Click here for the introduction!
110. Shantae (Game Boy Color)
Compared to its smoother-playing sequels, the original Shantae is a little wonky,
but it’s nonetheless an imaginative platforming adventure that is still
probably the most unique game in the series. Released late in the handheld’s
life, it’s probably one of the prettiest Game Boy Color games out there and is
packed with big colorful sprites and charming animations. Structurally, the
game is sort of like a cross between Castlevania II: Simon’s Quest, Zelda, and Metroid, but Shantae definitely has its own original flare that makes it stand
apart. The world and storyline is wacky, involving genies and pirates and roaming
zombie caravans, and the whole experience has a distinct sense of humor about
everything. I also adore the game’s unique and detailed belly-dancing mechanic
and Shantae’s transformation abilities. The original Shantae GBC cartridge is notoriously rare and expensive, but the
same experience can be purchased for a mere $5 on the 3DS eShop.
109. Shantae: Risky’s Revenge (DSi)
Risky’s
Revenge carries over a lot of what made the original Shantae special and, in a quantifiable sense, improves on that game
in just about every way. The combat and platforming mechanics are much more
satisfying, Shantae’s dancing has been streamlined (though a bit of the charm has
been lost in the process), the world is more enjoyable to explore, the music
has been kicked up about ten or twenty notches as Jake Kaufman truly begins to
hit his stride, the quirky writing is even stronger (this is actually one of
the funniest games I’ve ever played), and the spritework is even more fantastic.
The one big drawback of Risky’s Revenge is
that its adventure feels a bit cut short and in order to get the full story,
you’ll need to play Shantae and the Pirate’s Curse. Still, even though I still find a lot to love in the
original Shantae, Risky’s Revenge is much more playable
and currently my favorite in this charming and creative series. While it was
originally released as a downloadable title on the Nintendo DSi, Risky’s Revenge has since been ported to
a bunch of other places, including 3DS, PC, and even smartphones.
108. Gone Home (PC)
I only just played Gone Home last year but it was a strangely nostalgic and personal
experience with all of its references to the 90s and a shy, artistic, relatable
protagonist with a large imagination and aspirations of being a writer. It also
combined a fantastic central voice performance and intelligent environmental
design to tell a gripping and human story that hooked me from beginning to end.
107. Super Smash Bros. (N64)
The original Super Smash Bros. was a bizarre and exciting game when it released
in 1999. There was even something inherently exciting about the colorful, hand-drawn
boxart that immediately captivated me, even though I barely knew who Samus Aran or
Fox McCloud were at the time. I did recognize Mario, Kirby, and Pikachu though
and I fell in love with this surreal mishmash of Nintendoverses almost as soon
as I started playing. It was a blast playing with friends of course, but I also
have fond memories of rushing home from school to smash targets with Donkey
Kong by myself. The original Smash
also has something that the newer games in the series largely lack: atmosphere.
From the strangely toned-down main menu music to the meta narrative of a child playing with their toys to the eerie music that plays after defeating the final
boss, there’s just something special about this game that I feel was lost as
the series went on to become the flashy monstrosity that it is today.
106. Unravel (PC)
While a clever and charming puzzle-platformer on
its own merits, what makes Unravel particularly
special to me is how much I relate to it. As I wrote here, it feels uncannily
like the game was made specifically for me between the beautiful, nearly
photorealistic appreciation of nature’s small wonders, the theme of a small creature
exploring our gigantic world, and even the fact that yarn has a special
nostalgic quality for me because my Nana loved to knit. Heck, the dang thing
even released on my birthday. While Unravel’s
narrative impact admittedly could have been stronger, it’s still an experience
that spoke to my heart and enchanted me thoroughly.
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Join me next time for #105-101! Hope to see you then!
Showing posts with label gone home. Show all posts
Showing posts with label gone home. Show all posts
Sunday, September 4, 2016
Tuesday, December 1, 2015
Gone Home (Spoilers)
Gone Home is a
strangely personal experience. Maybe it’s the nostalgic sense of place: an
American family’s home in the mid-90s, which was the golden age of my
childhood. A palace full of VHS tapes, music tapes, Nintendo tapes, and gaudy
colorful school folders and highlighters. There are references to Harrison Ford,
Street Fighter, and those little black
label message thingies. Or maybe it’s the way the main character, Sam (not to
be confused with the player character,
Katie) reminds me of myself. No, I’m not a teenage girl, but I was once a shy
kid in high school, who frequently imagined my own characters and stories and
who still has old doodles and school assignments scattered around. I also had a
high school teacher who encouraged my creative writing and I ended up going to
college for it. Maybe it’s other small details: the reference to one of my favorite
films, Pulp Fiction, or spotting a
host of books I studied in school and have fond memories of in Sam’s bedroom (Frankenstein, Treasure Island, Jane Austen’s Emma…),
or that Janice Greenbriar has the same birthdate as my own mother…or perhaps Gone Home would have just felt personal
anyway, even without all this, because it’s just an intimate experience by
nature. When I first walked into the empty foyer of the Greenbriar home, it was
just another location in a video game, but by the time I approached Sam’s
journal in the attic, after opening drawers, reading letters, listening to
music, picking up crumpled manuscripts, finding secret notes under the bed,
looking at newspaper clippings, looking at photos, and otherwise immersing
myself in a lived-in, inhabited space, I felt like I knew the Greenbriars intimately
and they felt like a family as real as my own. Like Sam could have been someone
I went to high school with and I just never knew about everything she was going
through.
