But of course, my brother couldn’t leave well
enough alone. After the fun we had with 4, he decided to pick up DW5.
Fair enough…except the game was starting to lose its luster, and its
flaws more apparent than last time.
Brain-dead AI, way-too-simple combat, and allied units that would make
YOU fail a mission just because they can’t be arsed to practice a bit of self-control. But I still played it…and the same applied
when he picked up a cheap copy of DW5:
Empires. The sheen had really
started wearing thin by then -- though interestingly, I would be the one
playing it more, since I tried to take over China in the campaign. Of course, in the interstice between games my
brother nabbed the Japanese-substitute Samurai
Warriors 2. And after that, DW6 (a game which, as I recall, boasted
that its new mechanics were the ability to swim and climb ladders). And after that, DW7. And that’s ignoring the
anime tie-ins like DW: Gundam and Fist of the North Star: Ken’s Rage...though as noted, One Piece: Pirate Warriors
is the best of the bunch. And THAT’S ignoring the fact that we both
played the hell out of the GameCube title Mystic
Heroes, which (by virtue of being by the same company) might as well have
been Dynasty Warriors, But with Magic and
Big-Headed Children.
In recent years he’s
gotten better about buying so haphazardly, but I can still see flashes of his
fanaticism every now and then. Case in
point: when he started recommending a purchase of Sengoku Basara: Samurai Heroes on the grounds that it was “Like Dynasty Warriors, but better”, I wanted
to start clobbering him with the PS3.
And maybe a sledgehammer for good measure. But I decided to give it a chance. It couldn’t have been that bad -- and of
course, it was made by Capcom, the once-kingly purveyors of stylish crazy
action. It certainly helped that he had
to order the game online because nobody from GameStop had even heard of Sengoku Basara.
“Like Dynasty Warriors, but better.” That’s actually a very apt description.
That said, Sengoku Basara: Samurai Heroes is -- in
my humble opinion -- infinitely superior.
With the exception of
the anime tie-ins, I have a hard time remembering anyone outside of a core few
characters in the DW games. Yeah, I know there’s Cao Cao, and Guan Yu,
and Zhuge Liang, Xiahou Dun, and Lu Bu of course, but you’d think that after
playing through the Romance of the Three Kingdoms so many times I’d have a
better recollection of them. Conversely,
I remember everyone in SB -- my personal favorites being
Ieyasu, Kanbei, Yukimura and Motochika. While
there are fewer playable characters in SB,
they’re compensated by the fact that each character plays differently from one another. Yes, the ultimate goal is to mash square and
then occasionally tap circle, but they have unique mechanics that set them
apart -- as well as enough style to make an army of fashionistas weak in the
knees.
Let’s take Kanbei as an
example.
He’s the requisite
slow-but-strong character. While DW would be content with leaving it at
that (while adding several clones), Kanbei’s got more than enough style and
depth to compensate. For one thing,
he’ll smash you with a ball and chain.
He’s amazing at crowd control, pounding on his steel ball and throwing a
tantrum, or swinging it around like a club.
Or he’ll just spin around and around, and get dizzy if you hold the
button for too long. His special in-game
mechanic is to cancel his slow attacks by evading, which can get him out of
trouble or make new combos possible. But
what makes him memorable to me is one of his Super Arts: he’ll slam the ground
with his ball, creating a tornado. If
there’s an enemy close to him, however, he’ll grapple him and give him a mean
suplex. And then he’ll finish off with a
devastating Spinning Pile Driver, and THEN create an enemy-sucking
tornado. Zangief would be proud.
SB
is pretty much DW on all the drugs
known to man. When you take a base, it’s
followed up with a nuclear explosion.
Enemy soldiers will sing serenades while standing guard in snowy
fortresses. Enemy aces will summon
tigers as part of their leader’s strategy.
You’ll fight feudal-Japanese drill machines built by pirates who chant
things like “Chi is for chiseled -- just like our jaw lines and abs!” And that’s ignoring other gameplay
particulars like Yukimura’s infinite combo-making dash cancels, horseback
races, and everything related to the 12-foot cyborg Tadakatsu.
It would be way too
easy for me to say “all the characters are badass” and leave it at that. It’s certainly applicable, and no amount of
Cao Cao action is enough to make me put DW’s
cast above SB’s. But if you’ll allow me to make a point (after
some thousand words spent meandering, as I often do), I want to say this: what
makes a Sengoku Basara character
badass -- or ANY character in ANY medium -- isn’t necessarily what they can do,
but why they do it.
