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Wreck-it Ralph – Review

Developer: Disney
Publisher: Disney
Platforms: Cinema
Release Date: Out Now in the US. Releases February 15th 2013 in the UK.

Wreck-it-Ralph is Disney’s latest 3D animated movie, following on from the excellent Tangled, with the company this time addressing the subject of video games with the movie hoping somewhat to do the same to video games as Toy Story did to toys.  Does Wreck-it-Ralph get KO’d?  Or does it hadoken its way to success?

I’m gonna wreck it!

Wreck-it-Ralph takes place in an arcade where loads of game arcades cabinets, new and old, sit waiting to be played by excited gamers.  Of course what these players don’t realise is that the characters inside these game worlds are living beings, just like you and me.

One of these arcade machines is Wreck-it-Ralph, an 8-bit game inspired by the classic Donkey Kong.

Each arcade cabinet is a different game/world with all of the cabinets being connected up to Game Central, which is a hub where all of the characters from the various games can meet up, socialise and travel to other worlds/arcade games.

One of these arcade machines is Wreck-it-Ralph, an 8-bit game inspired by the classic Donkey Kong which has Ralph destroying a building and Felix fixing the building and saving the citizens inside the building.  Ralph is your stereotypical looking bad guy, large and menacing; something which has gradually gotten to him over the years as he is treated poorly by his peers in the game world because of his job and looks.  The lack of recognition as a good person, and someone who is good at his job, eventually forces Ralph to go to another world and try to win a medal in order to prove that he is a “somebody”.  The journey is not an easy one however, as if you die inside another game world, then you’ll die for good.

Wreck-it-Ralph is a journey about self discovery, a topic which is often explored in Disney films, and one which is given plenty of attention in this particular movie.  What’s interesting is the exploration of Ralph’s desire to have recognition for a job, which is something that should resonate with adults in the age of large cooperation’s and people getting lost in the crowd.

With the movie looking at other concepts such as death and family, Wreck-it-Ralph is full of themes and looks at them appropriately.  Perhaps it’s interesting then that video games existence as an artistic medium, and the mediums perceived villainy, isn’t one such thing that is examined.  Rather video games are treated with respect throughout the movie and are just accepted as something normal and artist.

The characters are incredibly lovable.

What might be surprising is the lack of human interaction Ralph and his friends have with the human world.  The process of a player getting attached to the characters in a game isn’t something which is explored which is surprising given how much of a connection video games can create with their players.

With a few cameos from Sonic and some Street Fighter characters, gamers may feel like there could have been more video game references and one wouldn’t blame them for thinking so given the amount of video game characters used in the movie’s marketing.

At the end of the day, this is a Disney movie first and foremost and it is not in their interest, neither their intention, to make this movie strictly for fans of the art.  Rather they have clearly aimed to make the movie for everyone, and introduce a whole new group of movie goes to the concept of video games and make those who don’t understand them feel more comfortable with the medium.  This is something Disney does well, and does in a way that only such a great company could.

The characters which the movie centres around, Ralph and co, are all well fleshed out and are more than likeable.  They will definitely grow on you, and are more than interesting enough to hold your attention throughout the movie.

Rather they have clearly aimed to make the movie for everyone, and introduce a whole new group of movie goes to the concept of video games and make those who don’t understand them.

Having said that the movie does lose pacing three quarters into the film, slowing to a crawl as the characters stay in one location for too long, but thankfully the movie quickly gets back on track, with the ending being particularly exciting and full of plot twists.

Overall, you can expect a fun and humorous Disney movie.  Whilst it may not be bundled with references to the medium, what it does have is a heart and soul which it wears proudly on its vest.  Regardless of your disposition towards Disney this is one film you ought to see, especially if you’re even remotely interested in video games, as it’ll definitely take you somewhere special for a few hours.

As I was sitting in a cinema mixed with both children and adults then I can safely tell you: If you are lucky enough to be a parent then know this, the movie will most definitely keep your kids quiet for a while.

Should I see this movie?

YES!

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Hero Academy – Review

Developer: Robert Entertainment
Publisher: Robert Entertainment
Platforms: PC [Reviewed], iOS
Release Date: Out Now.
Price: £3.99

Ported from the iOS to the PC, Hero Academy is a strange little thing. Developed by Robot Entertainment, the creators of Orcs Must Die, this prestigious developer has a lot going for them as they pump out one great game after another. It would seem slightly odd then that the developer would make a mobile game, seeing as they have an ability to procure hoards of fans to give up their cash for PC and Console games. Does this port ruin their spree? Or is Robot Software just getting started?

