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	<title>namako team</title>
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		<title>Carrying on the Simple Spirit: Tekkou Hohei</title>
		<link>http://namakoteam.com/2011/09/carrying-on-the-simple-spirit-tekkou-hohei/</link>
		<comments>http://namakoteam.com/2011/09/carrying-on-the-simple-spirit-tekkou-hohei/#comments</comments>
		<pubDate>Fri, 16 Sep 2011 16:57:35 +0000</pubDate>
		<dc:creator>trevor</dc:creator>
				<category><![CDATA[review]]></category>
		<category><![CDATA[japanese]]></category>
		<category><![CDATA[mecha]]></category>
		<category><![CDATA[xbl indie]]></category>

		<guid isPermaLink="false">http://namakoteam.com/?p=359</guid>
		<description><![CDATA[Since the all-but-demise of D3 Publisher&#8217;s Simple series of budget games, I&#8217;ve missed its particular blend of hooks-and-wire, no-budget ingenuity in gaming. It&#8217;s improbable for that type of development model to exist in the form of disc- or cartridge-based releases in the game industry&#8217;s current climate, and D3 hasn&#8217;t moved its business model into the [...]]]></description>
				<content:encoded><![CDATA[<p><img src="http://namakoteam.com/wp-content/uploads/2011/09/tekkou-header.jpg" alt="" title="Tekkou Hohei" width="640" height="120" class="alignnone size-full wp-image-362" /></p>
<p>Since the all-but-demise of D3 Publisher&#8217;s Simple series of budget games, I&#8217;ve missed its particular blend of hooks-and-wire, no-budget ingenuity in gaming. It&#8217;s improbable for that type of development model to exist in the form of disc- or cartridge-based releases in the game industry&#8217;s current climate, and D3 hasn&#8217;t moved its business model into the downloadable realm beyond a few token releases.</p>
<p>Lately, however, I&#8217;ve started looking at homebrew and otherwise independently-developed games available on Xbox Live Arcade&#8217;s Indie Games section. Certainly, there&#8217;s an awful lot of underdeveloped, unplayable, undergrad-CS projects full of programmer art among the 2000-plus titles available on the service. But at the same time, there are games that show plenty of ingenuity and make excellent use of the resources available to the small teams making them.</p>
<p>The first of these I want to look at is <em>Tekkou Hohei</em> (鉄鋼歩兵, which translates as <em>Steel Infantry</em>), a mecha shooter made by a Japanese team of two members. You pilot a robot that&#8217;s reminiscent of <em>Front Mission</em> and fight other robots in arena-like stages using small arms, rocket launchers, and plain old mecha fists.</p>
<div style="text-align: center;"><iframe src="http://www.youtube.com/embed/C1EpbFiXNKo" frameborder="0" width="560" height="315"></iframe></div>
<p><span id="more-359"></span></p>
<p>The game controls like a first-person shooter, and indeed, one of the views available to you in-game is a first-person perspective. (There is no option to invert the controller&#8217;s Y axis, so beware if that&#8217;s a preference of yours.) <em>Halo&#8217;s</em> model of rechargeable shield plus depletable armor is present here, and the robots have the ability to speed-boost across the map for limited bursts. To do well at the game, you&#8217;ll need to use both cover and boost wisely. There&#8217;s a good range game at work here: rockets (long-range pain), rifles (ditto), assault rifles (medium range), shotguns (close-range), and a single melee attack that makes for point-blank instant death.</p>
<p>Continuing the <em>Front Mission</em> similarities, <em>Tekkou Hohei</em> allows you to customize your mecha with various parts and weapons, which you can purchase with funds you receive for completing missions. But while some parts are definitely better than others, there tend to be tradeoffs between different sets of stats more often than a linear upgrade path.</p>
<p><img src="http://namakoteam.com/wp-content/uploads/2011/09/tekkou-logo.png" alt="" title="tekkou-logo" width="200" height="240" class="alignright size-full wp-image-365" />I&#8217;ll be perfectly straight with you: this game is ugly. It&#8217;s hard to look at and hard to listen to. It might make you think of a lost Dreamcast prototype that was cancelled for lack of funding. Or, you could say that it looks like a Simple 2000 game made for PS2. It&#8217;s also difficult, especially at the beginning. Until you get used to the game&#8217;s controls, you may find yourself frustrated with the game and dying quickly. But after you&#8217;ve added a couple of part upgrades and practiced the first mission enough to be able to boost around in your robot with relative agility, you&#8217;ll find that the game rewards speedy, risk-taking, cool-looking tactics. And that&#8217;s where the game shines. </p>
<p><em>Tekkou Hohei</em> is great at simulating the kind of fluid, deadly battles seen in mecha anime. Player and enemy units boost around with ease, and as stages go on, the game keeps the pressure on, sending in enemies with heavier weaponry and more aggressive tactics. You&#8217;ll be required to fine-tune your piloting skills just as you flesh out your robot using parts that suit your style of attack. When you&#8217;re out of ammo and you deliver a coup de grace to that last enemy unit with a desperate melee attack, you&#8217;ll know what the game is all about.</p>
<p>If this game were released on a disc as a Simple 2000 Series title (for ~$USD25), I&#8217;d find it interesting enough to buy. So at 80 MS Points ($1) I can easily recommend it to anybody who has a passing interest in Japanese robots or the Simple Series flavor.</p>
<ul>
<li><a href="http://marketplace.xbox.com/en-US/Product/%E9%89%84%E9%8B%BC%E6%AD%A9%E5%85%B5/66acd000-77fe-1000-9115-d80258550827">Tekkou Hohei on Xbox Live (trial download and purchase available)</li>
</ul>
]]></content:encoded>
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		<item>
		<title>Interview with Ken Snyder and Steven Velema &#8212; Tree of Knowledge (知恵の樹)</title>
		<link>http://namakoteam.com/2011/06/interview-with-ken-snyder-and-steven-velema-tree-of-knowledge-%e7%9f%a5%e6%81%b5%e3%81%ae%e6%a8%b9/</link>
		<comments>http://namakoteam.com/2011/06/interview-with-ken-snyder-and-steven-velema-tree-of-knowledge-%e7%9f%a5%e6%81%b5%e3%81%ae%e6%a8%b9/#comments</comments>
		<pubDate>Wed, 29 Jun 2011 16:20:55 +0000</pubDate>
		<dc:creator>jason</dc:creator>
				<category><![CDATA[interview]]></category>
		<category><![CDATA[chiptunes]]></category>
		<category><![CDATA[game music]]></category>
		<category><![CDATA[homebrew]]></category>
		<category><![CDATA[japanese pc]]></category>

		<guid isPermaLink="false">http://namakoteam.com/?p=299</guid>
		<description><![CDATA[Ken “coda” Snyder and Steven “surasshu” Velema are freelance composers who have made a name for themselves in the chiptune and module music tracking scenes for their consistent performance in 1-hour tracking competitions: timed contests in which composers are given only an hour to compose a full song with a set of randomly chosen samples. [...]]]></description>
				<content:encoded><![CDATA[<p><embed src="http://www.youtube.com/v/zp-IJzwaUBc?version=3&amp;hl=en_US" type="application/x-shockwave-flash" width="640" height="390" allowscriptaccess="always" allowfullscreen="true"></embed></p>
<p>Ken “coda” Snyder and Steven “surasshu” Velema are freelance composers who have made a name for themselves in the chiptune and <a href="http://en.wikipedia.org/wiki/Tracker_%28music_software%29">module music</a> tracking scenes for their consistent performance in 1-hour tracking competitions: timed contests in which composers are given only an hour to compose a full song with a set of randomly chosen samples.</p>
<p>Their latest project is <a href="http://ubiktune.org/releases/ubi024-yogurtbox-tree-of-knowledge">Tree of Knowledge (知恵の樹)</a> &#8212; a lovingly crafted tribute to the sound of PC-9801 home computing platform, which played host to a vibrant game subculture in Japan throughout the ‘80s and ‘90s. Its powerful FM synthesis-based sound hardware gave rise to numerous composers still working in the industry today, such as <a href="http://vgmdb.net/artist/50">Ryu Umemoto</a> &#8212; whose recent work includes Cave’s arcade and Xbox 360 shooting game Akai Katana and the recent Xbox Live Arcade release Nin2-Jump.</p>
<p><span id="more-299"></span></p>
<p><strong>Tree of Knowledge</strong> pays homage to the PC-98 game soundtracks Umemoto and his contemporaries  created for adult adventure game (<em>eroge</em>) publishers ELF Corporation and C’s Ware. That it&#8217;s coming from two Western composers is curious enough.  The 13-track album goes one step further by presenting itself as the soundtrack to a lost game, with its own <a href="http://yogurtbox.com/">web site</a>, cast of characters, and authentic 16-color graphics &#8212; an ambitious tribute to a hardware and history almost totally unknown outside of Japan.</p>
<p>I sat down with the two musicians &#8212; collectively known as yogurtbox &#8212;  for a discussion about their inspirations and the collaborative process between musicians, web designers and graphic artists that gave birth to the album. Also discussed are the surprising methods they used to recreate the sound of the PC-98 on modern hardware, and how Ryu Umemoto himself feels about the album.</p>
<p><!--more--></p>
<p><strong>When did you originally come up with the album concept? What was your first exposure to the work of Ryu Umemoto and his contemporaries?</strong></p>