You might think that
I’m crazy, trying to suggest that it isn’t the fact that a samurai swinging six
swords at once worthy of praise, but the meaning behind it. After all, I’d be lying if I didn’t think
that SB was an inherently stupid
series. I haven’t played all the games,
but I’ve seen ninety percent of the accompanying anime (both seasons) and
played more than my fair share of Samurai
Heroes. So while it’s cool to see
Shingen Takeda ride two horses up a castle wall -- while standing atop them, no
less -- it’s also completely ridiculous, and wouldn’t work if not for the
franchise’s over-the-top style. And the
less said about the meme-tastic Engrish employed, the better off we’ll all be.
But if there’s one
thing that makes SB have any sense of
depth, it’s the theme of loyalty that pervades so many elements of the
franchise. You’d expect no less from a
game that revolves around samurai warriors, but SB isn’t afraid to make that its lynchpin. Loyalty affects virtually every character in
one way or another, regardless of their rank or ability. Here’s an example: in Samurai Heroes, the two leads (besides mainstays Masamune and
Yukimura) are the punch-happy Ieyasu and the high-speed Mitsunari. Ieyasu is ostensibly the good guy --
ostensibly, because even though he’s working to unite Japan once and for all,
in order to move toward that goal he had to kill Hideyoshi, his master of
sorts.
That doesn’t go over too well
with Mitsunari, who utterly idolized Hideyoshi; he swears revenge on Ieyasu,
and his cool demeanor cracks all too often when the late Hideyoshi is slighted,
or anyone makes a reference to the treacherous Ieyasu. (Incidentally, Mitsunari’s gameplay reflects
this as well. One of his Super Arts has
him going into a berserk stance; the more you attack without getting hit, the
more dangerous he becomes). On one hand,
Mitsunari’s less-than-ideal behavior shows how dangerous it is to have your
loyalty control every aspect of yourself.
On the other hand, the game treats Ieyasu -- despite his nobility -- as
someone who has committed, and continuously commits, crimes for the sake of
peace. Underneath proclamations of
putting ya guns on, there’s a bit of a moral gray area to the story thanks to
the war climate; regardless of which side you fight on, staying true to your
friends and comrades is the best way to find solace on the battlefield.
Am I reading a bit too
far into it? Probably. Trusting Capcom to write a story is like
trusting Blanka to teach a course on astrophysics -- you won’t learn much, but
damned if it’s not a hilarious train wreck.
Still, SB -- if accidentally
-- manages to convey some interesting themes.
The games touch on them, of course, but it’s the accompanying anime that
goes to town with them. What could
easily pass as bromance (and make no mistake, there’s a shitload of bromance) takes on a different quality when you think
of it as undying loyalty, and helps define the characters well beyond their
skill sets. Shingen and Yukimura have a
father/son relationship. The latter is
exceedingly devoted, and as an up-and-comer wants nothing more than to prove
himself to his lord -- to fight in his name and help bring Japan under his
rule. Shingen, as a warlord, commands
the loyalty (and therefore respect) of his men, and with that respect comes
adoration from even the bitterest of rivals.
In a world where unifying Japan is the top goal, a strong image and a
willing paradigm can do just as much as military strength alone.
Conversely, Masamune is
a warlord in his own right. He’s young,
reckless, wild, and passionate -- and even though he’s not exactly a tactical
genius, he’s still earned the respect of his delinquent-styled troops. That respect drives him, and demands that he
elevate his people to a higher plateau. He’s
also got his right hand man, Kojuro -- older, measured, and calm -- who is
apparently good enough and smart enough to usurp power from Masamune and go for
unification on his own. But he
doesn’t. He believes in Masamune, and
lends his sword to the One-Eyed Dragon’s campaign. Why?
Loyalty. Even when the boss
screws up or is about to drive his troops off a cliff, Kojuro’s quick to
correct him…and then, fight alongside him once more. I find it hilarious that even though Kojuro
has a relatively sedate fighting style (in the sense that he uses one sword in
a franchise with dual-wielded spears, rocket-powered anchors, and lightning chainsaws)
he’s still one of the most lethal characters around.
Now I know what you’re
thinking. “Voltech, we’re eighteen
hundred words into this thing, and you haven’t made much of a point besides defending
samurai bromance. Why should I care?”
Simple. It’s because the title of this post was very
nearly “What Makes a Character Badass?”
Let’s be real
here. Many, many, many video games
thrive on making players feel like badasses.
In order to do that, they’ll often give you a character that’ll make you
whoop and holler by virtue of their spectacular actions. Kratos, Marcus Fenix, Gordon Freeman;
Lightning, Travis Touchdown, Snake; you can hardly turn around without finding
a game where somebody survives an explosion at point-blank range. How
effective any of these characters (or any character period) are at being badass
is up for debate, but I have my own preferences. In my opinion, in order for a character to be
badass, you have to be able to sympathize with their plight. I want to know what makes them tick. I want to know why they fight. I want to know who or what is important to
them. It doesn’t matter how many
flip-de-loops a hero does, or how much a hero goes boosh-boosh-boosh against
aliens and/or Russians; spectacle is nothing without substance. It’s those elements that make a character
more than a collection of pixels; it’s what makes them human.