Hero Academy

Hero Academy – Take turns kicking butt!

Hero Academy is a turn-based, cartoon-styled, strategy game which has players taking turns during which they place units and then send them to attack the enemy team. The aim is simple, to eliminate all of the enemy’s units, or to destroy all of the team’s crystals. The simplistic nature of the gameplay may make it sound like a limiting experience, however this is not the case as the game has plenty of depth, most of which comes from the restriction of moves you can do during each turn. Each player only has five movement points, with placing a unit, moving units, as well as making them attack, each taking up one of these points. The strategy and fun comes from making full use of your units and movement points.

The strategy and fun comes from making full use of your units and movement points.

After each turn you’ll have to wait for the enemy player to make his move, which can take hours depending on the player. Unfortunately there is no single player to occupy pie you otherwise, however Hero Academy makes up for it by allowing you have multiple games going all at once. This enables you to start a ton of matches, come back a day later, do your turn against the enemy and then go away again.

Hero Academy

If you buy the game off Steam you can use the Team Fortress 2 army.

This makes Hero Academy perhaps one of the worst games for someone who loves to procrastinate. You’ll be doing some work and then the game will show you a little message from your toolbar telling you it’s your turn in a match, and then bam you’ll be sucked in and want to play more. In fact I’ve done that five times whilst writing this article! Five times!

The game will show you a little message from your toolbar telling you it’s your turn in a match, and then bam you’ll be sucked in and want to play more. In fact I’ve done that five times whilst writing this article! Five times!

Graphically the game adopts a nice clean, cartoon look which suits the game and allows you to easily make decisions relating to the gameplay as all information is clearly presented. There isn’t a lot of music or sound but what there is gets the job done.
The pricing of Hero Academy is what might put some players off. The Steam version is significantly more expensive than its iOS counterpart (considering the iOS version is free), and yet still requires you to buy other armies for the large price of £4 per army, which is way too steep especially when you consider how many different armies there are and what other games you can get for £4 from Steam. Thankfully the other armies aren’t over powered when compared to the default army you get.

Hero Academy

Hero Academy – Prepare to pay for the slightly sweeter things.

Considering the price of additional content, it’s slightly odd that Hero Academy isn’t a Free-to-Play. Adopting that payment style would have definitely made the game more attractive.

Overall Hero Academy is a fun, if not excellent, distraction. Having said that it’s high price, and that of the downloadable content, doesn’t feel like its value for money and a potential customer should be weary of the various things you may feel prompted to throw money at.

75%

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Final Fantasy VIII: Fisherman’s Horizon – VGM Rocks!

The town of Fisherman’s Horizon is beautiful both in name and imagery, with the area admitting a peaceful aura of calm and thoughtfulness. That is until the Galbadians come a knocking, upon which it’s up to Squall and his gang to save the day once again.

This amazing orchestra version of the backing music for the area really highlights Nobuo Uematsu ability to create incredible pieces of music which tug on the players heartstrings.

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Tiny Troopers – Review

Developer: Kukouri
Publisher: Iceberg Interactive
Platforms: PC [Reviewed], iOS
Release Date: Out Now.
Price: £7.99

A copy of Tiny Troopers was provided to Candlelight-Studios.com.

Tiny Troopers is a top-down military shooter ported from the iOS where it was successful in attracting a dedicated audience.  Not content with dominating just one platform, Kukouri Mobile Entertainment have ported the title to the PC.  This begs the question, does this port have enough bullets to conquer another platform, or has it run out of ammo?

Tiny Troopers

Get ready to kill a lot of things!

Whilst the story modes do allow for soldier/weapon customisation and encourage several playthroughs, it’s really a case of liking the single player mode, or not liking the game at all.

With the limited choice of playing through either the story mode, Tiny Troopers doesn’t exactly come packed with weaponry.  Whilst the story modes do allow for soldier/weapon customisation and encourage several playthroughs, it’s really a case of liking the single player mode, or not liking the game at all.  A lack of multiplayer modes is definitely missed, but then again considering Tiny Troopers control scheme, it might not be.