<p><strong>Steven Velema</strong>: Actually, we were fairly aware of the existence of awesome PC-98 music for a while, but we had one night in IRC where we set up <a href="http://mijet.eludevisibility.org/Hoot/Hoot.html">Hoot</a>, which is a multi-format music player for FM-based stuff basically. We had found some videos of <em><a href="http://www.youtube.com/watch?v=fSji0-Al9zc">Kono Yo no Hate de Koi wo Utau Shoujo YU-NO</a></em> on YouTube and were blown away, so we spent a night listening to that entire soundtrack in Hoot. We ended up listening to a couple others &#8212; <a href="http://www.youtube.com/watch?v=my5BSmRZbsA&amp;t=1m21s">Desire</a>, if I recall, most of the C’s Ware and ELF ones, too. It was at that point we sort of came up with the idea of making an album in the PC-98 style.</p>
<p><strong>How long ago was this, roughly?</strong></p>
<p><strong>SV</strong>: Hmm, I dunno&#8230; Last summer, maybe?</p>
<p><strong>Ken Snyder</strong>: I think it was probably around January this year, actually. That was the first time I’d heard Umemoto&#8217;s work. It wasn’t my first exposure to <em>eroge</em> music, though, which I&#8217;ve always been a fan of.</p>
		<figure id='attachment_323' class="aligncenter" style="width: 640px">
			<a href="http://namakoteam.com/wp-content/uploads/2011/06/desire.png"><img src="http://namakoteam.com/wp-content/uploads/2011/06/desire.png" alt="desire" title="desire" width="640" height="401" class="size-full wp-image-323" /></a>
			<figcaption>Ryu Umemoto&#039;s sound work on PC-98 games like Desire was a major source of inspiration.</figcaption>
		</figure>
<p><strong>I had a discussion with friends recently where we lamented the fact that <a href="http://en.wikipedia.org/wiki/Hiroki_Kikuta">Hiroki Kikuta</a> is doing music for <em>eroge</em> now, but that&#8217;s something of a fact of the industry at this point &#8212; there&#8217;s an established history of <em>eroge</em> with really excellent music.</strong></p>
<p><strong>SV</strong>: Absolutely. Some of them are barely erotic at all, and instead focus on these big stories with amazing art and music.</p>
<p><strong>KS</strong>: Right. We were both big fans of the art as well, even though we&#8217;re not much of visual artists, so the &#8220;supplementary material&#8221; was an important component of the album from the beginning.</p>
<p><strong>SV</strong>: Yeah, one of the reasons the album took as long as it did was because we went out of our way to find good artists that understood the aesthetic.</p>
<p><strong>Diana Jakobsson and Jordan Chewning are the artists you ended up going with. How did you find them?</strong></p>
<p><strong>SV</strong>: Diana Jakobsson I&#8217;ve known for a really long time, and is one of my best friends. She&#8217;s one of the first good artists in Sweden who captured the Japanese style without being just a crappy copy of it  &#8212; in my opinion, of course. Jordan Chewning was someone a friend suggested, and he&#8217;s been really great, too.</p>
<p><strong>KS</strong>: I&#8217;m fortunate I could rely on Steven’s multitude of connections since I&#8217;m basically holed up on IRC all the time. (grin)</p>
<p><strong>Yeah, the PC-98 had an incredibly limited color palette but fairly high resolution for the time. Interesting limitations, to say the least.</strong></p>
<p><strong>SV</strong>: Jordan is actually at the start of his career, but he&#8217;s done an incredibly good job capturing the style, especially since he&#8217;s never done PC-98 style stuff before. He was responsible for the title graphic, and most of the pixel art has been his work, as well. Ken converted the line art though, and rocked that pretty damn hard, too.</p>
<p><strong>KS</strong>: I’ll brag a little bit about that. I did the line art for the characters based on Diana&#8217;s drawings and the whole design of the flash preview and website.</p>
<p><strong>SV</strong>: Right. I’m incredibly inept when it comes to graphics. (laughs)</p>
<p><strong>KS</strong>: I&#8217;m pretty pleased with how it all came out, anyway.</p>
<p><strong>SV</strong>: Oh yeah, Jordan also designed the yogurtbox mascot character, which was based on Ken’s sketches.</p>
<p><strong>Who wrote the “in-game dialogue”?</strong></p>
<p><strong>SV</strong>: The Japanese was translated by a friend of mine who wishes to remain anonymous. (laughs)</p>
<p><strong>KS</strong>:  But the original dialogue was yours, right?</p>
<p><strong>SV</strong>: I wrote the dialogue and the character descriptions, yeah, and Ken wrote all the trailer text.</p>
<p><strong>KS</strong>: We seem to be pretty consistent about dividing the work up equally!</p>
<p><strong>SV</strong>: Yep! Except for the website. That&#8217;s 100% your work.</p>
<p><strong>KS</strong>: Well, I wouldn&#8217;t say 100%&#8230;</p>
<p><strong>SV</strong>: The flash PC-98 frontend is Ken’s too. He&#8217;s secretly a professional flash dude.</p>
<p><strong>KS</strong>: (laughs) I do some flash work for my day job, so it was no problem to create that interface (which sadly is not a real emulator).</p>
		<figure id='attachment_328' class="aligncenter" style="width: 640px">
			<a href="http://namakoteam.com/wp-content/uploads/2011/06/screenshot3.png"><img src="http://namakoteam.com/wp-content/uploads/2011/06/screenshot3.png" alt="tree_of_knowledge" title="screenshot3" width="640" height="400" class="size-full wp-image-328" /></a>
			<figcaption>Diana Jakobsson&#039;s concept work for the album is a dead-ringer for a real PC-98 game.</figcaption>
		</figure>
<p><strong>On the subject of &#8220;supplemental material&#8221;, what can we expect from the packaged CD you’re offering?</strong></p>
<p><strong>KS</strong>: We included as much concept artwork as we could fit, but most of the supplemental material will be available on the website &#8212; for free, of course.</p>
<p><strong>SV</strong>: To be frank, we&#8217;re kinda happy there&#8217;s a real CD at all. That took a bit of figuring out in itself, and the printing service we went with is pretty minimal.</p>
<p><strong>Were there any struggles in making that happen?</strong></p>
<p><strong>SV</strong>: Well, I was able to ask <a href="http://www.souleye.se/">souleye</a> (who did the music for <a href="http://thelettervsixtim.es/">VVVVVV</a>) what printing service he used, and he recommended <a href="http://kunaki.com/">Kunaki</a>. They’re really good, but they don&#8217;t provide any &#8220;extras&#8221;. I would have loved to include an art book or something, for example, but that just wasn&#8217;t feasible.</p>
<p><strong>KS</strong>: There was a bit of a panic as we realized we needed to get it set up, get review copies back and make sure everything worked before the 1st, so the CD was finalized before a lot of our art was finalized.</p>
<p><strong>SV</strong>: Right. (laughs)</p>
<p><strong>KS</strong>: But in the end, I’m very pleased with how the CDs came out. Kunaki&#8217;s printing looks very nice.</p>
<p><strong>How long did it take to put the project together, from start to finish?</strong></p>
<p><strong>KS</strong>: Well technically, the project isn’t done since we&#8217;re still making artwork! But we started at the beginning of February, 2011, so about 3 months from conception to release.</p>
<p><strong>SV</strong>: When we came up with the idea, it took us about a month to actually start. It was one of those &#8220;we should do that someday&#8230;&#8221; things at first, but then we just did it.</p>
<p><strong>KS</strong>: Right. February was when we actually started.</p>
<p><strong>SV</strong>: Honestly, we&#8217;re maniacs when it comes to making music. We&#8217;re super fast, so that was the first thing that was finished.</p>
<p><strong>KS</strong>: Yeah, I believe we were finishing, on average, 1 song per day.</p>
<p><strong>Thanks to your experience doing 1-hour song writing competitions online?</strong></p>
<p><strong>SV</strong>: Pretty much. We&#8217;d go back later and tweak things, but mostly they were complete after that first day.</p>
<p><strong>KS</strong>: Yes, it&#8217;s definitely because of the compos.</p>
<p><strong>SV</strong>: Absolutely. Even for full-production stuff, if I can&#8217;t get it together in a couple hours, it&#8217;s not worth pursuing to me. It&#8217;s kind of an intuitive thing &#8212; if it takes too much pain and effort to do, the result won&#8217;t be that good since it&#8217;s too belabored&#8230; or so I tell myself.</p>
<p><strong>How many songs did you make each, and were you tweaking each other&#8217;s work during that time?</strong></p>
<p><strong>SV</strong>: I think it just about comes down to equal division. Ken might&#8217;ve done 1 or 2 more songs than me, though.</p>
<p><strong>KS</strong>: Yeah, that sounds right. On some songs we did our own thing, and a few were made section-by-section collaboratively &#8212; like &#8220;I&#8217;m stuck, can you add on the next part?!&#8221; &#8212; and there were some others where we just went &#8220;you should change this single chord!&#8221; and that was it.　There&#8217;s the whole  of cross-pollination between our styles.</p>
<p><strong>SV</strong>: Yeah, plus our styles are very close already.</p>
<p><strong>KS</strong>: I’d say they&#8217;re compatible, but distinguishable. (laughs)</p>
<p><strong>SV</strong>: Yeah, I would agree with that. I think people can probably pick out which song was made by who if they know our styles very well.</p>
<p><strong>You mentioned on Twitter that you used <a href="http://en.wikipedia.org/wiki/Impulse_Tracker">Impulse Tracker</a> and <a href="http://www.kvraudio.com/db/vopm_by_sam">VOPM</a> (a plugin for modern-day sound production software that emulates Yamaha&#8217;s YM2151 FM sound chip, a ubiquitous piece of sound hardware in arcade games and home computers during the 1980&#8242;s) for composition.</strong></p>
