.............

.............

Saturday, February 13, 2016

Mega Man X: A Prime Example of Video Game Boss Design

I'd like to take a moment to appreciate how great the boss design in the Mega Man X series is.


The X series replaces the robot masters from the classic Mega Man series with animal themed variants, this time labeled "Mavericks," or "Irregulars" as they were called in the original Japanese release. Their role remains the same as the classic robot masters; robots created to do good, usually a civil service of some sort, such as city maintenance or environmental upkeep, that have since decided to use their special abilities to wage war on humans instead. This time around the bosses have been infected by "The Maverick Virus," which causes their perception to become twisted and effectively drives them insane.

The "Roboenza" virus infecting robots one hundred years earlier, during the plot of Mega Man 10. Whether it be literally or figuratively, the virus was a precursor to what was to come once Mega Man X and the robots based on his design came into the picture a century later.
I've always found this concept extremely appealing, as there is a universal appeal in the concept of personal skills being used for the wrong reasons - at the risk of applying too much grandiosity to Capcom's story, it's an age old narrative, going all the way back to literary classics such as Paradise Lost, where the devil uses his God given gifts for reasons that go against his creator's intentions and ultimately becomes evil and twisted, taking several of God's angels with him. The idea of twisted intent is often one of the narrative avenues used to explore the concept of evil and how and why it can possibly exist, and, despite being very simplified in the Mega Man series, is still very much present and takes the forefront in the series' narrative. Sigma, the former leader of the fight against the Mavericks, becomes infected with the virus himself, and not only joins the other side but becomes its leader, organizing the Mavericks in a way that makes them much more of a threat than they ever were before. It's the fall from grace aspect of this story that's appealing, and the X storyline even adds in an inverse example with Zero, the progenitor of the Maverick Virus, who himself ends up fighting for the good guys instead.

Sigma as the leader of the "Maverick Hunters," an organization formed to bring peace back to the world by eradicating those infected with the virus.

Sigma as the leader of the Maverick Rebellion, having switched sides and become public enemy number one.

The designs aren't only effective from a narrative standpoint. They function very well as a gameplay mechanic, and have an appealing futuristic visual aesthetic. Here are a number of reasons the Mavericks from Mega Man X are effective:


  1. They're simple enough to be memorable, but striking enough to be unique. Much like how old chiptunes used a limited set of sounds to create something iconic, they work with a very simple concept and make it brim with personality.
  2. They all have their own unique stages and stage music, adding to their personality.
  3. Each of them require a unique strategy to take down, whether you use their weaknesses or not.
  4. On the same note, they play directly off of one another with each Maverick being weak to another Maverick's weapon, giving them all a sense of connectivity.
  5. They're extremely formulaic and manage to remain unique despite, and I would say even because of, this reason. You always wonder what element/animal combination will be next, what kind of design they'll have, what their abilities will be, what their stage will be like, etc. It's a very basic formula with almost infinite potential (much like X himself).


It would not be an exaggeration to say that the bosses in any Mega Man game are the game's main appeal, as even the ordinary gameplay takes place in a stage designed specifically for that character. The Mavericks of Mega Man X, of course, are no exception.

Here are three of my favorite Maverick designs from the series, which I feel highlight the different facets of their appeal very well.

Infinity Mijinion



This is a flea. A flea. Yet they managed to make his design extremely visually striking, with the neon green fluid visible beneath his translucent exterior being the most notable aspect of his design. His personality is that of a mad scientist, one of my favorite tropes, and his music is a total ripoff of The Final Countdown, but that's ok, because it sounds amazing. This is one of the more complex concepts for a Maverick design in the series, and I feel it highlights the creativity that these robots can display very well. As an aside, the reason his name sounds so bizarre is that Capcom went with the Japanese naming convention for Mavericks in Mega Man X6, which often add a much more artistic flair to the names than their localized counterparts. If Mijinion's name had been translated the same way as the Mavericks from the previous games, he would have likely been called "Infinity Flea."

Chill Penguin


Simplicity at its finest. He's a robot penguin. That's all he needs to be. He's not "cool", unless you count the nature of his abilities, but his design is memorable nonetheless. The little touches like the pipe on his back, or the lights on his chest resembling buttons on a suit, are what complete this character design. To give a little more insight into the difference in naming conventions between the original Japanese and the localized Western games, Chill Penguin's Japanese name was "Icy Penguigo."

