Author Archives: Joe

The Legend of Zelda (The Animated Series)

Title screen from the Zelda cartoon (1989).

Title screen from the Zelda cartoon (1989).

Back in the 1980’s you could not get away from Nintendo.  The Nintendo Entertainment System was flying off store shelves and Super Mario was turned into a household name.  It only made sense that Mario and other Nintendo properties would have a lot of marketing power.  There were toys, pencils, lunch boxes, cereal, soda and so on.  It was Mario Mania!  Not surprisingly, Nintendo licensed the stomper of koopas for television and it wasn’t long before kids were sitting down in front of the tube to watch the Super Mario Bros. Super Show.  Hosted by former WWF personality Captain Lou Albano, as Mario, and Danny Wells (Luigi), the Super Mario Bros. Super Show began with two in a live-action setting before leading into a cartoon.  The live-action segments are probably the best remembered parts of the show because they’re quite absurd by any standard, especially for people who didn’t live through it.  The theme song was also pretty memorable, “The Plumber’s Rap,” and the ending theme “Do the Mario!” has enjoyed a second life on youtube.

The show only ran from September 1989 to December of the same year but since it aired every weekday afternoon it spawned 65 episodes worth of content.  It would be replaced with new Mario cartoons that didn’t feature the live-action segments and were based on later games in the Super Mario Bros. series.  They would be featured with another Nintendo cartoon, Captain N:  The Game Master, as part of the Nintendo Power Hour on Saturday mornings.  Before that though, Mario was on five times a week in live-action form, and four times in cartoon form.  The cartoon was mostly based on the American version of Super Mario Bros. 2 but with some differences.  The creators wisely left out the whole vegetable tossing angle in favor of fire flowers and the antagonist of the series was King Bowser Koopa instead of Wart.  It was basically an adventure type of show where Mario, Luigi, Toad, and the Princess Toadstool would travel to different parts of the Mushroom Kingdom while foiling the schemes of Koopa.  There would often be a musical number and many episodes were parodies of popular movies and stories.  It was a very gimmicky show, like a lot of cartoons from that era, and it’s one that really hasn’t aged that well.

Remember these guys?

Remember these guys?

Now the show aired five days a week, but the Super Mario Bros. cartoon only aired four days a week.  That’s because every Friday Mario took a day off and made room for another hero:  Link.  Link, of course, is the hero of the Legend of Zelda games who was also pretty popular at that time.  The Zelda cartoon was different in tone from the Mario one.  Yes, it was still geared towards kids but it shunned a lot of the tired chase sequences and movie parodies that were commonplace in the Mario cartoon.  The show revolves around Link, the hero of Hyrule, as he defends the castle and its coveted Triforce of Wisdom from the forces of the evil sorcerer Ganon.  The show is based off of the first Zelda game with some references made to its sequel as well.  Link is pretty clearly modeled after the character illustrations from those booklets and wields the same dinky little sword he has in Zelda II.  Ganon, on the other hand, looks to be more of a concept.  In both games, he’s pictured as a big green/blue pig who does have some magical powers.  In the show, he has more of a wizardly look with an ugly pig-like face.  He’s actually more menacing looking this way, but he’s not going to get in there and mix things up with Link.  He’d rather stand back and let his minions do the fighting, who are not surprisingly incompetent.  He’s in possession of the Triforce of Power (the show makes no mention of the Triforce of Courage) and has an endless supply of Moblins and Stalfos.

Other characters include a fairy named Spryte, who is likely modeled after the generic fairies from the Zelda games.  She is kind of the Tinker Bell to Link’s Pan in that she likes Link, but he only has eyes for the princess Zelda.  Zelda appears in each episode and is portrayed in a way that probably surprised viewers at the time.  Zelda shuns the traditional princess attire and instead sports trousers and tunic much like Link.  She’s not the typical damsel in distress and seems pretty capable of taking care of herself.  She does have a snotty side, and because she’s the target of many of Ganon’s schemes, she does often require saving from her “hero.”

Zelda is not afraid to get her hands dirty.

Zelda is not afraid to get her hands dirty.

The portrayal of Link in this series is what many fans dislike about the show most.  Link, in the games, really had no personality.  Even in the modern games, he doesn’t have much of a personality so I don’t know what fans were expecting from the character, it just wasn’t this.  Link is a brash, cocky, and kind of lazy character.  He views his title of “hero” as a job and one that just gets in the way of his pursuit of Zelda.  Not an episode goes by where Link doesn’t beg the princess for a kiss, and because viewers need a reason to tune in, he never gets one.  He’s also been given a catch phrase, “Excuuuuuse me, princess!”  Some day I would like to watch the entire series and count how many times Link says that line (according to Wikipedia, it was 29 times).  The show only produced 13 15-minute Zelda cartoons, but I’m willing to bet that Link easily averaged more than two occurrences of that catch phrase an episode.  Sometimes the line makes sense, and sometimes it’s just shoe-horned into the script.  It even occurs during the opening credits.  Link may have said that stupid line more often than Michelangelo said “Cowabunga” on the TMNT cartoon, on a per episode basis.

Ganon and the two things he covets most.

Ganon and the two things he covets most.

Anyways, that aside, the show is of a better quality than the Mario cartoons, though that isn’t saying much.  In general, each episode features Ganon executing a new plan to capture the Triforce.  Some of these are more clever and entertaining than others.  There’s one where Ganon goes Robin Hood and to sneak into a magic contest, there’s another where a Zelda clone infiltrates Hyrule, and there’s even a frog prince story-line where Link finds himself the victim of a magic spell (and if you’re wondering, no, Zelda doesn’t break the curse with a kiss).  That said, there isn’t anything in the writing to this show that’s going to impress.  It’s pretty standard fare for the period.  One thing I can appreciate though is the attempt of the writers to explain a few loose ends from the video game.  Namely, how can Link carry so much crap around with him?  Apparently, he has a magic pouch that causes items to shrink down to micro size to fit in.  Throughout the series he and Zelda will often pull out items from the games like the boomerang, bow, and bombs.  Other enemies make appearances too like the octoroks and just about every boss character from the original game.  If you’re watching it to spot items from the game, you’ll have some fun with the show.

Animation wise, the show is mostly crap.  It’s not awful to look at but this is a DiC produced show and DiC liked to put out lots of licensed cartoons on the cheap.  They would get a large amount of cartoons made in a short amount of time so that the shows could go direct to syndication and exist for a few years and bounce around several channels.  I think, on average, the animation here is better than what’s in the Mario cartoons but that’s not saying a whole lot.  The audio is okay though and the Zelda theme is used throughout, which doesn’t hurt it.  Link’s voice, when he’s not saying that regrettable line, is all right.  Ganon is voiced by Len Carlson who should be familiar to fans of 80’s and early 90’s cartoons as he got around.  He uses a shrill voice for Ganon that works for this portrayal of the character.  Zelda is voiced by Cynthia Preston and I always enjoyed her voice.  I don’t really know why but I was drawn to it as a kid.  Maybe because Link sexualized her and I wasn’t accustomed to seeing that in other kid shows of the time.

She's such a tease.

She’s such a tease.

The Legend of Zelda cartoon is not something that is remembered because it’s a wonderful companion piece to the video games, it’s remembered for nostalgic purposes only and is a kind of humorous reminder of how games were marketed back in the day.  A lot of fans prefer the Zelda themed episodes of Captain N to this show because Link was more of a hero type in that show than he is here.  That show really isn’t any better on the whole as it was just another marketing tool (and all of these old cartoons are basically shunned by Nintendo today) to move video games.  This isn’t a show that most adults can turn on and digest over an hour as it’s pretty damn bad.  It’s kind of funny to laugh at, and I can say I do enjoy it more than the Mario cartoons, but if I didn’t watch it as a kid there’s no way I’m making it thru more than one episode.  The complete series was released by Shout a few years ago and can probably be had on the cheap for those looking to experience it.  Those that have never seen it would probably be better off just watching some clips on the internet as opposed to spending real money on the series.


The Legend of Zelda

The Legend of Zelda (1986)

The Legend of Zelda (1986)

It likely comes as no surprise that the author of a blog titled The Nostalgia Spot enjoys playing old games.  I love having old consoles laying around the house, either hooked up to a television set or even just sitting in a closet waiting for a rainy day.  It’s almost a sort of nostalgic high to snap a cartridge into a Sega Genesis or hear that familiar spring when pushing a cart into place on a Nintendo Entertainment System.  Because so many of these systems are existing in a closet or attic, it can be a bit of a chore to relive the old days but thankfully digital distribution is here to make things easier.  Sure, nothing is better than the original experience.  Often times if there’s an old game I feel like I missed out on I’m more apt to find a used copy on the internet than download it.  The one exception is in the portable realm.  Nintendo is one such company that has released a lot of its old titles for download onto portable gaming systems.  I’d actually argue the company hasn’t released enough.  It has a tendency to focus on old portable games when selecting new ones to release and not enough on old NES or SNES games.  A lot of the classics are available though, and that’s why I’ve been spending a lot of quality time with an old favorite recently:  The Legend of Zelda.