Using the mouse to both control where your squad of crazy characters moves to as well as where to shoot, Tiny Troopers employs a very unique control scheme, with the keyboard being merely used for selecting special weapons such as explosives.  With most missions requiring you to move through the level and shoot things, it may seem as though the simplistic controls suit the simple and easy-to-understand game, however this is not the case as Tiny Troopers just ends up feeling clunky.

Missions are short, with some taking less than a minute to complete.  The missions which aren’t short are repetitive and dull, requiring you to blow stuff up and shoot things whilst roaming through empty and boring environments.  Nothing highlights Tiny Troopers iPhone centric design than its super bite sized chapter based gameplay, which just don’t fit in on the PC.

From a presentation perspective Tiny Troopers excels.  Whilst it’s music and audio are somewhat lacking, feeling bland and inspirational, there is a nice art direction which somewhat resembles South Park.  With the whole game dressed in a cartoonish style, it’s definitely not an eye-sore to look at.

Tiny Troopers

Tiny Troopers definitely brings the guns when it comes to presentation.

The game doesn’t take the opportunity to make use of its setting and art style to offer some sort of commentary, in any form, of the situations going on in the region.

It’s somewhat unfortunate then that despite Tiny Troopers desert setting, alluding to the wars in the Middle East, that the game doesn’t take the opportunity to make use of its setting and art style to offer some sort of commentary, in any form, of the situations going on in the region.

At the end of the day that’s what Tiny Troopers feels like, a big missed opportunity with the whole game feeling like a rushed port.  It’s not that Tiny Troopers is a bad game, it’s just considering its price on Steam, and the competition available on the platform, you’d have to really squeeze this orange in order to get out its unripe juices.

65%

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Guild Wars 2 – VGM Rocks!

With Guild Wars 2 primed and ready to launch in a few hours, we thought there would be nothing better than to celebrate the latest game from ArenaNet with a barrage of beautiful ballads.  Sit back, turn up your speakers, and enjoy some of the finest music to come from a video game.

Epic Struggle

Epic Struggle is one of my favourite pieces of music from a video game.   Used at the beginning of the Guild Wars 2 Gamescom 2011 trailer, this piano piece is wonderfully mesmerizing.  Unfortunately the original piece is rather short, but thankfully the music above has been looped for your listening enjoyment.

Guild Wars 2 Gamescom 2011 Trailer

Times of Hope and Sorrow

Times of Hope and Sorrow is a magical piece of music and one that contains much solace.

Rural Theme

This music reminds me a lot of a Studio Ghibli movie.  The piece’s ups and downs and beautiful orchestra score flow so brilliantly.  You can almost imagine some little animated creature bobbing up and down as they walk, and this theme accompanying them on their travels.

Main Theme

This is the last piece of music we’re featuring from Guild Wars 2.  This theme is powered with passion and can easily make anything epic.

That’s all folks!   I hope you enjoy your Guild Wars 2 weekend and it’s full to the rim with awesome Guild Wars 2 gameplay!

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Guild Wars 2 – Preview

It’s a beautiful sunny day outside. Well, as sunny as it can be in England. It’s one of those relaxing days when nothing is going on and there’s a sense of peace in the air. I’ve just arrived at the beautiful, snowy Shiverpeaks in Guild Wars 2 (GW2). There is calm. Having just trekked up a mountain pathway, I had been greeted with a sight of utter awe. Below me was a valley filled to the rim with trees, with a building sitting in the vast distance. I can see other tall peaks in the far expanse as clouds slowly move over the world of Tyria. This is bliss, this is amazing, this is Guild Wars 2.

Created by US developer ArenaNet, Guild Wars 2 is the sequel to the original Guild Wars which was released in April 2005 and has since sold more than 6.3 million copies, making it one of the bestselling games on PC. ArenaNet’s latest game hopes to be bigger, bolder and change the Massively Multiplayer Online Role Playing Game (MMORPG) genre for the better.

I can see other, tall, peaks in the far expanse as clouds slowly move over the world of Tyria.

Like traditional MMORPGs Guild Wars 2 takes place on a persistent, online server. Long gone are the days of venturing out into the world by yourself or with a few friends as experienced in the instance-based Guild Wars. In this sequel there are vast lands begging to be explored with thousands of other players.