Spiral Pegasus/The Skiver


One of the X series' only attempts to delve into mythology instead of basing the design off of a real life animal, Spiral Pegasus not only has a really cool name, but a very noble and almost heroic design. His story has him as one of the few remnants of Repliforce from the aftermath of X4, and it's hinted he wants revenge for his unit rather than him being a typical infected Maverick, although I believe he does become infected if you fight him later in the game. He's a break from the more grounded designs in the series, following Magma Dragoon from X4, although I think his design is much more cohesive than Dragoon's. Again, it's relatively simple, but the colors stand out - the red highlights work well with the white and gold plating and blue gems to create a design that feels very military, calling to mind the image of the fancy epaulets and trim that you might see on a uniform, which works well for his position as a member of an air force unit. Pegasus once again represents a change in naming conventions for the series, as an employee of Capcom USA saw fit to translate the names of the Mavericks in Mega Man X5 as homages to members of the band Guns N' Roses for some bizarre reason. His Japanese name was "Spiral Pegacion," where his English name is "The Skiver"; had it been translated properly, it would have been "Spiral Pegasus."

These are only a few of the myriad amount of these designs that the X series features, and that's to say nothing of the other robots in the series that have more human looking designs, all of which are equally memorable to the Mavericks. For a series based around robots, Capcom sure nailed their aesthetics on every level.

Thursday, February 11, 2016

Resident Evil: What Actually Happened?

Since you can choose either Chris or Jill at the beginning of Resident Evil, it leaves the sequels ambiguous as to who did what during The Mansion Incident. StallionDan has posted a list of the canon order of events according to the Resident Evil Archives. Interestingly, the canon story is not playable in any incarnation of Resident Evil, as you must play as either Chris or Jill for the entirety of the game and thus complete every event as either one character or the other.


"RE Archives has a list of who did what in REmake.


- Jill and Barry investigate dining room at start, Jill encounters the zombie eating Kenneth and it follows her for Barry to shoot it. They then find Wesker missing in the main hall.
- Chris solves the puzzle of the emblem key with the spinning blade statue.
- Chris encounters zombie Forest on the balcony and kills him.
- Chris finds Richard being cared for by Rebecca and fetches the serum.
- Jill finds the shotgun and gets saved by Barry in the room with the lowering ceiling.
- Jill encounters Barry in the study area with fishtank
- Jill plays the piano and solves the puzzle.
- Jill fights Yawn in the first battle.
- Chris finds the book of curse, he solves the 4 masks puzzle and fights the Crimson Head from the coffin.
- Chris hears a radio message outside from Wesker about Lisa Trevor
- Chris encounters Lisa Trevor in the cabin.
- Jill hears Barry "talking to himself" (secretly Wesker) in the dormitory.
- Jill is attacked by and kills Neptune
- Jill fights plant 42 after making V-Jolt, Barry saves her with the flamethrower.
- Chris finds an assault shotgun in the dormitory (I guess this means that is where Richard died...eaten by Neptune. That shotgun belonged to him, but the archives do not directly state his death method)
- Chris finds supplies from Wesker on returning the the mansion.
- Chris encounters the first Hunter
- Chris fights Yawn the second time.
- Chris hears Rebecca's scream and saves her from the Hunter.
- Jill sealed the floodgate and revealed the entrance to the caves.
- Jill finds Enrico and sees him get shot.
- Chris encounters Lisa Trevor in the caves (after the cave elevator raises strands you below), he runs and escapes through the cabin exit, he makes his way to the mansion and opens the doors under the main hall stairway.
- Chris meets Wesker and they both fight Lisa Trevor by her mothers grave.
- Jill finds out Wesker worked for Umbrella, transports the nitro.
- Jill confronts Wesker in the laboratory where Barry ends up shooting Wesker but the Tyrant is still freed and kills Wesker.
- Jill frees Chris from the cell.
- Jill kills the Tyrant on the heliport."

Similarly, News Bot weighs in on the nature of series canon and the canon path in Resident Evil 2. The game has four scenarios - Leon A, Claire A, Leon B, and Claire B. The story changes depending on which character is chosen first (which then becomes the "A" scenario) and which character is chosen second (who then plays out the "B" scenario).


"The canon is a literal mixture of all four.

For example, Leon takes the G-Virus from Ada and throws it away. This is a combination of Leon B (Ada fakes her death) and Leon A (Leon throws away the virus) but you don't see the scene in the game.

Leon also encounters both Kendo and Marvin. Claire fights G-Birkin's first form. Claire A/Leon B is commonly viewed as the canon order simply because their most important events are canon.