I’ve actually had a copy of The Legend of Zelda on my 3DS for awhile now.  I bought the system at launch only for Nintendo to drop the price dramatically not long after due to lackluster sales.  To avoid ticking off the early adopters Nintendo released 20 free games to these “Ambassadors,” as they called them.  They were ten NES games and 10 Gameboy Advance games.  Among those ten was The Legend of Zelda.  Initially these releases were bare-bones lacking some of the features of the typical downloadable games.  As the games were released to the public though, Ambassadors were able to re-download them for free with the save state feature.  The feature is certainly a nice one to have, especially for a game like The Legend of Zelda which popularized the save feature in console games.  The feature was rather crude by today’s standards, but the re-release fixes that and allows the user to save whenever he or she wishes, which is a necessity for gaming on the go.

The boss of the first (and 8th) dungeon is a cake-walk.

The boss of the first (and 8th) dungeon is a cake-walk.

For the most part, I don’t blog about the all-time classic titles, there’s just enough of that stuff all over the web.  Sometimes a game becomes so old though that people tend to forget about just how good it is.  No one I know would say The Legend of Zelda is a bad game, bust most would the caveat that it’s “good for its era.”  That is just not true.  This is a title that does not need to get by on reputation.  Before playing it I had spent a few weeks playing a recent RPG released for the 3DS:  Paper Mario Sticker Star.  The Paper Mario series is a pretty good one, but Sticker Star is not a very good game.  It’s far from awful, but it’s so tedious and needlessly gimmicky that I just found it tiresome.  I saw it thru to the end but really wanted to wash the stink away.  I didn’t have a new game lined up, so I dug into those ambassador titles and settled on The Legend of Zelda.  Now, I’d be lying if I said it was easy to jump right into.  There’s always a bit of a culture shock when going back nearly 30 years with an old game.  That’s when one realizes just how used to today’s comforts they’ve become.  With The Legend of Zelda we’re talking about an early generation NES game.  It’s not even considered good looking for an NES game.  The backgrounds are pretty sparse, all of the dungeons look the same (save for the color), and Link (the protagonist, for those unaware) doesn’t have much personality.  Pretty much the entire plot to the game was contained in the booklet that came with it, so don’t expect much in the presentation department.  This is just a really simple looking game.

Pretty much everyone is familiar with the gold NES cart, but fewer are aware that in Japan the game was originally released for the Famicom Disk attachment.  This was never released in other parts of the world, which is what necessitated the inclusion of a battery for saving in the American cart.

Pretty much everyone is familiar with the gold NES cart, but fewer are aware that in Japan the game was originally released for the Famicom Disk attachment. This was never released in other parts of the world, which is what necessitated the inclusion of a battery for saving in the American cart.

Despite that though, it really didn’t take me long to get sucked in.  It actually didn’t take me as long as I would have guessed.  Once I got my feet wet and found that first dungeon I was off and running.  Things started coming back to me, I started getting used to how to approach each enemy again, and I started to have fun.  Lots of fun.  This game has no business being this good still.  It’s also crazy how similar it is to every game in the franchise.  It’s easy to forget where the series started when chasing down Ganondorf or watching Link turn into a wolf, but the same basic game design has remained the same since 1986.  It’s funny to me, and a bit misguided, how Nintendo has tried to give gamers a new experience by adding some silly gimmick to recent Zelda titles but has never really attempted to change the experience.  Majora’s Mask is probably the lone exception on console games, while the portable titles have mixed things up to some degree while maintaining a familiar interface.  Though even there, Nintendo has still muddled things with gimmicks like touch controls or trains.  Nintendo consistently fails to realize that it often implements change, like touch controls or the waggle controls on the Wii edition of Twilight Princess, for the sake of doing so and rarely addresses the actual gameplay experience.  Whether gamers are pressing a button or flicking their wrist, they’re still making Link swing a sword.

Tangent aside, it’s actually a great deal of fun to be reminded of where the series started.  I always liked this title back on the NES, and the sequel only reinforced that, so I suppose it shouldn’t surprise me that I still like it.  The game probably would be less fun for someone who has never played it.  There are so many little things one has to do to make it thru to the end that the game just doesn’t even clue you in on.  Throughout the game there are these old hermits living in caves that offer advice.  Some of it is cryptic but does have value.  Some of it seems like nonsense, a mistranslation perhaps.  Then there are other secrets that just have no indication whatsoever.  The entrance to Level 8 is one such thing where Link has to burn a random bush on the overworld map.  Most bushes aren’t affected by the candle item Link has to use to burn this one particular bush down, but the player is still expected to figure it out somehow.  I suppose this bush isn’t completely inconspicuous, but others are.  There are a few hidden stores or caves that a player isn’t going to find without help.  And that may have been the idea as there were numerous tip hotlines and the like for games back in the 1980’s.  Nintendo would get in on the action with Nintendo Power though this game arrived before that.  And Zelda games weren’t the only offender, but it’s something that really isn’t heard of in modern games.  We’d consider it poor design.  In other words, if this is your first time playing this game, expect to be in need of a walkthrough at some point.

The ones in blue are a pain to deal with.

The ones in blue are a pain to deal with.

Aside from some confusing moments, the game actually isn’t too difficult provided you know what you’re doing.  If one never upgraded the sword or Link’s armor then the game would get really hard.  I actually got the magic sword one dungeon later than I could have and that last dungeon with the mid-level sword was a bastard.  The game takes some getting used to in order to figure out just how close Link needs to get in order to defeat enemies.  Early on I found myself taking unnecessary hits but once I found my bearings I was okay.  Most of the enemies move faster than Link, and since this was before the invention of his spin attack, it can be challenging to keep them at bay.  The boomerang becomes Link’s best friend and remains so for most of the game as it freezes enemies on contact.  Keeping Link’s health maxed out is also a tremendous asset as that lets him shoot beams out of his sword.  Some enemies though are just plain hard to defeat without taking damage.  The wizrobes are probably the most challenging as they take 3 hits with the magical sword to defeat.  Striking them also doesn’t interrupt their movement or attack, and they can teleport all over the screen.  Needless to say, getting out of a room full of them without taking any damage is a true challenge.  The boss encounters, on the other hand, are all pretty easy as long as you know what you’re doing.  The final boss, Ganon naturally, can only be killed with a silver arrow and it’s entirely possible to reach him without ever finding said arrows making survival an impossibility.

Ultimately, I’m making this entry because I’ve been surprised with how much enjoyment I’ve been able to squeeze out of this title recently.  If you’re a younger gamer who never played the original Legend of Zelda then I suggest you do.  There are many options for playing it in this day and age as it’s been re-released more times than I can remember.  The easiest way to get it is via download from Nintendo and I think it only costs five bucks, but I’m not certain.  This is one title that has withstood the test of time, Zelda II on the other hand…


Walt Disney’s Lady and the Tramp

Lady and the Tramp (1955))

Lady and the Tramp (1955)

It wasn’t my intention to double-up on the Disney posts but with it being Valentine’s weekend why not take a look at one of Disney’s most famous love stories?  It’s kind of funny that arguably Disney’s best stab at a love story involves two dogs considering all of the prince and princess relationships they’ve produced over the years.  There’s something special and endearing about the romance of Lady the cocker-spaniel and that loveable Tramp.  I think it has a lot to do with the fact that most people like dogs and this movie was clearly worked on by such people.  It gives the story a genuine feeling.  There’s often a feeling of audience manipulation with these Disney tales be it the need to be a good boy found in Pinocchio or the importance of growing up in Peter Pan.  Lady and the Tramp isn’t so obvious with its message, if it has one.  It’s one of the simpler tales produced during Disney’s prime years, along with Dumbo, and some of that is likely due to it not being based on a popular tale of old.  Lady and the Tramp is just a nice piece of entertainment, and one of my favorite Disney movies to date.

Incidentally, the fact that Lady and the Tramp wasn’t based on a well known story made Walt Disney nervous.  He felt that audiences would be less interested in the film as a result so he made sure a novelization was released before the film.  There was also a Disneyland TV special that aired before the movie premiered and basically went over the entire plot (this is included on the DVD and Blu Ray release, for those interested) scene for scene.  I don’t know why Disney felt that way, but it does seem odd to me.  I’ve also considered it one of the film’s strengths that it’s not a retelling of a popular fairy tale.  Those stories are well and good, but there’s little surprise for even younger viewers.  Also surprising is that the film was not well received initially.  Audiences gobbled it up but critics hated it, even panning the artwork.  Such a notion seems shocking to me when I watch it today and it seems like all of the critics that hated it either changed their mind or are dead.

If the puppy Lady sequence doesn't warm your heart then you simply have no soul.

If the puppy Lady sequence doesn’t warm your heart then you simply have no soul.

Visually, Lady and the Tramp is a remarkable picture.  Disney artists have become famous for their attention to detail when it comes to drawing animals.   Look up the making of pretty much any such picture from them and you’ll find the artists drawing from real life as they observe their subjects.  They’ve been doing it for years and it becomes clear why when watching any such film because the animals move and react in fantastic ways.  The common and expected movements of walking, sitting, begging, running, and so on are spot on for the canines in this film.  The subtler ones are also perfect such as when Lady is confused or is trying to get her beloved Jim Dear’s attention.  The animators also clearly want the audience to experience this world as the dogs do.  Every scene is from a dog’s point of view as Lady’s home is always displayed at floor level.  It’s rare to see a human’s face and often the people in the background are still paintings.  The animators want you to focus on the dogs, the humans are just ancillary.  Lady and the Tramp is also noteworthy for being the first animated feature to be shot in wide-screen Cinemascope.  This is a plus as it gives us even more artwork to take in!  Whether it’s the dogs themselves or the lovingly painted scenery, this film is a feast for the eyes.

