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2007 8
Table of
The Punch Line Contents
4 On the Grand Master’s Stage 34 Persona Visits the Wii Line
Strider – ARC An Illustrated Campout for the Wii
6 Goading ‘n Gouging 42 Christmas Morning at the
Ghouls ‘n Goblins series Leukemia Ward
Tokyo Game Show 2006
12 That Spiky-Haired Lawyer is All Talk
Phoenix Wright: Ace Attorney – NDS 50 A Retrospective Survival Guide to
Tokyo Game Show
14 Shinji Mikami and the Lost Art of With Extra-Special Blue Dragon
Game Design Preview
Resident Evil - PS1; P.N. 03, Resident
Evil 4 - NGC; God Hand - PS2 54 You’ve Won a Prize!
Deplayability
18 Secrets and Save Points
Secret of Mana – SNES 56 Knee-Deep in Legend
Doom – PC
22 Giving Up the Ghost
Metroid II: Return of Samus – NGB 58 Killing Dad and Getting it Right
Shadow Hearts – PS2
25 I Came Wearing a Full Suit of
Armour But I Left Wearing 60 The Sound of Horns and Motors
Only My Pants Fallout series
Comic
64 The Punch Line
26 Militia II is Machinima Rule of Rose - PS2
Militia II – AVI
68 Untold Tales of the Arcade
30 Mega Microcosms Killing Dragons Has Never
Warioware series Been So Much Fun!
76 Why Game?
Reason #7: Why Not!?
Table Of Contents 1
From the
Editor’s Desk Staff
Keep On Keeping On As a trusted friend said to me, “As long
By Matthew Williamson as you keep writing and creating, that’s Editor In Chief: Staff Artists:
Matthew “ShaperMC” Williamson Mariel “Kinuko” Cartwright
all I care about.” And that’s what I’ll do, shapermc@gamersquarter.com kinuko@gamersquarter.com
It’s been a little while since our last and what I’ll help others to do as well. Associate Editor: Jonathan “Persona-Sama” Kim
issue came out; I hope you enjoyed the But don’t worry about The Gamer’s Ancil “dessgeega” Anthropy persona-sama@gamersquarter.com
anticipation. Time is something strange, Quarter; we have big plans. We will be dessgeega@gamersquarter.com
Benjamin “Lestrade” Rivers
though. Has it really been over two shifting from a strict quarterly sched- Assistant Editor: lestrade@gamersquarter.com
years now? It goes so fast. ule to something more free-form, still M. “dhex” O’Connor
dhex@gamersquarter.com
Contributing Artists:
In the past twenty nine months, I aiming to publish four issues a year. Troy Boyle
have attempted many things with this We are working to develop our website, Managing Editor: Matthew Collier
magazine and have always aimed at and soon we hope to see some of our “Super” Wes Ehrlichman Chris Harback
giving the reader the highest quality earlier articles finally in print. superwes@gamersquarter.com James Harvey
Copy Chief: Missus Raroo
product. In doing this, I sacrificed much The magazine has been a gigantic
of my free time—time with my wife, undertaking, and there have been many Tony “Tablesaw” Delgado Cover Art:
tablesaw@gamersquarter.com Benjamin “Lestrade” Rivers
time with my pets, time with my family, people at my side for these past years lestrade@gamersquarter.com
and even time with my games. I don’t who I would like to thank. Not just the
regret a second of it. All the fights, all spectacular writers and editors, but Editorial Staff:
the sleepless nights (and mornings), their family and friends who I know Heather “Faithless” Campbell Contributing Writers:
faithless@gamersquarter.com Justin Boley
even all the microwaved coffee. have been put to the side once or twice Jonathan Kim
But it’s almost time to move on. The for the sake of TGQ. Your sacrifice J. R. “Mr. Mechanical” Freeman
mr_mechanical@gamersquarter.com Brendan Lee
magazine will continue, but I personally means more to me and this magazine Rudie Overton
am at a point in my life where I have than you may ever know. Amandeep “ajutla” Jutla Mister Raroo
ajutla@gamersquarter.com Steven Schkolne
less and less time to dedicate to it. And I would also like to thank the readers.