From caves leading into mountain bases, to hidden passageways up a mountainside, to jumping on rocks over a beautiful and flowing sea, the world of Tyria has been carefully crafted. Whilst the graphics only run on DirectX 9, the art style carries the game’s presentation by providing a world which combines stylistic design with a realistic art style. This in conjunction with a soundtrack that can switch with ease between providing tension or calm, and you’ve got a world which feels truly alive.
No other part of Guild Wars 2 highlights the liveliness of Tyria than its capital cities. These large areas are filled to the rim with citizens moving and interacting with one another, as well as grand architecture that is enough to make even the most cynical person’s mouth drop. You can, and will, spend hours searching and exploring these vast real-estates. Characters will comment on your successes or failures as you move around the city from each unique area to the next, adding a touch of personalisation.

 

Indeed Guild Wars 2 provides a lot of atmosphere. Be it sitting on a mountainside cliff, or fighting off a hoard of enemies, the sound will pierce your speakers providing incredible emotion. In fact one of my favourite moments in the game was sitting beside a river which trickled down a hillside into a nearby lake. It was a wonderful moment hearing the water move softly down against the rocks. After all I had spent the previous twenty minutes fighting off a hoard of monsters from attacking a nearby shrine, so a break is always nice.

When I played in the first beta I found combat to be disappointing and underwhelming, as I didn’t understand all of its intricacies. You attack using hot keys, with the 1 key being used for basic attacks. There are no auto attacks and the passive play that comes along with such a game mechanic. Rather, combat is energetic and lively. You can dodge in and out of enemy attacks, and positioning is incredibly important. This is where most of the strategy and depth comes from, as well as the fun combo system. Put down a wall of fire and have archers fire through to burn their enemies with their arrows.

Players only have the choice of ten abilities at once and these can’t be changed on the fly, only when out of combat. With the first five of your abilities being taken up by your weapon moves, and the sixth slot being replaced with a required healing spell, this leaves you with four utility spells which you can customise as you wish. Changing weapons will change the skills of the first five abilities in the skill slots adding another layer of customisation.  You are very much so allowed to play the game your way and find a play style that suits you.

A combat system that once appeared linear and disappointing is now full of customisation and you will soon love darting around, using your abilities to combo your enemies to their inevitable death. Once you understand it, you’ll never want to stop fighting in Guild Wars 2.

Player versus Environment (PvE) content is much like other MMORPGs however with a much larger emphasis on exploration. You’ll be rewarded with a nice chunk of experience, and loot, for looking inside that cave and exploring its depths as opposed to just moving onto the next quest. The much talked about dynamic events, events in the game world which are triggered by other players’ actions in Guild Wars 2, appear to be just a marketing point at first with not much happening to the world depending on your failure or success. Dig a little deeper, leave the newbie area, and you’ll find that they do indeed have an impact. One such event had me raiding a nearby enemy base, protecting a sculptor so that he could put up a statue of one of Tyria’s gods inside their base. After completing the event, and the ones after it, the enemies turned passive and stopped attacking other players.

You’ll be rushing with your team mates to secure large forts, building rams to batter down the doors so that you can claim the well protected castles for your own.

One can only imagine how much of an impact your actions will have on the game world at a higher level.

The best thing about these events is that they scale with the amount of players which means even if there aren’t a lot of players participating in the event, completing the events is certainly doable.

Player versus Player content is perhaps where Guild Wars 2 really shines. World versus World versus World (WvWvW) takes place on the Mists, offering vast battlefields for servers to fight over. With three servers fighting at a time across four different maps, this aspect of the game is truly fascinating. You’ll be rushing with your team mates to secure large forts, building rams to batter down the doors so that you can claim the well protected castles for your own. The more areas you capture the more benefits you get for your server, which means there is always a reason to fight in the Mists.
There is so much depth in WvWvW that you can play it for a very long time and not get bored. I should know because that is what I’ve been doing.

Unfortunately that’s where I have to end this preview, the reason being I have merely scratched the surface of Guild Wars 2 and if I continued on any longer both you and me would be here all day.

Heck, I haven’t even talked about the crafting, helping out enemies in WvWvW so that they battle alongside you, the various jump puzzles, hidden dungeons in the most peculiar places or the storyline which is both engaging and exciting. There is so much to discover in ArenaNet’s latest game that I really don’t want to stop playing.