These cats are jerks.

These cats are jerks.

Disney films are often as famous for their visuals as they are their songs.  Lady and the Tramp is more subtle in its use of music but is fantastic in its execution.  The music all works within the narrative and even after immediately watching it I have to think hard to remember when the film breaks into song.  That’s because it’s used so effectively and works with the picture as opposed to being an in-film music video.  One of the more popular spots for song is the introduction of the siamese cats (“We are siamese if you please,”) which is short and effective and sure to stick with you.  The most famous song though is easily “Bella Notte,” the song sung to Lady and Tramp by the italian restaurant owners during their iconic scene.  I’m not sure if there’s a more famous scene in any other Disney feature than the one where Tramp and Lady share their famous plate of spaghetti.  Describing the scene to someone who has never seen it is futile.  It sounds cute but utterly ridiculous.  The scene was shot and animated with such care though that it works.  It will charm you the first time you see it just as much as the fiftieth.

The animators had no trouble getting these dogs to display a wide range of facial expressions.

The animators had no trouble getting these dogs to display a wide range of facial expressions.

The film looks great, the film sounds great, but it wouldn’t be anything without a good plot.  Lady and the Tramp was a combination of storyman Joe Grant’s own tales about his English Springer-Spaniel and a short story Disney himself enjoyed called “Happy Dan, the Whistling Dog.”  It’s a tale about two worlds colliding as the upscale Lady falls in with the lowborn Tramp.  Tramp is a tramp of his own choosing apparently and rather enjoys his carefree lifestyle where as Lady can’t imagine life without her masters, Jim Dear and Darling (if Lady is aware of what their real names are she doesn’t let on).  Lady is introduced in the film’s first scene as Jim presents his wife with a Christmas present containing her.  The sequence that follows is perhaps the film’s best as we see the young couple get introduced to life with a puppy.  Jim wants to be stern with Lady on her first night and establish a nightly pattern where as Lady just wants to sleep with her new mom and dad.  Lady, of course, wins out and gets accustomed to life as the center of attention in the household.  It’s not until Jim Dear and Darling are expecting their first child that she gets a peak at what life could be like as second fiddle.  This is how Tramp is able to work his way in initially, and when Aunt Clara comes to babysit and views Lady as a nuisance, Tramp is there to seal the deal.  Lady gets a taste of what life is like for Tramp, the good parts and the bad, and our budding lovers are forced to confront their differences and Tramp is shown he needs to change if he wants to win the heart of his Lady.

Some Disney stories are scary and some are even sad, but Lady and the Tramp shuns most of these conceptions and remains a mostly fun picture with a very warm and happy outcome.  There are some scenes featuring action and suspense that may be a little frightening for young children, but this one is pretty tame by any standard.  Dog lovers will especially fall in love with this picture as it’s practically a love letter to our canine compadres and really only presents them in a favorable light.  Maybe those who do not have much affection for dogs will find this one harder to enjoy than others, but for my money this is one of Disney’s most watchable films and belongs in any movie collection.


Walt Disney’s Peter Pan

Walt Disney's Peter Pan (1953)

Walt Disney’s Peter Pan (1953)

The story of the boy who shunned time and refused to grow up is a timeless one that has captured the hearts of many who experienced it.  Michael Jackson was famously said to be obsessed with the story.  He probably took things too far.  Walt Disney was another individual who found the story captivating and the producer within knew he could market it to a wide audience.  He was so eager to get Peter Pan into production that it was originally planned as the follow-up to the hugely successful Snow White and the Seven Dwarfs but the technology of the time wasn’t where it was needed in order to fulfill Disney’s vision.  Disney also had a harder than expected time of securing the rights to create the film.  All of this meant putting Peter Pan off for a little while and it would eventually see release in 1953 making it the 14th film in the Disney Classics series.  It was also the last Disney film to be released via RKO while later pictures would be released through Disney’s own Buena Vista Distribution.

Watching old films from my youth can be enjoyable for many reasons.  There’s the intrinsic nostalgia value of seeing something I remember fondly.  There’s also the feeling of a new discovery.  Peter Pan falls into the latter as it wasn’t a film I was exposed to much as a child.  VHS tapes could be pretty pricey when I was a kid, especially Walt Disney releases that tried to make things seem more special with better packaging and a heightened sense of tradition.  The whole vault concept was around then too, which for those unaware, is the concept by Disney of only supplying stores for a set amount of time with a given film before ceasing production.  I remember the commercials would make it seem like these films would never be released again, which of course wasn’t true as most have been released multiple times since.  As a kid, I never owned Peter Pan or saw it in theaters but I was exposed to it.  It’s possible I had only seen it once before watching it recently following its latest release on Blu Ray.  This kind of viewing experience is almost more fun as I get to approach the film almost for the first time where I’m more apt to take notice of the things I wouldn’t have as a kid.  For the most part, only the film’s opening scene felt familiar to me.  I attribute that to a poor attention span as a child.  Even something with a running time under 80 minutes is a long period for a child to sit still.  More often than not, when a movie was put on in front of me I’d watch the first twenty minutes before being inspired to play.  Only the most exciting moments could hold my attention.

Peter's grand entrance.

Peter’s grand entrance.

The film opens with the audience being introduced to the Darling family.  The Mr. and Mrs. are getting ready for a party while the children are getting ready for bed.  Mr. Darling is presented as a bit of a neurotic while Mrs. Darling is calm and together.  The eldest of their children, Wendy, is a bit of a romantic with a love of fairy tales, especially Peter Pan.  She has two younger brothers, John and Michael.  John is the brainier of the two with a very naive sense of the world around him as illustrated by his willingness to fight pirates and Indians.  Michael is the youngest and most impressionable.  They’re all of a good nature with Wendy being the most strong-willed and the boys the most impressionable.  Nana, the nurse dog, may be a canine but embodies the characteristics of a nanny.  She dotes on the children and tries, in vain, to keep the nursery clean and organized.  She is only slightly anthropomorphized in that she doesn’t speak or display any ability to maneuver in a way unfamiliar to a dog but is obviously of a human intelligence.  A series of events leads to Mr. Darling getting short with the children and expressing a need to his eldest that she grow up.  Wendy, unlike 99.9% of young girls, is heartbroken when her father informs her it’s time she move out of the nursery and into her own bedroom.

Peter Pan is introduced soon after as the Mr. and Mrs. leave for a party with the children tucked in for the night.  Peter is presented as a boy of about twelve who embodies all of the characteristics of a child but heightened in a way to make them obvious.  He’s brash, egocentric, and almost incapable of anything resembling empathy.  He takes no situation seriously and is used to getting his way.  He’s also fun-loving, care-free, and eager to share the fun experiences of life with other children.  He has no desire to mature and grow up and seeks only to play for the rest of his days.  With him is Tinker Bell, his pixie companion, as the two are attempting to retrieve Pan’s shadow which somehow ended up in the Darling household.  The children are delighted to meet the real Peter Pan, and when he proposes they join him in Never Land, the boys are most excited to go.  Wendy is a bit more reserved but the thrill of flying and seeing Never Land is too much for her to ignore.

Captain Hook is consumed by his need for vengeance against Peter Pan, who famously chopped off his hand.  I wonder what he was called before that happened?

Captain Hook is consumed by his need for vengeance against Peter Pan, who famously chopped off his hand. I wonder what he was called before that happened?

The setting of London is presented always at night giving it a cold and charmless quality.  Never Land is almost always presented during the day and is bright and colorful.  It’s populated by a host of interesting characters that are both charming and menacing though rarely scary.  Even the film’s chief villains, the pirates, are presented in a colorful manner.  The man-eating crocodile, who seems to only have an interest in Captain Hook, is more funny than frightening and even the youngest of children are unlikely to be scared by this film.

Captain Hook is the film’s primary antagonist.  He embodies all of the characteristics of a traditional Disney villain.  He’s mean-spirited, hot-tempered, cowardly, and manipulative.  The film suggests a mutiny may play out early in the film as Hook has kept the ship docked in Never Land as he has become obsessed with getting revenge against Pan, the boy who chopped off his hand and fed it to the crocodile.  His first mate, Mr. Smee, is his most loyal servant that is ceaselessly bossed around by Hook.  The film hints that he may be a decent person but never expressly confirms that.  Also joining the supporting cast are the Lost Boys who all dress in animal-like costumes and follow Pan whole-heartedly.  There are Indians on the island of Never Land as well who appear to engage in a friendly rivalry with the Lost Boys until the chief’s daughter, Tiger Lily, goes missing.  Perhaps the most interesting member of the supporting cast is none other than Tinker Bell.  Tinker Bell has become a popular character with young girls in recent years, even starring in her own series of direct-to-video movies.  I’ve never seen any of those films for what I hope are obvious reasons, so I don’t know how she is portrayed in them but I assume it is not how she is portrayed in Peter Pan.  Young fans of the character may be surprised to see she is a jealous, brat of a pixie.  Her actions can, in part, be blamed on Peter who she clearly has strong affection for but he is dubious of such feelings.  She is almost instantly jealous of Wendy and the attention Peter gives her.  Tinker Bell is so jealous and spiteful of Wendy that at one point she attempts to trick the Lost Boys into killing her.  Her actions actually cast her as a minor villain to Hook’s role of primary antagonist.  Only by redeeming herself in the end does she avoid the label of true villain

Tinker Bell has become a star since her debut in "Peter Pan," despite being a very unlikable character.

