In 2009 Zenonia changed my idea of what an iPhone role-playing game could be. 2010's Zenonia 2: The Lost Memories further refined the series' winning formula. Now Zenonia 3: The Midgard Story arrives, and it looks to big the biggest Zenonia yet.
The third installment of Gamevil's action-RPG sees players adventuring as one of four unique player classes: Sword Knight, Shadow Hunter, Mechanic Launcher, and Nature Shaman. They'll take on 136 quests spread across 227 unique maps as they quest to unravel the secrets of Midgard.
Improvements come by way of an enhanced selection of monsters (more than 200), Hundreds of new pieces of equipment, and the ability to fight with or against your friends in "asynchronous" online multiplayer modes.
If the previous two installments are any indication, Zenonia 3 should offer a hell of a lot of role-playing for a measly $4.99. Besides, can 90 five-star reviews for a newly-released game be wrong? Sure, but it isn't very likely.
It's a country with 120 million people, with a deep and long history, with a complex and beautiful language. Yet, for Americans, Japan often offers something else entirely—a place to project its fears, fantasies, and, yes, even neurosis.
So much of Japan is familiar for Americans. There's baseball, rock music, junk and fast food culture, and all those Japanese products, such as TVs and cars, that Americans snap up.
Yet, Japan is different.
There are enough familiarities to make the country inviting for Americans, but enough nuances to make it perplexing. America's Japan fascination isn't new. The countries have a shared history; however, the way in which you view Japan is largely a product of the time in which you lives. Japan's allure, though, never changes.
In the 19th century, Americans forcibly opened up Japan, taking advantage of a weakened government. Japan had been in forced isolation from the West since the 17th century. During that period, foreigners couldn't enter Japan, and Japanese people were not allowed to leave under penalty of death; Dutch and Chinese traders were permitted on a man-made island in Nagasaki called "Dejima." The country was cut off from the world, looking inward and doing things on its own terms. According to game translator Matt Alt, who co-authored Yokai Attack! and Ninja Attack!, Japan was a time capsule. "It's the only country I'm aware of that actually stopped using guns," said Alt, "and went back to only using swords." Japan operated on its own terms and pushed back hard against foreign imperialism. Some call Japan's decision to hedge its bets and block foreigners for centuries xenophobic, but seeing what happened throughout the rest of Asia, namely colonialism, I'm calling it smart.
In the late 19th century, Japan—with its sword-carrying samurai, demure geisha, and woodblock prints—was exoticized and fetishized by foreigners. "I think Japan has long existed as an appealing world of exotic dreams for Americans and other Westerners," Roland Kelts, author of Japanamerica, told Kotaku. "Orientalism, as Edward Said has shown us, is a construct comprising Western projections upon formerly 'distant' lands of very different cultural character, a blank canvas for fantasy, willful misinterpretation and missing links." The concept of "Japonism", the appreciation of Japanese art and design, influenced European artists and American artists like Whistler. Kimonos and geisha popped up in fine art. Japanese architecture and motifs were even absorbed by Frank Lloyd Wright. The visual appeal of Japanese art, with its emphasis on line, nature, and even flatness were a breath of fresh air. The Japanese people themselves were fetishized as being one with nature and as having a greater understanding of the natural world.
Japan modernized quickly and industrialized. The country created a massive military complex, willing to wage war. Japan's growth stoked "Yellow Peril" fears, a concept rooted in American racism; Yellow Peril was used to refer to the increase of Chinese immigrants to America during the 19th century. War propaganda depicted the Japanese as automaton workers—a stereotype that exists even to this day—and encouraged Americans to work harder and harder.
War stereotypes, however, gave way to Post-War fetishizing. During the days, weeks, months and years that followed the empire's defeat, Japanese women once again found themselves as an object of fetish, due in part to physical and linguistic differences. As detailed in John W. Dower's Pulitzer Prize-winning Embracing Defeat, Japanese males were relegated to a sub-human category, while Japanese women, who had traditionally viewed by Westerners as geisha, were objects of lust and fascination. Troops would flock around women wearing expensive kimonos for photo ops. To negate rape, the Japanese government recommended that young women wear baggy clothes and avoid seeming friendly. The Occupation government also instituted a policy of government-controlled prostitution in hopes of maintaining order. As noted in Embracing Defeat, it wasn't unheard of for women to service over fifty U.S. servicemen a day. Some women had mental breakdowns. Others committed suicide.
