
Q Games' Gunpey for PlayStation Portable
Time flies when you're having fun...or when you're arguing with a good friend. Along with MTV News reporter Stephen Totilo, we've thus far debated and discussed God of War II, the Halo 3 multiplayer beta and Manhunt 2. In this installment, which is also being posted on Totilo's blog MTV News: Multiplayer,
we're taking on an entire category: small games, also known as short
session games. Why? Because as the staff of Level Up gets older, we're
finding ourselves unwilling to commit to the 10-20 hour experiences of
most AAA titles, and increasingly drawn to simpler, more repetitive
games that we can pick up and put down at our leisure.
In the
spirit of our topic, Totilo and Level Up agreed to limit the length
of our individual entries to 500 words or less. Read on.
***
To: Stephen Totilo
Fr: N'Gai Croal
Date: July 22, 2007
Re: My Name is N'Gai, and I'm a Gunpey-holic
Stephen,
I began this entry the week before
E3, and I was well on my way to what would have been the perfect
kickoff post on short session games. I was going to lead with the
sentence "My thumb hurts;" rhapsodize briefly about the PS3 game Super
Stardust HD; explain how despite my increased coverage of games, I've
found myself spending less time actually playing games, causing the
more robust console and handheld franchises that used to make up the
largest part of my videogame diet--Metal Gear Solid, Halo, Metroid,
Devil May Cry--to steadily give way to the likes of Virtua Tennis,
Lumines, Meteos, Every Extend Extra and Geometry Wars; name-drop
Electronic Arts chairman Larry Probst and a conversation the two of us
had last fall about my changing gaming habits; cite Geometry Wars'
revival of the Robotron-esque twin-stick shooter; and conclude by
asking you which other genres that once served as full-meal games are
ripe for revival as short session snacks. And I was going to accomplish
all of this in the 500 word, small-entries-for-small-games limit that
we'd agreed to for this installment.
That plan went out the window on the
Saturday after E3, when I picked up the PSP game Gunpey for $9.99 in an
L.A. Best Buy discount bin. It's a remake of a puzzle game created
years ago by the father of the Game Boy, Gunpei Yokoi--think Tetris
meets Connect Four--updated by Tetsuya Mizuguchi's Q Entertainment. I
rarely spend my own money on games--it's one of the perks of this
gig--but Namco Bandai neglected to send it to me, and being a Mizuguchi
fan, I couldn't resist. And now I can't put it down.
Heading to work
last Friday, I missed my subway stop because I was in the middle of a
personal best run. Normally, I'd switch from an express train to a
local train at 42nd Street. But I was so engrossed in Gunpey that I'd
lost track of everything somewhere around Atlantic Avenue in my adopted
hometown of Brooklyn. When I finally looked up, I was at 72nd street,
as if time had somehow been compressed. At work, I didn't think about
the game, and I had no real intention to play it again that day. I left
the office to meet up with a friend in the East Village to see
"Sunshine," and I'd planned to listen to Ziff-Davis' 1UP Yours podcast
on the way. But the moment I sat down, I felt an overwhelming Pavlovian
urge to play Gunpey. Goodbye podcast, hello nirvana. My friend was late
to meet me; excellent. The line at the concession stand was
inordinately long; hallelujah. Waiting for Sunday brunch to arrive; no
problem. Procrastinating Doing additional research on this post; why
not? Every delay was an opportunity to wake up my PSP and play more
Gunpey. I've got full-fledged games like The Darkness sitting in their
shrink wrap because I can't shake the fiendish pick-up-and-zone-out
simplicity of Gunpey.
Is something wrong with me?
Cheers,
N'Gai
***
To: N'Gai Croal
Fr: Stephen Totilo
Date: July 24, 2007
Re: Was Zelda A Mistake?
N'Gai,
I don't need the easy bait.
Your Gunpey love isn't sign that
there is something wrong with you. In fact, it is a sign that you are
quite normal. You are, I dare say it, typical. You are Joe Gamer. I say
this not to disparage you, but to celebrate your one-man proof of my
biggest new idea about video games, my 2007 Gaming Epiphany:
The only games that achieve
mainstream success are those that can be played casually--narrative is
unnecessary and maybe even a detriment.
Have you ever seen those lists of the
best-selling games of all time? They are topped by games that can be
played in 10 or 30-minute bursts: Tetris, Madden, Gran Turismo and Myst
to name four. These are games with no story or with a story that can be
ignored. See those Grand Theft Auto games on lists like that? Most GTA
gamers play the series like it's Pac-Man with pedestrians and cops.
Show me a multi-million selling Zelda game and I will show you an
adventure-free Mario Kart that outsold it. Halo, GoldenEye, and Doom
didn't get famous for lengthy solo campaigns. The DS didn't fly off
shelves because of a 30-hour RPG. Casual is king.
So maybe I should have wondered if
you were un-well when you favored the Metroids and Metal Gears of the
world. It baffles me today that anyone looks for games that are linear
and long, games that ask you to care what happens next. After
20 years of it not happening, people who make or love those games think
they can be a dominant form. Don't those games always disappoint? The
fluke is that anyone buys "Final Fantasy." The aberration is that
anyone invests three hours--let alone 30--into an adventure game.
This has been a tough idea for me to
accept. I always wanted my games to be adventures, an interesting
interactive series of events. I crave Zeldas and Metroids and games
that can be as rich and lasting as novels. But recently I realized that
almost any such game I play lets me down. Final Fantasy feels too long.
The Zelda games repeat themselves. The Metal Gear games tell a story I
don't care about. I wait--in vain?--for one that is sublime from end to
end (maybe my beloved Majora's Mask?)