Tinker Bell has become a star since her debut in “Peter Pan,” despite being a very unlikable character.

The story plays out rather expectedly with Wendy eventually seeing the faults in Peter’s view of the world and accepts the responsibility of growing up.  There’s a spectacular confrontation between Pan and Hook, while the stubborn character of George Darling sees the beauty in viewing the world through the eyes of a child.  It’s a nice little tale on the wonders of youth that doesn’t beat the audience over the head with the notion of being a responsible adult.  As with pretty much all Disney films, the exquisite visuals are set to song at times with most of the songs fitting into the narrative of the story as opposed to the broadway approach of the recent animated outputs.  The only exception to this rule is the film’s most famous song, “You Can Fly!,” which occurs during the flight from London to Never Land.  It’s a fun, uplifting, tune that is very much in the same style as all of the Disney songs from that era with a choir of individuals used for the vocals.  It has that old, fuzzy, quality to the vocals but still manages to sound clear.  “A Pirate’s Life” is probably the other well-known song from the film, with the “What Made the Red Man Red?” being known for more dubious reasons (more on that to follow).  As someone who doesn’t often enjoy the song portions of Disney films, I can say these are not too intrusive but I did grow bored with most of the sequences, the only exception being the flying scene.  “You Can Fly!” is the kind of uptempo song I can get into and enjoy and the scene is just long enough that it doesn’t overstay its welcome.

The film is not without controversy, as illustrated by this image.

The film is not without controversy, as illustrated by this image.

Over the years Peter Pan has become noteworthy for reasons beyond its visuals or story.  The portrayal of the Indians has become somewhat of a touchy subject as it contains many of the old Hollywood stereotypes.  When first encountered they greet others with the tired expression “How?,” and often charge into a scene with the battle-cry formed by shouting while patting their mouths repeatedly with an open palm.  Their skin is of a reddish tint, some being obviously exaggerated, and the children hold a negative view of the Indians.  At least John and Michael do, while the Lost Boys basically view them as playmates.  The film early on teases that Indians are a savage and stupid lot, but this is the viewpoint of the naive John and the film dispels this notion by having him humorously outsmarted by the Indians while he explains their stupidity to the other boys.  For anyone who grew up being able to view old Looney Tunes shorts on television, the portrayal of Indians in this film is far from shocking.  This was commonplace for the era and as recently as the early 90’s this kind of thing was shown during children’s programming.  I learned in school at a very early age that this was not an honest portrayal of Native Americans, and kids today might not even be familiar with the old “How?” greeting, but some unfamiliar with this film who buy it for their kids may be caught by surprise.  To add a little extra shock value is the musical number “What Made the Red Man Red?” which is certainly not politically correct by today’s standards.  I find it hard to get worked up by the number though, considering the most popular sport in the country today has a team in the nation’s capital called the Redskins.  Beyond the reference to color, I didn’t pick anything out of the song that sounds particularly offensive, but I’ve never read the lyrics either.  Apparently it suggests they became red as a result of blushing in their pursuit of women or something.  Unquestionably, if the film were made today the song wouldn’t exist and it’s possible the Indians wouldn’t be included at all.  If it sounds like something that would bother you then by all means look elsewhere for entertainment.  There are plenty of other animated films out there with less controversial material.

On the whole, Peter Pan is a mostly enjoyable film and, controversy aside, a fairly harmless one at that.  It doesn’t set out to make any bold, life-affirming statements and exists primarily as entertainment.  As far as visual entertainment goes, it’s well done though it lacks a definitive visual moment such as Monstro from Pinocchio or the forest fire in Bambi.  The flying sequence comes close, but falls a bit short of iconic status.  It makes up for this with its signature song, “You Can Fly!,” and by having a very even presentation with no wasted scenes.  At a running time of just 76 minutes, it doesn’t overstay its welcome and has a neat and tidy presentation.  It’s an entertaining movie, more so for children than adults, but it does possess the ability to charm even older audiences.  I don’t love it like I do some of the other Disney animated features, but it’s something I can watch from time to time and it’s a film that’s worthy of the term “classic.”


Catching up with ESPN NFL 2K5

images-72It used to be that the world of sports video games was a free-for-all.  While various movie, television, and comic book licenses were sold off to developers, seemingly anyone could produce a football, baseball, basketball, or hockey title and pony up the dough to get a professional league’s endorsement of their product.  Before that happened though, publishers had to first find out there was value in that.  It used to be that most sports games were just about the sport.  Most of the games on the NES and before were just called Baseball or Football while other publishers would get a little more creative and gives gamers a title like Blades of Steel.  Eventually publishers saw the value of marketing with star power, but before they went the route of acquiring full league licenses they tried the marque player route that put Larry Bird on our 2600.  I don’t know what the first game to get a full league license was, but I do know that the first one I played was World Series Baseball on the Sega Genesis.  All of the teams I was familiar with were now present as were the different players.  Licensing agreements between leagues and their respective player’s unions made this possible (even though some mega stars liked to opt-out of these agreements and annoy gamers throughout the country; I’m looking at you, Michael Jordon) and sports games became more authentic as a result.  This was the status quo for a long time and for some leagues it still is.  For football though, that’s no longer the case and hasn’t been for a long time.

This was basically the cover of every sports game pre 1994, just swap out the athlete with another.

This was basically the cover of every sports game pre 1994, just swap out the athlete with another.

EA Sports has been the king of the virtual football world for a long time now.  Originally Tecmo held that honor with its popular line of Tecmo Bowl games but when those failed to evolve EA, partnered with John Madden, stepped in.  EA’s games thrived during the 16 bit era, especially on the Genesis which performed exceptionally well in the United States.  There were other competitors, most notably Acclaim and eventually Sony’s 989 Studios, but Madden was generally regarded as the best.  When EA announced that it would not support Sega’s new Dreamcast console it was a mighty blow to the doomed machine.  Sega had more or less won the 16 bit wars with sports titles but now found itself without its star general.  Sega did what only Sega could do:  develop its own NFL game.

Visual Concepts and Take-Two Interactive led the way with the inaugural NFL 2K in the late summer of 1999.  Sega showed off an impressive demo at E3 earlier that year that had caught the eye of many gridiron gamers but few really expected Sega to deliver a game in its inaugural year that was worthy of challenging Madden.  Sega had put out a few football titles on the Genesis but making a football game in the 3D era was totally different. The naysayers were proven wrong as NFL 2K was a critical and commercial success for the fledgling Dreamcast, and even though it wouldn’t be enough to save the console, it proved worthy of hanging around.  It’s timing was perfect too as Acclaim’s Quarterback Club was growing stale, and 989’s NFL Gameday had completely fallen off.  Madden was left to run unopposed for the most part, and needed a worthy adversary to prevent it from sharing the same fate as its vanquished foes.

Though it may be hard to imagine today, Madden was mostly geared towards casual players back then.  The game was at its best, and most fun, when dropping back to launch a deep ball down the sideline to Moss.  No longer confined to the world of two-dimensional sprites, Madden was fully realized in 3D but the oddly proportioned and stiff animating player models left something to be desired.  NFL 2K was the shiny new muscle car parked next to the Madden station wagon.  It was faster, leaner, and more explosive.  Running the deep post with Moss was now even more fun than it was before, and things like running the ball and rushing the passer no longer felt like chores between pass plays.  Madden wanted you to have fun, NFL 2K wanted you to experience NFL football.

Go ahead, try and stop him.

Go ahead, try and stop him.

The debut game was not perfect, and a lot of the front end needed some polish, but the presentation shined in other areas.  Commentary from the fictitious duo of Dan Stevens (Terry McGovern) and Peter O’Keefe (Jay Styne) felt vibrant and alive even without the name recognition.  A sports ticker scrolled by to update the player on other games and replays were used judiciously.  When dropping back to pass, the player no longer had to call up the button assignments for receivers, they were already present.

Visually, the game was a tour de force when compared with Madden.  Madden did a good job with player faces, but 2K topped them everywhere else.  They were better proportioned, but mostly they just plain moved better.  Madden was always stiff and steering a running back thru the defense felt like steering a boat.  In 2K, players were quick and cutting left and right.  When the gap between blockers was minimal they turned their bodies to squeeze thru the tiny hole.  When the ball was in the air receivers would leap over defenders if they had to in order to pull it down while a tiny scat-back would get blown up if trying to truck a stout middle linebacker.

