#oneaday, Day 64: Act Your Age, Fanboys

Why does the phenomenon of fanboyism still exist? And more to the point, why does it exist amongst men (and it pretty much is always men) who are old enough to know better?

The simple and easy answer is, of course, that it’s always been around. I remember growing up as an Atari-based family and all of the Atari magazines at the time belittling the competition with stupid names like Spectrash (Spectrum) and Crappydore (Commodore 64). Then came the schoolyard arguments – SEGA vs Nintendo. Sonic vs Mario. “We’ve got Street Fighter II! Hah! …Oh wait, now you have, too.” It got pretty silly.

Once the Dreamcast came out, it was hard to justify fanboyism because, certainly once SEGA’s wondermachine came out, it was so far ahead of its competition – the 64-bit Nintendo 64 and the 32-bit PlayStation – that half-hearted attempts to call it things like “Dreampants” always came across as more than a little desperate.

Things then kicked off again with Sony vs Microsoft, with Nintendo kind of relegated to “background observer” by this point. The PS2 and the original Xbox both had fiercely loyal supporters when, in fact, you’d have a far better experience if you bought both systems, played the relevant exclusives on their respective platforms and played multiplatform titles on the Xbox. That’s what I did, and I never felt the need to slag off any of the systems.

And it still goes on today, despite each of the consoles arguably offering a more distinct and unique experience from each other than ever before. The Xbox 360 offers its legendary ease of online play, the PS3 is home to a variety of unusual and interesting games (like Flower, flOw, Linger in Shadows, the Pixeljunk games) and the Wii is the family-friendly bundle of fun.

Still the hating goes on, though.

But nowhere is it more apparent than in the world of smartphones, particularly between the owners of iPhones, BlackBerries (let’s pluralise it properly, please) and Android-based phones. iPhone owners are either Apple fanboys who bang on about how great Apple is all the time or jailbreakers who bang on about which ludicrously-named hack they’re installing this week – and, of course, which apps they could get for free rather than paying for them on the App Store. BlackBerry owners seem to be updating their OS every night. And Android owners seem to be particularly sore about the iPhone for some inexplicable reason.

The question is: why? When it came to the early console wars, slagging off the systems your friends had was just schoolyard banter. You didn’t really think that the systems were inferior, otherwise you wouldn’t have gone around to their houses and played those games with them. The fact that this juvenile banter has grown up with people who have been using gaming and other consumer electronics for years is utterly baffling. Even people who started gaming at the same time as me – or before – are still bitching and moaning about how much better their handset is that [x]’s handset, and blahblahblah open source, blahblahblah build quality, blahblahblah BlackBerry Messenger, blahblahblah… You get the picture.

Am I alone in thinking that all of this stuff, without exception, is seven degrees of awesome and we should appreciate the brilliant things we have? Yes, some of them have more features. Yes, some of them are objectively “better” in terms of capabilities, power and technical specifications. But is that really any reason to act like 5-year olds telling each other that their respective Mums smell of wee?

No, it’s not. So why does it still go on?

Sonikku za Hejjihoggu

I know I said I was going to talk about Persona 4 and City of Heroes, but indulge me for a moment if you would. I’m going to talk about Sonic again, since I’ve been playing the Mega Drive/Genesis Ultimate Collection thing some more. Specifically, I’ve been playing a lot of Sonic 1.

Replaying Sonic 1 a number of years after I last “seriously” played it (in my case, when it first came out on the Mega Drive) was an eye-opening experience. Firstly, you forget how difficult old platform games are when compared to the hand-holding that modern games offer. Secondly, you forget quite how many swear words are actually in your vocabulary.

Sonic

I have a confession to make here – Sonic used to scare me a bit when I was a kid. Not “jump out of your skin” scared a la Resident Evil, but “edge of the seat, worried, frantic” kind of scared. I could never really pin down why this was when I was a kid – I just knew that, although I enjoyed playing it, it freaked me out a bit too.