Tim “Swimmy” McGowan Jonathan Simpson
soon, I’m going to be making a large Many of you, from all over the world,
swimmy@gamersquarter.com
change in my life: I’m going back to have been with us since our first issue.
school. The support you have shown, in your Jeremy “ApM” Penner Art Director:
ApM@gamersquarter.com Benjamin “Lestrade” Rivers
Unfortunately, the criticism of games mail and on our forums, is outstanding.
hasn’t really progressed much since It means a lot, not only to me but to Sergei “Seryogin” Servianov Page Layout & Design:
seryogin@gamersquarter.com Ancil “dessgeega” Anthropy
issue one, even though the ranks of the rest of the Gamer’s Quarter team.
Andrew “Mister” Toups Matthew “ShaperMC” Williamson
those critical of games have grown. Without you we wouldn’t be where we
mistertoups@gamersquarter.com Website Design & Layout:
So, I’ll be studying Film and English in- are now. “Super” Wes Ehrlichman
stead. Hopefully, in time, I can return to Keep reading, and we’ll keep writing Francesco-Alessio “Randorama” Ursini
randorama@gamersquarter.com
the game scene more fully and help ex- and creating.
pand the perception of games further. All content © The Gamer’s Quarter 2007.
All images and characters are retained by
original company holding.
Master’s Stage
between helicopters, dodge bombs
from above, battle the mechanical heart
of an airship in zero gravity, and ride
dinosaurs along the floor of an Amazo-
Strider—ARC (C64, NES, SMS, falters and is consumed by fear. A Cold nian jungle.
GEN, T16, PS1) War tone pervades, reminding us that The discourse of game design bor-
By Ancil Anthropy this is a 1989 game set in Russia. When rows yet another term from the theater
Art By Chris Harback Strider Hiryu, in stage 2, climbs out of to describe these exquisitely choreo-
a booby-trapped warehouse into the graphed dramatic moments: set pieces.
Capcom’s Strider opens with a figure bright light of a Siberian mountainside, Strider has many such moments and
sailing on a robotic hang-glider through a victorious fanfare rings but is almost strings them together so seamlessly
a night lit by searchlights. A lattice of immediately swallowed by doubt as that they do not feel staged at all. At
city lights twinkles in the distance; in a mechanized bounty hunter swoops one point, Hiryu fights a robotic gorilla,
the foreground , gold, onion-domed down from the sky. which explodes when defeated, setting
towers loom, their narrow windows The stages contain just as much fire to the floor, forcing Hiryu to climb
glowing red. “Kazakhstan CCP,” reads detail. The first stage, Kazakhstan—a up a vent in the ceiling leading to a
a stylized Cyrillic subtitle, “2048.” The once-proud Soviet republic that has mountaintop, where the mechanized
figure dismounts onto a rooftop, and since become little more than the seat bounty hunter Solo waits. At his death,
the glider continues into the night from which Grand Master Meio rules his Solo detonates a series of explosives
alone. empire—contains the recurring image on the mountainside, forcing Hiryu to
Strider is theater. of a red star missing one of its points. sprint down the slope and leap to the
A great deal of detail and care They are emblazoned on the Roman- next peak, where he finds a towering
has been paid to every element of columned State buildings that Hiryu electrical grid to explore.
the game. The characters—a weary passes in his battles with green-uni- The fires, the ambushes, the explo-
Russian minister, a troupe of triplet formed Russian soldiers who, through sions are the translucent hand of the
acrobats, a battleship captain who the course of the stage, are increasingly developers directing you--who, indeed,
dresses in near pirate regalia (as if to replaced by mechanical automatons. At are merely playing out a part--to the
add romance to his role as little more the stage’s end, Hiryu confronts the Po- next scene in the script. It is a perfor-
than a lapdog for an invader from the litburo that has failed its people, retain- mance. And each time you play the
stars)—have detail etched into their ing power only as a dead husk in the game, you better learn your part. In the
sprites. In the between-stage dialogue, pocket of an extraterrestrial conqueror. theater of the game, it is the audience
each speaks his or her own language— Its apparatchiks attack Hiryu with a who has the lead role.