<p><strong>SV</strong>: Correct. Well, technically it was <a href="http://chibitracker.berlios.de/">Chibitracker</a>, which is an Impulse Tracker clone made by our friend reduz.</p>
<p><strong>KS</strong>: I used <a href="http://www.modplug.com/trackerinfo.html">MODPlug Tracker</a>. but we used the Impulse Tracker format so we could easily edit each other&#8217;s files.</p>
		<figure id='attachment_335' class="aligncenter" style="width: 640px">
			<a href="http://namakoteam.com/wp-content/uploads/2011/06/impulse.png"><img src="http://namakoteam.com/wp-content/uploads/2011/06/impulse.png" alt="impulse_tracker" title="impulse" width="640" height="400" class="size-full wp-image-335" /></a>
			<figcaption>Impulse Tracker, the legendary music production tool that remains a fan favorite to this day.</figcaption>
		</figure>
<p><strong>I have to admit, I was shocked when I heard that. I didn’t realize you could use VOPM with an old tracker to begin with!</strong></p>
<p><strong>SV</strong>: Well, we cheated and created samples with VOPM. You actually can use VOPM with MODPlug Tracker, but I don’t use that, so we met halfway and went with a slightly different approach.</p>
<p><strong>KS</strong>: Right. In the interest of collaboration, we decided to forego <a href="http://en.wikipedia.org/wiki/Virtual_Studio_Technology">VSTs</a> in place of high-quality samples. Steven put an excellent pack of samples together using both VOPM and Hoot, and we just used those.</p>
<p><strong>SV</strong>: We made the samples ourselves, so they&#8217;re all super high quality. There are a few presets from the <a href="http://www.youtube.com/watch?v=-yx5urTbJcM">Yamaha DX-21</a> in there too, I believe.</p>
<p><strong>KS</strong>: And I added some samples using <a href="http://www.vintagesynth.com/misc/fm7.php">Native Instruments’ FM7</a> &#8212; solely in 4-operator mode of course.</p>
<p><strong>Any plans to release those samples to the community?</strong></p>
<p><strong>SV</strong>: That&#8217;s our little secret, I think.</p>
<p><strong>KS</strong>: Well, they may find their way onto the internet eventually.</p>
<p><strong>SV</strong>: Yeah, we don&#8217;t have anything to hide in particular. (laughs)</p>
<p><strong>You mentioned YU-NO as a specific inspiration &#8212; were there any other major influences to your work on the album?</strong></p>
<p><strong>SV</strong>: A lot of my songs can be traced back to specific YU-NO tracks, honestly.</p>
<p><strong>KS</strong>: Not an <em>eroge</em>, but I was listening to the Sailor Moon anime BGM albums on heavy rotation for about 3 months prior to the album&#8230; So that was a bit of an influence. (laughs)</p>
<p><strong>SV</strong>: Noriyuki Iwadare’s work on the Lunar soundtracks is another big influence on my music.</p>
<p><strong>KS</strong>: <a href="http://www.youtube.com/watch?v=Z1l6i7PZA00">Umihara Kawase</a> and its PSX sequel were both a big influence on my tracks. I really love that style.</p>
<p><strong>SV</strong>: I also have to say a lot of 80s anime openings made their way into this album. <a href="http://www.youtube.com/watch?v=9jiD6OnKAdU">Creamy Mami</a>, for instance&#8230; Or at least, I’d like to think so.</p>
<p><strong>KS</strong>: I tried to listen to a lot of other ELF games besides YU-NO when writing the album. Kakyusei, another ELF game, sticks out in my mind as having some great tracks, too.</p>
<p><strong>Was Ryu Umemoto or anyone else from the PC-98 scene aware of this project while you were working on it?</strong></p>
<p><strong>SV</strong>: Umemoto knows about it. He’s kind of an acquaintance; we have mutual friends.</p>
<p><strong>Oh, yeah. There was that <a href="http://www.hardcoregaming101.net/umemoto/umemoto.htm">interview</a> by &#8220;Audi&#8221; about Umemoto’s recent visit to Europe.</strong></p>
<p><strong>SV</strong>: Yeah, that’s <a href="http://www.originalsoundversion.com/author/audun-sorlie/">Audun Sorlie</a>. He’s a good friend of mine. Anosou, who also features in that interview, is another good friend. They’re how I got into contact with Umemoto to begin with. Well, through twitter technically, but&#8230;</p>
<p><strong>Did Ryu Umemoto have anything to say about the album?</strong></p>
<p><strong>SV</strong>: He praised the tracks we sent him, so that was exciting in itself. He&#8217;s a total fanboy, and he has like 5 jobs. Apparently he only sleeps 3-4 hours a night, so it&#8217;s pretty amazing how he manages to even survive.</p>
<p><strong>Any memorable moments, good or bad, from your time working on the album?</strong></p>
<p><strong>SV</strong>: It was a rush, but I especially liked working on the two tracks you hear in the trailer. The &#8220;Opening&#8221; track was pretty elaborate and we both worked on it a great deal, and the second track  &#8212; &#8220;First Day of School&#8221; &#8212; was a track I had discarded as being terrible, and Ken basically saved it.</p>
<p><strong>KS</strong>: I think my favorite moment of writing the album was when I came up with the idea for the finale track, and it turned out even better than I expected. I don&#8217;t want to give too much away, though. (laughs) We&#8217;ve had tons of moments where we’d be brainstorming something &#8212; from the album writing to the trailer and the character descriptions &#8212; and we’d suddenly come up with an idea where we are both giggling like &#8220;that&#8217;s perfect!&#8221;</p>
<p><strong>SV</strong>: I also really got a rush from the whole website and art design process. Especially the website! It really tickles my nostalgia, since i remember trying to find Japanese art on websites that looked a lot like this back in the ‘90s and early 2000s.</p>
<p><strong>KS</strong>: It felt great to just go all-out on the trailer and the art and character stats. Like, who would do this for a music album? It’s crazy! But hopefully some people will find our level of determination admirable. (laughs)</p>
<p><strong>Did you model your website off of a specific page?</strong></p>
<p><strong>SV</strong>: The closest example for comparison was ELF&#8217;s site, I think.</p>
<p><strong>KS</strong>: I didn&#8217;t model it off any one site in particular, but I dug into archive.org for some popular doujin houses and <em>eroge</em> publisher sites in the ‘90s&#8230; and even current ones. Since I do web stuff for my day job, it was really great to try and make a &#8220;retro&#8221; design as backlash against web 2.0 principles. Sometimes I wish all websites would go back to those days and eschew the fancy crap. (laughs)</p>
<p><a href="http://namakoteam.com/wp-content/uploads/2011/06/treein_title.png"><img src="http://namakoteam.com/wp-content/uploads/2011/06/treein_title.png" alt="" title="treein_title" width="640" height="400" class="aligncenter size-full wp-image-339" /></a></p>
<p><strong>Forgot to ask this: Why the name &#8220;Tree of Knowledge&#8221;?</strong></p>
<p><strong>SV</strong>: Oh, god. Do you remember why, Ken?</p>
<p><strong>KS</strong>: I do.</p>
<p><strong>SV</strong>: Thank god for that. I retroactively came up with a whole game concept around the title.</p>
<p><strong>KS</strong>: So when we started the album, even before we started writing any songs, I wrote a sort of sketch of our game’s &#8220;story&#8221;.  I think we&#8217;re just sitting on the story to leave it up to people&#8217;s imaginations, but in general, it involves the protagonist becoming possessed by a spirit that lives in the tree you see in the title graphic.</p>
<p><strong>SV</strong>: Pretty much. The retroactive thing is too absurd to explain without making the whole game. It involves a lot of fourth wall breaking, and is a little silly for a game that doesn&#8217;t even exist. That said, we might write just a little bit of the story on the website.</p>
<p><strong>KS</strong>: In addition, we wanted to evoke the sort of kabbalistic symbolism that was popular in the late ‘90s due to stuff like Evangelion, so &#8220;Tree of Knowledge&#8221; went quite well with the tree theme, and seemed like a suitable title for both a game and an album. Our working title was &#8220;Touch Wood Project&#8221;, which doesn&#8217;t have the same enduring quality.</p>
<p><strong>SV</strong>: It&#8217;s certainly more hilarious, though. (laughs)</p>
<p><strong>KS</strong>: In fact, the story came from the working title, rather than vice versa.</p>
<p><strong>SV</strong>: And the working title came from a discussion in IRC about the expression &#8220;touch wood&#8221; or &#8220;knock on wood,&#8221; so there you go.</p>
<p><strong>KS</strong>: Oh, really? I didn’t know that. (laughs) So the whole thing is just a lucky coincidence!</p>
<p><strong>SV</strong>: Yeah, I think you weren&#8217;t even around for that discussion. Small seeds and all that (oh, hey, that&#8217;s a tree metaphor).</p>
<p><strong>For people who don&#8217;t know anything about FM synthesis, don&#8217;t know anything about the PC-98, chiptunes, anything like that &#8212; if you had to sum up the driving force behind the album, what would you say?</strong></p>
<p><strong>KS</strong>: I&#8217;d say it&#8217;s driven by a kind of nostalgia that not everyone will be able to pick up on, but regardless of that, it&#8217;s still an album full of soothing synthesizer melodies, jazz fusion and progressive rock sensibilities that I think can be appreciated on their own merits.</p>
<p><strong>SV</strong>: I agree with Ken. (laughs) Yeah, it&#8217;s somewhat a nostalgia thing, but I showed my dad the album, and he was surprised at how accessible it was.</p>
<p><strong>KS</strong>: My mom thought the album was great. The fact that it has characters and stories really helps sell it too&#8230; So I guess that settles it. We&#8217;ll always have at least two big fans. (laughs)</p>