Now, I have one word to say why: traps. Or more specifically, spikes. One thing I don’t remember having seen in many games I’ve played recently on next-gen consoles is a good old-fashioned pit of spikes. Or a big heavy thing with spikes on it that drops on your head. Or a wall that suddenly shoots out spikes and impales you on them.

Sonic is full of spikes. And their simple presence makes the whole experience of running, jumping and collecting things that much more tense, because you know that they’re one of the things that can lead to premature death, even if you have shields and rings in place. Plus, when you think about it, impaling something on spikes, or dropping spikes on it, is a pretty unpleasant way to die, isn’t it?

Thinking about it, an awful lot of these old games featured incredibly unpleasant ways to meet one’s demise, usually involving spikes, being crushed, falling down a big pit or, in extreme circumstances, a combination of all of these things. Sonic isn’t by any means the only one to feature painful-looking death-makers. Mario also had plenty of spikes and crushy things to contend with, as indeed did pretty much any 2D platform hero of the time. And even though these games aren’t gory at all, having a spike penetrating a place that is not supposed to be penetrated by sharp things looks painful!

Enough about my spike phobia (and Jane’s, incidentally – she actually can’t watch me play Sonic for fear of the spikes) – I had another point. Sonic’s design understands player psychology perfectly. Each level is crafted to play with your expectations and make you want to slap yourself in the face when you fuck up the same bit for the fifth time.

A particular case I have in mind occurs in the Labyrinth Zone, which is full of spikes and long underwater stretches where you can drown, along with swinging ball-and-chain things and bottomless pits. It’s one of the least “friendly-looking” zones in Sonic, and (for me at least) one of the more challenging ones. The bit I’m thinking of sees you tempted by an invincibility powerup… only to clonk you on the head with a big spiky ball and chain if you mistime your approach – i.e. if you charge straight in without pausing to see if it’s safe! Later in the same level, there’s another invincibility powerup closely followed by a nasty bottomless pit. Naturally, when you grab the invincibility powerup, you feel invincible, so you take rather less care than you would normally, leaving you highly likely to go barging straight into the pit. It’s frustrating and results in some colourful language but the key thing is, each time you mess up, you know it’s your fault for falling into the psychological traps left by the level designers.

Labyrinth ZoneComing at this from a modern, more experienced and world-weary perspective, it’s been a real pleasure to re-experience the whole game and understand a little better what they were doing when they put them together. Good level design makes the difference between a game that is “cheap” and a game that is “challenging”. When I first started replaying Sonic, I was all for screaming “cheap!” at it – but now, having put a bit of time in, I know what they’re doing. I still make mistakes, but I know they’re my fault now, not the game’s.

This is in direct contrast to the recent Sonic games, where deaths are just as (if not more) likely to be caused by poor game mechanics than by player error or design psychology. It’s been sad to see Sonic lose his way over the years, but it does make me feel a little bit better to go back to the Mega Drive originals and find that they really are timeless.

Old Shit

Hey all! Thanks for stopping by. I realise it’s been a while since my last post, but these things happen. Sometimes real life takes over with a veritable shitstorm of stupid things happening, and this was one of those times. This is not the place, nor is it the time to talk about these things, but suffice to say that blogging hasn’t been at the forefront of my mind just recently.

Still, I plan to change that now and get back into the habit, and what better way to get back into things than with a good old-fashioned retro games post? You’re absolutely right, there is no better way!

Okay. So my old Xbox 360 semi-died on me recently, with the DVD drive pretty much giving up the ghost and on several occasions failing to register that there was even a disc in the drive. This, of course, is a problem for a fundamentally DVD-based system – and also, the Xbox was acting as our primary DVD player in the house, too, thanks to its fancy-pants upscaling shenanigans.