The internet has gone crazy about this game, perhaps because the game offers a lot of content with customers only being required to buy a copy of the game to experience it all. Maybe it’s because its world is so inspiring and unique.
Maybe, just maybe, it’s because Guild Wars 2 is something which definitely deserves people’s attention.


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Final Fantasy: Crystal Chronicles: Tida – VGM Rocks!

Perhaps one of eeriest, most depressing places in a video game is Tida from Final Fantasy: Crystal Chronicles. Tida acts a reminder to the player of his journey throughout the game, bringing about a very human element to the world of Crystal Chronicles.

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Unity Tutorial 1 – Hello World!

Unity Tutorial 1 – Hello World!

Hey everyone and welcome to the first of many tutorials exploring Unity Coding.  These guides are written for complete newbies, and as such they are written in such a way that they will be easy to follow and understand.  Let’s jump right in!

Hello World!

I’m going to start with the basics and then slowly introduce you to coding.  With this in mind, let’s start with the iconic Hello World!

1)      Start Unity.  If you have been playing around with Unity previously, it’ll come up with your latest project.  If this is the case, go to File > New Project.  If not, then Unity will boot up with the following screen.  Please note, after selecting New Project you’ll be met with the same screen.

2)      Choose where to save your project, and make sure you un-tick all of the boxes underneath “Import the following packages:”

3)      First Lets create a folder which we will put all of our scripts.  Ensuring that all of our scripts are properly managed is very important!  To do this go to the project area, right click in a free space and then select Create and then Folder.  Name the folder Scripts.

4)      Now right click on the newly created folder.  You’ll see a list of options.  Go to Create at the top of the screen and then go Javascript.  A new Javascript file should be in the folder, name it to “helloworld”.  If you ever want to rename a script or object just left click on the object or script you want to rename, wait a second, and then left click again.

5)      If you click on the “helloworld” script you’ll see that your Inspector has changed, and now shows the script.  That’s great!  Now we want to edit this script.  Do this by double clicking on the “helloworld”.  This will open up Unity Script, with a coding editor.  We do all of our coding in this program.

6)      Whenever you create a Javascript you’ll start off with what you see here.  Let me explain the two functions.

function Start () {}

Everything inside the curly brackets will happen as soon as the script starts.  This is a one-time event, everything will only play once inside the function Start section.

function Update () {}

Everything inside the curly brackets after function Update will be called every second.  So for example you could use this to move something forward by 1 meter every second.

So with this in mind, let’s create our first piece of code!

7)      Go to the function Start section, and type the following code inside the curly brackets:

print (“Hello World”);

Nice!  You’ve now written your first piece of code!  It’s very important that you type out all of the code given here, instead of copying and pasting it, as doing so will help you remember it!

So what does this code do?  Well, if we attach it to an object (which we’ll do shortly!), then the object will say “Hello World” at the start of the game.  “Hello World” will appear at the bottom of the screen, in Unity’s log.  We’ll look at how to make text appear above an object a little bit later on as it’s a tad bit more complicated.

8)      Okay, so we’ve got the code, let’s apply it to an object!  Save the code in Unity Script by pressing Control + S, and then return back to Unity.

9)      Create a cube object.  To do this go to GameObject on the top toolbar, and then Create Other and then select Cube from the list of objects.  A cube will now appear on the #Scene screen.  You can zoom up to the cube by double clicking on the Cube in the Hierarchy section.

10)      Let’s add a camera to the cube.  There is already a Main Camera in the scene, but that’s too far away from the Cube.  To add a camera that is close to the cube, click on the cube on the #Scene screen.  With the cube selected, go to GameObject, then Create Other and then select Camera form the list of objects.  A camera will now appear inside the cube on the #Scene screen.

11)      Click on the camera inside the #Scene screen and move it backwards behind the object by clicking on the blue arrow and moving your mouse upwards.  This will move the camera up the Z axis.  You can move the camera along the X axis by clicking the red arrow and then moving your mouse to the left or right.  You can move the camera up and down by selecting the Y axis, which is the green arrow and moving your mouse up and down.  These movement controls work for every object in Unity. Now, go to the Hierarchy Screen and delete the Main Camera.