Playing the game was also fast and just generally more entertaining.  Passing the ball was a true blast as so many weapons were made available to the player.  Quarterbacks were not restricted to the play called as far as how the ball would travel thru the air.  If the player wanted to lob it, he could.  If he wanted to put a little extra mustard on the throw to zip it into tight coverage, he could.  Maximum Passing meant players could intentionally under or over throw targets with a flick of the analog stick.  Have an agile receiver running outside with a corner over him?  Under throw him so only he has a play on the ball.  Have a tall receiver streaking towards the back corner of the end zone?  Take advantage of his height and toss it up.  He may not come down with it, but neither will the defender.  Knowing how to pass the ball to each receiver is a must for continued success.  If your stone-handed blocking fullback is open in the flat it’s best to lob him a softy than toss him a bullet that will probably bounce of his face-mask.  Knowing your personnel is equally important in the running game as scat-backs like Warrick Dunn are not likely to find much success between the tackles.  Get those guys in space where they can spin and juke their way to pay-dirt and leave the stiff arms and truck maneuvers for the likes of Mike Alstott.  NFL 2K also proved that defense could be fun.  Playing the line and rushing the passer was a game of cat and mouse.  You may find initial success with a certain technique but offensive lines will adapt and double you if necessary.  Playing in the secondary and trying to stick to a receiver was extremely difficult and only for the true pros, but hanging back and making plays on the ball with a safety was both rewarding and fun.

NFL 2K was here to stay, and though Madden routinely topped it in sales, EA wasn’t pleased to have legitimate competition.  EA was especially perturbed when 2K5 (now dubbed ESPN NFL football) was released for only 20 bucks.  This was the last straw and soon EA locked up the NFL license (along with the NCAA, Arena League, and others) and basically put an end to Sega’s annual football game.  This was especially unfortunate as 2K5 was a godsend for football fans.

The addition of the ESPN license meant full animated game intros hosted by a virtual Chris Berman.

The addition of the ESPN license meant full animated game intros hosted by a virtual Chris Berman.

Earlier games in the series had their own issues.  Not all would be solved but by the time 2K5 came around a lot of them would be.  Earlier games featured an over-powered run game.  Perhaps VC and Sega really wanted to make running the ball as fun as passing, but by making it so effective they messed up the balance.  Changing the blocking patterns and playing up to the difference in backs (power vs finesse) helped to solve this.  The dreaded suction-blocking was also less of a problem come 2K5.  Suction-blocking is a fan-coined term that described the game’s programmed blocking animation that forces a defender to engage.  Even when controlling a defender manually, it was something the game forced upon those who played.  Madden was plagued by it too and would be for some time longer but 2K found a way to nearly eliminate it come 2K5 (though it was still hard to disengage from a blocker).  Earlier games were light on options and Madden seemed to always trump 2K in this department, but 2K5’s franchise mode was quite robust and a series of challenges in the ESPN 25th Anniversary section kept gamers busy.  Other additions, like the virtual Crib and first-person football, were there for those who wanted it but were mostly duds.

ESPN NFL 2K5 is kind of like the NFL equivalent to WWF No Mercy.  A lot of football fans to this day still feel it’s the best of the best.  I was a 2K guy and before the series went multi-platform I rarely played a football game.  Madden never felt right to me, and the most fun I had with a football game was NFL Blitz.  NFL 2K2 was my first taste of the series and I was hooked.  To this day, I’ve only owned two versions of Madden with all coming after the exclusivity agreement.  Neither entertained me as much as 2K5 did, though the inaugural Madden on the Wii did entertain me for quite a while.

Visually, the game is no longer a tour de force but is far from ugly.

Visually, the game is no longer a tour de force but is far from ugly.

With the NFL season winding down, I’ve been going back to 2K5 recently to see how it holds up.  A lot of the flaws I remember still jump out at me.  Lead blockers can be annoyingly dumb.  Perhaps it’s because of the whole suction-blocking thing getting blown up, but a lot of the times a blocking fullback will run right by a blitzing linebacker or defensive end and head straight for the next level.  This does my running back no good since he doesn’t have a chance to get into the secondary when a guy is already all over him at the line scrimmage.  Receivers tend to be too stone-handed with 3 or 4 drops a game from my receiving corps being a common sight.  I know guys are going to, on occasion, drop an easy one but it seems to happen too often.  Defensive backs are also really good in man coverage.  While receivers are not omniscient, they don’t know the ball has been thrown in their direction if they haven’t actually turned to look, corners seem to know exactly when to break off their assignment whether they’re watching the QB or trailing a receiver.  It makes it hard to find the “gimme” completions and even check-downs can be an adventure (why do so many check-downs to backs in the flat or receivers running out patterns result in incompletions?!?).  There’s also the matter of the near game-breaking QB evasion moves initiated by flicking the right stick.  Even statues like Drew Bledsoe can shrug off what looked like a sure sack and as a result I rarely use it because it feels cheap.

Not everything VC brought to the table proved to be a good idea.

Not everything VC brought to the table proved to be a good idea.

A lot of this stuff would be rectified by now as most are AI problems.  And at least it goes both ways.  The CPU will miss out on some easy completions because of receivers that can’t make a clean catch.  And your team will also have some pretty sticky cover guys of its own to roll out.  Since the 2k series was shelved, Madden has adopted a lot of what made the series great including guided passes and placing more emphasis on animations.  2K is still fast though, even compared with the current games, and still a blast to play.  I love approaching the line, checking the coverage, and adjusting the play on the fly.  I wish there were more robust audible options, but the hot routes make the majority of plays incredibly customizable.  If a defender is playing way off the line I’m happy to check into a short pattern and if I notice a corner has no safety help on a speedy receiver I’ll audible to a fly or slant pattern.  The adaptive AI reduces the presence of money plays which dogged older football games.  Sure, most will still have a few go-to plays for certain situations but good gamers will experience the full playbook as opposed to a handful of the same plays.  Few things are as rewarding in gaming as executing a perfect stop-and-go with an expertly timed pump-fake followed by a deep lob over the top.

My head tells me that the recent versions of Madden have likely trumped ESPN NFL 2K5 at this point.  The game came out over 8 years ago so surely it’s been improved upon by now.  My heart though won’t allow me to admit it.  When I play Madden I enjoy it but it doesn’t pull me in.  When I turn on 2K5 for a game I can’t stop at just one.  Not even the dated rosters can dim my enjoyment of this one though it does sadden me that the series was cut down in its prime.  There is hope though as EA’s license agreement with the NFL will expire at the end of this year and it was announced that Take-Two will revive its long-dormant NFL franchise in 2014.  It seems hard to believe that the developers could come in and create an exceptional football game after 10 years without the NFL license, but that just puts Take-Two and Visual Concepts in the same position they were in back in 1999 and we all know how that turned out.


THQ Wrestling Games: End of an Era

200px-THQ_logo_2011.svgJust last week an auction took place in which all of the assets held by video game publisher/developer THQ were sold off as part of a bankruptcy filing.  Several games the company was known for will either cease to be or exist in a new form and smaller developers now find themselves being assimilated into much larger publishers.  Not to be forgotten are all the jobs that will be lost either by THQ no longer existing or by layoffs from the purchasing parties.  As someone who has been part of an acquisition I can say it’s not a fun experience and there’s lots of uncertainty for those involved.

What’s is certain is that THQ will no longer be in business, and as such, it’s partnership with World Wrestling Entertainment has come to an end.  THQ’s involvement with wrestling games predates the WWE license acquisition and fans have been enjoying THQ branded wrestling games for well over a decade at this point.  For the WWE, its license is now in the hands of Take-Two and 2K Sports who will only be the third publisher to hold the much coveted property.  What remains uncertain, is if developer Yukes will have any involvement with future games.  It’s entirely possible that Take-Two won’t want to ruin a profitable arrangement and hire Yukes to develop the successor to WWE ’13.

Such questions will be answered eventually, most likely at E3 if not sooner, but now is a time for reflection.  THQ’s wrestling games provided hours upon hours of enjoyment for myself and other gamers out there, but which games will THQ be remembered most for?  And also, which were the best and most ground-breaking titles?  The following is one man’s opinion on the five best wrestling games released by THQ:

WCW_vs._nWo_-_World_Tour_Coverart5. WCW vs nWo: World Tour (1997)

For most gamers, myself included, this was the first wrestling game any of us experienced that made us feel like we were part of the action.  Developed by Asmik Ace Entertainment and AKI, World Tour introduced to American audiences a whole new way to experience a wrestling game.  Prior games were little more than brawlers with a few noticeable moves and contemporary games like WCW Nitro and WWF Warzone were overly complicated and seemed inauthentic.  World Tour sacrificed some realism for entertaining gameplay and made use of a grapple system that allowed players to access various moves.  The whole system was rather simple and each wrestler essentially controlled the same, but the experience was truly captivating and horribly addicting.  I never owned this game for I didn’t own a Nintendo 64 at the time, but I rented it several times and always had a blast with it.  The sequel, WCW vs nWo:  Revenge is basically the same game just with a fresher coat of paint, so World Tour gets the nod on this list for being the originator.  This was the start of a very profitable relationship for AKI and THQ.