Russian, Japanese, English. Their weary resignation. Strider is a beautiful play. It is rife
threats of “The Master’s” strength carry These things give the game a sense with tension, passion, danger and dra-
an almost pleading tone, one which of depth and a feeling of history—but ma. And it is all the more real because it
hints at experience. “You can’t go up they’re incidental, a painted backdrop. does not take place in a cutscene mov-
against The Master. He’s too strong. He A play requires a player, and the drama ie, a paragraph of scripted dialogue, or
controls everything.” is what unfolds upon the stages. The any element lifted from a non-partica-
The music is also strong, setting a narrative, as opposed to the story, is patory medium. The drama that occurs
mood both proud and wary; it is by that which the player herself enacts. on Strider’s stages has the player at the
turns heroic and brash, dark and brood- Those stages bristle with life. After heart of it.
ing. There is a chiming futurism which
That Spiky-Haired
from the prosecution forces you to the former. It’s difficult to imagine a
subtly reevaluate your mental model of puzzle that would fail in that respect,
what really happened. You scrutinize when your only real verb is “talk.”
14 The Gamer’s Quarter Issue #8 Shinji Mikami and the Lost Art of Game Design 15
the proving ground for ideas that would
later find acceptance in RE4. Instead of
analyzing the design of these games,
the critics merely complained that they
didn’t play the same as the games they
superficially resembled.
What Shinji Mikami does perhaps
better than any other game designer is
tailor the design of his games to their
concept. In architecture, they say form
follows function; the equivalent maxim
for games should be “design follows
concept.” Perhaps part of the problem
today is that there are so few designers
who are willing to begin with a novel
concept. Sure, there are established
genres in electronic gaming, but when
time, with a scoring and bonus system God Hand’s camera is much more of most games within a genre have almost
inherited from P.N.03. Many players a problem than in P.N.03’s, however, identical mechanics, there is stagna-
spent more time with Mercenaries than because it is much easier to become tion. God Hand was surely not the first
they did the main game, a testament to surrounded. There is a radar to help 3-D beat-’em-up, but it was one of the
both the soundness of RE4’s funda- you deal with unexpected enemies, few that truly rethought the mechan-
mental mechanics and the staying but ultimately it is the ability to dodge ics of its two-dimensional forebears.
power of “simpler” arcade-like experi- repeatedly, coupled with aural cues Likewise, P.N.03 was a fantastic 3-D
ences. signaling incoming attacks, that make reimagining of the 2-D shooter.
God Hand, Mikami’s most recent it manageable for the dedicated player. I don’t expect to see too many de-
game, is the third game in the P.N.03 God Hand’s camera also received signers take inspiration from P.N.03 or
family tree. This time Mikami applied criticism for a design decision which God Hand, but RE4 is already showing
the P.N.03 template to the beat-’em- was perceived by many as a bug. its influence. Recent action games like
up. The familiar behind-the-back Every camera does its best to keep the Epic’s Gears of War and Capcom’s own
camera remains, but there have been environment from obscuring your view. Lost Planet: Extreme Condition feature
some changes to suit the genre. The Most games try complex manipulations RE4-styled over-the-shoulder cameras.
are a number of built-in moves which to keep a clear line of sight, but God Cliff Blezinski, lead designer of Gears of
are hard-coded to certain combina- Hand simply makes the intervening War, has often cited RE4 as an inspira-
tions, such as Back + Triangle for a objects invisible. Although it can be tion for Gears of War.