12)     Great job! Now let’s move the script over to the cube! Just left click the helloworld script and move it over to the word Cube, in the Hierarchy section. The script will now be attached to the cube. To check this, just click on the Cube in the Hierarchy section. You’ll now see details about the cube appear in the Inspector section of Unity. You should see the script attached to the Cube.

13)      Okay, so now we have the whole scene set up!  Press the play button!

14)      You should see that the Cube says Hello World in the log at the bottom of the screen!  Great job!

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The insane characters in The Legend of Zelda series – Article

The Legend of Zelda series has been around since 1985 and has provided fans of a plethora of excellent video games since its inception. Each game has had a host of memorable characters, personalised and characterised to perfection. What’s interesting is that some of the most remembered characters of the series are not the ones who are overly happy, sad, or angry but rather those who are insane, crazy and slightly depressing. It’s quite odd that a family friendly game would have these dark and complex characters; however the fact these games can fit them in is indeed a testament to the series.

The most memorable character by far is Guru-Guru. Does the name ring a bell? It might not, allow me to explain. In The Legend of Zelda: Ocarina of Time, there is a mountainous village known as Kakariko Village. At the back of this village there is a windmill. Inside, there is a man playing a musical instrument which resembles a combination of a grinder organ and a phonograph. When you visit him as a child, you find that he his is trying to come up with a song that is inspired by the windmill. Later on in the game you can transform into adult Link and visit him again where you’ll find him enraged and on the brink of insanity as the windmill is spinning dangerous fast. Guru-Guru is playing a song continuously, the “Song of Storms”, and in an attempt to rescue his sanity, teaches you the song. As it turns out, seven years prior a young boy in green clothes had played him a song that made the windmill spin out of control. That boy is you, as later on in the game you’ll travel back in time, becoming young Link and play the song to him.

Guru-Guru is playing a song continuously, the “Song of Storms”, and in an attempt to rescue his sanity, teaches you the song.

The Guru-Guru who players meet as adult Link has red eyes that are without pupils. His also plays his grinder organ constantly, whether it’s day or night. The song that you play to him, the Song of Storms, is within itself insane inducing as it has an incredibly catchy tune. It’s easy to understand how such a song could drive him to insanity.

Guru-Guru’s insane nature is built upon in the sequel to Ocarina of Time, The Legend of Zelda: Majora’s Mask. Majora’s Mask is set in a semi-parallel world to Ocarina of Time, featuring many of the same characters found in Hyrule. Guru-Guru is still a musician in this parallel world, and during the game is employed by a musical company, the Gorman Troupe. When you talk to him at night, he’ll retell a story from his youth.

It turns out that Guru-Guru used to be a member of an animal troupe; however he disliked the fact that the animal’s leader was a dog. Despite his hatred for the animal, he tells you of how much he admired the animals’ leadership skills. The dog had a special mask which enabled him to make the other animals follow his orders. Guru-Guru, out of jealously, stole this mask from the dog.

Whilst the Guru-Guru from Morjora’s Mask seems to be calmer and more relaxed than this Ocarina of Time counterpart, the fact that a man could be a part of an animal troupe, and perhaps even believe that he could communicate with the animals and get along with them, leaves many a questioned to be asked. Even in a world with magic.

Tingle is another character who players have a fond spot for. Tingle is a thirty-five year old man who dreams of becoming a “forest fairy”. The “forest fairy” that he is referring to is the Kokiri race, small ageless children each of which have a fairy who is their friend, parent and teacher. Tingle dreams of becoming such a being, even though it is obvious that he will never be so. This delusional character makes an appearance in The Legend of Zelda: The Wind Waker, where he is more characterized and appears to be selfish and slightly evil as he forces people to work for him on his island. His insanity is hinted at in multiply games as he refuses to listen to several characters, including his father in Majora’s Mask, as they explain to him that he is not a fairy. He even makes his own flying device, a small balloon which allows him to fly. Even the clothes he wears, a green costume similar to Link’s and the Kokiri, imply a man of delusion and desperation. The character represents a fear of growing up, a theme found in Peter Pan, and accepting responsibility. Ironically, this collides with Link in the Ocarina of Time, as our hero is forced to lose his childhood to become an adult and deal with all of the perils and harshness of the real world.