Sex in Japan interests Americans, if anything, because sex interests people. An interest in sex is natural, healthy and normal. What makes sex in Japan the object of fetish for Americans is the lack of context from which it's traditionally viewed. Sex is not placed in the same religious construct that it is for most Americans. Japanese concepts of guilt concerning sex are not pervasive, and generally speaking, there are fewer traditional sexual hang ups. Nudity, which of course can be embarrassing for anyone, is not shameful, but rather, viewed as natural; families, friends and even co-workers take baths together at hot springs. Japanese pornography, which is how the majority of Americans are acquainted with sex in Japan, does censor genitalia, but that doesn't mean Japan is prudish about nudity. The contradiction, especially compared with America's graphic pornography and contrasting Puritan background, leads many Americans to simply label Japan as "perverted". But who's perverted, the American who pays to see naked women at a strip club or the Japanese who legally pays for a blow job in the country's "night spots"? Both probably, but at least Japan isn't trying to sugarcoat things.
During the Post War Era, a handful of troops became interested in the country itself—the language, the culture, the history. An member of the American military serving in Japan, Donald Richie would go on to become a famed Japanese film expert. Other American businessmen saw an opportunity in Japan and created companies like Sega. During the following decades, more and more Americans who were born during the war started seeing Japan in an entirely different light. From the 1950s to 1970s, the American counter-culture—namely first the beatniks and later the hippies—discovered Japan via religion like Zen Buddhism or Shintoism.
Martial Arts began to take hold during the 1960s, and even Hollywood flicks, like The Manchurian Candidate, started using karate to the delight of American movie-going audiences. With Russia replacing Japan as the enemy, Hollywood was free to have Frank Sinatra karate chop a table—an act that would've been seen as "unAmerican" only decades earlier. Starting in the 1950s, film was the big driver in changing how Americans fetishized Japan. Akira Kurosawa, who idolized American directors like John Ford, synthesized influences as divergent as Hollywood, Shakespeare and Japan itself in a way audiences had never seen. Once again, Japan was close to American culture, but so very far. It wasn't simply that Kurosawa was taking cowboys and giving them swords, but the entirely new way in which he structured and explored themes. All of this laid the ground work for a future in which American children could play Ninja Gaiden and was a precursor for a generation of American children taking up karate because of The Karate Kid.
What fascinates Americans about Japan is the country's familiar but different spin. Godzilla, for example, wasn't just a Japanese knock-off of King Kong, but a monster movie inspired more by nuclear war than Hollywood. It wasn't just the movie's themes that were different, but Japan's insistence on having a man-in-a-suit stomp around a carefully modeled miniature set, which showcased an obsessive attention to detail. Americans who grew up during the 1960s were fed a steady diet of Japanese monster movie through poorly-dubbed flicks playing at the local grindhouse and on late-night TV. Japanese anime also started making in-roads during the 1960s and 70s, bringing robots and race cars like America had never seen before, culminating to what could be Japan's most important pop culture contribution of the 20th century: video games.
For those who were too young for the Atari 2600, but just old enough for the Nintendo Entertainment System, Japan came to equal video games. Growing up, I didn't know Nintendo or Sega were Japanese companies—just as Japanese kids today probably don't equate McDonalds with America. Gradually as the 1980s wore on, I put two and two together. The 80s were a heady decade for Japan, which was exploding economically. Stories were common of Americans, who didn't know any Japanese whatsoever, going to Japan and making tons of cash teaching English. After years of Japan-bashing during the 1970s, the country became the blueprint for business, with every Harvad MBA trying to get the inside track on how the "Japanese mind" saw business. Whether it was Rising Sun, Gung Ho or even Die Hard, Japanese corporates were ruling the world of make-believe, too.
The bubble burst. The 1990s spawned Japan's "lost decade", the one in which Japanese kids were expected to have worse lives than their parents. The Japanese work ethic, which was trumpeted since the war, started being portrayed as simply a tradition of doing "busy work", and Japanese companies weren't nearly as lean as their U.S. counterparts. While the economy might've been in the toilet, the 1990s saw a creative explosion out of Japan in music, art, and yes, video games. During the last part of the decade, Japan became utterly cool with folks like William Gibson, a long-time Japanophile, saying if you want to see the future, go to Japan. The concept of Japan as the future wasn't knew.
