Thursday, January 21, 2010

My Life: Happy Anniversary

Most of us, at least most of us who live in or care about America, have treated the last day or two as a commemorative occasion for Barack Obama. After his first year of being president, people have asked how that year has been. Has he lived up to expectations? Underperformed? Does he confirm or refute his opponents' fears? What will come from now?

I, however, think about something else this week. As a follower of politics, I also wonder about the Obama administration, but today is another, more direct anniversary. On January 21, the day after the inauguration, I was laid off from my last real job. Not that I blame him for that. I down he even had time to enact policy that would suddenly result in me getting fired in those twelve hours or so, and if the universe was somehow karmically attacking us for electing him, I would be a strange target of it.

So I'll worry less about him and figure out my own progress. This...hasn't been a good year. Sure, I had my fun. I played a lot of video games, watched a lot of TV, and read probably less than I should have. But there are other barometers to success, ones more important than that.

Artistically: Overall, I'm happy with my artistic progress this year. I still did less than I should, but I did do more than most. In April I wrote what is probably my proudest accomplishment to date creatively: my first REAL screenplay. Maybe it isn't my favorite creation of all time, but it falls only behind a few of my favorite video game design documents. And while neither the design documents nor a screenplay counts as a full product onto itself, a screenplay strikes me as at least as an artistic achievement unto itself and not a suggestion on how to make an artistic achievement. I'm less happy with my novel made last November, despite actual plans to sell it. But the idea is fine, and I'm in the process of rewriting it, primarily next month. I only did a page so far, but the new direction is already better, and it was met with approval at today's writer group.

Financially: This was not so good. My income was sporadic at best. The first few months and the last few months were nothing. And when did I find a job, it was a temporary one. Things looked like they improved. I did a week of work in April, a few weeks in June and July, and a few months from August to October. In the meantime, I had unemployment, but no matter how hard I looked, nothing else has come up. In the meantime, I looked for something more fulfilling. I mean finally getting a job that involves video games, writing, or at least something creative. No luck so far.

As for outgoing expense, things went fine until at least September, when my last roommate moved out. Since then, my rent cost doubled, and that I can't afford. I've been putting this off, out of distraction or simply hope that I find a new roommate. Why? Because I know what moving means. It means going from a relatively nice apartment to a room or two. It means putting half my stuff in storage for God knows how long. It means the act of moving. It means things are going to be different, and for the worst. But it has to be done very soon, like the end of the month or so.

Socially: Hoo boy. To be fair, I had reason to barely try this year. The poor, broke, and jobless are not the most appealing people to date. Now I had some luck making friends, or at least hanging out with the ones I have. It's just a shame that too many live like an hour away. Hey, maybe when forced to move, if that happens, it can be slightly closer to them! Yeah, that's not much of a silver lining, but it's something. And at least I know that one way or another, things will change this year. Maybe that means something good, like a job I actually care about or even selling something I've written. Maybe not. But at the very least I know if I don't change things under my own hand, things will change anyway. Because the last, desperate change is to move back in with my parents. And nobody wants that, especially my parents.

Friday, January 8, 2010

Reviews: To prove I'm not dead, here's a series that likely is

No, I'm not dead. I've just been busy and a bit depressed. The holidays are great at inspiring both of these things, especially to someone unemployed and who has to move soon because he can't afford the place he currently lives.

This period also was the, at least temporary, end to a much less important segment of my life. My Gamefly account, useful as it's been, has been suspended due to the holidays, or more specifically the influx of games the holidays resulted in. I'm not 100% pleased with Dragon Age and New Super Mario Wii, the first Xmas games I've been playing, but both have been both entertaining and time consuming.

The Gamefly came to an end with Banjo: Nuts and Bolts, the latest of the Banjo Kazooie games that last appeared (in the main series, at least) on the Nintendo 64. It was a series I...huh. I had some affection for. That's the weird thing about Banjo. I remember the games, I enjoyed the games, but while I was nostalgic for the series, I can't say I especially cared for it, either. But we'll get to that element in a minute, because there is a much more crucial issue here: I HATE vehicles in non-vehicle games.

Something like the cars in Grand Theft Auto are normally fine (though the ones in GTA 4 have rubbed me the wrong way, hence why that one's near the back of my holiday games set.) But whether it's the dune buggies in Jak 3, the Mako in Mass Effect, and even Halo's famous Warthog, they just make me seethe. It's not the basic inclusion of a vehicle that's the problem, but the controls of these abominations are almost universally designed to get on my last nerve. If they aren't overshooting turns or getting themselves wedged into hallways or corners, they're taking a slight bump and immediately spinning around or flipping upside down on the first hill. I'm not a car or other vehicle guy in the real world, so maybe some of this is realistic. But I don't care. A vehicle is fine in a close race or when carefully dodging obstacles, not when I have to reset a race for the fifteenth time because a car can't even be trusted to stay pointed in the general direction of the target.

