Thursday, March 17, 2011

Okamiden Review

By P

Nick gave me his copy of Neverwinter Nights last night. I wanted to start it up, but I had to finish Okamiden. Now with Okamiden done, I couldn't be happier. Fuck that game in the mouth.That's a little extreme of a statement to make about a game, I know. But I feel like like I wasted three days of my life, days that I could've used replaying Okami -- one of my favorite games -- or playing a game that would be a truly new experience for me.

If I was a cocksucking type reviewer, I'd say, "Okamiden is not a bad game, it's just a little too familiar." What it is is a boring, uninteresting game. In other words, it's bad. If you have Okami, just play that instead. Any sort of pleasure or fulfillment -- be it aesthetic, gameplay, or whatever else attracts one to gaming -- a player can get out of Okamiden, with the exception of chibi characters, you can get it better in Okami.



I'm not butt-hurt that Capcom made an unnecessary sequel to something that worked so well as a stand-alone game. I'm not butt-hurt that Capcom made a sequel with none of the original staff, though it is a contributing factor towards why I hate Okamiden. I'm not butt-hurt that they made for the DS. The story was uninteresting and made lame contributions to the mythos of Okami, but that's par for the course for Capcom sequels. I was okay with the removal of certain features since it worked with Okamiden's smaller, simpler scale.

Design and originality are what bothered me. In Okamiden, you won't make trees pop out of the ground to restore a girl's faith in the gods or your use wind to blow banners to create traversable platforms. What you will do in Okamiden is draw a line from x to y, maybe then connect y to z. Every dungeon is mechanically the same, save for small differences like conveyor belts or ice slicks. Every quest is the same, either a fetch quest or telling someone about Yakushi Village and then visiting them later. Touching back on x, y, and z, even though Okamiden uses a more natural interface via the touch screen and stylus, you do more simple and rudimentary things with this interface. The first game had more varied happenings with the brush. Okamiden failed to capitalize on using the Celestial Brush with the stylus.

What I hate most about Okamiden is the failed potential. If I had to cram a design document for my perfect Okami sequel into a paragraph, here it is:
The game follows Amaterasu and Waka as they restore the Celestial Plain. Using a setting like the Celestial Plain, the developer would have a different setting they can run away with and offer the player new enemies, new puzzles, new elements in general. Even though Amaterasu would start out with most her abilities from the first game, she would need to learn new abilities in order to overcome these new trials.

What I hate about Okamiden is that it represents everything I hate about sequels. Okamiden doesn't refine or push the gameplay forwards nor does it make meaningful contributions to the mythos. Okamiden is a publisher making a quick buck off an IP created people they fired years ago.

Thursday, February 24, 2011

Can't spell "cartridge" without "art"

Can't spell "cartridge" without "art"
By Paolo Cosejo

Author's note:
This piece was originally written in 2009. It has been deemed insufficient/insignificant by the author and for that reason, it has not been published until now.

Although being around for decades, brought to prominence with Pong in 1972, videogames are still a young a medium. Videogames have always been seen primarily as a form of entertainment. With the steps forwards videogames have taken as a medium in the past decade or so with narrative and production values, the legitimacy of the medium as an art form has come into consideration. Do videogames extend into the realm of art or are they limited to simply being entertainment in the eyes of the greater social consciousness? The conversation of videogames being art started a few years ago and is still going on today. It is a quiet discussion, one that most people are not even aware of.

Art is subjective. One man’s can of soup is another’s masterpiece. In the same respect, one man’s arrangement of interactive pixels can be another’s work of art. Trying to construct a definite meaning to art is problematic. It is impossible to find a definitions of art that applies to each and every person. Art has different meaning to different people. At its most basic, art can be defined as human expression through a medium be it paper, a lens, or an amplifier, the artists body through dance, etcetera. Defining art is complicated enough, but whether videogames as a medium can constitute as art is still discussed almost exclusively in niche circles.
Complications in defining art has led art historians to use the term “visual culture.” “A lot of the time [videogames] are lumped in with other things like advertisements and television in the realm of ‘visual culture,’” says Lindsay Hutchins, an art history major at UIC and an avid videogame player. “That way, no on has to make the ‘art argument.’” Just like the definition of art, “visual culture” is just another socially arbitrary constructed term which is open to as much discussion and complications that first spawned the term, which only further muddles the conversation on videogames as art.