juggle, but otherwise each face button unsightly when walls suddenly blink out Of course, the aspects of RE4 that
is mapped to one of 114 different tech- of existence, this is a simpler and more have impressed developers most are
niques. There is no block button in God reliable solution. The designers con- the pacing, atmosphere, stage design,
Hand, but four different dodges may be sciously chose to maximize gameplay boss design, and general polish. But
performed with the right analog stick, over aesthetics. copying those things will only bring
which is traditionally used to adjust the Of the three most recent Mikami them halfway to Mikami’s level. To
camera in third-person action games. action games, only RE4 received broad climb the rest of the way, they must
The combat system implemented in critical acceptance; in fact, it was many learn to evaluate every mechanic in the
God Hand is very deep, implementing critics’ choice for game of the year. context of the game’s concept. Mikami
all the familiar buzzwords: counters, Only RE4 had the budget and develop- isn’t alone in reaching this level, but as
juggles, guard breaks, evade cancels, ment time necessary to impress the the last generation comes to a close,
etc. And of course, the game is well critics; the more experimental P.N.03 only Mikami has consistently been there
known for its painful looking and often and God Hand were panned. This was through it all.
humorous special moves. especially tragic for P.N.03, since it was
16 The Gamer’s Quarter Issue #8 Shinji Mikami and the Lost Art of Game Design 17
We didn’t. the wilderness, we’d save the game,
But we did play Secret of Mana to- and I’d try to keep coming up with
gether. And I’ll never forgive him for it. things to talk about until curfew.
Secret of Mana is the only SNES The boyfriend and I cut our way
game I have. I can’t let it go. It sits atop through the world of Mana over the
Secrets and
of my SNES, dusty and threatening. I course of the fall, and my compli-
know it’s an incredible game, but I can’t cated disgust-obsession manifested
play it. I’ve tried to reset my memories as violent comics drawn about the
time. I had beaten the game, uncovered me like there was for Samus at the end
the mysteries of SR-388, and defeated of Metroid II. Nothing from the game
all the metroids. For some reason I leaped out and followed me wherever
couldn’t quite bring myself to do it all I went, demanding my attention and
over again. The game was like a book care. The game simply stopped speak-
you only read once in your life but never ing to me, and became as silent as the
forget. Samus had completed her mis- caverns of SR-388.
sion. She had moved on, and I wasn’t No resolution to the story. It is a book
ready to move on with her. that stops three-fourths of the way By James Harvey
This sort of thing happens, I sup- through and then becomes nothing but
pose. Sometimes things move on from blank pages. I guess in writing this I’m
you without you even realizing it, and moving on from Metroid II and giving up
there was no baby metroid to stay with the ghost.
Militia II is
game space itself. they wrote in to the class discussion
If you have seen Militia II and think list, it was clear that absolutely no one
I’m crazy, I’m not surprised. The ma- saw what I saw in Militia II; their mes-
And, of course, many creative uses see the game more purely. The charac-
of “bullshit.” ters are bland and unexciting, but they
Not that this changed my opinion are precisely as bland and unexciting
of Militia II—these complaints were as the strangers you meet in an MMO
exactly the reason that I fell in love or a LAN party.
with it in the first place, the reason I’m This film is not machinima trying to
writing this article. Militia II unabashedly be cinema. It is something else entirely;
flaunts its origin in the gamer culture. it is exactly what machinima must add,
Its constraints, its pure limiting to the if it is to live on as its own form instead
space of the game, rocket machinima of as cut-rate movies.
to new heights. The word ‘aesthetic’ is now popularly
We can make an inverse compari- used as a synonym for style. This use
son with Hollywood’s adaptations of of aesthetic makes the small, art-snob
games—they are supposed to rep- homunculus I have embedded within
resent a game, but instead we get my brain cringe. It treats taste as a
game-ish Hollywood lives. The game triviality, based on color choices or set
becomes a backdrop, a device to justify of cultural reference. This ‘aesthetic’
more familiar devices—a few scattered is having a favorite color that is blue,
live-action renditions of gameplay in instead of grean, which diminishes the
service of a cheap Hollywood plot. notion of taste, and doesn’t recognize
In Militia II, there is no attempt to go the great power of values within soci-
beyond the most basic of game stories: ety. The history of aesthetic theory has
the game itself is exactly what unfolds. a deeper sense of the word ‘aesthetic.’