<p><em>For more information, please visit the album’s <a href="http://yogurtbox.com/">website</a>, or the individual websites of <a href="http://coda.s3m.us/">Ken “coda” Snyder</a> and <a href="http://surasshu-sound.com/">Steven “surasshu” Velema</a></em></p>
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		<title>Project Minerva</title>
		<link>http://namakoteam.com/2011/03/project-minerva/</link>
		<comments>http://namakoteam.com/2011/03/project-minerva/#comments</comments>
		<pubDate>Thu, 31 Mar 2011 16:14:17 +0000</pubDate>
		<dc:creator>dave</dc:creator>
				<category><![CDATA[review]]></category>
		<category><![CDATA[d3]]></category>
		<category><![CDATA[kusoge]]></category>

		<guid isPermaLink="false">http://namakoteam.com/?p=274</guid>
		<description><![CDATA[Conventional wisdom states that you need to spend some time with a videogame, really dig in there, in order to review it. Most days I’m with conventional wisdom on that one: just not today. Lately, I played Project Minerva for a few hours, and it committed so many unpardonable sins out of the gate that [...]]]></description>
				<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-278" title="minerva-header" src="http://namakoteam.com/wp-content/uploads/2011/03/minerva-header.jpg" alt="" width="640" height="120" /></p>
<div class="multicolumn">Conventional wisdom states that you need to spend some time  with a videogame, really dig in there, in order to review it. Most days  I’m with conventional wisdom on that one: just not today. Lately, I  played Project Minerva for a few hours, and it committed so many unpardonable sins out of the gate  that I was already writing the review in a corner of my mind from the  first moments of the game. I couldn’t help it. My brain needed some kind  of other stimulus to make the time go by faster, as the heroine  plodded, hunched over, across an endless grassy plain.</p>
<p>Before  the game has even properly started, an uncanny valley effect hits: in  the opening video you’ll notice that the heroine looks much more human  than everybody around her. This is a D3 Publisher joint from 2001, early  in the PS2’s life. Though D3 had not yet figured out the whole “Simple  Series” business that would bring them to success, the production values  are certainly on the same level as that series. Bare-minimum character  models dance the robot through every animation and cutscene.</p>
<p><span id="more-274"></span></p>
<p>The  standout exception to this is the M-16-packing girl in fatigues, of  whom the camera is very fond: the opening video consists mostly of  closeups of her unusually detailed face between quick cuts back to the  other, much uglier characters jerking back and forth. It’s jarring, and  it’s something you’ll be seeing a lot of. As it turns out, this game was  actually a promotional vehicle for a Japanese celebrity. Here, I’ll  even send you to Wikipedia: her name is <a href="http://en.wikipedia.org/wiki/Norika_Fujiwara">Norika Fujiwara</a>. There were probably better ways to reach the masses.</p>
<p>When  you start up the game proper, there’s an opening credits sequence that  can’t be skipped. There are only two names, though: Ms. Fujiwara as  “planner and star”, and that of the director, Akinobu ABe (yes, spelled  like the otaku-favorite artist Yoshitoshi ABe: relation or just  style-biting?). This is not a game I would brag about having made, and  it’s a little baffling&#8211; though perhaps understandable with an  celeb-related project&#8211; that the game is so proud of itself.</p>
<p>After this tiniest dash of hubris, the game tutorial begins, and it’s a doozy. Project Minerva  is a defective squad-based shooter. The box promises realism, and the  game delivers a bunch of AI-controlled robots running in random  directions (everybody has the same hunched-over SWAT-style run  animation) across a barren plain.</p></div>
<hr />
<div class="multicolumn">All the maps I played were typical search-and-destroy missions, and to this  end your squad is completely useless as they scramble in straight lines on the battlefield, making regular 45-degree turns and often running in squares. There’s no such luxury as a simple map in  this game, and combined with the desolate environments you’re left  nearly as clueless and desperate as your stupid machine compatriots.</p>
<p>The  user interface is actually designed with the uselessness of the AI in  mind, as the player is forced to “mark” every enemy as a red dot on the  radar so that the squad members&#8211; who apparently have eyes but cannot  see independently&#8211; know where they are. Only two squad commands exist:  “fight” and “search”, and there appears to be little difference between  them.</p>
<p>The  only enemy I saw in my few hours of play was the “android”, whose  robotic appearance is supposed to cover for the fact that he moves and  acts in exactly the same manner as your own squad mates. Actually firing  at anything requires you to stop and aim, so the only strategy is to  make sure you deal with them one at a time and run away if you suddenly find a  lot of laser sights suddenly converging on your character.</p>
<p>There’s  only slightly more variation in the maps themselves than in the  enemies. Upon finding a stage that took place inside of an industrial  building full of narrow balconies and stairways, I was nearly excited&#8230;  until, of course, I realized that most of the maps are flat and empty  (with invisible walls at the edges) for a reason.</p>
<p>This  game’s squad AI cannot deal with obstacles of any kind. In one stage, I  found my squad-mates gathered at the bottom of a tall hill, firing  intently at it. Of course, the enemy really was on the other side, just staring at the hill. When I got to the building level, my squad-mates helpfully  ran underneath the balcony snipers and fired away at the impenetrable  metal that separated them. This was about the point at which I put the  game down altogether.</p></div>
<hr />
<div class="multicolumn">What  awaited me? Well, killing androids gets the player money and experience  points: the latter make her rifle do more damage (RPG logic, you know)  and the former can be used to buy new outfits&#8211; of course there’s an  “ogle heroine” mode!&#8211; and guns. After five or six missions, the game  had only made one of its many guns available for purchase, and the price  was ludicrous. This game expects you to spend quite a lot of time  farming android corpses in the wastes.</p>
<p>There  is a story somewhere in here&#8211; I saw a cutscene or two after  finishing certain levels&#8211; but after a few stages of this I just didn’t  care at all. This pseudo-action-movie bullshit in the cutscenes couldn&#8217;t be taking place further from where this gimped game of hide and seek actually was.</p>
<p>D3  would eventually make this kind of thing work, when they realized they  needed to bring the game’s quality up to C-grade and bring the price  down by $40. A somewhat fixed version of this game, <em>Project Minerva Professional, </em>would later appear in the Simple series itself. Even as a $5 used title at Book-Off, though, Project Minerva is an unmitigated disaster. <em>Project Minerva Professional</em> came out in English in the UK, but I suspect there’s no hidden gem  waiting past the language barrier and underneath the bugs here: just a  shitty game.</div>
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		<title>The Life Lessons of Super Adventure Island</title>
		<link>http://namakoteam.com/2011/02/the-life-lessons-of-super-adventure-island/</link>
		<comments>http://namakoteam.com/2011/02/the-life-lessons-of-super-adventure-island/#comments</comments>
		<pubDate>Mon, 28 Feb 2011 14:59:11 +0000</pubDate>
		<dc:creator>matt</dc:creator>
				<category><![CDATA[analysis]]></category>
		<category><![CDATA[memories]]></category>
		<category><![CDATA[snes]]></category>

		<guid isPermaLink="false">http://namakoteam.com/?p=235</guid>
		<description><![CDATA[It’s been almost 19 years since that fateful birthday for which I received my very first video game console, a Super Nintendo Entertainment System. The pack-in game, of course, was the devastatingly great Super Mario World. But my grandmother had also sweetened the pot with the addition of Hudson’s Super Adventure Island. I’m absolutely certain [...]]]></description>
				<content:encoded><![CDATA[<p><img src="http://namakoteam.com/wp-content/uploads/2011/02/island.jpg" alt="Super Adventure Island" title="island" width="636" height="119" class="alignnone size-full wp-image-236" /></p>
<p>It’s been almost 19 years since that fateful birthday for which I received my very first video game console, a Super Nintendo Entertainment System. The pack-in game, of course, was the devastatingly great Super Mario World. But my grandmother had also sweetened the pot with the addition of Hudson’s Super Adventure Island. I’m absolutely certain she had no idea what Super Adventure Island was (or what a Super Nintendo was, as evidenced years later when she rented a copy of Double Dragon and attempted to stick it into the VCR, bless her heart). But through her gift, she inadvertently gave me an education.</p>
<p><span id="more-235"></span></p>
<h3>Lesson One: The Rules</h3>
<p>Looking back on Super Adventure Island, it’s amazing how well the game serves as a perfect primer for platform gaming. The first few stages introduce the mechanics. The difficulty ramps up. There’s an underwater level. There’s a mine cart level. There’s a level where the ground is slippery. The final boss has two forms. This game taught me, in effect, how to play games.</p>