Alex Giersch chimed into the conversation of videogames as art with “Harnessing the Medium” for the UIC Inferno in October. To Giersch, videogames as they are now are artistically inferior to other mediums. Giersch believes videogames have the potential to be art but has yet to achieve that status. Although he recognizes the unique aspects of videogames, Giersch argues that the understanding of what validates other mediums is necessary to validate the artistic integrity of videogames. Giersch argues it is the single thematic purpose of the other mediums that makes them more valid as art than the hodge-podge medium of videogames. According to Giersch, videogames can never be held to the standards of Shakespeare or Beethoven. In his piece, Giersch makes the implication that art and entertainment are two separate entities.
There’s been a misunderstanding in the debate on whether or not videogames can be constituted as art. By making a definite distinction between art and entertainment, it is implied that the two are mutually exclusive. By making that argument, people like Giersch are saying something as artistic as Shakespeare’s sonnets or Beethoven’s symphonies, examples Giersch uses, cannot be entertaining just as something as entertaining as the plays of Oscar Wilde or the music of the Beatles cannot be artistic.

In 2006, Chicago Sun-Times movie critic claimed that videogames could not be art. The following year Ebert said that games could be art but added, “Games could not be high art, as I understand it.” Ebert argues that the uniqueness of videogames, the interactivity, keeps the medium from being truly artistic. What constitutes art is the control over production by the artist. The player choice and ability to alter aspects in a game separates games from art because “art is created by an artist.”

Hutchins says Ebert has a “weak argument.” Ebert’s argument uses only a small example of games to represent the whole. “Most of the literature out there is on Second Life and The Sims series,” says Hutchins. “Art historians seem to be slow on the technological uptake. They talk about cybersex and the availability of pornography online like they’re new concepts.” Most games are in fact linear narratives, with players moving through what the creators want them to with most choices only being the illusion of choice. Videogames are scenarios based on set algorithms and scripted events. The videogame developers still maintain the level of manipulation, both in design and in manipulating the player through that design, that other artists have.

“Art is such a broad thing these days,” says Hutchins. Contrary to Roger Ebert’s stance, it can be argued that interactivity is what makes art. Hutchins defined art as something that “shapes us or we shape.” Even with looking at a painting, the viewer interacts with it by processing what they’re looking at. Connecting a painting with past events, critical analysis, even by forming a simple opinion, the viewer is interacting with the art piece. Interactive installments, art pieces that encourage literal audience interaction and involvement, are seen all the time now in contemporary art museums throughout the world. “[Interaction] is not an impediment to artistry, it’s the essential core of it,” says Michael Thomsen of entertainment website ign.com
To Thomsen, the debate on of videogames as art is over. “Games are art,” says Thomsen. Differing from Giersch who sees the games/art situation as games needing to further develop, Thomsen sees the situation differently. “The answer is not when games become better, but when those who write about them and their experiences with them get better,” says Thomsen. “So far, we‘ve done worse than have game designers in validating the emerging art form. We‘re failing our colleagues by giving their work short-shrift.” A major problem in the videogames-as-art conversation is the lack of conversation about artistic quality of games in game culture.
Last month, Thomsen wrote a piece that garnered attention from ABC news. His piece, “Citizen Prime: Is Metroid Prime Our Citizen Kane?” compares Nintendo’s Metroid Prime (2002) to Orson Welles’ Citizen Kane (1941). “The game industry is not waiting for its formative masterpieces to materialize from the hazy future,” writes Thomsen, “They're here, right now, walking among us,” quite contrary to what Giersch wrote.

In Giersch’s piece, he mentions Heavy Rain in the hopeful future of videogames as art. Heavy Rain comes from French videogame designer David Cage. Heavy Rain is the spiritual successor to Cage’s previous game Indigo Prophecy (2005). Cage’s previous game was hardly anything more than an interactive movie with a diverging storylines that suffered from narrative as well as design flaws. The interaction for the most part consists of “quick-time events,” which are button prompts that appear on the screen that must be followed in order to progress. Heavy Rain looks to adhere to that formula but looks to add more flexibility, which Indigo Prophecy promised but lacked, and has arguably the most realistic graphics on a videogame console.
“Modern videogames are only a step away from cinema in terms of production values and presentation,” says Hutchins. Cage certainly goes for a cinematic approach in his games. Cage’s interest in creating a cinematic experience in gaming goes so far as the tutorial for Fahrenheit taking place in a studio. By making the association to Cage’s games, Giersch further implies that videogames need to adhere to the standards of other mediums in order to be art.

