The Ring: Terror’s Realm
Asmik Ace Entertainment/Infogrames
Genre: Action Survival Horror
In the early 2000s, American cinema found itself with a glut of remakes from the Japanese horror market. Plenty of countries borrow films from one another and put a bit of their own spin on them to put in their respective movie theaters, but it felt like there were a bunch of films that released here like The Grudge, One Missed Call, Pulse and probably most famously, The Ring.
The Ring kind of felt like it was the start of a popular movement at the time. Based on a series of books by Koji Suzuki- which are well worth reading if you have any interest- the film followed the first of them in which a young girl, Sadako Yamamura, died a terrible death and inflicted a curse to spread, killing those whom it afflicted seven days after contraction. The books explore how this plays out when humans become involved and set up for an interesting a relatively fresh horror angle to be played at.
Like many successful films, The Ring spawned its own media including a little known video game for the Sega Dreamcast called The Ring: Terror’s Realm. With the American remake arriving two years after the video game released, it’s understandable why the game fell to the wayside in the US. Still, there weren’t a ton of offerings on the Dreamcast in the horror genre so to fans of games like Illbleed and Resident Evil: Code Veronica, this probably felt like a dream come true to someone looking for a scare.
Like most films and games, though, those scares come at a cost. Read on to see exactly how expensive the frights of The Ring: Terror’s Realm are and whether it’s worth the price of admission. Continue reading
As I play through video games, I love to think about the characters and their motivations. I enjoy parsing through how a game- or movie, book, or any other media- represents its protagonists and their journey. Do their actions reflect any growth or movement of any kind emotionally or in their maturity? Do they come to terms with personal flaws and grow from them or, sometimes even more interestingly, do they keep their flaws and find ways to work around them? How does this piece of media engage me with a protagonist that acts as my surrogate in the world I’m interacting with?
Being a huge fan of role-playing games, I’m used to finding myself with 40 to 60 hours of time to sort through events with a small cast of characters from a variety of backgrounds and circumstances. They may start out selfish and have a turning point that leads them to a life of altruism or they may be a bit too naive and harden as the plot rolls out, becoming battle-weary and keen. In shorter games, it can be easier to track a character’s progression because the story beats are so close together and they have to have impact if the game takes pride in its narrative. On the other hand, it can be harder since there is only so much time to show someone’s story arc outside of the ongoing plot and changing a character too much in that time can prove disastrous. Games like The Last of Us, Tomb Raider, and Horizon: New Dawn work to fit an immersive story in with flourishes of character growth in a relatively short time. The protagonists, though, can be relatable to many of the audience members- those characters have their own struggles from the past and striking at them from time to time to rein the player into the mindset of their avatar.
In a bid to try to write a bit about the series, I’ve been playing through Dead Rising to refresh my memory and track improvements as the games released. While I’ve been enjoying it, there is one thing I can say for certain:
No one should be able to empathize with Frank West. Continue reading
Huntsman: The Orphanage – Halloween Edition
Genre: Alternative Horror
I have a strong love and hate outlook on media that comes packaged with the tagline “based on a true story”. When it comes to drama or biographies, obviously there’s a lot more authenticity to be had. It’s when it comes to my favorite genre- horror, in case you didn’t know that about me yet- that it becomes a strange mess of “facts” and embellishment. A Nightmare on Elm Street is technically based on a true story. No, none of what happens in that film is an actual part of the news clipping it was inspired by.
This is where “CreepyPasta” comes in. At its core, CreepyPasta makes up the urban legends of the current day including the now-familiar figures of Slender Man and the Rake. While it knows it’s not real from the get-go, there are some very convincing efforts to make them seem legitimate. The things you can do with technology these days make these efforts even tougher to poke holes in at times. There are some fascinating stories to take in and consequently lose sleep to.
Huntsman: The Orphanage – Halloween Edition is a game that, much like some other small indie games, capitalizes on creating its own story rather than building on an existing mythos. Shadowshifters, the developers of the game, seemed more intent on creating something like the Slender Man and Rake tales by creating an experience that was not graphic or violent in its telling but would leave the audience’s imagination to fill in the gaps as to how the story plays out involving its victims. Stumbling across this game among others in one of the many Steam sales, I thought it would be neat to see how this was handled given the plethora of other modern urban legends being created in the gaming landscape. Continue reading
Romancing SaGa: Minstrel Song
The SaGa series is a lot like the Final Fantasy series in a number of ways. This should come as no surprise to anyone familiar with the golden era of Squaresoft and its catalog given the series’ roots being marketed at first as Final Fantasy Legend on the Game Boy. When game designer Akitoshi Kawazu joined Square and helped in the development in the first two Final Fantasy titles, he may not have specifically known that he was going to end up in charge of directing another one of the company’s longest running series when he was made the director of the Legend series.
Romancing SaGa hit the Super Famicom back in 1992, creating a niche in the role-playing genre that was off-beat enough to stall the series from reaching US shores under this name and with its current mechanics until five years later with SaGa Frontier. After the relative success of that game and its sequel, the company got to work on bridging into the next generation of gaming on the Playstation 2 with two more SaGa titles under the banner- Unlimited SaGa and a title simply known as Romancing SaGa.
Being familiar with the infamous reputation of Unlimited SaGa, I recently decided to turn my attention to Romancing SaGa (with the silent subtitle of Minstrel Song, I assume to discern just a bit further between the PS2 version and the original) as it’s been sitting in my collection for some time. The first time I attempted the game, I was lost. I hadn’t gotten the first idea of how to proceed even having been a fan of SaGa Frontier at the time. I’ve grown a bit since then and have had a lot of exposure to the series; I can’t even begin to describe how excited I am for the release of Romancing SaGa 3 coming to us soon. In my excitement and with new information under my belt regarding how to proceed with the series, I decided to give Romancing SaGa: Minstrel Song another whirl. Continue reading
Genre: Narrative Adventure
In some circles, independent games get a bad reputation. They can be questionable in quality and content, and there are a few indie developers who have certainly shown a mean streak when it comes to dealing with their creations. Mix in the fact that support for a game can pretty much cease to exist once a team starts on their next project, leaving fans of their original effort neglected. One of the benefits to these games, though, is that ideas and themes can be played with that larger and more prominent companies may not be comfortable playing around with.
When I stumbled onto Newfound Courage, I hadn’t realized that it was being developed by one person, Curtis Campion, with the help of some friends and fellow creators. His goal with the game was to make “a game that he would want his teenage self to play” for a number of reasons, the primary selling point being that his game would feature a strong homosexual lead character who has to deal with coming into his own. He would act as an audience surrogate for others going through the same feelings and emotions but also as a source of inspiration for those who don’t get to see people like that in heroic roles without having to constantly be sexualized through speech or actions.
While this makes me a surefire member of the target demographic for the game, I had concerns knowing very little walking into Newfound Courage. Appealing to a minority audience is fantastic- clearly, I think more developers should do it (or do it better than they are)- but you also run the risk of alienating people if you become too heavy-handed or too narrow in scope, sending a great message to those you made the game for but not many others. I like the look and appearance of the game from what I could see before playing, though, so I decided to take a chance on it in honor of my Pride Month theme for writing and gaming this June. Continue reading