One of the most insane characters from The Legend of Zelda series is Majora from The Legend of Zelda: Majora’s Mask. Majora’s mask is an item which contains a mysterious being, Majora. Majora is portrayed as a highly disturbed, insane and childish individual. The Skull Kid, a lonely child, somehow manages to get a hold of the mask and becomes a puppet to it. The enslaved Skull Kid uses the power inside the mask to do evil to the inhabitants of Termina. He turns an engaged adult, Kafei, into a boy, transforms Link into a tree-like Deku scrub and even takes control of the moon, hoping to collide it with the land.

He does not appear to have a motive other than wanting to inflict as much damage as possible onto the citizens of Termina. Before Link’s final battle with Majora, after he has escaped to the moon, he takes on the form of a child. This child is surrounded by other children, who refuse to play with him. It is believed that in his youth Majora belonged to an ancient civilisation and that one of festivals involved wearing a mask for a whole day. This mask had to represent something physical, for example a boar or a bird. Majora didn’t have such a mask, instead he created his own with ancient magic. This mask would harness the emotions of the wearer. Majora hoped that it would be filled with happiness from the festival however as his mask looked like nothing physical, the other children bullied him and thus Majora spent the whole day being alone and taunted, with his mask absorbing his emotions of anger, spite and hatred.

The mask became powerful and evil, until it was weakened by a being known as the Fierce Deity. The Fierce Deity realised that the mask could not be destroyed and sealed it away. He also contained his own soul and power within a mask so that if Majora ever returned, he could be destroyed for good.

It’s also interesting that he gives Link a power, the Fierce Deity mask, which is obviously above his own, essentially giving himself a death sentence.

Ultimately the tale is a reminder that we should be nice and respectful to others and how one can easily negatively impact another. Before the last battle, Majora hands you the Fierce Deity mask saying “good guys against bad guys”, and that if Link would wear the mask he would be the “ultimate bad guy”. The fact that Majora views himself as a good guy despite his evil deeds shows how delusional he is. It’s also interesting that he gives Link a power, the Fierce Deity mask, which is obviously above his own, essentially giving himself a death sentence.

What’s truly fascinating about these insane, and twisted characters, is that their stories and craziness is never truly explored throughout the game. Instead information about the characters is given to the player in small chunks, begging to be pieced together and discovered.

It is this which makes The Legend of Zelda series something to be admired. A series of games whose core focus is on gameplay and yet manage to captivate and control its audience with a story which appears simplistic, yet has a significantly deeper meaning. But enough of that for now, as this is something that I will be exploring in the next few articles in this series. For the time being, I think I’m going to listen to the “Song of Storms” again.

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Why We Make Video Games – Articles

Sometimes it can be easy to forget why we make video games.  Perhaps you had a horrible day at work where one of your prototypes, which you put so much work into, got rejected.  Maybe you’re in crunch time and working incredibly long hours to get a project done.  You might have even just lost your job due to company cutbacks.  For all of those people who have forgotten why we make video games, this article is for you.

For the majority of us the reason we create video games is because at some point we played a video game and we were so blown away by it that we decided we wanted to create fantastic interactive experiences just like the one we had played.  I know this is the case for me.

When I played Final Fantasy IX on the original Playstation I decided that I wanted to make video games. There was just something about the characters, about the world, that drew me into the game.

When I played Final Fantasy IX on the original Playstation I decided that I wanted to make video games.  There was just something about the characters, about the world, that drew me into the game.  The turn-based gameplay complimented the beautifully crafted environment and story.  This was the first time, in any media, I had felt so immersed in the world.

It took roughly 30 minutes for Hironobu Sakaguchi’s Final Fantasy masterpiece to make me want to create video games for the rest of my life.

Whilst Final Fantasy IX put the idea of getting into video game creation in my head, ever since Sonic the Hedgehog 2 on the Sega Mega Drive/Genesis, the first video game I played, I have been in love with video games.  At the time I was very young and I loved cartoons.  Sonic the Hedgehog 2 was just an amazing experience and I found it absolutely fascinating that I could control this cartoon character.  I was the controller of the outcome of this cartoon.  No one else but me.

This idea of being able to control something magical, in this case a standing up, super fast, blue hedgehog, is the reason why I love video games and I believe is the reason everyone here loves to play video games.

Video games give us the ability to control and do something which we would never be able to do in real life.  The majority of us have little control over our lives, this is just the way the world works, so having the power, for once, to be something different and to have some power over what happens is one of the reasons why so many people around the world play video games.