Another major misconception in the art/videogame debate, one that critics such as Ebert and Giersch make, is to assess videogames through the standards of other mediums. Videogames do utilize elements from other mediums, cinema in particular. One is open to criticize a games cinematography and use of sound in the same way that one criticizes film since they are used in the same way in both mediums. But one wouldn’t judge sentence structure in Beethoven or the use of recitative in Shakespeare. Videogames are a medium all its own and has elements all its own with which to be judged. Videogames should be judged on their own merits, not solely on the merits of other mediums.

Player interaction is an inherent element to videogames from Pong to Heavy Rain. Saying interactivity keeps an actively interactive medium like videogames from being artistic would be like saying cinematography keeps film from being artistic. “Interaction is what mechanically defines games as art and is the essential expressive core that designers have to express themselves,” says Thomsen. It is an aim of videogame developers to further interactivity, especially in this current generation of videogame consoles with the introduction of motion based control schemes such as the Nintendo Wii and DS.

Whenever the case of games as art is brought up, Japanese developer Fumito Ueda is usually mentioned. Ueda’s publisher Sony Computer Entertainment gives Ueda free reign to work on his games, which usually take four years to make, double the development time of the average modern videogame. Ueda is allowed to exert complete creative control over his projects, similar to auteurs in the film industry. Ueda is the games’ director as well as the conceptual artist and a primary programmer.

Ueda’s games Ico (2001) and Shadow of the Colossus (2005) are the most used examples of videogames as art. Internationally acclaimed director Guillermo del Toro considers Ueda’s games to be “masterpieces.” Ueda’s games convey a feeling of isolation. Ueda creates large, empty locales with designs that reflect the influence of pre-Surrealist Giorgio de Chirico. A feeling of isolation is conveyed by having these expansive environments occupied by a single character. Ueda furthers the feeling of isolation by having the audience explore those locales through their own control, something only the medium of videogames can do. Ueda also uses the connection between the characters as a means of developing a connection between the player and the game. His games tend to evoke an emotional response in the player through the player’s actions as well as the music and sounds, cinematography, and overall visual design. Ueda willingly sacrifices gameplay over visual fidelity to maintain the presentation in his game.
At the Evolving Game Design panel, of which Ueda was a panelist, during the 2009 Game Developers Conference in San Francisco, Ueda claimed that his games are not art. "We're making a game to entertain people… It might look like art, but it is a game to entertain people. That kind of feedback is welcome but it's not what I'm trying to achieve," said Ueda.

"Early films were meant to entertain and became art along the way,” remarked Emil Pagliarulo, another panelist and lead designer for Fallout 3. “I think the whole Roger Ebert 'are games art' thing gets taken a little too far. We don't have to push the issue… I think game developers should concentrate on making good games. The art thing will happen naturally."

To the people playing those videogames, the “art thing” has already happened and has been happening for quite some time. The internationally renown reviewer or filmmaker or game developer or journalist may come to their own individual conclusions on the artistic value of videogames, but is not their prerogative to ultimately decide such a matter for all of society. The individuals experiencing the game are the judge and jury.

Cinema and videogames’ similarities extend beyond form. The games that garner the largest audiences are the big, multimillion dollar spectacles like the blockbuster summer releases in the movie industry. When the average audience member refuses to or is unable to look beyond the pure entertainment value of the medium, it makes legitimizing the medium as art to the mainstream more difficult. When most gamers are silent in the issue of videogames being art, the conversation still exists and their silence speaks volumes.

Saturday, January 29, 2011

Revisiting the Bitch List 2010

A while back I wrote up a Bitch List for 2010, a list of games I was anticipating but knew I would find them disappointing though I would get them none the less (thus making me a bitch). Now that 2010 has passed, I figured I should revisit the Bitch List.

Front Mission Evolved:
This game exceeded my negative expectations, meaning that it was worse than I was predicting. Who is this game for? It fails from a fan service standpoint. It fails from a shooter standpoint. It fails from a customization standpoint. The game does nothing for either shooter fans or RPG fans. The story is terrible, the gameplay is terrible. With Final Fantasy XIII, Heavy Rain, and Front Mission Evolved, 2010 has to be my worst year as a gamer.