<p>But there’s a bigger lesson here too. The way video games share these common elements extends to other forms of media (or, dare I say, art). Films generally have a three-act structure. Popular music uses chord progression in a way to which our ears and brains respond positively. By attuning ourselves to these common elements, we learn how to more closely discern when someone’s using them particularly well. Moreover, once we learn the rules well enough, we seek out things that dare to break them.</p>
<p><br/></p>
<h3>Lesson Two: Nostalgia</h3>
<p>Nostalgia’s an odd thing. You find an old book, watch a favorite TV show, load up a classic game, and you get that feeling, that compulsion to exclaim, “Oh man, I remember this!” Taking Master Higgins through the old stages once more, I’ve done it so many times, it’s almost mechanical. I remember where to find the hidden stars and fruits. Where certain enemies will appear. Feels nice. When I was a kid, I thought the seaweed in the underwater stage looked like swiss cheese, and the floating platforms somehow reminded me of teeth, chomping on some invisible foodstuff as they moved up and down.</p>
<p>Those are the connections a young mind makes when it stares at these things for hours on end. And hours on end stare I did, because when you’re a kid it’s so hard, you know? I got through the game in 30 minutes just now and it’s a little mind-blowing, because I spent months back then just getting through a few stages. And then you think, well, yeah, at that age it can be hard not to pee your pants, let alone display the fine motor control required to finesse Higgins all the way through his super adventure. But somehow I never tired of playing it.</p>
<p>I still think this game is pretty fun, but I’ll never enjoy it like I did when I was a kid. This is the danger of nostalgia, and the lesson: you can’t go home again. Both inside the games industry and out, we’ve seen over the last few years the recycling of our youth. But all the remakes, reboots and virtual consoles (and moreover, class reunions, Facebook albums, and college-town pilgrimages) won’t bring back the thrill of last week, last year or last decade. Memories are important, but it’s easy to get caught in reverie in expense of the present.</p>
<p><br/></p>
<h3>Lesson Three: It Doesn’t Need to be Art to be Art</h3>
<p>If there’s one part of Super Adventure Island that stands out far beyond the rest, it’s the music. God, the music. Yuzo Koshiro. Ys! Streets of Rage! ActRaiser! This is a man who can bend a sound chip to his will.</p>
<p>I was hanging out in a video game-themed bar in Tokyo, desperately trying to describe this game in my piss-poor Japanese (it has another title in Japan, natch). In a moment of desperation, I hummed the first stage’s theme music, and everyone’s face lit up simultaneously in recognition. Koshiro, within the limits of the Super Nintendo’s technology, had created a piece of music we all remembered 19 years later.</p>
<p>I had a high school English teacher that chucked the classics and had the students decide by vote what to read. We were a decently bright group, and I don’t think we ever stooped to Harry Potter or anything like that. But even if we had,  his grand thesis was that would be okay too. The important thing was to have a serious discussion about how whatever we were reading was written and about whether it was effective. It was to seek out those moments of brilliance in works that no one had ever labeled “art.”</p>
<p>This is the lesson that I think we, as game fans, know better than most: it doesn’t have to be “art” to be art. There are moments of brilliance to be found in the most unlikely of media. Parsing out these moments and taking a good look at them, I think, is the mission. The official label, whether it’s “art” or something else, will come with time.</p>
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		<title>REVOLVER360</title>
		<link>http://namakoteam.com/2011/02/revolver360/</link>
		<comments>http://namakoteam.com/2011/02/revolver360/#comments</comments>
		<pubDate>Wed, 02 Feb 2011 07:16:50 +0000</pubDate>
		<dc:creator>sean</dc:creator>
				<category><![CDATA[impressions]]></category>
		<category><![CDATA[2d]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[japan]]></category>
		<category><![CDATA[live]]></category>
		<category><![CDATA[revolver360]]></category>
		<category><![CDATA[shooter]]></category>
		<category><![CDATA[xbox]]></category>
		<category><![CDATA[xbox360]]></category>

		<guid isPermaLink="false">http://namakoteam.com/?p=154</guid>
		<description><![CDATA[The Xbox Live Indie Games Marketplace is rife with half-baked ideas and poor production values. Its existence as a place for amateur programmers to showcase their talents and test new ideas is admirable, but rarely does it translate into an actual, solid game. I&#8217;m more than willing to pay a couple bucks for an interesting [...]]]></description>
				<content:encoded><![CDATA[<p><a href="http://namakoteam.com/wp-content/uploads/2011/02/revolver3601.jpg"><img class="alignnone size-full wp-image-230" title="revolver360" src="http://namakoteam.com/wp-content/uploads/2011/02/revolver3601.jpg" alt="" width="640" height="120" /></a></p>
<div class="multicolumn">
<p>The Xbox Live Indie Games Marketplace is rife with half-baked ideas and poor production values. Its existence as a place for amateur programmers to showcase their talents and test new ideas is admirable, but rarely does it translate into an actual, solid game. I&#8217;m more than willing to pay a couple bucks for an interesting concept, but REVOLVER360 is one of the few times on the Indie Games Marketplace I felt like I paid a couple bucks for an actual game.</p>
<p><span id="more-154"></span></p>
<p>A 2D shooter at heart, REOLVER360 is rendered in 3D with a visual style that&#8217;s reminiscent of 90s console tech demos and their blurry, not quite accurate promises. You have two attacks, your basic &#8220;bullet&#8221; weapon that can destroy enemies and a &#8220;laser&#8221; which can destroy both enemies and most enemy bullets, but takes time to charge between uses. The game&#8217;s name comes from the fact that the left and right triggers on the controller are used to rotate your enemies and their bullet formations.</p>
<p>This rotation mechanic is used to avoid barrages of enemy fire, but more importantly it&#8217;s used to line up enemy bullets to be destroyed with your laser. Destroying bullets gets you more points and bonuses, so the more bullets you can take out in a single blast, the better. It&#8217;s a simple idea in practice, but like any good shooting game mechanic, takes considerable time to master. Switching between attacks and rotating bullet patterns takes a fair amount of coordination, resulting in a learning curve that it&#8217;s difficult, but not insurmountable.</p>
<p>With two game modes (one with a limited number of levels, the other with the only limit being your health meter) the emphasis is clearly on replaying the game to achieve better scores. In this regard, it succeeds as well as any 2D shooter can: the simple, yet nuanced, game mechanic encourages you to keep playing, and a rudimentary online ranking system (which, unfortunately, is often buggy and doesn&#8217;t work) lets you share your scores and compete against yourself.</p>
<p>Visually it&#8217;s a step above most indie games, but there&#8217;s only so much polish you can put on abstract 3D objects. The backgrounds are nice and consist of vaguely recognizable scenes of blue skies, city streets and alien planetscapes. If you have a fondness for early 3D games, you&#8217;ll find the style charming, but for everyone else it&#8217;ll just get the job done.</p>
<p>While it lacks the robust feature set or visual flourish of a full priced shooting game, REVOLVER360 offers a lot for a $3 game. By doing so it provides a worthwhile alternative to expensive import shooters, offering a game value far surpassing its cost.</p>
</div>
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		<title>Demo Impressions: Catherine</title>
		<link>http://namakoteam.com/2011/01/demo-impressions-catherine/</link>
		<comments>http://namakoteam.com/2011/01/demo-impressions-catherine/#comments</comments>
		<pubDate>Mon, 31 Jan 2011 17:58:37 +0000</pubDate>
		<dc:creator>staff</dc:creator>
				<category><![CDATA[impressions]]></category>
		<category><![CDATA[atlus]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[puzzle]]></category>
		<category><![CDATA[r&d1]]></category>
		<category><![CDATA[xbox360]]></category>

		<guid isPermaLink="false">http://namakoteam.com/?p=121</guid>
		<description><![CDATA[As several staff members have an interest in Catherine, we are offering multiple opinions on the recent PS3 demo. Impressions by Chris: This week Index Holdings released the free playable demo of Catherine on the Playstation Store and Xbox Live in Japan. Like the good Atlus fan I am, I checked it out dutifully. Before [...]]]></description>
				<content:encoded><![CDATA[<p><em><img class="alignnone size-full wp-image-137" title="cathy-banner" src="http://namakoteam.com/wp-content/uploads/2011/01/cathy-banner.jpg" alt="" width="640" height="120" /></em></p>
<p><em>As several staff members have an interest in Catherine, we are offering multiple opinions on the recent PS3 demo.</em></p>
<div class="multicolumn">
<h3>Impressions by Chris:</h3>
<p>This week Index Holdings released the free playable demo of Catherine on the Playstation Store and Xbox Live in Japan. Like the good Atlus fan I am, I checked it out dutifully. Before the demo, it wasn&#8217;t entirely clear to me what sort of game Catherine would be, aside from some sort of puzzle/action game with boxes, some climbing mechanic, and horrific and nightmarish bosses.</p>