Kamiya points out the nature of how the game cannot be viewed as a linear narrative:
Q3. "Leon A & Claire B" and "Claire A & Leon B." Which scenario combination could be considered the true one? 
A3. Both of them, of course. To digress, we really wanted to show off the merits of the zapping system, so we cut out elements of diversion from this game. We did this because by having 4 different zapping story scenarios, we felt that players would have to play through the branching story a number of times in order to see everything. Should players have time, it would be interesting to see where things differ among scenarios. 
Q23. In the ending of Leon's A scenario, how did Sherry know him? 
A23. We never drew it in the scenario, but there must have been a conversation with Leon and Sherry since they didn't encounter each other until the freight train departed. In other words, Claire must have escaped from the laboratory along with Leon and told Sherry the story about this man.
Remember, BIO2 was made in a very short timeframe. There were things that were included but cut for various reasons (a scene with Leon/Claire mistaking the Tyrant for human was cut because it was more effective for the horror to just have it round a corner and attack your character with a sudden music queue). There were also things that couldn't be included due to time and budget issues, just like the first game. On top of this, there's the standard common sense in fiction that you don't need to see or read something from a direct perspective to know something happens off-page or off-camera. Games have the added caveat of things happening even if not seen while playing.

BIO3 is the first game to have a "completed" narrative, but it still uses player choice, and as a result there are various ways to view the story. Archives doesn't present a canon outline of the story. They are just overviews of the story that choose specific events because that's the only way to present the story without being confusing. BIO3's overview outright states in a postscript that it may conflict with the player's experience. Unlike the rest of the book, which is information taken directly from CAPCOM's planning and scenario documents, those story overviews are original content written by the Archives staff."

Once again, what "actually happened" according to the franchise's own history is not playable. In fact, there is no definitive history at all, with the canon list presented in Archives existing mostly as a compromise in order to tie in player choice with a definitive narrative. This is slightly frustrating!

As an aside, Mega Man X4, which is, incidentally, another Capcom game, has this same problem. You choose either Mega Man X or Zero at the beginning of the game and stick with that character until the end.


Subsequent games in the series treat both characters' stories as having happened, so you're left wondering who did what. Unlike Resident Evil, there's no comprehensive list for X4, so fans of RE's story should count themselves blessed by comparison to fans of Mega Man X's!

Tuesday, February 9, 2016

Resident Evil: A Definitive Version Guide

User Randomwab has created a very nifty compilation of differences between the different versions of Resident Evil and its sequels. There are quite a few versions of each game, so a list like this is extremely helpful! While Randomwab's list originally covered Resident Evil 1-3, I've gone ahead and added Code Veronica and Resident Evil 4 to the mix, as they, too, are known for having several versions of the game. The entire list up to RE3 is Randomwab's, so a big thank you is in order for putting this list together!

"A big problem with at least the first two Resident Evil titles is there's no real definitive version, so hopefully this will help with the differences. I'll try to make this as accurate and succinct as I can, but if I've gotten something wrong or missed something important, please let me know. I'll try to keep the OP free of pictures but will provide links to as much as I can.

Also, if a note has an asterisk, it means that this is a feature exclusive to that version. I've mentioned which version each subsequent release is based on so all of the features from that build should be included unless otherwise stated.

Resident Evil

Playstation



Original version, things to note:

-No auto-aim in Western releases (Auto-aim is present in the original Japanese release)
-D-pad Only
-Censored intro presented in B&W (Fully uncensored and in B&W in the original Japanese release)
-Censored Kenneth death scene (Uncensored in original Japanese release)
-Japanese release includes alternate Opening Song & Ending Song by Fumitaka Fuchigami (click for links)
-Japanese release includes difficulty description in the character select screen (Chris = Hard, Jill = Easy)
-Japanese release includes background images for all files (Black backgrounds in international versions)
-Japanese release has an adjusted difficulty (Enemies have less health, both characters have more health, Ink Ribbons contain 3 instead of 2, Zombies are easier to defeat by shooting the torso)

Playstation Director's Cut



Based on the Playstation original, with the following changes:

-Original/Standard mode included (Based on the original Japanese difficulty for Resident Evil, see above)
-Advanced mode included (Mixes up puzzle item, ammo, health and enemy amounts/locations, Handgun with a random chance to headshot, additional Forest scene, some rearranged camera angles and retextured rooms)
-Training mode included (Essentially easy mode)
-Censored Intro/Kenneth death (French and German versions of this game have the uncensored & colour intro, however these versions are unavailable digitally.)
-Original US release was advertised as uncensored and was mentioned on the box reverse, despite the game still being censored
-Auto-aim
-D-pad only
-One new additional costumes for both characters (totals three outfits for each)
-Japanese version now uses the same instrumental Opening & Ending music from the international versions
*Retail version came with a trial for Resident Evil 2
-Available on EU PSN Store (Runs at Euro 50Hz, so 5/6th of the US version, English text & English voice acting) or on the JP PSN Store (Runs at NTSC 60Hz, Japanese text with English voice acting)


Playstation Director's Cut Dual Shock



Based on Director's Cut's cut, with the following differences:

*Infamous reworked soundtrack by Mamoru Samuragochi (actually by Takashi Niigaki)*
*Supports Rumble and Analogue
*International version has increased difficulty (Enemies have more health, both characters have less, Ink ribbons give 2 instead of 3 again)
-Not available in Europe
-Available in US as the Greatest Hits label version of Director's Cut, I believe.
-Available on US PSN Store

PC


Same as the Playstation original with the following differences:

*Uncensored, colour opening intro video/Kenneth death scene
*Exclusive unlockable weapon for each character (MAC-10 for Jill, FN Minimi for Chris)
*Different alt outfit for each character
-No auto-aim
-Door animations are skippable


Saturn



Same as the Playstation original with the following differences:

*Exclusive Tick enemies (Reskinned Hunter)
*Second Tyrant fight in the labs (Chris only)
*Battle Mode minigame
*New Alt costumes for both characters
*Reworked character/enemy models due to Saturn's 3D handling
-No auto-aim

Deadly Silence (DS)



Reworked version of the original with the following differences:

-Classic mode
*Rebirth Mode (Includes new/reworked puzzles and item/enemy locations, first person knife battle touch screen encounters, Handgun can randomly perform headshots)
*Reworked item menu for both modes including touch screen support
*Top screen used for map, ammo and health, bottom screen for the game itself
*Local Wireless multiplayer mode, supports up to four players in either cooperative or competitive modes. Features three stages (Mansion, Guardhouse, Labs) and nine playable characters (Chris, Jill, Barry, Rebecca, Wesker, Forest, Kenneth, Richard, Enrico)
-Auto-aim activated by default
*Ability to use knife without equipping for both modes
*Ability to reload while aiming for both modes
*Ability to 180 turn for both modes
*New alt costumes for both characters
-Censored intro
-Uncensored Kenneth death
*Includes subtitles for both FMVs and in-engine cutscenes
*Some music tracks are not present, replaced with alternate music (Likely size limitation of the DS cartridges)
*Loading screens/doors can be skipped
*In-engine cutscenes can be skipped
*Lower graphical quality in backgrounds and FMVs, lower sound quality overall
This link should show the differences in costumes between versions.

Resident Evil 2

Playstation



Original version, things to note:

-D-pad only
-No rumble
-Normal and Easy difficulty
-Auto-aim is included, but it's need to be activated in the menu (Always on in the Japanese version, no option to disable within the menu)
-4th Survivor unlockable minigame
-Tofu Survivor unlockable minigame
-No Extreme Battle
-Japanese release has adjusted difficulty (Enemies have less health and the player has more, less enemies with different placement, different ammo/health placement)
-Japanese release has censored game over screens (You Died against a black background, no death animations)
-Japanese release game ranks go from S through D. The US release ranks A through E. The PAL release retains the S through D ranking from the Japanese version.
-320x240 resolution
-Two discs

Playstation Dual Shock Ver



Based on the original version, with the following additions:

-Analogue support
-Rumble Support
-Extreme Battle mode can be unlocked
-Arrange/Rookie Mode (Start with infinite ammo S. Machine Gun, infinite ammo R. Launcher/Gatling Gun in item box)
-Japanese release includes a USA mode under "Arranged" (US difficulty mode)
-Available for download on US and EU PSN (US 60Hz version on both stores)

Nintendo 64


Based on the Playstation original version, with the following notes:

-Does not include any additions from the Dual Shock or PC releases
*Expansion Pak support EDIT: (Enables higher resolutions, which vary based on the scenes and scale to output at 512x384. Need to look into this one further)
*16 Ex Files can be found, linking the game to both Resident Evil 3 and the then unreleased Resident Evil Code:Veronica and Resident Evil Zero
*Different unlockable costumes for both characters
*3D control method in addition to the 2D "tank controls"
*Item randomiser option unlockable (Affects ammo and health)
*Blood colour option (Red, blue, black, green)
*Violence Control option (Adjust the amount of blood and gore)
-Lower quality FMVs due to compression
-Annette's Recollection FMV streamlined to one variation meaning it will always be incorrect for both scenarios.
-Missing Scenario B credit music
*Sound now uses higher quality midi samples and Dolby Surround, although sounds much duller than other versions
-Character models were reworked, the models themselves are smoother although their textures are of a lower quality
*One Cartridge

Windows 98



Based on the Dual Shock Ver with the following additions:

-Both 320x240 & 640x480 background resolutions
-Can run at 60fps
-Slightly improved graphics for in-engine models
-Hard difficulty unlockable under Original Mode
-Arrange Mode includes Easy, Normal and Hard difficulties
-Door animations are skipable
-Gallery mode (Character model/concept art/FMV viewer)
-Two discs

Dreamcast



Based on the Windows 98 version with the following additions:

-Runs at 640x480
-Runs at 30fps for 3D scenes with video interpolation (60fps for menus)
-VMU monitor for health and ammo
-At least two music tracks are missing and not replace, these rooms are now silent ("Left Alone" outside the RPD, "The Buildup of Suspense" in Marvin's office)
-Can be run in VGA mode
-Arrange mode difficulties retitled to Rookie, Expert and Nightmare
-Supports rumble
-Supports analogue or dpad
-Japanese release (Biohazard 2 Value Plus) has Hunk, Tofu and Extreme Battle unlocked by default
-Two discs

Gamecube



Based on the Dual Shock Ver with the following notes:

-Does not include any additions from the Windows 98, Dreamcast or N64 versions
-Background resolution is at 320x240 upscaled
-Slightly improved graphics for in-engine models
*In-engine cutscenes can be skipped
*Main Menu voice is different
-Analogue support
-Rumble support
*One minidisc

SourceNext PC Rerelease (JP Only)



Based on the Windows 98 Ver with the following notes:

*Updated to run on Windows XP
*Best quality CG FMVs running 640x480 and 30fps
-Hunk, Tofu and Extreme battle unlocked by default
*One DVD
-Japanese language only (Translation patch available)

Resident Evil 3

Playstation



Original version. Some things to note:

-320x240
-Hard/Easy difficulties (Japanese release titles these as Heavy/Light, both are easier; you have more health and enemies have less)
-Analogue support
-Rumble support
-Auto-aim default activated
-Mercenaries unlockable minigame
-Five additional outfits unlockable
-Eight unlockable Epilogues screens
-Some scenes censored in Europe, such as hunter hospital scene, kicking ankle biting zombies' heads off (These will also be reflected in US/Japanese re-releases on all platforms)
-German release censored even further (No gore, grey blood, enemies disappear when defeated, Mercs minigame broken)
-Available on both EU and US PSN Store (US 60Hz version on both stores)

Dreamcast


Based on Playstation original with the following additions:

-640x480
-Slightly higher quality in-engine models
-Two additional outfits
-All outfits default unlocked, selectable when starting a new game
-Mercenaries minigame default unlocked
-Clothing boutique is inaccessible through normal ingame methods (Boutique Key is no longer an unlockable, costumes are selectable in the menu)
Windows 98
Based on the Dreamcast version with the following additions
-Ability to run the game in resolutions up to 1600x1200 (albeit the background will always be 640x480 upscaled)
-Door animations are skippable

Gamecube



Based on the Playstation version with the following additions:

-Slightly higher quality in-engine models
-Slightly higher quality CG FMVs
-Runs at 640x480, same for backgrounds
-Brightness option added to Options menu
*Main menu voice is different

SourceNext PC Rerelease (JP Only)



Based on the Windows 98 version with the following additions:

*Updated to run on Windows XP
*Best quality CG FMVs running 640x480 and 30fps
-Japanese language only (Translation patch available)"

Resident Evil: Code Veronica

Dreamcast



Original version. Some things of note:

-While the Japanese version had both easy and normal mode, the western release only had one difficulty: normal.

Code Veronica X (PS2)



Based on the Dreamcast version. Some additions and changes:

-Slightly enhanced graphics.
-Nine minutes of added cutscenes featuring Wesker.
*Contained a demo for Devil May Cry.
*Pre-orders came with a copy of "Wesker's Report," a short collection of reports written by Wesker.
-Altered character models.
-The character Steve Burnside has undergone a slight redesign, and received a new hairstyle.
-Also released on Dreamcast, although only in Japan.