So Banjo: Nuts and Bolts was maybe not the best game for me. It has the same general premise of other Banjo games. The heroes, a bear named Banjo and a bird named Kazooie, explore various platform-centric video game levels to collect umpteen prizes as part of a vague quest to stop the witch Gruntilda. But in Nuts and Bolts, the platforming itself is all but absent, replaced by endless (about 90 of them, all told,) vehicle challenges. Sometimes you use the vehicles the game forces on you, but usually you can get around in machines that the player makes. And the actual ACT of customizing your vehicle is fun (at first.)

But using them is another story. Your fragile little machines are often either too slow to function or so fast that they control like, well, the jet engine on wheels that they often are. Conversely, any vehicle with the weapons or unique widgets needed for a mission is often too heavy and unwieldy to actually use them, at least with skill.

And it doesn't help that this is otherwise a Banjo game. The Banjo series has always aped the Mario series, but to me at least it always missed the point. The levels were huge, beautiful, and full of surprises, but the actual act of exploring them was often either sterile or so excessive to be overkill. In a Mario game, getting a Star/Shine or whatnot always felt like a singular achievement. In Banjo, they felt like items off a checklist. The problem is that as you get farther into a game or the series, each item wasn't just at the end of a series of challenges and possibly guarded by a boss. You had to find a minor NPC, let it ask for help, and accomplish some minor task for them first. Sometimes you had to perform three or four minor tasks, often with their own requirements, just to get one of the 120 primary collectibles (called "jiggies".)

Nuts and Bolts kept up this tradition and took it one step farther by not even integrating the tasks as part of the normal world. Instead, each level just has the help-needed characters standing around and speaking to them triggers a mini-game. To make it worse, each mini-game now has some other requirement, usually a timer or score of some sort. You have to finish each mission within a limited time to even get the jiggy, so it's entirely plausible to successfully finish a mission and still get next to nothing for it. AND there now are trophies that you get for each mini-game mission requiring you to do even better than the requirements for getting the jiggy. And each trophy is worth a quarter of a jiggy, so you have to get all THOSE as well to get everything in the game. AND FINALLY (phew,) the other major collectible in Banjo games, friendly animals called Jinjos, no longer can just be grabbed as you find them. No, that would be too easy. Instead, each one has their own mini-game now, tossing another 50 or so mini-games onto the list, those these at least are pass/fail. It's like Rare took all the complaints about too many collectibles into account but misunderstand the reasons for the complaints completely.

As for the mini-games themselves, they aren't exactly impressive. Most, Jiggy or Jinjo, require to transport some other objects from point a from point b, fight off hordes of enemies, taxi characters around, or win races. Oh, gods, the races. One of the reasons I dislike vehicles in games is the need to have to gallivant around areas while driving or flying through a bunch of tiny rings. This game has so many of these challenges that I easily lost count. There are a few boss fights, but not nearly as many as one can hope, and those few are just about dismantling someone else's vehicle, not a real boss fight. Considering how the boss fights, especially the final bosses, of the earlier games are among their most memorable moments, losing these really felt like a waste.

That brings up the original question of why I bothered playing this game, let alone to completion and near-total collection victory (no way in hell was I getting those 90 trophies, though.) Part of it was the memories. The series never really had the characters or world that something like Mario has, where every element is just so full of life and character. Honestly, except for the rhyming, horrific main villain, everyone's a cipher. But the series has its charms. In particular, it has a sense of humor, a self-awareness of how ridiculous this how is and how none of it can be taken seriously. And the levels themselves are often visually impressive. This game fell apart a bit here as well, with too many levels consisting of one big enclosed room with just a few hallways and side-rooms for variety, but even they were awesome in scope. The first level of the game was much better; an artificial farm surround by walls to hint that the whole thing is just a video game. But the game went beyond that, as the edges of the world had literal gears you can climb on, emulating the old days of platformers, and a flying vehicle could climb higher to see rotating artificial clouds, a "sun" in the form of a giant lamp, and the giant gear that operated this entire reality. And then you could leap into the volcano a mile below for fun.

The game's "hub" world, a massive town consisting of six major districts, was especially impressive. It wasn't a Grand Theft Auto city, no, but the way it expands and connects all of its elements made the whole thing more real than your typical action-adventure experience. It's telling that the very last thing I did before I returned the game was travel to the highest point in town, looked at all the lands I had explored and conquered, and sighed as I surveyed the areas beyond the city. What was that bridge to the east, the manor to the south, the farmlands and ocean that probably took up the free time of programmers for days yet did nothing? As I looked around, the music having muted itself as it traditionally does at high altitudes in a Banjo game, I felt that thrill to explore come over me, a sense of wonder possibly gone forever as the platforming games vanish from the face of consoles. If only I had a vehicle there.