Japan never was the future. It was always, simply Japan. And Japan is always changing. During the 1990s, robots became less popular, and Japanese art, thanks to artists like Takeshi Murakami and Moriko Mori, became knowing and ironic. In the 1990s, in the dark times before the explosion of the Internet, Japanese musicians like Cornelius and Kahimi Karie started appearing in mainstream American music mags, even getting play time on MTV. Fruits magazine showcased the wild fashions of Harajuku, and imported issues started appearing in New York and Los Angeles bookstores. None of this was mainstream Japanese pop culture, but subculture movements. Americans didn't know better, and suddenly Japan was very, very cool. The music and fashion seemed familiar, almost American, but was incredibly different. Japan's take on, say, Beach Boys' music was unlike anything the Beach Boys could ever consume. It wasn't copying, it was fresh, original and new. For those, who discovered Japan in the late 1990s, the country was the epicenter of cool.
Also during the 1990s, Pokémon overran Japan (and the world), and the concept of "cute", or kawaii, was discovered and discussed by American academics. "What's markedly different about this latest fondness for Japan, spurred by the explosive success of Pokémon and other titles in the late 90s, is that it's so contemporary in nature," said Kelts. "Americans and other Westerners are finding in Japan a world of color, light, playful joy and sincerity." Cute characters were not new, but suddenly much American ink was spent fetishizing kawaii and pointing out that even Japanese adults (yes, adults!) read comic books. According to Kelts, Japanese pop culture doesn't cater to Western tastes. "It's Japanese, made for Japanese, and yet it arrives in the US as an alternative to dominant American pop culture tropes that have grown tired and worn," Kelts said. "Hello Kitty looks fresh; Mickey Mouse does not." Japanese pop culture, added Kelts, is alien enough to be fresh, but familiar enough to be comforting.
A new breed of Japanophiles, less interested in robots and ninjas, was born. In the 1980s, Alt says there wasn't the means for anime fans to communicate. According to Alt, "There were a handful of fan organizations but they were restricted to major cities on either coast, and communicated via newsletters and trading VHS tapes and such."
The Internet made Japanese culture available like never before. Americans could consume manga and anime instantly, creating an even bigger fan base that was connected and able to communicate. Anime fandom in American became much more social, leading to a proliferation of anime and cosplay events.
The Internet also shone a spotlight on the most questionable, niche elements in Japanese pop culture, such as the depiction of underage characters, sex, violence, pornography—you name it. While the U.S. also has its fair share of iffy, niche comics, porno flicks, movies, and video games, Japan provided a foil for Americans to look at a society, without understanding the language or culture, and say, "I don't like this, this is wrong." Some of it might be wrong, and much of it is niche, meaning that it's certainly not on the radar of most of Japan. However, Japan, unlike the U.S., traditionally is less judgmental about things—even indifferent in many ways, valuing freedom of expression. But, as Japan had been in the 1970s, the country was often relegated to a whipping boy for Americans.
"There are a lot of superficially unique characteristics about Japan that are perfect fits for the 'meme-driven' world we live in today," said Alt. "It's easy to pick and choose things that seem 'weird' by American standards, whether it's a Hello Kitty vibrator, 'tentacle porn', guys who marry their Love Plus characters, or even simple snack foods." If you're going to fetishize Japan, it's necessary to put things into context and provide an explanation why.
According to Alt, Japan isn't a perfect culture. He's right, it's not. He's also correct that 90 percent of issues foreigners complain about can be explained with context and language. Japan is a unique place and has much to offer—both weird and wonderful. Neither are worth shortchanging. There is nothing wrong with fetishizing Japan—Japan fetishizes America all the time (something that will be touched on in a future column). What is wrong is simply pointing the finger and labeling Japan as weird without attempting to put the culture in context. Japan is weird, sure, but America is far weirder.
You can't take two steps in the world these days without having your image captured. Everywhere you turn there are people with cellphone cameras, traffic cameras, Google Streetview vehicles. How can we remain anonymous in this digital age? Why, with digital camouflage, of course. Enter Pixelhead.