Code Veronica X (Gamecube)



Based on the PS2 version, with the following changes:

*Altered voice during the title screen.

Code Veronica HD (PS3, 360)



Based on the Gamecube version. The two versions, PS3 and 360, are identical. This version features the following changes:

*Widescreen support for HD televisions.
*Improved dynamic lighting effects.
*The pictures of Claire, Chris, Wesker and Steve in the item screen have all been altered.


Resident Evil 4

Gamecube



Original version. Some things to note:

-Runs at 1280x720 resolution; has letterbox but no true widescreen support.
-All cutscenes are rendered in real time, in the game's engine.
-The game's hidden weapon, The Chicago Typewriter, is unlocked by beating Assignment Ada.
-The PAL version of the game includes a new Easy mode, as well as increased firepower in some guns. In addition, the listed firing speed for rifles has been changed to reflect their actual firing speed in the game more accurately.
-Leon's decapitation death scenes are censored in the Japanese release.

Playstation 2



Based on the Gamecube version with the following additions and changes:

-Now supports true widescreen.
*Lower polygon count.
*Weaker lighting.
*Voices and sound effects quality outside of cutscenes had been reduced due to audio RAM constraints.
*All cutscenes are now pre-recorded and no longer rendered in real time. As such, costumes do not carry over into cutscenes.
-There is a new sidestory unlocked upon completing the game called Separate Ways that details Ada's journey during the events of the main game. The Chicago Typewriter is now unlocked by completing Separate Ways.
-Ada's Report, a five-part documentary, was added to the game. Ada's Report analyzes Ada’s relationship with Albert Wesker and his role in the plot. Players unlock portions of the documentary as they progress through the Separate Ways mini-game.
-Two new outfits, one for Leon and one for Ashley. Leon's outfit is reminiscent of a 1920's gangster, whereas Ashley receives a medieval knight costume. Ashley's knight costume protects her from enemy's weapons and makes her more difficult for enemies to abduct.
-Movie Browser, a feature that allows the player to view cut scenes from the both Separate Ways and the actual game, has been added. The feature is unlocked after a player beats the game.
-A new weapon, The Plagas Removal Laser, or P.R.L 412. This is a high tech laser weapon that is unlocked by beating the game on Professional Mode. It can be switched to either stun or kill.
-In order to unlock the game's hidden weapons in Professional Mode, you must first beat the main game, five star each Mercenaries map with every character, complete Separate Ways, and complete Professional Mode.
-Exclusive to the Japanese version of the game, an easier difficulty setting titled “Amateur” mode has been added.

PC (Sourcenext port)



Based on the PS2 version of the game with the following additions and changes:

*Multiple variations of widescreen support.
-Notably, the port also does not allow mouse support; the game can only be controlled either with the keyboard only, or with a PC gamepad controller.

Wii



Based on the PS2 version with the following additions and changes:

*Now supports motion control via the Wii remote.
*When playing with the Wii Remote and Nunchuk, the laser sight on guns is replaced with a reticle that flashes red (enemy) and green (no target) when a gun is drawn. The reticle is always present on screen, remaining a faint grey color that keeps track of the player's aim.
-Also supports the Gamecube controller.
-All PS2 extras are kept with graphical capabilities more similar to the Gamecube version.
-Like the GCN version, the game features real time cutscenes. However, the video clips found in Movie Browser and Separate Ways are pre-recorded. Also regarding the real time cutscenes, if the player happens to choose gangster Leon and knight armor Ashley as their costumes for the game, in the cutscenes they will appear in their default costumes.

HD Edition (PS3, 360)



Based on the PS2 version of the game. The PS3 and 360 versions are identical. The game was released with the following additions and changes:

-All extras from the PS2 version.
-Higher resolution textures and lighting.
-Real time cutscenes from the Gamecube version.

Ultimate HD Edition (Steam)


Based on the HD Edition version of the game with the following additions and changes:

-All features included from the HD edition.
*Multiple variations of widescreen support.
*Keyboard and mouse as well as controller support.
*Gameplay is locked at 60 frames per second.

Saturday, February 6, 2016

A Question for the Ages: Can Mega Man X Take His Helmet Off?

Or Zero, for that matter?

We see both Mega Man (Rock) and Proto Man (Blues) remove their helmets in the classic series.

