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I have not played Killer 7, myself (though I intend to eventually). However, I think we as an industry need to stop hoping that games will become accepted as art universally. Do I think there have been games that are “art”? Yes, I think games like EarthBound and MGS2 have exhibited mature post-modern themes which should be given a lot more credit than |
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they
are today. Then there are
the sublime game experiences people site like Ico or Shadow of the
Colossus. Could games be
art? Sure. However, I
don’t think we should expect games to be art.
I think that is selling them short and focusing on entirely the
wrong things. Games are an
entertainment medium with more potential for greatness than cinema,
television, or music could provide—because they combine all three.
Once we master THAT, I think we can start worrying about art.
Games don’t need to be high art—they need to be enjoyable,
fun games. If you asked me
which games I’d played that were art, I’d mention the ones I already
mentioned above. If you
asked me what I considered the most “artful games” ever made, the
Marios, Zeldas, and Metroids of the world would top my list.
Like
I said above, this is mainly a device used to assert that Terry is his
own being. But worry not,
you’re hardly passively watching.
You still tell Terry when to use special moves, when to break off
combat and run, and who to target.
You’ll also be in control of decal attacks and other strategies
of that sort.
Well,
there are a number of different “worlds” at play in Contact.
There is the world Terry is walking around in, which is highly
artful and detailed. Then
you have the Professor and his ship—which come from a far off
galaxy—that are very retro in design.
Then you have the world you see when you look up from your DS.
That’s the 4D, high-def, pseudo-realistic world that you move
around in when you’re not playing video games.
If both screens looked identical, the theme of the game would be
harder to really “get.” You
can see it even in the concept art.
The people playing Contact look like you or me.
The characters on the bottom screen are sprite-representations of
anime-styled character art. Then the Professor and Mochi (his space dog) only exist as
simplistic sprite characters, even outside of the game.
Like
the decals, we want to leave most of the costumes up to the player’s
discovery. But, I can tell
you that the first outfit Terry is likely to come across is the
Firefighter, which will grant him a number of water-based abilities.
Later on he can find a Thief outfit which will allow him to pick
locks and steal things from people.
Of course, which costumes you use and level up is up to you—and
the completists will naturally want to find and master every single one.
I
can’t really answer this question, since I wasn’t in on the
development process. However,
I imagine that with the dawning of the Nintendo Wi-Fi Connection, the
team at Grasshopper wanted to include SOMETHING using Wi-Fi (I mean, the
game is called CONTACT for goodness sake) but implementing full on WoW
or PSO style player interaction would have delayed the game a great deal
(and required a re-design and rebalancing of course).
That would have compromised their vision of what Contact was to
be, and that could have been frustrating too.
Think of the Nintendo WFC features as icing on the Contact cake,
and not the main reason someone would purchase the game.
The music, I’m happy to report, is great. It harkens back to the days when video game music was allowed to just be really good VIDEO GAME MUSIC and didn’t have to aspire to the same things music does in cinema or orchestras or what have you. It has a nifty “old-school” vibe to it, and people who enjoy the games Contact homages should get just as much enjoyment out of its music. If you have a retro bone in your body, you’ll dig it. Thanks again, Tomm! For more information on Contact, be sure to read our preview of the game.
(September 13, 2006) |
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