I threw my money at this game with the hopes that Square Enix would do something with the franchise. At the very least, I'm hoping they bring Border Madness for the DS to North America (very misplaced hopes). But if Evolved is the crap Squeenix plans on continuing Front Mission with, then I hope this game sold bad enough for them to kill the franchise.

Valkyria Chronicles 2:
As bummed as I was for this game, I played the hell out of Valkyria Chronicles 2. Not counting Infinite Space, I spent more time with VC2 than any other game released in 2010.

The game met my expectations. The generic characters that populated VC2 are the very reason I stopped watching anime and the smaller battlefields with the portal bases weren't as satisfying as the first game's battles. Not only that, there's only 6 or so maps in the game and you just play different parts of those maps, which became very noticeable and quite annoying as the hours went on.

The game was par for the course of what I was expecting, but something really annoying came out of left field: the Tech class. I loved the balance of the classes in the first game and VC2 messes that up for me. They removed some of the Engineers functionality, making the class practically useless, and gave it to the new class, the Armored Tech. Techs, when they become Fencer and it's upgraded classes, are also broken with their high attack and defense. Their low AP is completely negated with the game's addition of Armored Personel Carriers.

How mediocre the story and characters were didn't matter much because the gameplay kept sucking me in, even with the annoying changes. I am now hotly anticipating Valkyria Chronicles 3 with Sega's promise of making it feel more like the first game. My excitement for VC3 is follwing the opposite arc that I had with VC2. When VC2 was first announced I was excited, but that excitement dwindled as details about it came out. For VC3, I was ambivalent when it was first announced by my excitement increased as details came out.
Okamiden:
I've come close to replaying Okami this winter, but I reminded my self that Okamiden would give me my Amaterasu fix in a couple months. Since it seems that the North American release of Okamiden isn't going to have the balls-out Special Edition Japan got, it seems that I will be pirating the hell out of it with the flash card my buddy got me for Christmas. My feelings about Okamiden haven't changed in the months since I drafted my Bitch List, but the lack of a sweet Special Edition and a free flash card have made my wallet happy and I am waiting for March. Until then, Marvel vs. Capcom 3 should satiate my Amaterasu fix.

Monday, November 15, 2010

Clovercast Backlog Bonanza!

Alright, alright! A permanent solution has yet to be found for our audio posting needs, but I offer you something else in the meantime. I have compiled Clover's first 2 podcasts, when we were still calling ourselves MVC3, into a handy dandy rar file availble for download via mediafire. 

http://www.mediafire.com/?642r1w3notjqbn8

Enjoy our very dated ramblings from the oh so distant year of 2009.


MVC: MVC3 versus Chicago

by Paolo Cosejo

Author's Note:The event I'm writing occurred quite sometime ago. I am only finishing this weeks and weeks after I had actually started writing this damned thing as soon as I got home from said event. As I finish writing this, I am enjoying a cold Breckenridge Vanilla Porter in a chilled Lakefront Brewery glass. I suggest you do the same as you read this (not necessarily the same as Breckenridge Vanilla Porter isn't the easiest to come by, but I suggest you support small/local breweries).

----------------------------------------

"Nothing amazing ever happens here. Everything is ordinary."

The huge tower that can be seen from our town, the Willis Tower, all the adults got pissed when the name changed. Like it was really a big thing. The skyline that can be seen from miles away, it looked to me like a maw that signified some kind of omen, a maw spreading out and covering everything.

Though I'm channeling Naota's feelings about his hometown of Mabase, I am referring to my hometown of Chicago. Nothing gaming ever happens here. Everything is ordinary. We are well away from E3 and PAX. We are well away from premiere events, meet-and-greets, and tourneys. We are slighted by the existence of PAX East. The Midwest at least had the consolation that the East coast was even further away from trade shows. Chicago is a void, caught in the middle of the gaming wasteland that is the Midwest. The arid lands of Texas are more relevant to gaming than the metropolis Chicago. The only notable games Chicago has to its name are a fighting franchise that prioritized violent flash over substance and the premiere Wii-exclusive first-person shooter that doesn't involve swordplay.

Capcom offered a glimmer of hope to Chicago. In a small warehouse on Hubbard, Capcom held Marvel vs. Capcom 3: Fate of Two Worlds event. Since MVC3 was our outfit's original namesake, we at Clover naturally we had to go. Michelle, Nick, and Adil arrived early in order to get MVC3 swag, but the line devolved into a clusterfuck with people bum rushing the door. Bunch of savages in this town. Fortunately for me, I arrived later and didn't have to deal with the heartbreak of swag denied.