A helmetless Rock.

Yes, this is official art. It's from Mega Man 8.

But we never see X or Zero without their helmets. Are their "helmets" actually their head, or are they a literal helmet that they wear over their head? I took this pressing question to the GAF forums. Most users, however, were more interested in commenting on Proto Man's normally elusive hairstyle.

"Proto Man was Elvis the entire time!"

"I feel like the more important question is why does Proto Man have sun glasses under his visor (which is basically sun glasses)?"

"Of course Proto Man is wearing sunglasses under his helmet's built in sunglasses.

And of course he has a Pompadour worthy of admittance to Egon's fabulous pompadour association.*"


*This reference is to Egon from Ghostbusters, known for his extravagant hairstyle.
"Sunglasses = Cool
2 * Sunglasses = Double cool"

"Proto Man really needs some kamina glasses."

"He looks like the kind of person you just wanna hit in the mouth."

"Proto Man be like"

-Seik
Once reactions to Proto Man's pompadour subsided, people decided to actually discuss the question I had asked.

"That said, I wonder how Zero would look without his helmet. :O"

"They never remove their helmets officially, presumably because X & Zero are always on duty and constantly in conflict. Not hard to imagine that X has Brown hair like his predecessor since Dr. Light is the designer. Zero's hair is way too amazing. We only get the ponytail, and look how awesome that is. The full reveal would blind us.

Then again, even when X was being designed and wasn't complete he had a helm on, so I don't know. :o Maybe the helm is just built into his design."

"I just assumed X's helmet was actually an integrated part of his architecture. But the idea of him having hair intrigues me..."

"X and Zero can definitely take their helmets off. At least, we know Zero can since Zero's helmet is seen lying on the ground in the ending of Mega Man Zero 4. Considering how many Reploids do have have hair, it seems likely that X does as well (since they are all ultimately based on his design). Reploids that are not animal-like bosses all either are wearing hats/helmets or have hair of some kind. Besides, X was designed by Dr. Light, who designed all of his other robots to be as humanlike as possible, including having hair."

Another user posted an image of Zero from the Mega Man Zero manga.

Zero looking flustered.
My own research into the topic had led me to manga before, which does indeed show Zero helmetless at times... and, unsurprisingly, in possession of a luxurious head of blonde hair.

A helmetless Zero speaking with Storm Eagle.
Another Brazilian manga shows X with a full head of hair, as well.

X removes his helmet to reveal a head of brilliant blonde hair.
Of course, these manga sources, even if officially licensed, aren't considered canon to the Mega Man story. So, is there any supplemental material out there that answers the question as to whether or not there is hair underneath X and Zero's helmets? It turns out that there is. User Mellahan came to the rescue with definitive evidence.

"Yes.

The evidence!
This is concept art for the Bandai figures from the early 90's. 

Eyebrows but no hair."

Could it be? X and Zero are bald? Zero is rocking a skullet?

"Well, let's have a look," says Scavenger. Normally this would be a joke, but combined with the evidence above...

FATALITY!

The horrible truth is that underneath their helmets - which are not meant to be removed - there is no hair. Saddening. Perhaps the original Mega Man was superior after all?


Monday, February 1, 2016

Jak and Daxter Retrospective: A Masterful Execution of 3D Platforming

Everything about this game was amazing.

First, let's look at Naughty Dog's previous output. At the time, their only other significant series was Crash Bandicoot, the highly regarded PSX platformer. Crash was full of character and style, and was known for its airtight gameplay. Jak took the foundations of Crash and ran with them, while adding in a crucial element most, if not all other platformers of the time lacked: a cohesive and comprehensive plot. It's not very sophisticated, but it's a charming and captivating story remnicent of a Disney or Pixar film. Your best friend, Daxter,

Daxter as a human.
falls into a vat of "dark eco" and is mysteriously transformed into an "ottsel"

Daxter transformed.
And it's up to you to journey "far, far to the north" in order to seek out the lost sage Gol's advice on how to change him back. It's simple, it's effective, and it provides reason for the journey that Jak and Daxter undertake. It works on several levels - it gets you interested in Jak and Daxter's world, it gives you an ethos for your journey in curing Daxter, and it lays out breadcrumbs for future character introductions and plot points in seeking out the sage of the north. But the real strength of Jak and Daxter isn't in its story, but rather its world and atmosphere. Lost ruins of an ancient civilization, The Precursors, dot the landscape, and the world's inhabitants still wonder what that civilization was like and what could have caused it to fall.