So eventually after a bit of umming and ahhing we (yes, we) decided to purchase a new one. I picked up the new Premium, or Pro, or whatever they’re calling it now, with the 60GB hard drive, which will be nice. That 20GB drive on the old one filled up surprisingly quickly. However, I do wish Microsoft had had the decency to include a transfer cable in the box. You can get one for free by sending off a form to them (through the post… no online request option, how quaint… and inconvenient) but mine hasn’t arrived yet, so I’m using my new 360 with my old hard drive at present. FAIL.

The point, though.

Game were doing a couple of bundles with the 60GB model. One was with Call of Duty 4, a game which I know is fabulously good and marvellous and the best thing ever but I really have very little interest in whatsoever. What did interest me, however, was the Sega Mega Drive Ultimate Collection (or Sega Genesis Fuckfest as Tolkoto of the Exploding Barrel Podcast memorably dubbed it), which was the other game on offer. The irony of the fact I spent nearly £200 on a console only to get a bunch of Mega Drive games with it was not lost on me. You know what else plays Mega Drive games and costs approximately a tenth of an Xbox 360? A Mega Drive!

That’s not entirely fair, of course, because the 360 version of the Mega Drive collection comes with a veritable plethora of 16-bit entertainment including all the expected things (Sonic 1, 2, 3, Sonic and Knuckles followed by various Sonic spinoffs as the blue spiny dude’s credibility slowly began to wane, like a slow descent into alcoholism and drug abuse) plus some things that I personally am very glad to see in there but many others likely won’t give a damn about (Phantasy Star 1, 2, 3, 4 and Shining Force, Shining Force II and Shining in the Darkness) and some other things besides. Purchasing (let alone locating) all these Mega Drive games would take time and money, whereas there’s apparently over 40 titles to play with in this collection. I say “apparently” as they seem remarkably reluctant to list all the titles in too many places. Perhaps this means there’s some pleasant surprises tucked away somewhere.

Sonic the Hedgehog
Sonic the Hedgehog

What struck me having played a few of these is that many of these games are still fundamentally excellent games. Sonic in particular still plays very well, although it’s easy to forget with the rose-tinted spectacles quite how frustrating it was at times. It’s also interesting to play a properly optimised version of these games finally. I’ve spent my whole life thinking that one of Sonic 2’s great new features was the fact it ran at approximately twice the speed of the original Sonic. Not true. The PAL version of Sonic 2 ran at roughly twice the speed of the original PAL version of Sonic. In fact, this collection has taught me that Sonic 1 is actually quite fast and the original PAL port was one of the shoddiest 60-50Hz hack jobs of all time.

There’s also some pleasant curios on the collection, too. I never knew the Mega Drive played host to a Roguelike, for example, but it did, in the form of Fatal Labyrinth (which is one of those examples of Japanese titling where two random, vaguely related words are thrown together) – an absolutely shameless remake of Rogue with 16-bit sprite graphics and smooth scrolling. It doesn’t have much in the way of depth (as the original Rogue didn’t – it wasn’t until later titles like Moria and Angband that they became the behemoths they are today) but it includes a lot of the elements that make Rogue fun – the fact you don’t know what anything does until you take a risk and use it being the main one. Chug back a potion and you might suddenly be stronger. Conversely, you might suddenly go blind. It’s as brutal as Rogue and, despite its simplicity, it’s actually fun and addictive.

Fatal Labyrinth
Fatal Labyrinth

There’s a whole batch of unlockable extras too, with the usual video interviews that you get with this kind of package, but also a selection of Master System and arcade titles too. All in all, it’s a great package that I will certainly enjoy delving into on a regular basis. Plenty of interesting Achievements to go for too – they’re not just of the “Complete Sonic” variety, there’s a little bit of creativity there, too. The Achievements are also used to unlock the additional content, too, so that actually gives you some incentive to go for them, too.

Anyway. More soon. I have plenty of things I want to talk about over the next few days, not least of which include Persona 4 along with City of Heroes and its new expansion, the Mission Architect.

See you soon.