Our hopes left us and hunger took its place. We decided to go up the street to satiate our hunger, hoping the herd will have thinned out by the time we finished eating. We returned after filling our bellies at a taqueria down the street. I'd get into the deliciousness of the burritos, but this is a gaming blog and not Yelp. We returned and indeed the crowd did shrink. After a while more of waiting, we made our way in. The air was thick, wet, teeming with nerd sweat. The uncomfort to the skin and nose were a worthy exchange for the opportunity to play MVC3 before the unwashed masses. Capcom did Chicago right by offering free Ian's pizza inside. Unfortunately for us at Clover, the only Ian's left was the mess of empty boxes. Swag and pizza denied, but those were only trifles to the main prize: Marvel vs. Capcom 3.

There was one more barrier to the prize: the line. After scouting out all the machines, we settled on lines that seemed to be least cramped together. Michelle and I got in one line, Nick and Adil lined up for the machine next to ours. It was nice when people were only playing one match and leaving happily, but then some prick pair set the precedence of best out of three. That slowed the line down significantly, much to my chagrin as I was at the end of the line and I detest the E-Penis and the idea of having to try in a public setting. I wanted my one-and-done with MVC3, and these bastards were delaying my fun. The E-Penis matches weren't even fun to watch since the majority of them only used established characters from past Versus games.

Finally. Finally! The wait was over. Fortune smiled upon me, as I smiled as well. The line lead to a machine with sticks instead of controllers. Michelle wasn't too thrilled about the stick, but Adil and Nick were envious as the PS3 they lined up for used controllers with the button mapping being especially awkward. Dear reader, I hope you appreciate the form matching content. The minutia you sat through before actually getting to the gameplay is nothing compared to the hours that this evening took up.


Unfortunately, the available build wasn't what Capcom had at Tokyo Game Show 2010 and didn't allow me to use my "Girls Kick Ass" dream team of X-23, Trish, and Amaterasu. But that's just me being a spoiled brat. Devil May Cry 3 Dante was metrosexual and badass enough to be a stand-in for X-23. The game played like butter. It was smooth, it felt right. It keeps up the legacy of the Versus series. It's easy to pick up and have fun with, but it also has the depth if you choose to explore it. It's certainly a nice change of pace from the methodical Super Street Fighter IV, which half of Clover absolutely loves and the other half not giving two shits (me being in the latter).

With Devil May Cry being one of my favorite franchises and Okami being one of my favorite games, the effort that Capcom put into translating Dante's and Amaterasu's moves into a fighting game astounded me. Every weapon in Dante's arsenal from DMC3, which boasted the largest collection of Devil Arms and guns, have been translated into a special. Amaterasu's specials too are ripped straight from Okami. For her basic attacks, Amaterasu is even able to change between the three different weapon types from Okami. The hardest to figure out from my team was Trish. I love playing as trap characters like Testament from Guilty Gear and Rachel from BlazBlue, but they take time to figure out the nuances and one match certainly isn't enough time for that.

Unfortunately, my time with the game was brief as I was playing Michelle and I trounced her with little effort. I was hoping to have more time to check out my team's moves. I would've loved to dick around with Thor, Dormammu, and Super Skrull, but that one round satiated me enough and I couldn't wait to get home and off my feet after this long, yet rewarding, ordeal.

Friday, October 15, 2010

The 3DS's Post Launch Line-Up

The Nintendo 3DS has wowed everybody with its tech, but it's line-up is populated with nothing but remakes and sequels. With "3" in the platforms title, the floodgates are now open for series to continue with a third entry on the 3DS.  These games are bound to happen on the 3DS. God have mercy on us all.
►Okami 3DS
►3DShadowman
►Nightmare Creatures 3DS
►Mass Effect 3DS
►Red Dead 3DSalvation
►Army of ThreeDS
►Assassin's Creed 3DS
►Capcom vs. SNK 3DS
►Rival 3DSchools
►Viewtiful Joe 3DShocking Pink Explosion
►Shenmu3DS
►System Shock 3DSHODAN Returns!
►Zone of the Enders 3DS (I will kill Kojima if this happens.)
►Pikmin 3DS (This stupid title gimmick was probably what Nintendo was waiting for.)
The list of series hanging on 2 is endless. What's next? Megaman Legends 3DS? Wait a minute... oy vey.
Metal Gear Solid 3DS will only be the first in a slew of remakes involving the third entry in a franchise.
►Devil May Cry 3DSSStylish!!!
►Street Fighter 3DStrike
►Castlevania IIIDracula'S Curse
►Disgaea 3DemonSchool