The brainchild of artist Martin Backes, Pixelhead is a soft, form-fitting balaclava that covers your head with a digitized version of German Secretary of the Interior Thomas de Maizière, making it perhaps the easiest and least humiliating way to have a German government official on your head, though don't quote me on that; I'm no government official wearing expert.
Pixelhead effectively makes you another faceless drone amidst a sea of faceless drones, only you'll be the only one not being identified as the guy peeing in the alley in that one Google Streetview picture. They'll just blame it on Thomas de Maizière, or one of the combatants in the 1990 arcade classic Pit Fighter.
This is a much more effective and safe method for avoiding being photographed than my plan, which involved getting a full body tattoo of myself two centimeters to the left so I always look blurry.
Camouflage Your Features With Pixelhead [The Creators Project]
The Hulu Plus service launches on the Xbox 360 tomorrow, enabling people to stream episodes and clips of popular TV shows—or at least a subset of the ones that are available through your computer—through an Xbox 360 and onto a TV. Usually, this will cost you both the price of an Xbox Live Gold account and an $8/month Hulu Plus subscription. But, according to Microsoft, the service will be free to all Xbox Live users, silver or gold, Hulu subscribers or not, from April 29-May 6, thanks to a sponsorship from Jack Link's Beef Jerky.
In December of 2010, 18-year-old Alex Trowell of Idaho was on his way to visit his 12-year-old World of Warcraft girlfriend in New Mexico. Alerted by the girl's mother, New Mexico police called Trowell and had him turn his car around.
Last week, Police in Nampa, Idaho arrested Trowell after discovering the girl with him in his parents' home.
According to the U.S. Attorney's Office in Boise, Idaho, Trowell first met his victim in September of 2010 while playing Blizzard's popular online role-playing game World of Warcraft. Trowell and the girl, then only 11-years-old, began communicating via phone and text messaging. Eventually those text messages became sexual.
Click to viewThe girl and Trowell planned to meet in Albuquerque, New Mexico, in December, shortly after her twelfth birthday. The girl's mother contacted New Mexico police. The police contacted Trowell, and he turned around and drove back home without incident.
This is the point at which a daughter of mine would be forbidden from using any sort of communication device whatsoever. No phone. No internet. Nothing. That's not what happened here.
Trowell and the girl allegedly continued to plan a meeting, only this time the girl would come to Trowell. According to reports, the man purchased a plane ticket for the girl in early April. Authorities say the plan was for the girl to live in an abandoned house next to Trowell, who suggested she leave a suicide note behind so no one would look for her when she was gone.
The girl arrived at the airport in Boise, Idaho, on April 20. During an overnight stay at Trowell's parents' home the two allegedly engaged in light kissing and fondling. On April 21, Trowell was arrested.
The quick response was due in part to the Nampa Police Department-developed Child Abduction Response Team (CART) plan.
Said police chief Bill Augsburger (via the Idaho-Press Tribune), "When the Nampa Police Department received information on the severity of this case and the risk to the victim, we activated our CART team and within a very short time of that team activation, we had the child safely away from the suspect in this case. We consider this a big victory and reinforcement that teams such as CART are needed to help rescue and protect kids."
It's a triumph for law enforcement, but a child still spent the night with an alleged predator. A predator that had been warned away from her months earlier. He had a warning. The New Mexico Police essentially gave him a chance to stop, and he didn't.
At this point I'm just about done with warning parents to watch what their children are doing on the internet. If you have children, lock them in a box until they are 18.
Idaho teen accused of luring NM minor with video game [KOB Eyewitness News 4]
Players will be waiting an extra week to stave off the alien invasion of Mars as THQ pushes Red Faction: Armageddon from May 31 to June 7, June 10 internationally. The Xbox 360 demo is still hitting May 3.
Trademark red cap and white gloves, big mustache and floating coins. There's no confusing this iPhone game: It's Super Mario Bros. Only it isn't. [Update]
Monino by developer FeYingInfo popped up on iTunes for a penny shy of a dollar earlier this week begging the question: Why in the world did Apple approve it?
This isn't the first time Apple's game approval process has been caught asleep at the wheel. Earlier this year two games about fighting rabbits wound up on the Mac App Store. Lugaru and Laguaru HD were made by two developers. One was the official game, the other an unsanctioned knock-off. A week after Kotaku reported that story, Apple removed the offending, lower-priced copy.