It’s this sense of discovering a family, of discovering
people, via the traces of themselves and their experiences that adorn their
home that makes Gone Home special.
Not just learning about Sam’s experiences and her relationship with Lonnie,
which is the crux of the narrative, but learning about the marital problems of
her parents, the affair her mother almost had, and her father’s struggles as an
author of a series of bizarre JFK time travel novels. These people feel real,
and I feel like I know them personally even though I never actually met any of
them face to face in the game. Especially Sam, whose characterization felt so tangible (and the
music that accompanies her diary is so perfectly matched) that I couldn’t help
but tear up every time she sighed or expressed her frustrations and dreams.
Ironically, the only member of the Greenbriar family I learned
next to nothing about is Katie, the one who I literally stepped into the shoes
of. I learn she traveled around Europe and she occasionally has some reaction
text to certain objects in the house (“Gosh, Sam” she says when discovering her
sister’s issue of “Gentleman” magazine, the magazine for men, and “Oh, barf”
when finding a condom in her parent’s bedroom dresser), but the only
personality trait I really glean from her is that she is the “straightedge”
Greenbriar child: the athlete, the scholar, the “responsible” one. In other words,
pretty boring. One of the funniest moments in the game comes from discovering a
Sex Ed assignment in one of Sam’s school folders in which she took a hilarious
amount of creative liberty with a rather simple assignment (“See Me!” was the
grade she got from her teacher in bright red letters). Then later on I
discovered Katie’s own take on the same assignment, which of course was done
perfectly and properly and got a bright red “check plus”. But I suppose it’s
unfair to call Katie boring, because I’m sure that if I had the opportunity to
rummage through her own stuff (still packed away in boxes in the guest room of
the Greenbriar’s new home, which was to be her room when got back from Europe),
I would find a three-dimensional person with her own struggles and experiences.
Gone Home makes it clear that it’s not
about Katie though, but rather her family and principally her younger sister, Sam.
Sam is one of the most richly drawn people I’ve seen in a
video game (or, sorry, I guess I should say in an “interactive exploration
finding and reading stuff emotion story simulation experience”). I hesitate to
call her a “character” because she seems so real and authentic. Her voice
actress does an excellent job but Sam’s personality also shines through in the
pieces of herself she’s left lying around her house: in the scattered chapters
in the ongoing tale of Captain Allegra and her First Mate, in her Street Fighter cheat codes lying on her
bedroom floor (repeatedly crossed-out and revised), in her angry note to her
parents chastising them for not letting her go out with Lonnie in the city, in
her aforementioned unique take on schoolwork and the various scraps and doodles
and letters that all in all paint a very vivid portrait of a human being. Gone Home does a wonderful job of
setting up a series of mini-narratives that get told through pieces of the Greenbriar’s
life around their home (would Danny ever get his Nintendo tape back??) and I
enjoyed following all of these, but of course the narrative I was most invested
in was that of Sam and Lonnie. This is where Gone Home is also just a sweet story of young romance, one that
treats Sam’s homosexuality not like a twist or a discovery, but rather a given,
natural fact of her life, while still managing to address the very real issues
of what it means to be a gay teenager in high school (especially in the
mid-90s). This is a story that moves, but also aims to inspire empathy for a
life experience that some might regard as foreign and strange. A story that might
make some people realize that a gay relationship is in fact not these things,
but just as relatable and human as any other romance.
That is the key word: Gone
Home struck me in how human it
felt. It shines a lens on one family’s, and one girl’s, personal struggles, it
promotes empathy for our neighbors, for our friends, for complete strangers,
for those we might regard as pariahs; it reminds us that we are all human and that
we all go through shit. Speaking more personally, it allowed me, a straight
man, to empathize with a gay young woman and the pain of dealing with disrespectful
parents and peers; the fact that I have so much in common with Sam made it all
the more easy to relate to her. I can relate to being shy around people I like
(seeing that “gold star” around someone but not knowing how to talk to them),
and so much of what Sam experiences and says and writes and does reminds me of
myself and my own experiences, I can’t help but easily put myself in her shoes.
Perhaps it is because of all this that I really did not want to enter the attic
at the end of game. I felt a connection with Sam and I wanted her story to have
a happy ending, but the more the game went on, the more I got the idea that the
diary that I’d been hearing throughout the experience was Sam’s last words, and
I was afraid of what I’d find up there. When all I found was an empty sleeping
bag accompanied by a final, joyful diary entry from Sam about how Lonnie
decided she couldn’t live without her and the two ran off together, I was
ecstatic. A surprise happy ending, a joyful outcome when I expected a grim one,
is one of my favorite discoveries in fiction, and Gone Home’s conclusion left me in happy tears.
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