The Precursors and their advanced tech are omnipresent throughout the trilogy, with their "power cells" being a primary source of energy and the enigmatic precursor orbs being used as a valuable commodity.
Their influence is everywhere. Present tech seems to be based on old Precursor tech, at least to an extent, as power cells seem to power everything from basic windmills to hoverbikes. There are lost underwater cities that have been abandoned for reasons nobody can explain. Their ruins are found even in the remote, snowy mountaintops of the world, with several of the game's objectives involving reactivating ancient Precursor tech. The sense of mystique The Precursors add to the game's atmosphere is immensely appealing. It's apparent that Naughty Dog took the fusion of a tribal world with advanced technology from Crash Bandicoot and evolved it into a world with a story and a history.

Precursor ruins scattered throughout Precursor Basin, outside of Rock Village.
Then there's the level design. There's about three hub worlds in the game, clearly aping the Mario 64 Castle, but each hub world has branching levels that are very organically connected to its center. Sandover village, the rural, nature filled southern tip of the continent, has a beach and a jungle connected to it. Rock Village, the dilapidated, rainy land to the north, is connected to an underwater city, a swamp, and a basin. The volcano even further north is connected to an ominous underground network of caves, and you can ride a gondola to its peak to experience a snowy mountain. The entire world is seamless, with no loading times in between, and Naughty Dog went the extra mile to make its entire world feel connected in an extremely natural way.

A panorama of Sandover Village, the game's first hub world. In the distance, to the right, you can see the Precursor Temple located in the Forbidden Jungle, and to the left you can see the waterfall and beginnings of Sentinel Beach. The world is entirely seamless.
Then there's the gameplay. It's a collectathon, there's no doubt about that. Despite this, the collecting doesn't feel arbitrary. You're always collecting your power cells for a reason, whether it be to power up the town windmill or trade them to a destitute gambler eager for something of value. There's a clear ethos behind the collecting of the items in this game, and the game even lets you go back and collect everything after beating the final boss; the secret ending is laid out to the player clearly with the final cutscene, which features a door that opens only with 100 power cells - about the amount of power cells present in the game. The game itself plays extremely smoothly, running at 60 frames per second and refining the gameplay seen in other 3D platformers of its time. Jak has a punch, spin, and double jump, and all of his moves are easy to learn and useful at all times. The platforming itself is designed to be consistently engaging. Jak has a three hit health meter, but is able to regain his health by collecting green eco scattered throughout each stage, both from enemy drops and from treasure chests. Every gameplay mechanic is meticulously placed and helps to add to the game's overall cohesive design.

Collecting precursor orbs on Sentinel Beach. You can see how the platforms are designed to appear organic with their environment, yet still provide an engaging platforming experience.
The "eco," essentially the J&D world's natural energy, is also a nice aspect of the game. It plays a central role in the story, with dark eco having transformed Daxter, and the various colored forms - Green, Blue, Yellow, and Red - all serve as different power ups within the game. Green restores health and is found in treasure boxes, but the other three are more specialized and can be found in "eco vents" scattered throughout the world (left there, of course, by the Lost Precursors). Blue speeds you up and allows you to operate Precursor tech, Yellow allows you to shoot eco powered energy blasts, and Red powers up your melee abilities with a boost in raw strength. Eco is a clearly identifiable, visually unique powerup that also ties into the overall story. Jak's reasons for being able to channel eco are explored in subsequent games, but that's a story for another time.

Jak powers up using a blue eco vent.
Overall, this game is still the pinnacle of 3D platforming, taking the best parts of Mario 64, Banjo-Kazooie, etc. and perfecting them to a T. Its sequels refined its gameplay, but also took a huge thematic shift to a futuristic setting, adding in guns and a GTA-esque mission structure, which, in my opinion, was a huge misstep for the series, despite me loving those games on their own merits. I still await a game that recaptures the magic of the first Jak and Daxter.

There are some definite flaws with the game when you view it from a modern perspective, maybe more so than the timeless design of Mario 64 or Banjo. Its end half is rushed compared to the first, with its final hub world possibly having been removed in development (Yellow Sage hut where?) and the volcano hub is a bit lackluster compared to the first two villages. The graphics are obviously no longer cutting edge, even if they've aged relatively well. The character design is a product of its era and doesn't jive as well with modern aesthetics. Nothing has come to take its place, though, not even its own sequels that I love so much, so it still stands on top for me.