bonus disc. This disc contained two versions of the same game. The first was the standard version of Ocarina of Time, the game that kicked off my love of the Zelda franchise and ignited the burning desire to own a Nintendo 64 that consumed my ten-year-old heart. The second was what made me want this particular disc so badly: Ocarina of Time Master Quest. Back in the late 1990's, Nintendo was working on the 64 Disc Drive (64DD), a disc-based add on for the Nintendo 64. Master Quest was known in Japan as Ura Zelda, but it was never released since the 64DD was sold at very underwhelming numbers. Essentially, Master Quest was meant to be in the same vein as the second adventure in the original Legend of Zelda, in which you could go through harder dungeons by naming your character "ZELDA" after completing the main quest.
Master Quest isn't really a different game from Ocarina of Time. The story, dialogue, cutscenes, items and everything are the exact same as the regular Ocarina of Time. When you get into the dungeons, however, all bets are off. Though the maps are identical, with the rooms layed out in all the same positions, the puzzles, enemies and progression through the rooms is drastically changed. This version is meant for Ocarina of Time veterans, because you have to be very familiar with the original game to stand a chance of getting through some of the game's more merciless puzzles and also because there are several sidequests from the original that now become mandatory if you hope to get through a dungeon. Items like Din's Fire and the Fire Arrow and the Scarecrow's Song are now essential if you hope to solve certain puzzles. Harder still are the many extremely well hidden switches that I often spent large amounts of time trying to track down or missed completely and had to look up on a walkthrough to understand what I needed to do to move on. It's interesting to note that now, there are less enemies overall within the dungeons, but there are a larger number of harder enemies that take multiple hits like Lizolfos, Dinolfos, Stalfos, ReDead and Iron Knuckles. Also, because of the progression changes, you might find yourself completely bypassing certain rooms or unable to get into them until you've gotten an item from later in the game. This, of course, tends to mean that there are Gold Skulltulas in those rooms. While the Gold Skulltulas outside the dungeons remain in the same places that they are in the original quest, they are in drastically different places in Master Quest and are often much harder to find.
The various changes make a huge change to the overall difficulty of the game - everything is now much harder.
The switch to GameCube also allowed for a few minor upgrades to graphics. The game runs at about 24 frames per second (according to some articles I read on IGN), as opposed to modern games which run in at least 30 frames per second but tend to aim for 60 frames per second. This means that movements on screen might look a little rugged and choppy, especially if you're used to the high definition games that are on the market today. But you'll get used to it after a little gameplay and, really, the game is still great to look at for something that essentially came out eleven years ago. Plus, the GameCube disc can run in progressive scan, so if you have a 'Cube or a Wii set up on an HDTV with the right cables, you can get a slightly better picture out of it.
The gameplay of Ocarina of Time was revolutionary back in 1998, with its Z-targetting system, such a huge game world, and an unheard of camera system that could move into a 1st person free-look. This all worked fantastically on the N64, but on GameCube, it misses a few points. For one, I had the problem of forgetting that this particular Zelda came before the free floating camera that could be manipulated to any position via the C-Stick, as it can in The Wind Waker and Twilight Princess. When I first started the file, I kept finding myself trying to manipulate the camera only to bring out an item, since items have been mapped to the C-stick and also to the X, Y and Z buttons. I found myself always using the buttons rather than the stick for my items because it is a much more intuitive and responsive way to do it.
The mapping of C-Button functions from the N64 controller to the GameCube controller's C-stick is most problematic in the use of the ocarina within the game. Because there is no button assigned the the C-Up button from the N64, the ocarina's C-Up note must be played via the stick. This makes many of the songs that use that note much more difficult to play. If a song didn't use C-Up at all, I would always use the X, Y, Z and A buttons just for the sake of convenience. This would be a minor gripe, but considering the prolific use of the ocarina throughout the game, it's tedious. It also makes the ocarina mini-games with the Skullchildren in the Lost Woods and with the Frogs in Zora's River much more difficult.
I hadn't played Master Quest since I first received and played through the disc in 2003, so I've come back into it with fresh eyes. The game still holds up remarkably well and is still very challenging. It's not for Zelda newbies, but veterans who haven't played it should take a look. The game disc is pretty hard to find these days, I'd recommend checking around local or online stores that sell used games. Luckily, the Wii is backwards compatible, so, so long as you have a GameCube controller and memory card, you can play the disc on a Wii if you still don't have a GameCube.

Oh, also, I discovered while playing this that Ganondorf has Obama ears. I'm serious.


Tommorrow's post will be on the first day of play of Legend of Zelda for NES (I'll be playing it on the Collector's Edition GameCube disc). I've actually never played all the way through the NES Zelda games, so this should be interesting.