4. WWF Smackdown:  Here Comes the Pain (2003)

The console wars of the 32 bit era never approached the fever pitch that was the 16 bit era, but Playstation vs N64 was still a pretty solid rivalry.  Playstation tended to have the more mature games while the N64 had the classic Nintendo franchises to keep people happy.  One thing N64 gamers had over PSX gamers was wrestling games as the ones put out by THQ easily trumped the best Acclaim had to offer.  This rivalry extended into the wrestling word as it pitted WCW vs WWF who were in a dogfight to establish supremacy over television thru the now famous Monday Night Wars.  Eventually, WWF would overtake WCW and soon THQ would jump ship and partner with WWF to bring the WWF experience to console gamers.  THQ handed the license over to AKI and basically told them to turn Revenge into a WWF game, while Playstation gamers were asked to trust in a mostly unknown developer called Yukes.  Yukes was popular in Japan for its wrestling games over there, and soon their fast-paced brand of wrestling action was available state-side as WWF Smackdown.  Smackdown was an instant success and offered an almost completely different experience from the slower-paced AKI games.  The first game was rather bare bones while the second introduced a robust single player game and create-a-wrestler.  The series really cemented itself though with the Playstation 2 title Here Comes the Pain.

Previous Smackdown titles eschewed the grapple mechanics of the AKI games and opted to allow players to skip the grapple and initiate moves from a standing position.  Here Comes the Pain slowed things down just a touch and brought in a linking grapple system that helped lend a new level of authenticity to the matches and open up the move-sets.  This major addition to the gameplay combined with a wide selection of match type makes Here Comes the Pain the best of the original Smackdown series.

In Day of Reckoning 2, submission holds did more than just inflict pain.

In Day of Reckoning 2, submission holds did more than just inflict pain.

3.  WWE Day of Reckoning 2 (2005)

Into the era of the Playstation 2, Xbox, and Gamecube, THQ continued to opt for a different WWE themed franchise for each console.  While the Playstation brand held onto the Smackdown series, new ones were created for Xbox and Gamecube.  Xbox was given the lackluster Raw games while Gamecube got a new Wrestlemania themed one.  It wasn’t much better, but eventually it would be scrapped and Yukes would be called upon to create a new themed franchise which was dubbed Day of Reckoning.  Day of Reckoning was sort of the spiritual successor to the popular AKI games from the N64 days.  DoR put the emphasis on grapples and introduced a new system where submission moves took on new meaning.  This was the result of the inclusion of a stamina meter and limb-targeting.  The single player was also the most involved of any to date and even carried over (in a narrative sense) from the first game.  The game also looked excellent and sported an excellent create-a-wrestler mode.  If it was lacking in anything it was a defining match type.  Still, this one is a dark horse candidate for best of all time.

2.  WWF No Mercy (2001)

Some fans, to this day, still proclaim WWF No Mercy the best wrestling game ever created.  That’s high praise, especially if one steps outside the WWF/WWE/WCW games and includes the excellent Fire Pro series.  Undeniably, a huge reason for such claims is nostalgia and the good memories many have of the game.  No Mercy was the sequel to the first WWF/THQ game Wrestlemania 2000, which was basically WCW vs nWo: Revenge with a palette swap.  No Mercy brought a more robust single player game, new match types, and still retained the same tried and true gameplay that just wouldn’t get old.  There was also a nice rivalry between this game and Smackdown 2.  Fans of Smackdown pointed out how their game had Hell in a Cell and TLC match types while No Mercy fans held fast to the simulation cred the AKI games had garnered.  Whatever side you were on, you had a great game and No Mercy is still a fun experience today.  If you want more thoughts from me on No Mercy, check out this entry I made last year on the subject.

1.  WWE Smackdown vs Raw 2006 (2005)

The Buried Alive match was something fans had been asking for for a long time.

The Buried Alive match was something fans had been asking for for a long time.

The Smackdown vs Raw games were part of a new directive from THQ.  Someone wisely figured out that THQ was only competing against itself by putting out multiple WWE games a year.  While hardcore fans loved it and may have bought multiple games, most picked a series and stuck with it and the development costs just didn’t make it worthwhile.  So it was a sad day when franchises like Day of Reckoning came to an end with the Smackdown vs Raw series taking over.  It was basically a continuation of the standard Smackdown series, but overtime that game became more sophisticated, more varied, to the point where it resembled the original titles in the series in name only.  The gameplay was still quicker than the sluggish AKI games, but not cartoonishly so.  Each wrestler had various different grapples they could initiate which was just the starting point for unleashing pain upon the opposition.  Now games truly started to emulate the television product.  Yukes found a way to make a realistic wrestling sim while also keeping it fun to play.  A bunch of new takes on old matches, and new additions like the Buried Alive match, also enhanced the fun factor.  The GM Mode, while never truly realized, was also a fun diversion and the create-a-belt feature is superior to the current one in WWE ’13.

So have all of the games to follow these been inferior?  Not necessarily.  If I lined them all up and played them for an hour each I’m not sure which game I’d enjoy the most, it’s just that the current games have done little to advance the genre.  In that respect, maybe it’s a good thing for gamers that the WWE license is changing hands.  It might be nice to see what a developer new to the franchise could come up with.  If Take-Two intends on releasing a WWE themed game this year, it may opt to reach an agreement with Yukes for at least one more game since development on WWE ’14 was likely already underway.  And in turn, Take-Two could hand the license off to one of its development teams to get cracking on a game for 2014.  Time will tell, but Take-Two has its hands full if it wants to make fans forget about the glory days of THQ.


Greatest Games: Xenogears

Xenogears (1998)

Xenogears (1998)

For me, all of my entries in my “Greatest Games” subcategory have been building towards this one.  My intention with the series was to present some of the games I felt were among the best I had ever played while shying away from the obvious choices.  After all, plenty has been said about A Link to the Past or Super Metroid.  While I made entries about Chrono Cross and Twisted Metal Black I was constantly looking ahead to that one game I preferred above all others.

Xenogears arrived during the RPG boom of the late 1990’s.  Developed by Squaresoft under direction from Tetsuya Takahashi, the game was originally supposed to be Final Fantasy VII but it became too dark and too sci-fi in nature to continue as such.  Takahashi was allowed to continue with the project as opposed to seeing it outright canceled but at a much reduced budget (more on that later).  Many Final Fantasy collaborators contributed to the project including executive producer Hironobu Sakaguchi.  When the game was complete, most of the staff would go on to develop Chrono Cross before eventually departing Square with Takahashi to form Monolith Software.

The game begins with our hero Fei in a rather innocent setting.

The game begins with our hero Fei in a rather innocent setting.

Takahashi was nothing if ambitious when creating Xenogears.  It was conceived as being just a part of a much larger narrative and is in fact titled as Episode V in the game’s credits.  The narrative focus of the game is epic in scope with a lot of talking points and several cut scenes, some of which are done with CG and others in full animation.  It’s a long game, one that will take most players around fifty hours to complete on the first play-through.  It’s story focuses on the young Fei Fong Wong, a typical RPG lead in that he has no family and knows very little about his past.  The plot will see Fei discover his true purpose, which is of course a significant one, as he journeys across the globe with a cast of characters out to save the world.  The story is nothing new in setup, but how Xenogears approaches it helps to differentiate it from the flock.  There are many religious undertones to the game’s narrative, some of which nearly scared Square out of an international release.  The game takes itself very seriously and though there are moments where comedy is utilized they’re not frequent.  The game has been criticized for being too pretentious, but it is a fairly enjoyable experience even if it can be hard to understand.

Part of the reason many consider Xenogears to be so pretentious is due to the fact that it tries to be too many things.  There are elements and themes taken from classic philosophy as well as modern sci-fi conventions found in the likes of Blade Runner.  The plot of the game seems to bounce around in focus with lots of twists and turns.  It’s fairly common for games in this genre to start off with one goal and finish with something completely unrelated, but Xenogears takes it to a new level.  The game does a good job of remaining interesting the whole way through but perhaps it would have benefited from a tighter structure.

Giant robots called gears play an important role in Xenogears.

Giant robots called gears play an important role in Xenogears.

The gameplay for Xenogears incorporates a lot of genre staples but also introduces some new concepts.  Players travel from town to town either on foot or via transportation and can talk and engage with non-player characters along the way which is often necessary to advance the plot.  Battles are initiated via random encounters on the overworld map or in dungeons.  Once a battle is commenced, the player takes control of a party of up to three individuals chosen beforehand or dictated by the game.  From there it’s a variation of the Final Fantasy Active Time Battle system where a speed score dictates the order and frequency of each character’s attacks.  When it’s the player’s turn, the options are also fairly straight-forward and include attack, defend, run, item, or magic.  The magic command is usually called ether or spirit but functions in the same way as a typical magic attack in most RPGs would.  When the player selects a standard attack is where things change.

In Xenogears, each character has a certain amount of attack points that can be used per turn.  At the beginning of the game there are six per character, but it increases over time.  Each face button on the Playstation controller corresponds with an attack command and has a point value:  triangle is one, square is two, X is three, and circle cancels or ends the attack.  A player can combine the buttons in any way up to the maximum available or use as few as one.  Certain attack combinations will trigger deathblow animations where the character will execute a more powerful move.  Performing the necessary sequence over and over is the only way to learn them but the game keeps track for you in the menu so you don’t have to guess.  The buttons do not have to be entered with any sort of speed so it’s not like a rhythm game or a fighter.  If the player chooses to use fewer than the available attack point total then the remainder goes into a bank for the rest of the confrontation.  As the player accumulates additional attack points, combos become available.  Combos basically allow the player to chain deathblow attacks in one turn allowing for a massive amount of damage to be unleashed.  As a result, most encounters (particularly boss encounters) end up being a balancing act where the player has to decide if it’s better to go all out from the start or build a character (or characters) up to unleash a giant combo.