The plot is boring—because it is exactly Aesthetic, in the Kantian tradition, is
the game’s plot—but within it we can judgment, a process in which a set of
Christmas Morning
finest aspects of a supermarket cash solutely breathtaking polygon counts,
machine, a Newgrounds Flash widget, held steady at 45 frames-per-second.
a fresh doujin-CG rip, and a cosplayer’s There was a woman there, dressed in
A Retrospective
along a false-walled forest only to hit a
set of enemies and watch as the screen
breaks and comes up into battle mode.
Survival Guide to
Unfortunately, this knowledge is all
based on what I witnessed from those
in front of me, for I was still in line.
50 The Gamer’s Quarter Issue #8 A Retrospective Survival Guide to Tokyo Game Show 51
me, who chose the other menu option,
is shooting baddies from a cockpit
ripped from Star Wars. A few minutes
later he was talking to some people in
At least now I can say that I was able
to make it through TGS 2006 day one.
If I had gone back for day two, I would
have had to deal with the Japanese
Break time!
town. I’m not sure why I watched his public, and the lines and crowds would
screen for so long, but back on my have been even larger. Cosplayers
screen I was able to defeat a tiger and would have been present, and I could
discover—through a misfocused virtual have taken tons of pictures to show just
camera—that one of my over-leveled how fanatical the Japanese are about
party members has once again leveled video games, but that’s not even worth
up! I was able to fake enthusiasm just it. I’m fairly certain that by actually
enough to convince the booth babe to being at the show I had access to far
hand me my toy. Yep. I got the crappy less information than the people surfing
robot. And now my fifteen minutes the web at home. After all, most news
spent staring at the next generation of sources wrote their Tokyo Game Show
RPGs was up. coverage ahead of time based on the
While being pushed out of the tent preview builds they’d been playing for
I noticed another set of booth babes weeks; they were just waiting for the
trying to hand out free Xbox Live points. show floor to open before they could
Like nearly every other gamer in Japan, post it.
I don’t own a 360, but I took some Now, safe at home, with the prepack-
points anyway just to be polite. The aged online coverage in front of me,
girls seemed ecstatic, as if no one had I am prepared to evaluate my Tokyo
taken the points all day. Game Show coverage. If I were a real
Not five feet from the Xbox Live video game journalist sitting down to
points ladies I found myself at the Sonic write my Tokyo Game Show report,
the Hedgehog demo. I didn’t think I’d I’d have to think hard. What were the
have time to play another game, but the wacky Japanese doing? Why was mak-
Sonic line was strangely empty. This ing the Dead or Alive girls do tricks on
would be the second pre-release game jetskis and crash into rocks the most
I got to play! I thought to myself that fun I had the whole show? Was it the
this must be what being a real video- incredibly realistic breast physics? Was
game journalist feels like. Staring at the it because it gave me fond memories of
cutscenes, I realized that it only meant Wave Race 64? Was it because Devil
I would get to scream about a ter- May Cry 4 only made me want to play
rible video game months before other Devil May Cry 3? Once again, I’m not
people. a real game journalist, so I can just tell
If I were I true game journalist, I could you that I had a terrible time the whole
pretend that the game might magically show.
get better in the two months before its But I find my eyes often wandering to
release and write an article stressing the Blue Dragon “main character” figu-
that this was a pre-release build and rine, and I have had an epiphany. My
Sega promises everything will be fixed. lack of the distinctive Akira Toriyama
Journalists need to use all sorts of young man was just a ruse. My badly
tricks like these if they hope to make it proportioned Mardi Gras robot will be,
into the brand-new, ultra-exclusive E3 must be, the true hero of Blue Dragon.