And speaking of human,
let me give a rather obscure example.
In Uncharted 3, it’s established rather handily that Drake and Sully
are bros. Pals. Buddies.
They joke together, explore together, solve puzzles together, and shoot
people that likely have hungry families waiting at home for them together. You know they’ll do anything for each
other…and that idea is put to the test when Sully falls into enemy hands. Drake goes on the move to save him, but
things go awry; what should have been a pleasant plane ride turns into Drake
taking an unexpected detour. He gets to
relive the opening of Aladdin --
minus the camel and the song and the credits, but with three times more sand,
heat, and lethality.
What becomes of
Drake? Well of course, he survives. But what transpires is actually one of what I
think is one of the more interesting moments in the game: Drake walks through
the desert alone, without supplies, for days and nights and days and
nights. He stumbles about. He gets sandy. You can practically feel his body wasting
away. He even starts hallucinating. But what makes the sequence so powerful isn’t
necessarily the fact that Drake wanders through a desert and survives; it’s
that Drake wanders through a desert and survives because all he’s thinking
about is saving Sully. It’s not Drake’s
superhuman endurance and luck that makes him badass; it’s his horrific
determination and willpower. The why of the deed surpasses the what.
Of course, it probably would have had more of an impact if Drake hadn’t
engaged in a gunfight, acting as if he’d just gone for a stroll instead of wandering
through a desert for days…but hey, it’s the thought that counts.
And now for the
obligatory premature commentary on Tomb
Raider. Given…recent events…a lot of
people have put Lara Croft’s upcoming adventure under the magnifying
glass. For any number of reasons, people
have come to think of Lara as a badass -- and with this new origin story,
gamers are expecting her to either end the reboot as a badass, or become a
badass well before the game’s final hours.
Suspect methods and PR (and my own sinking gut feeling) aside, I think
there’s actually a good chance that Crystal Dynamics can breathe new life into
Miss Croft. I just hope that the team
remembers that, while it’s well and good to very nearly MURDER the iconic
character on her first outing, I’m interested in seeing the why more than the what. Again, I have reason to believe they can pull
it off (I want to see/hear more about the other characters and their relation
to Lara)…but given games’ propensity to fail at writing far simpler stories, it
can go either way.
Games are evolving --
into what, it’s hard to say, but they’re evolving regardless. If they’re going to evolve into something
memorable, then we need something memorable to latch onto. Spectacle and set-pieces can help, but for a lot
of people that’s not enough anymore. If
games and their developers want to make badasses, that’s fine. But understanding all the particulars is
vital. Otherwise...
Yeah. That.
I’ve said about twenty
six hundred words too many on this subject, so I’ll do something different. I’ll leave you with this clip from boxing
anime Hajime no Ippo. Admittedly, I don’t know the series too well
outside of a couple of clips and details, but that clip alone is enough to make
me understand why the series has lived on for more than ten years. The passion.
The drive. The heart. All that and more, in a single clip; even if
the punches themselves are awe-inspiring, seeing that spirit in action is what
demands respect. Seeing that courage
before the match -- and the joy afterward -- is what’s important.
Let’s all take a lesson
from Sengoku Basara. Let us all put our guns on. For glory.
I can sense my A button jamming already after looking at this, lol.
ReplyDeleteOh, right -- I was about to say "technically it'd be your Square button," but I forgot it's on the Wii, too. I had the PS3 version, after all; would've figured it was an exclusive or something, but here we are.
ReplyDeleteI was actually speaking about the 360. Don't if this is for it or not. I'd never be caught dead with a Wii, lol.
ReplyDeleteB-but how will you ever play Wii Music?! *single manly tear runs down cheek*
ReplyDeleteSeriously, though -- no Xbox release for this game, I'm afraid. Just PS3 and Wii. Hope that doesn't throw a wrench into your plans for unifying feudal Japan.
I recall this post being on Destructoid at one point... And it's true! Sengoku Basara is one of the greatest game and anime series out there... It's not Viewtiful Joe, but it it's at least in its territory.
ReplyDelete"I recall this post being on Destructoid at one point"
ReplyDeleteDamn, and now you know my secret -- sometimes I put the stuff I post on Destructoid over here on my blog (and usually file it under the label "Filler Time" just for kicks). But silliness aside, yes, Sengoku Basara is entertaining on multiple levels. It's easy to write it off as being a wacky, over-the-top action series, but there's a lot more going on if you're willing to crack it open.
Though now that I think about it, the same could probably be said for Viewtiful Joe. Might have to take a look at that one again sometime soon.
I do the same thing sometimes.
ReplyDelete