But then I think about what kinds of
games have really excited society. And I am reminded that the masses,
including you, have always been most engaged by games that can be at
their best 15 minutes in. They are the short-session games of the type
I've recently become re-enchanted with myself. Super Stardust HD feels
right. Geometry Wars doesn't disappoint. Lumines feels less flawed than
any adventure game I've played.
So were those long-form games a
mistake? Is casual king? Is adventure really better off the domain of
movies and books? (And how does WoW fit into this?) My world is flipped.
-Stephen
***
To: Stephen Totilo
Fr: N'Gai Croal
Date: July 25, 2007
Re: Super Stardust HD 1, The Darkness 0
Stephen,
Your Grand Unified Theory of
Best-Selling Games needs some work. But with just 500 words per post,
I'm not going to tackle that in this particular entry. I will say,
however, that there are aspects of modern games--particularly those
with stories--that can feel like work. With each new game, we have to
learn its controls, mechanics, rules, visual style, geography,
architecture and narrative. So depending on the game, it can be up to
an hour before we hit the point at which we're truly having fun, where
continuous confrontation, challenge and discovery are tempered by
mastery of the game's basic elements in an equilibrium between the new
and the familiar. In dealing with this medium that's still for the most
part not very far evolved from its just-a-way-to-kill-time roots, I
find that as I get older, I'm increasingly less tolerant of that
initial learning phase.
After my last post, I popped in a
long session game--The Darkness, finally--and played it for about an
hour or so. It begins interestingly enough, with an on-rails,
semi-interactive opening credits sequence of three mobsters casually
driving through a tunnel, which turns into a car chase, a shootout, and
finally a car crash, leaving you alone for the game's proper beginning.
While that opening was both cinematic and atmospheric, its
immersiveness stemmed primarily from its visuals instead of its rather
limited interactivity, so I found myself getting bored and antsy. To
paraphrase Cyndi Lauper, I just wanted to have fun, and I didn't want
to invest much time or active thought in getting it.
Even though I got my Darkness powers
in the next mission, and the third mission provided some opportunities
to play around with my Darkness abilities in various scenarios, I still
felt like I was too close to the beginning of the
learning-mastery-performance axis, and as a result, I wasn't feeling
the instant gratification that I wanted out of the limited amount of
time I had to play. In other words, my ass wasn't shaking.
As we've discussed before, games are
a generally ineffective medium for the plotting and character
development aspects of storytelling. They're much better at action and
exploration, the latter involving moving through landscapes and/or
architecture in order to accomplish one's goals. But during my play
session with The Darkness, my boredom stemmed from my increased
aversion to exploration. I didn't want to navigate a 3-D world. I
wanted a limited, clearly defined play space. I wanted simple rules. I
wanted waves of obstacles to dodge and enemies to blast. I wanted to
twitch and shoot and have the pleasure centers of my brain tapped over
and over again, perpetually poised on the razor's edge between
conscious thought and reflexive reaction.
What I really wanted to play was more Super Stardust HD. So I did.
Cheers,
N'Gai
***
To: N'Gai Croal
Fr: Stephen Totilo
Date: August 5, 2007
Re: A Tetris That Fully Taps Cell?
N'Gai,
I think I bailed out of The Darkness
at the same time as you. And there's a chance that after I bailed out I
played more Super Stardust HD. But I can't remember. I might have
played Picross DS. I might have played more Pac-Man Championship
Edition. Any of those three games may prove to be the finest titles of
early summer and I am happy to shower all three of these small,
short-session games with praise.
But...I am not going to be so kind to
the games you're turning away from. You let them off the hook. You
implied that it's you--not them--that has turned you away from long
games and toward the modern day equivalent of Asteroids and Pong. Don't
give them the old-man defense: that the closer your dreads get to
turning gray the less appropriate long games are for people like you.
Do people outgrow novels and long movies? No, there’s something else
short games must be doing right. After all, the Wii and Guitar Hero are
huge successes thanks to offering short-session fun.
So let’s praise the short stuff! But
let’s also wonder: why is it so arresting even for serious gamers like
you and me again? A major factor is that games are getting a little
more in step with the rest of popular culture. Short games are to long
ones what downloadable songs are to albums, what e-mail was to letter
writing (and then IM was to E-mail and then texting was to IM). These
days the cultural oddity is the 60-hour Final Fantasy. Oh, and "Harry
Potter" novels and Vs. Mode exchanges (But which one is truly worthy of
a movie adaptation?)
So short-session is in fashion. But
here’s what I find really intriguing: the existence of high-end short
games like Super Stardust HD. Many short-session games have been, to
modern eyes, graphically basic. That is because they a) came from
lower-tech eras (Pac-Man), b) were designed for relatively limited
portable devices (Nintendogs), c) were made to be quick-loading
time-wasters (Minesweeper) or d) weren't predicated on complex visuals
(Guitar Hero). You might easily put cracks in my theory, countering
with graphically rich games like Gran Turismo, Madden and Halo, that
are popularly enjoyed in short sessions. But save that for later. But
you know and I know, that SSHD draws an extraordinary amount of console
horsepower to render a simple short-session game mechanic. This, I
think, is unprecedented and an accident.
I don’t think the PS3 and 360 were
engineered to run small games. They were packed with pricey chips to
run epics and big, involved games full of modes and seasons--not to
run a thousands-of-objects-on-a-screen shmup . But that’s what we’ve now
gotten. And it makes me wonder. Is this a future that these game
publishers should consider pursuing with vigor? How about using that
Cell processor to make really fancy puzzle games and photo-realistic
rhythm games?
What could technology made for epics provide short-session games?
-Stephen
Next: In which Croal declares that small games need better marketing and PR, and Totilo insists that all they need is love--spread via word-of-mouth-and-email like YouTube videos.