<p>After playing the demo, the sort of game it was became pretty clear. The narrative frame of the game is executed in a very Japanese adventure game style &#8211; which is to say it has anime movies, fully voiced cutscenes of characters talking on and on, and occasional interactive decision-making (in this case, in the form of replying to mail messages from your girlfriend on your phone).<span id="more-121"></span></p>
<p>The actual gameplay occurs whenever the main character has nightmares. It&#8217;s a stage-based, score-driven action puzzler where you race against the clock to climb a tower of blocks, all the while picking up various tokens and powerups. As time counts down, the bottom of the tower starts to give way, and if you don&#8217;t climb fast enough you&#8217;ll fall to your doom.</p>
<p>The gameplay involves pushing and pulling certain blocks to create footholds and paths to progress higher in the tower. Pushing a block completely off the structure has the potential to collapse an entire column, which might alter the structure such that the tower might become unsolvable later on as you go further. Figuring out how to best manipulate the blocks to create the fastest path without altering the structure is the main goal of the stages.</p>
<p>Overall, I found it fun but not particularly addictive. Even though I got poor rankings in the two stages in the demo, I&#8217;m not particulary compelled to return and better myself. The concept is certainly original, but it just doesn&#8217;t feel extremely engaging. However, the tone and execution of the narrative are far more compelling. A cross between modern Persona games (in music and art direction) and Haruki Murakami novels, the story presents the tale of a man approaching mid-life crisis having to deal with his long time girlfriend wanting to get married. The writing is surprisingly realistic, and tackles themes of his insecurity along with the temptation of infidelity while mixing it up with visuals right out of Persona&#8217;s nightmare worlds.</p>
<p>Considering the game&#8217;s relatively high price tag of 7800yen on both PS3 and Xbox360 platforms, I find it hard to take the plunge myself, or to recommend someone else to. The demo didn&#8217;t seem like it was quite enough to convince me that there is enough variety or value to justify the price. It&#8217;s certainly an interesting and unique title, and one worth keeping an eye on, but I&#8217;m not quite ready to open my wallet for this one yet.</p>
</div>
<div class="multicolumn">
<h3>Impressions by Trevor:</h3>
<p>Like Chris, I&#8217;ve been interested in Catherine since the first announcement, and the Haruki Murakami comparisons I&#8217;ve been able to draw have had me prepared to pull out my wallet for the game from first sight.  The main character is of a similar age and station with many Murakami protagonists. He&#8217;s unmarried, he&#8217;s directionless, he&#8217;s uncommitted, he&#8217;s a bit of a hipster, he spends a lot of time at a bar, and he (apparently) plays a lot of an arcade game (a variation on Murakami characters&#8217; love of pinball). Plus, he finds himself drawn in unexpected directions by threatening and/or mysterious women &#8211; and he dreams of tie-wearing sheep. The character, his anxieties, and his world are more compelling to me than anything I&#8217;ve seen in videogames in recent memory.</p>
<p>The actual demo, however, is fairly puzzling (sorry). I find it inexplicable that an adventure game with the amount of care and polish put into its development has been married to a puzzle game that I wouldn&#8217;t even purchase on a download service.  The puzzle portion is amusing enough, certainly, and carries a certain amount of tension, but it&#8217;s just not very compelling, and not nearly as exciting as the &#8220;fluff&#8221; of the game (the art design, the story and its implications, the characters). The full game will need to bring a high level of cohesion and continuity between the story and puzzle sections, because otherwise I feel that the full experience will be jarring and unfulfilling. And this isn&#8217;t helped by the fact that the background music in the puzzle game lifts several sections directly from Holst&#8217;s &#8220;The Planets.&#8221; What?</p>
<p>Additionally, the puzzle sections seem odd in the amount of audiovisual polish that has been laid over relatively abstract mechanics.  Pre-release media of the game shows an in-game arcade machines that closely resembles the puzzle sections, but with a simple and early 80s-ish graphical style. I&#8217;m a lot more interested in trying this version of the puzzles than what the demo served me, though it&#8217;s evident that Vincent&#8217;s addiction to the faux-retro game structures his dreams. (Surely we&#8217;ve all dreamt of falling, rotating blocks after a few too many rounds of Tetris.)</p>
</div>
<div class="multicolumn">
<h3>Impressions by Jeff:</h3>
<p>I’m not feeling quite as cold as my comrades on the gameplay of the Catherine demo, with one big ol’ caveat: I’m hoping that the difficulty of the game and the complexity of the puzzles, especially when played for score, will ramp up significantly as the game goes on. Confine it to Hard mode, if you must, but I think it’d be a terrible waste of potentially interesting mechanics if the game only intends to ask the player to test the limits on a repeat play for score. I like score attack games as much as the next arcade rat, but it’s not as interesting if I don’t actually feel threatened by the obstacles I have to thwart to boost my score. My deaths in the time I spent in the demo were caused by mishaps experimenting with controls or mechanics, not because of the environment itself.</p>
<p>Of course, we only got to taste one part of the game in the trial version. If the team’s previous efforts, Persona 3 and 4, are any indication, the “hanging around at the bar and drinking with your friends” sections of the game should be at least as much of a focus of the final product as Vincent’s nightmare world, but in the demo, we only really get to mess with the game’s cute way of picking from a dialog tree for sending text messages. (Vincent erases a line he’s just typed, mumbling to himself, and replaces it with another one when you press the cancel button.) Demos which section off a small slice of the tutorial-packed first level and then show you the more exciting and expansive details of the game in a trailer are a pet peeve of mine. You don’t gotta give it all away for free, but would it kill you to include a little more of the cool stuff you get to do in the final product?</p>
<p>Even if they’re lifting very heavily from master literary recycler Haruki Murakami, it’s refreshing to see Atlus tell a story about ordinary thirty-somethings, rather than magical teenagers or soldiers. Since that’s the most exciting part of the game for me, and since my Japanese knowledge is limited to the top 20 most overused phrases in children&#8217;s cartoons, I think I’ll sit on this one until the inevitable American release comes around in six months or so. I’ve hardly a shortage of other games to play in the meantime.</p>
</div>
<div class="multicolumn">
<h3>Impressions by Yang:</h3>
<p>I wasn’t sure what to expect with the Catherine demo. The initial Soejima character designs shown by Atlus months ago had perked my interest, but somewhere along the way, I lost track of the game’s development. I was still in the grips of Gundam Musou 3 last week when Toni reminded me of the demo’s release. I’d heard mentions of its story being wrapped around a puzzle game, but had no clue how it would work out; now I would be able to see for myself whether or not Atlus could pull it off. After trying the demo, I have to say I was pleasantly surprised. </p>
<p>The introduction was a well put-together spoof of a cinema studio opening, and throughout the demo, I felt that Atlus did a good job of transitioning from animated sequences to in-engine sequences while presenting the story. The game runs on the GameBryo engine, which shows up in the start-up logo sequence, and gave me a fright as it conjured up images of Bethesda’s Oblivion abominations. Thankfully, we get none of that in Catherine. I’d also like to mirror Jeff’s view that it’s nice of Atlus to give us a story centered on 30-somethings rather than the usual teenagers-saving-the-world pap we’re accustomed to seeing.</p>
<p>As for the gameplay section of the demo, I found the puzzle aspect to be simple, but enjoyable. I can’t say I’ve ever played anything similar to it, but it certainly wasn’t difficult to pick up and once the tutorial prompts ended, I found myself doing my best to keep the combo going and grab all the coins I could manage. As for Trevor’s comment about the musical bits lifted from Holst’s The Planets, I too found it surprising, but in a good way. Here you have a dreamscape where Vincent has grown ram horns, carries a pillow, and is being chased up a tower of blocks by an unseen monstrosity [that may or may not represent a deep psychological block that hampers his relationship with Katherine]; things are meant to be wacky, jarring, and out there so how better to accentuate that than with some classical music? Based on what we know of the pre-order pack-in CD, there will be more pieces of classical arrangements, and I look forward to hearing them in-game.</p>