Cut scenes like this nearly kept the game from getting a release outside of Japan.

Cut scenes like this nearly kept the game from getting a release outside of Japan.

That’s just one half of combat as Xenogears’ main feature is that of gear combat.  Gears are giant robots piloted by the game’s protagonists and allow the player to take on much larger foes.  Each character has access or will gain access to a gear during the course of play.  The gears basically mirror the character they’re paired with so the ones effective at dealing out the most damage on foot will be the same in their gear.  Even certain magic attacks are unusable by the gears while some are only usable on foot.  One of the more unique characters in the game, Billy utilizes guns and so his gear does as well.  On foot, each attack button corresponds to a different gun and the same is true in his gear, though it uses different ammunition.  Gear battle is very similar to character battle but has some notable differences.  For one, the player can only use two combinations of attack buttons but instead of having attack points each gear has a supply of fuel.  Each attack consumes fuel with triangle attacks consuming the least and X attacks consuming the most.  As a gear attacks, its attack level goes up.  At level one, triangle deathblows can be used.  At level 2, square deathblows become available, and so on.  There are four levels a gear can reach:  1, 2, 3, and Infinity.  Infinity is the most powerful and only becomes available late in the game.  It’s also not attainable simply by performing four non deathblow attacks in succession.  Instead, there is just a chance a gear can reach infinity when in level 3 and certain gears have a better chance of doing so than others.  Infinity opens up the best deathblows and lasts for three turns so when a gear is able to reach it it usually swings the tide of battle.

The character Elly is a central figure of the Xenogears plot.

The character Elly is a central figure of the Xenogears plot.

Gears also present some challenges not felt when fighting with the human characters.  I mentioned the fuel already which can run out.  If a gear runs out of fuel then it can’t attack, which presents a problem.  Each gear can use a turn to charge which replenish fuel but not a significant amount (unless the player equips a gear with charge-boosting items) and is not something one wants to rely on.  Gears also cannot replenish their hit points easily in battle.  Gears can be equipped with restorative items but they consume a lot of fuel.  Often times, this will cause the player to wait as long as possible to use such an item but then they find themselves in a situation where the gear is now low on fuel exchanging one problem for another.  Basically, the game forces the player to think a little differently when engaged in gear combat and that helps keep the game fresh.  The game is pretty much divided into equal parts gear combat and non-gear combat which does help to keep things interesting.

Outside of combat, character customization is pretty standard.  Each character can be equipped with stat-boosting items and armor with the best items becoming available towards the game’s conclusion.  Only some characters utilize weapons in combat just as only some have magic attacks.  Most will fit into the attack role or the support role with a few select characters performing adequately in both roles.  The game does do a good job of making the characters feel different.  I mentioned Billy earlier as one such character due to his use of firearms.  Another, Maria, always attacks with her gear even while on foot and another character has no gear at all, she can just grow to tremendous heights instead.  As character participate in battle they earn experience points and level up, in turn becoming stronger.  Gears do not receive any benefits from their pilot leveling up.  Instead, they can be upgraded through-out the game with better equipment including engines and frames which increase the gear’s stats as well as its hit points.

A lot of the combat takes place in gears.

A lot of the combat takes place in gears.

There are other things to keep players interested in the game.  Outside of battle players can search the world for players of the game Speed.  Speed is a real-world card game (when I was a kid we called it Spit) where the determining factor of who wins is who plays the fastest.  Defeating these players will often net a useful item and certain secret items can only be obtained via this mini game.  Another mini game is a gladiator type of coliseum where the battles take place in real-time.  The player can select from basically every gear in the game and compete in a fast-paced one on one battle.  It kind of reminds me of the Dragon Ball Z fighting games in that the characters zip around pretty fast and alternate between melee attacks and long-range energy projectiles.  At any rate, both mini games offer decent distractions and are entertaining in their own right.

Visually the game is a fairly solid performer given its era.  The designers opted to use sprites for the characters instead of polygons and while they animate nicely they are quite pixellated.  Backgrounds tend to be on the sparse side and the texture mapping is average.  Backgrounds are a hybrid of 2D and 3D and most areas can be rotated via the shoulder buttons on the controller.  It’s a bit odd watching the game try to rotate around a 2-dimensional character but it does help for timing jumps (something else that helps differentiate the title from a typical RPG, albeit in a minor way).  When the game transitions to gear battle everything becomes rendered in 3D.  The gears are fairly solid-looking and each has its own visual personality.  Attack animations are pretty understated when compared with other games from the genre.  There’s very little in the way of “wow” moments but nothing is really off-putting either.  If anything, the sprite-based approach helps in the long run as many games that opted to use polygons look woefully dated by today’s standards.  The score is quite good and on-par with Final Fantasy’s best, though some of the sound effects are a bit lackluster.  The FMV and anime sequences are not numerous but that helps give them added impact when they do show up.

Xenogears tends to take itself quite seriously.

Xenogears tends to take itself quite seriously.

There is one other thing I have yet to mention about this game that many view as a glaring negative. I mentioned how the project was an ambitious one but I have yet to mention that it was so ambitious it went over budget.  If a Final Fantasy game runs over budget at Square it’s probably not that big of a deal but when an unestablished title does it presents a problem.  Since there was no money left a large section of the game had to be cut, but since the title is so narrative heavy, it could not just be annexed from the game.  Instead, when the player reaches the point in the game where the cuts took place (early in disc 2) they’re treated to a mostly black screen with the exception of Fei seated in a chair.  Here a seemingly endless amount of text is displayed as Fei takes on the role of narrator and explains to the gamer what took place next.  Other characters speak as well, but the presentation remains the same with the exception of a couple of gameplay rendered shots.  The scenarios being described were supposed to be playable but unfortunately are not.  And this section goes on for a good 45 minutes or so.  I remember the first time I reached this point of the game (I’ve played through it multiple times) it was really late at night and I just wanted to go to sleep but had to keep going and going to get through it.  The game does give you the option to save a couple of times so at least there’s that.

Xenogears may not be visually impressive by today's standards, but it still has its moments.

Xenogears may not be visually impressive by today’s standards, but it still has its moments.

As a result, the game feels like it never got what it deserves, which is what every game deserves:  to be completed.  Xenogears sold modestly well but with the creators behind it all leaving to form Monolith it basically ended the possibility of there ever being a true sequel.  Xenosaga was initially conceived as being a part of the Xenogears lineage, but either legal decisions forced that to change or an artistic change was made.  Xenogears presents a pretty open and shut story with little room for a natural sequel, but I would love to see Square return to it as a remake.  The game could be left as is or it could be cleaned up completely with an all new engine.  Some pacing issues could be addressed, but most importantly, the portions of the game cut could finally be restored either thru a new gameplay section or via fully animated cut scenes.  Since Takahashi no longer works for Square, it would have to be done without him but considering the ground work has been laid already it wouldn’t be that difficult.  Xenogears deserves to be experienced the way it was initially conceived and I would personally prefer to see it remade over Final Fantasy VII, a remake many people have been hoping for.  Maybe it will happen one day (though probably not), but even if it never does Xenogears remains my favorite game of all-time.  I know it’s not the greatest game ever made, but it doesn’t have to be in order to win me over.

For those who have never played it, second-hand copies of Xenogears can still be found fairly regularly on auction sites like eBay.  Square-Enix also released the game onto the Playstation Store so Playstation 3 owners can experience the game that way.


Teenage Mutant Ninja Turtles: The Ultimate Collection Vol. 3

Wrap-around cover of Volume 3, notice the little robots holding the black space where the barcode goes.  Nice touch!

Wrap-around cover of Volume 3, notice the little robots holding the black space where the barcode goes. Nice touch!

I’ve been rather slow lately when it comes to posts, and especially so with getting to this one in particular.  I can’t even remember when volume 3 of the Teenage Mutant Ninja Turtles Ultimate Collection arrived at my front door but I do know it was several months ago.  I’ve put off posting on it in part because I made a couple of other Turtles related posts in the interim and just plain laziness.

I suppose it would be fair to say that had I been blown away by what I saw and read in volume 3 that I would have posted sooner.  Volume 3 is a bit of a mixed bag and not as strong as the two preceding it.  The collection contains issues 12, 14, 15, 17, and 19-21.  The first four are one-shot stories that Eastman and Laird were involved with to varying degrees while the last three cover the “Return to New York” plot jointly worked on by the two.  At this point, the TMNT franchise was much bigger elsewhere and the original comics were starting to feel like an afterthought.  Playmates and the networks that aired the cartoon probably weren’t crazy about the idea of kids (and parents) stumbling onto these more violent turtles while the creators were suffering from turtle-induced burnout.  Simply put, the money wasn’t in the comics and it was in part out of obligation that Eastman and Laird continued with them.  Their working relationship had also soured, meaning they worked on few issues together and instead relied on the talents of guys like Jim Lawson and Steve Lavigne.  If you’re wondering why there appears to be some missing issues in this collection, it’s because Eastman and Laird didn’t work on them at all.  This Ultimate Collection represents the Eastman/Laird era and is set to conclude with volume 5, which will presumably arrive in the fall (volume 4 is currently scheduled to start shipping at the end of March).