Stories, characters and environments are also the reason why people love video games.  Just look at the fantastic culture that has been built up around video games.  This culture celebrates the amazing nature of storytelling video games.

FMVs (fan-made music videos) are fine examples of how video games are celebrated.  Move Along, created by EclipsejpX of Gametrailers.com, was one of the first FMVs I ever watched.  The music video is made up of clips from a variety of Square Enix video games and is incredibly emotional, even more so if you know the characters from the games.  This video alone shows how connected gamers become to the characters they control.

You can view the video here:

Move Along by EclipsejpX

 

 

Video games aren’t two hour experiences like movies.  Titles like Final Fantasy VIII contain forty to sixty hours of well written, well paced, storytelling.  This is something even intellectually received novels can’t boast.  It’s this long and rich experience with the characters in video games that creates a strong bond between them and the players.

Gamers also have a shared interest with the characters.  Even in old games such as Super Mario Bros 3, the player and the character they control, Mario, have the same interest at heart.  Mario wants to save the princess; you, the player, want to save the princess too so that you can not only complete the game but see how the story ends.

This means that whenever the character you control dies, you feel for them. You don’t want to see Drake from Uncharted 2 die, because you have a strong connection with him.  You don’t want to see your character in pain, because they’re a part of you.

There’s a reason why gamers were annoyed about the change to Dante in the new Devil May Cry game, because they have a bond with him.

This is why video gamers get so attached to the characters they play.  There’s a reason why gamers were annoyed about the change to Dante in the new Devil May Cry game, because they have a bond with him.

Of course, this doesn’t mean that gamers don’t joke about their characters or the games they love.  Metal Gear Awesome 2, by Egoraptor of Newgrounds.com, is an excellent parody of the Metal Gear Solid series.  Its over-exaggeration of the characters and events of the game made it an internet hit among gamers.  Metal Gear Awesome 2 also highlighted some of the silly plot points, taking the mickey out of the slightly silly nature of the game.  This fan-made movie is clearly a sign of love and passion for a game series which is renowned for having deep story and character progression.

You can view the video here (PLEASE NOTE: Has lots of swearing and bad language):

Metal Gear Awesome 2 by Egoraptor

That’s not it though; there are even video game orchestras who perform music from gamers’ favourite titles.  The Video Game Orchestra, VGO, is one such orchestra who do fantastic versions of some of gamers’ most loved tunes.  Just listen to their version of Super Mario Galaxy: Wind Garden.  It will send shivers down your spine.

Super Mario Galaxy: Wind Garden by VGO

Perhaps the most endearing thing about the VGO is that they have fun, and you can tell that they’re enjoying themselves.  This isn’t a group of pseudo-intellectuals, this is a group of young people celebrating video games and enjoying their culture.  Just watch their version of Surf de Rock Chocobo and you’ll see what I mean.

Surf de Rock Chocobo by VGO

Of course flash movies, FMVs and orchestras aren’t the only celebration of video gaming culture.  There are countless fan-fictions of players’ favourite video games characters, walkthroughs, comics, fan-made artwork, fan-made music, video game analysis and so much more.  All this comes together to create a culture which anyone can enjoy regardless of tastes.

It’s not just the connection to the characters and worlds of video games that creates this rich culture, it’s the connection the player can have with the creator.  In titles such as League of Legends, Riot Games (the creators of the game) frequently play matches with their player base.  They also ask for feedback on the game, and even joke with the players.  It’s this connection that the player has to the creator that creates something truly special.

In fact players frequently form such strong bonds with the creators of their favourite games that they stand, almost heroically, by their side, supporting them and helping them in any way they can.  This level of devotion is something which cannot be matched in any other media.

So then, why do you create video games? You make video games because there is nothing in the world like it.

So then, why do you create video games?  You make video games because there is nothing in the world like it.  You make video games because of the fantastic culture that surrounds them.  You make video games because you want to tell a deep, enriching story and create characters who the player will always share a bond with.  You make video games because you want create an experience which you can truly share with like minded people and which you can participate in together. You make video games because you want to give someone that feeling that you got from a certain game all those years ago.

Ultimately, there are too many reasons for why one creates video games.  It can be a rough experience creating one but every single time you get knocked down you just need to get up, brush yourself off and keep on going.

After all, this is the only art form in the world which allows people to truly be something they can’t be.

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