There's hardly been a new IP announced for the 3DS's line-up... until now!
►American McGee's 3DS Piggies
►American McGee's 3DS Blind Mice
►The ThreeDS Musketeers

Surprises for next the next trade show: 
►Half-Life 2: Episode 3DS
►Diablo 3DS.
The reason both games are taking so long is because the publishers decided to switch platforms. With Nintendo's large market share, Diablo 3DS and Episode 3DS would have more sales potential on the 3DS than on PC.

Wednesday, October 13, 2010

Bloody Tears of Joy

By Paolo Cosejo

I live with my older brother who no longer plays games. In our adolescence, he picked up the guitar while i held onto the controller. I was telling my brother about Carlyle-vania (a.k.a. Picard-vania or Lords of Shadow) and he asked me if it played like Symphony of the Night. He was disappointed by my answer and ambivalent as he had stopped gaming by the time God of War came out. I never got around to playing Symphony of the Night in the late 90's. The gothic setting and occult whatnot scared me for some reason. Playing the game for the first time over a decade after its release, Castlevania: Symphony of the Night does not disappoint.I'm not one for nostalgia. I am staunchly against it in fact. The game being held in such high regard, making practically every top 100 game list, was working against the game in my regard. In the past few years or so, I've started a Castlevania or two. The Belmont's dominant genetic traits for bulky, lumbering frames and the typical side-scrolling action Dracula's castle offered never interested me enough to actually follow through. I've also gone through a Super Metroid play through and played Zero Mission and Fusion independently. Like Castlevania, I only played the Metroids in recent years and have no nostalgia for them and I naturally dislike like them for their high regard in gaming. I enjoyed the Metroids for what they were but there was an overwhelming sense of "been there, done that" while playing Zero Mission and Fusion after Super. Like the Castlevania series, every Metroid game is almost exactly the same. They were sequels without evolution, which is exactly what I'm against in the making of a sequel. There is a turn that came with both series though. The Metroid series changed with Prime. The parallel turn in Castlevania occurred in Symphony of the Night, when Castlevania turned into Metroid.

In Metroid, you know you're going to get bombs and roll around like a jackass trying to find a hole. You know you're going to find the wave beam and high jump and all the other things you know you're going to find. In a Metroid game, you know what you're going to find and you know what you need to do to find what it is you need to find. Samus is played out. For a series about exploration, there is nothing left to explore.

Symphony of the Night, for a first time player of a Metroidvania style Castlevania, was truly a new exploration and adventure. Dracula's castle was no longer a series of platforms in front of a scrolling background with the occasional set of stairs that the Belmonts handled like geriatrics with bad hips. The different wings of the gothic castle offered more visual variety from the different colored rocky settings of the Metroids. Alucard himself was a mystery, something to be explored. I knew I would need to get new abilities to find new areas, but I had no idea what those abilities would be or when/where I'd be getting them. Finding a double jump is a given. It's a platforming standard. Alucard's transformations caught me off guard. They are infinitely more interesting than the ability to turn into a ball and shit out bombs. The RPG elements of equipment/drops and leveling (to a lesser extent) made the experience of playing Sympthony of the Night more worth while. It's always satisfying to decide the means by which you get to kill evil minions. The multiple endings offer more incentive to keep exploring as well. For a while I was stuck with killing Richter Belmont until I discovered the catacombs. Symphony of the Night rewards the player's exploration by opening up the castle further giving the player access to new monsters, equipment, and the ultimate face off against Dracula.

As I'm gripped by Castlevania fever, I've borrowed a few of the Game Boy Advance titles from a friend. The "been there, done that" feeling that bores me about Metroid is starting to sink in, but the card system of customizing the whip in Circle of the Moon is keeping things interesting enough, as is the curiosity of how a non-half-vampire will manage to navigate the castle. However, I can't see myself still being entertained by this familiar bag of tricks after the next GBA Castlevania. But alas, the flames of Alucard's fireballs melted my icy, cynical heart and I shall hold a torch for Symphony of the Night forever.