2007. I’m sure they will sell an expansion that
I’m not a real game journalist, so I lets it cast the dragon shadow. Game
can just tell you that it sucks. companies are like that.
52 The Gamer’s Quarter Issue #8 A Retrospective Survival Guide to Tokyo Game Show 53
a burdensome task. In this case, you dominates modern game design
must beat the game three times, each philosophy. But it doesn’t have to be
play-through increasing in difficulty. that way.
This game, however, fares far better What if Silent Hill 4 compensated
than Silent Hill 4. The reason is obvi- the player for being extra-attentive?
ous: Devil May Cry is about only one What if the game presented a run
thing—fighting—and to beat its hardest through another character’s perspec-
setting you must get very good at that tive upon completion? What if it offered
Knee-Deep in
designed. They built an online commu-
nity that is still going strong. Now that
Doom is downloadable on the Xbox
Untold Tales
samurai, Elta can also roam around the his land.
worlds and beat up magic creatures While I was playing Magician Lord,
while discovering new rooms. In short, I was reading classic tales from the
Why Game? Now, you might say that’s all fine and
systems, a little patience will result in
access to plenty of high-quality, bud-
get-priced titles. To top it all off, you
dandy, but you can’t deal with the crazy can even just rent games for a fraction
Reason #7: Why Not!?
controllers. You’re not getting off that of the price it’d cost you to buy them
By Mister Raroo
easy, friends! Yes, becoming accus- outright. Gaming is a hobby that can be
Art By Missus Raroo
tomed to using joysticks and control tailored to fit any budget.
Dear Non-Gamers of the World, pads might have a bit of a learning
Greetings! It’s come to my atten- curve, but I have faith that you can do
tion that you’re still a little iffy on the it! If Missus Raroo’s eighty-three-year-
notion of videogames as legitimate old grandma can be taught how to
entertainment. While I can understand navigate around a computer and fire off
that you have your reasons for not e-mails, there’s no reason you can’t fig-
playing games, I’m hoping that maybe ure out how to use an analog stick and
you’ll rethink your stance on the matter. press buttons on a controller. It might
No doubt, you most likely have some take you some time to get comfortable
hang-ups about videogames that have with it, but with practice everything will
prevented you from enjoying them, but be second nature before you know it.
don’t worry, because I’m here to help! Even if you absolutely refuse to allow
yourself to learn the ins and outs of
using game controllers, you can play
Videogames cover such a broad games through dance pads, light guns,
spectrum of styles and genres that styluses, cameras, and even your own
anyone can find something that suits voice. Heck, I wonder if many of you are
them. Furthermore, despite what you actually gamers and don’t even real-
may have heard on television or read ize it. If you’re the type of person that
in the newspaper, there is much more sneaks in a few sessions of computer
to videogames than graphic violence. solitaire at work when your boss isn’t
Whether you’re a history buff, a painter, looking or enjoys a quick fix of Bejew-
a bug collector, or a doctor, there is eled on your cell phone during your
surely some game out there that’ll commute to work, then you are already
Perhaps you think videogames are match your interests. There are musical a gamer! Chances are, you’ll love other
strictly a children’s hobby. That’s a games, dating games, trivia games, Don’t let the hype about the high types of videogames as well. Gaming is
very common misconception, and it scary games, fishing games, funny price of videogames throw you off, a hobby that has something to offer just
most likely stems from the fact that games, driving games, pet-raising either. There are plenty of inexpensive about anybody, and you’d be surprised
videogames are still a relatively young games, and, yes, should violence really alternatives to paying full price for at how entertaining and rewarding it is.
category of entertainment. But the be your cup of tea, violent games. In games and systems. With a huge back Give videogames a chance!
fact of the matter is many adults who other words, people of all ages, tastes,
grew up playing videogames still play catalog of titles to explore, someone
and backgrounds can enjoy video- new to videogames can jump right into Your pal,
videogames, and in many ways, games games. the hobby by picking up some used Mister Raroo
themselves have grown up right along
with us. games and systems for a reasonably
Objection!!