<p>Overall, I had a good time with the demo. My first time through, I got Bronze on both puzzle stages, and I didn’t get far with the cellphone-reply section, but on my second pass, I achieved a Gold and Silver, and managed to unlock an extra bit of interaction with Katherine by being sympathetic towards her concerns about their relationship in my cellphone responses. I think fans of Atlus’s usual RPG offerings need to approach Catherine differently and adjust their expectations accordingly; instead of going on dungeon romps in-between your story sequences, you have puzzle gaming interludes and what seems to be a slightly more involved adventure aspect. I found it to be a refreshing change of pace and I look forward to the final release in two weeks, though I may have to postpone my import until after a certain Koei release in March.</p></div>
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		<title>Welcome back.</title>
		<link>http://namakoteam.com/2011/01/welcome-back/</link>
		<comments>http://namakoteam.com/2011/01/welcome-back/#comments</comments>
		<pubDate>Thu, 27 Jan 2011 18:08:52 +0000</pubDate>
		<dc:creator>trevor</dc:creator>
				<category><![CDATA[news]]></category>

		<guid isPermaLink="false">http://namakoteam.com/?p=132</guid>
		<description><![CDATA[Or, rather, should you be welcoming the site back? It&#8217;s been asleep for a while (several years!), but updates will continue on a semi-regular basis. There are now several writers on board, and there will be a greater variety of interest areas represented. Personally, since the release of dive, I&#8217;ve been spending my free time [...]]]></description>
				<content:encoded><![CDATA[<p>Or, rather, should you be welcoming the site back? It&#8217;s been asleep for a while (several years!), but  updates will continue on a semi-regular basis. There are now several writers on board, and there will be a greater variety of interest areas represented. </p>
<p>Personally, since the release of dive, I&#8217;ve been spending my free time mostly on <a href="http://trevorwilsonphoto.com/">photography</a>, but I have managed to play the odd game here and there. Last year I moved from Utah to New York City, which means I&#8217;m now in close proximity to a Book Off store and its vast selection of cheap PS1 and PS2 imports &#8211; prime material for this site.  </p>
<p>Stay tuned. Good to have you (us) back.</p>
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		<title>Release: dive</title>
		<link>http://namakoteam.com/2007/10/release-dive/</link>
		<comments>http://namakoteam.com/2007/10/release-dive/#comments</comments>
		<pubDate>Thu, 04 Oct 2007 15:55:28 +0000</pubDate>
		<dc:creator>trevor</dc:creator>
				<category><![CDATA[release]]></category>
		<category><![CDATA[2d]]></category>
		<category><![CDATA[arcade]]></category>
		<category><![CDATA[dive]]></category>
		<category><![CDATA[game]]></category>

		<guid isPermaLink="false">http://namakoteam.com/?p=82</guid>
		<description><![CDATA[Here&#8217;s my entry for kokoromi&#8217;s gamma 256 competition. dive is a simple action game with an undersea theme. It won&#8217;t take you long to play, and the download is small. I&#8217;ve compiled versions for both Windows XP and Mac OS X (universal). Have a look. I&#8217;ll scare up a postmortem in the next day or [...]]]></description>
				<content:encoded><![CDATA[<p><a href="/games/dive/"><img src="/files/dive/divetitle.png" border="0"></a></p>
<p>Here&#8217;s my entry for kokoromi&#8217;s <a href="http://www.kokoromi.org/gamma/resolutions/">gamma 256</a> competition. <a href="/games/dive/">dive</a> is a simple action game with an undersea theme.  It won&#8217;t take you long to play, and the download is small.  I&#8217;ve compiled versions for both Windows XP and Mac OS X (universal). <a href="/games/dive">Have a look</a>. I&#8217;ll scare up a postmortem in the next day or so.</p>
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		<title>Influences and accessibility in Tomb Raider: Legend</title>
		<link>http://namakoteam.com/2007/07/influences-and-accessibility-in-tomb-raider-legend/</link>
		<comments>http://namakoteam.com/2007/07/influences-and-accessibility-in-tomb-raider-legend/#comments</comments>
		<pubDate>Thu, 05 Jul 2007 15:56:51 +0000</pubDate>
		<dc:creator>trevor</dc:creator>
				<category><![CDATA[analysis]]></category>
		<category><![CDATA[action]]></category>
		<category><![CDATA[crystal dynamics]]></category>
		<category><![CDATA[ps2]]></category>
		<category><![CDATA[tomb raider]]></category>

		<guid isPermaLink="false">http://namakoteam.com/?p=84</guid>
		<description><![CDATA[It&#8217;s always fun to pick a console&#8217;s remains after its death for cheap goodies that are worth playing. The original Xbox has hit this sweet spot, and as I still have a perfectly-functioning black box, I don&#8217;t have to worry about backwards-compatibility issues. I&#8217;ve been rifling through the budget bins with a taste for Western [...]]]></description>
				<content:encoded><![CDATA[<div class="multicolumn"><img src="/images/blog/trlcover.jpg" alt="Lara's looking nicely humanized these days." hspace="5" vspace="5" align="right"/>It&#8217;s always fun to pick a console&#8217;s remains after its death for cheap goodies that are worth playing. The original Xbox has hit this sweet spot, and as I still have a perfectly-functioning black box, I don&#8217;t have to worry about backwards-compatibility issues. I&#8217;ve been rifling through the budget bins with a taste for Western titles with good writing and an adventure bent. The first of these I&#8217;ve finished is Tomb Raider Legend.</p>
<p>Before Legend came out, there was a lot of speculation that it would be the game to save the series after Core Design&#8217;s bumblings, and it had a lot to live up to.  Clearly, it was successful.  Since I&#8217;m only just now playing the game, after all its promises have been fulfilled, I can thankfully evaluate it on its own merits.  </p>
<p><span id="more-84"></span>It&#8217;s clear to see the approach Crystal Dynamics took in attempting to reinvent the series.  Elements from other successful titles were adopted liberally. TR:L has Prince of Persia: The Sands of Time&#8217;s straightforward corridors and heavy reliance on context sensitivity. It has Resident Evil 4&#8242;s over-the-shoulder view (optional here) and QTE button-presses within cinematics. It has Half-Life 2&#8242;s physics puzzles and time-limited flashlight (not to mention a variant of that game&#8217;s gravity gun). And the chatter from support characters that comes over Lara&#8217;s headset during gameplay may have come from cinematic first-person shooters like Call of Duty.  </p>
<p>Resident Evil 4&#8242;s randomized button presses during QTE events (timed keypresses required during realtime cutscenes that keep the player on his or her toes) made them a test of pure reflexes instead of a trial-and-error affair. In TR:L&#8217;s QTE sequences, the button presses are the same each time, and the actions for each press is more closely matched to the action the player&#8217;s actually carrying out. While this allows the sequences to be memorized in a way that RE4 directly avoided, it makes TR:L&#8217;s events feel less arbitrary.</p>
<p>The over-shoulder view resembles RE4&#8242;s view directly, though here it&#8217;s a toggle instead of something that&#8217;s always on.  And while it can be used to target enemies, the player will use it most often to target objects that can be destroyed or pushed by gunshots. It doesn&#8217;t improve Lara&#8217;s accuracy, and since Lara can&#8217;t crouch while she&#8217;s aiming, this view makes her a sitting duck during combat.  </p></div>
<div class="multicolumn">Speaking of combat, it&#8217;s interesting how faithful TR:L is to what the original required of the player when bullets start to fly. The best way to approach any given combat situation in the game is not to use stealth, not to use cover, but to flip and dodge and roll around, using Lara&#8217;s acrobatics and athleticism to simply move faster than enemies can aim.  None of the enemies are particularly smart, and none of the combat encounters are challenging or well-constructed enough to feel compelling, but it&#8217;s still satisfying to use Lara&#8217;s abilities to completely stomp the rather dull mercenaries present here.</p>
<p>Rather than using the wide-open, sprawling rooms and ruins seen in the first Tomb Raider, Legend keeps its paths relatively narrow and easy to follow. It&#8217;s quite rare that the path one should follow isn&#8217;t clearly marked.  Puzzles are only nominally such &#8211; rarely does any one puzzle require anything more than finding a switch in plain view, using the grapple where clearly marked, depressing a plate with a box or ball, or solving a simple physics problem.  This does keep the levels moving swiftly, but the player never has to do the sort of surveying and careful scrutiny of the environment that TR1 often required.  The physics engine is very well-utilized, however, and the puzzles that require clever use of physics are satisfying to solve.  Like Half-Life 2 before, it TR:L should serve as an example for effective and consistent use of physics in gameplay as realistic physics become more common.</p>
<p>This reliance on context-sensitive actions tends to make each level feel like the sequence of keypresses it is, instead of allowing the player the illusion of really hanging from a ledge that&#8217;s ten stories above ground level.  In TR1, many of the high spots are places the player reaches after several minutes of climbing, so the drop is very real and very present.  Most of TR:L&#8217;s chasms are bottomless pits that drop the player right out of the level&#8217;s environment. The world might as well not exist outside of the main path through a level. TR:L is generous with checkpoints, too, making the setback one faces for tumbling into a gap no more than a few seconds&#8217; worth of a replay and another shot at a jump.  While this is a nice way to remove punishment for failure and make the game an even experience for unskilled players, it removes any sort of real tension from exploration.</p></div>
