Sverigedemokraterna may subscribe to a pathetic ideology, but I've never understood what's supposed to be so horrible about the practical measures they wish to take. One doesn't have to be nationalist or racist to see an economical and statistical motivation for limiting immigration, or to claim that it is in no way Sweden's responsibility to accept the numbers that are currently pouring in.
Icemael's forum posts
I wonder what the Japanese indie scene is like.
Visual novels, fighting games, shoot 'em ups and SNES-style side-scrolling action. And when they do "retro" design it doesn't just mean pixel art and simple controls, it extends to all aspects of the game design.
This guy I know noticed I knew a lot about comic books and said "Are you like a comic buff or something?"
So I said to him "Fuck you Karl, I don't define myself by my interests or the way I spend my time, that's just childish. Just shut your stupid mouth and stop using that stupid term, don't you even know that it perpetuates an exclusionary club mentality? What's the difference between me and my aunt who reads the funnies in the newspaper? That's right dickhead, nothing, we both read comics and no meaningful distinction can be made between us. Get a clue, asshole."
I think I helped him understand but I'm not sure because he hasn't talked to me since then.
Speaking in the latest issue of Edge magazine, which goes on sale on Thursday, Shigeru Miyamoto said his team does not want to focus on making content for people who "passively" enjoy games.
"[These are] the sort of people who, for example, might want to watch a movie. They might want to go to Disneyland," he said.
"Their attitude is, 'okay, I am the customer. You are supposed to entertain me.' It's kind of a passive attitude they're taking, and to me it's kind of a pathetic thing. They do not know how interesting it is if you move one step further and try to challenge yourself [with more advanced games]."
This is great to hear. Miyamoto is a goddamned genius and his talent has been totally wasted on games like Wii Music. If he applies the kind of creativity that produced Super Mario Bros. 3, Pikmin, Super Mario Galaxy etc. we could be looking at some amazing stuff. Project Giant Robot and Project Guard don't exactly inspire much confidence, but they're just small experiments and hopefully not indicative of what his other future games are going to be like. I'm really curious to see that new Star Fox...
Things I want:
- Quality news reporting.
- Quality interviews with questions that are actually interesting.
- Reviews with meaningful analysis by people who know what they are talking about. For example, I don't want to read a review of an arcade game (or a game in that style) by some credit feeder who doesn't even understand the basic concepts of arcade design, and I don't want to read a review of a 3D beat 'em up by someone whose experience with the genre is limited to playing the God of War series and quitting Ninja Gaiden after 30 minutes. I cannot count how many reviews I've seen that read something like "Well, I don't know anything about this genre, and I don't really understand the mechanics of the game, but here is my vague feeling on it based on what little I can grasp and what I've heard other people who know more than me saying." If you don't know what you're talking about then you shouldn't be writing a review in the first place.
Things I don't want:
- Homilies. Please keep your shitty political opinions to yourself and stop preaching about justice this, equality that. Or at least keep that shit separate from the news reporting, the interviewing, the reviewing etc.
- Reporting on gaming "culture." A fan-made video you found on Youtube is not news. Some guy playing Battletoads with his nose is not news. Pictures of people cosplaying as video game character are not news.
Action games have always and will always fetishize violence and the means to exercise it because that's entertaining. It has absolutely fuck-all to do with politics -- since glorifying violence and power is the whole point of action games, the player character will always be violent and powerful whether he's a soldier, a cop, a criminal, a vigilante or whatever. Which is why Hardline (or at least its multiplayer component) fetishizes the violence of the criminals just as much as -- if not more than -- that of the police. But of course, no one's talking about that as problematic because you can't tie it into current events to get cheap hits on your shitty article.
The keyword for Jeanne’s concept design in Bayonetta 2 is “casual.” Design started when Kamiya came up to me and said “I want to put her on a bike. Draw me a biker suit.”
Jeanne is one of Kamiya’s favorite characters, so most anything Hashimoto and I said would get shot down instantly. I just drew biker suit after biker suit until one was approved. There were actually a few more he liked, but they all maintained a relative simplicity similar to her final approved outfit.
I didn’t intend to accentuate this part of her in my concept art, but Kamiya said Jeanne looks flatter than ever. He was happy about it too, so that’s fine I guess.
For this blog, I’d like to talk specifically about damage motion for enemies. You know, that motion you see when you land a huge deathblow on an enemy and they get knocked back and explode or whatever. You might have never thought that deeply about it, but for an action game, getting the right reaction out of the enemy after you’ve pulled off a killer combo is absolutely critical. Do a slack job and the thrill of battle will turn into a total letdown. Enemy damage motion is something I’ve always regarded as highly important in the games I’ve worked on. I always am asking myself if there’s not something new I can try to create more satisfying combat than before.
My challenge to myself for Bayonetta 2 was to create the right enemy motion for each attack. We had plenty of enemy reactions that would change depending on what attack Bayonetta performed, but I wanted to take this further for Bayonetta 2.
Doing a little research, I realized that the enemies in Bayonetta 2 have an average of 3.5x the number of reactions as those in the original.
We were asked all sorts of questions. A favorite question of mine was, “Most games fall back on a hero rescuing some helpless female character. What were your reasons to have Bayonetta feature a strong female protagonist?” This was more a question directed toward the Bayonetta series rather than just Bayonetta 2. There were people who doubted the choice of a female protagonist ever since we first revealed the original game’s development. Our internal team, on the other hand, didn't mind. We just thought it would be interesting to have the main character be a witch. From there, we expanded on the concept: instead of thinking about how a female protagonist would limit us, we thought about what we could do because Bayonetta was female.
I liked the concept art for the first game better, but oddly enough, I do think the in-game models based on these new designs are an improvement. I don't know if it's that the modelers and animators are better this time around or if the new designs are just better suited to 3D.
Anyway, it's interesting to see how much thinking and effort goes into every tiny detail, like the colour balance on Bayonetta's guns or the curvature of the roads. Also, you don't think much about the enemy reaction animations when you're playing a game (unless they stand out as particularly stiff or particularly excellent), but when you look at the videos directly comparing Bayonetta to Bayonetta 2 you can really tell the difference. It definitely looks like hitting enemies will be more satisfying with the new animations.
And notice the reason for Bayonetta being a strong female protagonist: "We just thought it would be interesting to have the main character be a witch." Not "we felt we needed to balance inequalities, we did it for justice, it's our responsibility to represent the underrepresented". No: "we thought it would be interesting, we thought it would be cool, we had a creative idea-- our taste guided us".