Monino seems like another case of one developer ripping off another, with Apple either not catching it or not caring.
Monino appears to star Mario's slower brother Monino. Jumps, float, turns are all a bit sluggish as the squat little plumber plods his way through a world of edible mushrooms, glowing stars and breakable brick flooring. In the fiction of the 99 cent game, Monino's brother has been captured by a monster named Bowler and he is on the road to the monster's castle to rescue him... stop me if you've heard this one before.
The game uses virtual controls in the bottom corners of the iPhone and seems to feature randomized maps, some of which appear to include game-breaking dead ends. As pirated ports go, Monino is not the game I'd like to see come out of the Mario world.
As of this morning about 80 people have rated it, with an average score of three out of five stars. Most people seem to be complaining about the sub-par controls and crash issues. Everyone seems to recognize the source material.
We've contacted Nintendo and Apple for comment and will update when and if we hear back.
Update: While we haven't heard back from Nintendo or Apple, the game is no longer available on the U.S. iTunes.
Get your fake Mario iPhone game before Apple pulls it [video] [Electricpig]
Seven years ago today, NCsoft and Cryptic Studios released City of Heroes, providing fantasy-gorged massively multiplayer online gamers a new way to waste countless hours of their lives alongside thousands of their closest friends. Let's celebrate seven years of heroes and villains with a colorful infographic and nostalgia-laden anecdotes!
I fondly remember the day City of Heroes went live. I must have spent a dozen hours camped in front of my computer, soaking in everything Cryptic Studios had created. Then I finished creating my character and moved on to the game proper. It was nice enough, but damn if that character creator didn't keep calling me back.
Seven years later more than 42 million characters have been created (some of them not mine) and 15.7 billion experience points have been earned. The game has survived a Marvel lawsuit, a studio transition, the invasion of super villains, and the release of two competing superhero MMOs, including Champions Online, a game crafted by City of Heroes' original development studio.
NCsoft and Paragon Studios has a month of special events and sales laid out for City of Heroes players to help celebrate scratching seven years of the superhero itch. Head over to the game's official website for details.
Speaking to Bloomberg, spokesmen for Wells Fargo & Co., American Express Co. and MasterCard Inc. said they were monitoring cardholder accounts and hadn't seen unauthorized activity relating to Sony. [Bloomberg]
Russian developers Ice-Pick Lodge are an inspiration of mine. Operating out of a two bedroom Moscow apartment, their small team assembled Pathologic, one of my favourite games of all time, and monstrous afterlife-simulator The Void, which was among the most interesting games of 2008.
Both of these games were legendarily bleak. Last week Ice-Pick released Cargo! The Quest For Gravity, and its eye-popping colour alone makes it unlike anything they've ever done. But precisely what kind of game is it? And is it worth buying? These were tough answers to acquire.
First things first, Cargo is not as much of a departure from Ice-Pick's previous games as you might think. That said: yes, Pathologic and The Void were both experiences as uniquely bleak as being trapped down a well with nothing to eat but your own broken legs, while Cargo is actually quite friendly, in a deeply unbalanced, avuncular kind of way.
The game's lunatic plot depicts our world following some kind of embarrassingly awkward apocalypse. The Earth's incompetent gods have flooded the planet, but broken gravity in the process, leaving various islands, buildings and landmarks floating uselessly in the Earth's stratosphere. These same Gods have also had a crack at replacing mankind with a different species, because they decided we were rubbish.
The "Buddies" are mankind mk. 2, and they're the stars of Cargo. Designed to be perfect, the Buddies are devoid of intelligence and ego and spend their lives bumbling around uselessly trying to have fun, and it turns out this "fun" is the only substance that keeps anything tethered to the ground. It's also the only stuff that the Gods appear to put any faith in anymore, meaning it's what your character, Flawkes, has to use to buy items from the in-game shop.
A lot of Cargo is spent harvesting "fun" from the Buddies by either taking them for rides on your vehicles, or dropping music where you stand in order to start dance parties. Best of all, the game's physics model treats the Buddies as tremendously imbalanced objects, meaning that if one Buddy tries to do something as simple as climb a slope, there's a good chance he'll topple over and take any nearby Buddies with him.
What I am saying is that Cargo basically models Glasgow on a Saturday night.