<div class="multicolumn">An interesting side effect of this rather linear approach to level design is that each of the levels is very well-suited to speed play.  There&#8217;s an unlockable item available for completing the time trial for each level, and while it&#8217;s not that difficult to beat the required time, it&#8217;s quite satisfying to see Lara flipping and dashing through a level as the player navigates all its hazards without pause. </p>
<p>In fact, that kind of play is what suits Legend&#8217;s presentation best.  It&#8217;s more cinematic than any previous game in the series, and its quick pacing and snappy dialogue are much like what one would find in a Hollywood summer blockbuster.  When Lara is navigating a level with ease, without stopping to ponder an obstacle, savor the atmosphere, or admire a vista, the game&#8217;s scripting is allowed to portray Lara&#8217;s adventure as just the sort of light, fluffy confection that the designers intended. </p>
<p>Fans of the original Tomb Raider, then, would be advised to explore the optional Croft Manor level to its fullest. Its nonlinear flow and the wide-open exploration it allows, ironically, provide the sort of unguided challenge that the first game is best known for. </p>
<p>And as a side note, I really enjoyed hearing Keeley Hawes as Lara this time around.  I&#8217;m not sure if it was just Hawes, or both the performance and Lara&#8217;s lines, but she has a certain humanity and genuine likability here that wasn&#8217;t apparent in previous games. Lara is still intended primarily as a male fantasy object &#8211; that much is apparent from her costumes and animations &#8211; but she&#8217;s well on her way to becoming a respectable character. </p></div>
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		<title>Simple 2000 Series vol. 116: The Nekomura no Hitobito</title>
		<link>http://namakoteam.com/2007/06/simple-2000-series-vol-116-the-nekomura-no-hitobito/</link>
		<comments>http://namakoteam.com/2007/06/simple-2000-series-vol-116-the-nekomura-no-hitobito/#comments</comments>
		<pubDate>Thu, 21 Jun 2007 04:50:26 +0000</pubDate>
		<dc:creator>trevor</dc:creator>
				<category><![CDATA[review]]></category>
		<category><![CDATA[d3]]></category>
		<category><![CDATA[ps2]]></category>
		<category><![CDATA[simple]]></category>
		<category><![CDATA[vsc]]></category>

		<guid isPermaLink="false">http://namakoteam.com/?p=42</guid>
		<description><![CDATA[Vingt-et-un Systems is showin&#8217; em how it&#8217;s done. The Genshijin &#8211; just about to be released in the US as The Adventures of Darwin &#8211; was the highlight of D3&#8242;s Simple 2000 release schedule in 2006, and the peak of VSC&#8217;s creative output to date. This year&#8217;s spiritual sequel, The Nekomura no Hitobito, is even [...]]]></description>
				<content:encoded><![CDATA[<div class="multicolumn">
<p><img src="/images/blog/nekomura-cover.jpg" alt="Cover scan" hspace="5" vspace="5" align="right" />Vingt-et-un Systems is showin&#8217; em how it&#8217;s done. <a href="http://namakoteam.com/news.php?id=139">The Genshijin</a> &#8211; just about to be released in the US as The Adventures of Darwin &#8211; was the highlight of D3&#8242;s Simple 2000 release schedule in 2006, and the peak of VSC&#8217;s creative output to date. This year&#8217;s spiritual sequel, The Nekomura no Hitobito, is even more polished and full of personality than The Genshijin, and it&#8217;s gone even further to demonstrate what can be done on the Simple 2000 budget.</p>
<p>The game is set in an Edo-era Japanese village populated not by humans, but by anthropomorphic cats. The Genshijin, for those unfamililar, was heavily based on Nintendo&#8217;s Pikmin series. And here, too, you directly control the leader of a team of these villagers. They follow you around as you navigate obstacles, and they attack enemies once you give the command to swarm.</p>
<p><span id="more-42"></span>You&#8217;re in the employ of the town&#8217;s governor, the corrupt canine Magistrate Pug. At the outset of the game, the princess Nekohime has gone missing, and though it&#8217;s obvious from the start who&#8217;s responsible, Pug denies any involvement and instead sends you and your employees on treasure-hunting errands. You travel through five different levels surrounding Nekomura proper, each with its own (sometimes predictable, though effective) theme.</p>
<p>The entire game is presented in a sort of candy-colored soft focus that would be perfectly at home in a full-priced release. The cartoony style benefits, rather than suffers, from the relatively simple geometry of the environments and characters.  Animations are even more smooth and well-tuned than those in Genshijin, and while the constant meows from your cohorts might grate after a while, they&#8217;re generally adorable. All the enemies are, too, and even the villainous Pug can&#8217;t help but be harmlessly cute. Plus, the game is full of sugar-sweet 2D illustrations of its locales and characters, plus the many items you can locate and create.</p>
</div>
<div class="multicolumn">
<p>The Genshijin had the player&#8217;s focus divided evenly between finding ways around barriers and effectively defeating sometimes-tricky enemies.  Here, there are no longer weapons to equip or detailed combat encounters. Rather, most combat is resolved by simple melees, and the outcome is usually decided your strength in numbers.  The threat of having one&#8217;s army offed by a single enemy isn&#8217;t present here. Rather, when an enemy hauls off with a swing of his <em>daikon</em> radish, you&#8217;ll be more worried about whether you&#8217;re near any bottomless pits or water hazards, because a single blow can knock your troops around but good.</p>
<p>Instead of Genshijin&#8217;s weapons, here, there&#8217;s a selection of jobs to which you can assign your villagers.  Messengers can run fast, acrobats jump high, miners can break through barriers (actually, giant rice crackers!), firefighters can handle flaming items and brave infernos, and so forth.  Your troops can be divided into as many as three separate squads, which can be assigned different jobs and controlled one group at a time.  This adds a new dimension to Nekomura&#8217;s puzzles: quite a few of them involve splitting your team up to carry out multiple parts of a task in coordination.</p>
<p>Each level ends automatically when you find whatever item Pug sent you to fetch, but you can return as many times as you like to collect items or seek out hidden pathways.  As your party gains abilities, you&#8217;ll also gain access to previously-blocked areas in levels you&#8217;ve already explored.</p>
<p>Enemies drop various goodies upon death, just as in Genshijin, though you can&#8217;t use them directly this time around. Most items you can pick up are composed of several different ingredients, which you can combine in your item-making machine to produce Japanese meals (health restoratives) or decorations for your boss-cat&#8217;s room. While none of these are essential to getting around in the game, the process can become pretty addictive, especially as you find and collect more of the scrolls that reveal more and more recipes. A few of the trinkets require ingredients that are only available from items that are rare drops, which ensures some extra oomph for the collector who likes to go the extra mile.  Between opening up new passage ways on multiple visits to levels and hunting that last ingredient to make that cool new recipe, Nekomura has a satisfying momentum. There&#8217;s a good deal less loading than in Genshijin, too, which makes extended sessions much more bearable.</p>
<p><img src="/images/blog/nekomura1.jpg" alt="" hspace="5" vspace="5" /></p>
</div>
<div class="multicolumn">
<p>The Genshijin could be quite difficult at times, with enemies content to squish your party all at once and many sticky corners that tended to trap cavemen.  Nekomura is comparatively smooth sailing: the difficulty has been reduced as a whole so that you&#8217;ll spend more time solving puzzles and making expeditions for ingredients than picking yourself up after a defeat.  Watch out for that last level, though. While its spooky theme is especially cool, it&#8217;s got dodgy platforming and relatively vicious enemies that can easily spell multiple retries.  And while the camera requires less babysitting than in Genshijin, thanks to larger and relatively wide-open levels, one would be best advised to simply leave the right stick alone when the camera&#8217;s tracking automatically through tighter passageways.  When you fight the camera, it fights back, and it&#8217;s a recipe for frustration.</p>
<p>There is a language barrier to account for if you&#8217;re not Japanese-literate, as there&#8217;s very little game text in English. But the game&#8217;s items and level layouts are so iconic and easily-digestible that figuring things out shouldn&#8217;t be a problem for any experienced player.</p>
<p>So while a few of Genshijin&#8217;s flaws are still present here, they&#8217;re in reduced form, and the good bits have been shined up and made quite a bit more inviting. There&#8217;s nothing earth-shaking or essential here &#8211; just a good, solid, adorable game with enough to collect and explore to last you ten or fifteen hours.</p>
<p><img src="/images/blog/nekomura2.jpg" alt="" hspace="5" vspace="5" /></p>
<p><a href="http://youtube.com/watch?v=7_DlwwmXobk">Here&#8217;s a promotional video from D3.</a></p>
</div>
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