Flawkes discovers all of this when her zeppelin floats into the middle of one of the Buddies' firework displays, leaving her and her captain marooned in this hallucinatory place. Cargo's plot revolves very, very loosely (imagine a fat man trying to use a hula hoop) around this idea of fixing your zeppelin and getting back to "the mainland".
So far, so different. But Pathologic and The Void had more in common besides their dark themes. They were both about exploring a twisted environment and learning to thrive in it, they were both loaded with characters who spoke only in warped rhetoric, they were both unlike anything I'd ever played before and they were both a bit broken. Cargo is very nearly all of these things. I say "very nearly" not because it isn't a bit broken, because it is. You can practically hear the sparks fly as you boot it up. I say it's nearly all of these things because it is a bit like something I've played before: Banjo-Kazooie: Nuts & Bolts. There was also Panekit on the PSX, but we'll stick with N&B.
Cargo and Nuts & Bolts are both games about designing vehicles. Through a simple and modular system you can design anything from boats and submarines to helicopters and hot-air balloons, and by using different vehicles you can access different areas or solve different puzzles.
But where Nuts & Bolts simply applied this mechanic to an open-world platformer, Cargo is really a game about surprises. The surreal setting is forever dropping bizarre and brilliant turns of events into your lap, giving the game a mad momentum which is absolutely the best reason to play it. It's not just that you don't know what's coming next; it's more like you've been propelled a little bit into the future and are actually existing and playing in that "what's coming next" before it quite takes shape, and in any moment where "what's coming next" actually arrives, you're confronted with something else. In that sense, it's a joy.
In another sense, it's a pain in the arse. I was always an apologist for Pathologic and The Void because, brutal as they were, they were well-defined worlds that you could learn to navigate if you felt so inclined, at which point they simply became rewarding, fascinating experiences. After ten hours with Pathologic I'd learned the crooked rules of its decaying hamlet and was empowered. It was the same for The Void, and ultimately, at the end of my long spell with either game I was left with a grand and beautiful memory.
More top stories from Rock Paper Shotgun
• Chat: Mount & Blade: With Fire and Sword
• Skyrim's Levelling/Skills System Clarified
• Mod News: The Expanding Mod-o-Sphere
With Cargo, the moment you figure out each awkward puzzle the game moves onto something different, never once returning to the same setting, or even the same class of vehicle, to make you use those skills you've learned in anything richer or deeper than a tutorial. You go stumbling from situation to situation, perpetually being surprised, yes, but also perpetually tripping over the game's awkward interface and bugs and unclear mission objectives, until after some six hours of this when the game ends.
One such problem that proved a particular bållåche was a bug in the vehicle editor that meant I often wouldn't be able to add certain parts to other parts, necessitating I either start over (screw that) or design something different (fine then). Never mind the fact that when you do finally get your vehicle out of the purgatory-like design screen, it's inevitably a bit of a disappointment-almost always a bit slow or awkward in some sense, the engineering equivalent of some sad progeny you'd be tempted to put in a sack and drown in a river.
It's all a bit dumb, because I'm pretty sure almost everything that annoys me about Cargo is simply a result of Ice-Pick not playing to their strengths. Historically, the problems with their games have related to the most basic elements of game design: pacing; intuitiveness; interfaces; telegraphing where to go next or what to do; or even possessing a basic capacity to entertain. The idea of the same developers setting out to create a friendly, short, vehicle-based puzzle game when what they do well is big ideas, dialogue and imagery is madness. Which I guess is at least in character for them.
Also in character is the fact that, as Kieron hoped, there's more than meets the eye to the concept of "fun" in Cargo, as well a secret ending. But I've been doing well on the subject of spoilers so far, so I think I'll keep quiet.
Altogether, between its short length and lack of a payoff, Cargo's something of a disappointment that I'd probably be praising as a commendably batshit-insane little indie game were it not for Ice-Pick's pedigree.
But maybe I'm looking at this the wrong way. What's on offer here is more of Ice-Pick's profoundly strange and creative work, but in an accessible package that anybody should be able to see to the end. Whether you'll have fun (or even "fun") or not I couldn't say for sure, but if you're in the market for some deep strange, Cargo should certainly be able to provide.
I wish I could say, Ice-Pick. Maybe next time.
Republished with permission.