The one-shots in volume 2 really made the set.  The individual micro series issues that focused on a sole turtle were among my favorites and succeeded in distinguishing each turtle from one-another.  In this volume the opposite seems to be the case as the one shots are lacking in focus and creativity.  The first one, “Survivalists,” is a Laird story and places our heroes out in the country with Master Splinter where they encounter an outlaw group fixing to steal a nuclear bomb.  It’s rather absurd, even for a TMNT story, but does feature Splinter in some action scenes which is always nice to see.  What follows is “The Unmentionables,” an Eastman story that puts Casey Jones in detective mode as he looks to solve the mystery of a stolen landmark.  The setting takes place in a small town and it’s genuinely interesting to read the notes following the story from Eastman and Laird about the real-life connections of the fictional town to the real town (Northampton, MA), but aside from that I found the story to be poorly paced and dull.

The original cover for "Dome Doom" was made to look like an old, beat-up comic.

The original cover for “Dome Doom” was made to look like an old, beat-up comic.

Things start to get a bit more interesting with “Dome Doom,” a story inspired by silver age comics.  It’s the type of story that a lot of modern comics have utilized where the current heroes are paired up with the heroes of a prior generation.  In this one, the TMNT help the retired Justice Force take down an old foe.  The plot is ludicrously corny, but I think that was intentional, and also seems to be a response to claims that Eastman and Laird are now sell-outs for licensing the TMNT (the retired Justice Force all sold their likenesses for millions in the comic’s plot).  This is some of Laird’s best artwork and I enjoyed the design of the little dome robots.  The story is kind of a throw-away, but I had some fun with the issue.  “Distractions” seems to take place in the far east sometime in the past with a TMNT-like protagonist helping out a damsel in distress that looks a lot like April.  It contains some samurai story cliches and all seems kind of corny, at which point the story ends and we find out it’s source is Mikey as he’s trying to write his own comic.  The artwork (by Eric Talbot) saves the day here with some really cool shading and a lot of violence.  I like this feudal looking turtle and I’m surprised he wasn’t made into an action figure (or maybe he was and I just forgot).  I could have done without the dinosaur though.

Most people who pick this volume up will do so for the “Return to New York” arc which features the return of a very popular villain.  “Return to New York” captures the spirit of the first issue of TMNT with a slightly more advanced approach.  There’s actual character development this time around and we finally get some good Leo vs Raph moments, including an all out brawl in issue 19.  The fight is pretty vicious considering it pits brother vs brother and ends up being really satisfying.  Unfortunately, the black and white nature of the comic makes it really hard to distinguish between which one is Raph and which one is Leo throughout much of the fight.  The first issue ends up dealing with the notion of teamwork and captures a lot of the same messages contained in the first two Turtle films.  It’s a bit of a re-tread, but this is also the type of story the TMNT are good at telling.

Look who's back!

Look who’s back!

The rest of the story revolves around the return of the Foot clan, and of course, the Shredder.  Shredder was famously slain in the first issue by Leonardo, but he’s back from the dead through odd means.  I didn’t quite get it, he’s composed by worms or something weird, but didn’t really care.  It’s basically all action as the Turtles storm the Foot’s base (with an unlikely ally too) and the whole thing builds towards a Leonardo vs Shredder re-match.  The fight is a vicious one that goes back and forth, but I don’t think it’s spoiling much to say that the heroes prevail.  The battle serves as a bit of redemption for Leo and Raph too, as Raph was able to pull out a victory in his one-on-one battle with Leo but was unable to take down the Shredder by himself.  Laird and Eastman actually take the time to show that Raph’s headstrong mentality can work for him in certain settings, but not all.

As was the case with the previous volumes, this one contains new artwork by Kevin Eastman on the cover.  It’s a mash-up of the stories contained within.  The notes from both of the creators are quite extensive and genuinely fun to read.  The interior art is presented in its original black and white and is enlarged to fit this over-sized format.  The quality is top-notch, and this is still a nice piece for any TMNT collector out there.


Mickey Mouse: In Living Color

Mickey Mouse:  In Living Color

Mickey Mouse: In Living Color

I love classic cartoons.  They just seem to be so much more developed than present day television shorts.  There’s an emphasis placed on the score and plot while not forgetting the laughs.  The most iconic of cartoon characters from this era include Bugs Bunny and Daffy Duck, but is any more well known than Mickey Mouse?  The mouse that built an empire, Mickey was Disney’s original star.  While he ruled the world in the 20’s during his black and white career, he was eclipsed later on by other characters, most notably brand-mate Donald Duck.  Mickey was eclipsed more out of choice than anything.  He became the Disney brand which necessitated him becoming a more wholesome character.  Early portrayals had him playing the role of the trickster at times, but he evolved into more of a straight man (err, mouse) with Donald becoming the more devious character.

As a result, while he wasn’t the most watched cartoon character in the 1930’s he still received all-star quality toons.  When Disney set out to re-release collections of their classic shorts they wisely lead off with this set, Mickey Mouse:  In Living Color which covers the years 1935-1938.  Some of Mickey’s most famous shorts are contained on this set and all appear uncut (save for a minor audio change in “Clock Cleaners”).  Either Disney wanted to create strong demand for these collections, or the company failed to predict how popular they would become because now they can be hard to come by.  They’re worth it though for animation buffs and I’m going to tell you why.

I currently own three sets from the Walt Disney Treasures line.  This one as well as Donald Duck Volume 2 and Mickey Mouse: In Black and White Volume 2.  Picking a favorite is an exercise in futility, and this one is a great starting point for anyone.  It features a total of 26 shorts (listed at the end of this post) all starring Mickey with many featuring Donald, Goofy, Minnie and Pluto.  Perhaps starring is too strong a word as some of the ensemble pieces feature equal screen time for the trio of Mickey, Donald and Goofy and some feature very little of Mickey.  There’s also an easter egg short that’s kind of amusing as it was sponsored by Nabisco so it’s basically an extended commercial (and may have been the first Mickey cartoon to give him pupils).

Mickey and Donald are often friends but also often adversaries.

Mickey and Donald are often friends but also often adversaries.

A few feature Mickey playing off of Donald.  As I mentioned earlier, Mickey became relegated to the role of straight-man with Donald being relied upon for the comedy aspect.  Mickey’s most famous cartoon (other than “Steamboat Willy”) is probably “The Band Concert” where Donald tries to ingratiate himself to Mickey to hilarious results.  There’s also solo cartoons like “Thru the Mirror” which puts Mickey into the book “Through the Looking-Glass” and has him interacting with personified objects.  Fans of the 8 bit and 16 bit era Mickey video games will recognize several scenes from some of these cartoons.  “Thru the Mirror” is a visual delight and one of the stronger cartoons on the set.  For pure comedy there’s “Moose Hunters” which features the trio going after a moose and failing spectacularly.  Another I adore, partly because I had this cartoon on VHS as a kid, is “Mickey’s Trailer” which again features Donald and Goofy.  In this one, Goofy is towing Mickey’s camper while Mickey and Donald are inside.  Goofy, predictably “goofs up” and it leads to some amusing physical comedy.  There’s also a great sequence where Mickey has to get Donald out of bed and relies on the trailer’s technology to assist him.  Another nostalgic favorite for me is “On Ice” which used to be included, in quick clips, with the Mickey’s Christmas Carol broadcasts from the 80’s.  In it, Mickey teaches Minnie how to skate while Goofy tries to ice fish and Donald plays a prank on Pluto.  It’s one of the funnier cartoons included.

Some of these shorts offer a nice glimpse at the era from which they’re from.  In the 30’s, the nation was still coming out of The Great Depression and the short “Moving Day” reflects that as Mickey and Donald face eviction from their landlord.  “Mickey’s Polo Team” features several caricatures of popular actors from that period including the likes of Charlie Chaplin and Harpo Marx.  This  particular toon should be a real treat for film buffs out there and adds another dimension to the viewing experience.  Another short I was familiar with before picking up this set was “Brave Little Tailor.”  This one is another visual treat as it pits Mickey against a giant.  The plot is setup when the king confuses Mickey’s boast of killing seven flies in one blow with killing seven giants with one blow.  Mickey attempts to correct the viewpoint but when he finds out Princess Minnie is his reward if he solves the kingdom’s giant problem he finds it hard to say no.

Mickey Mouse in "Thru the Mirror."

Mickey Mouse in “Thru the Mirror.”

The set comes housed in a tin with images printed on both sides.  Later sets would replace the back print with an insert instead which is actually beneficial as these tins are susceptible to shelf ware.  Leonard Maltin is the host on all of them and there’s a mini documentary included where he goes over Mickey in the 30’s.  He’s also present to educate the masses since these cartoons are not always politically correct.  There’s smoking in some, even by the protagonists, and some jokes that may be considered tasteless.  This set is fairly harmless in that regard when compared with others.  Other sets contain episodes dubbed as “From the Vault” that usually contain images that could be considered racist.  This one contains no such section which is a good thing as those Vault sections contain a mandatory word of caution from Maltin that can’t be skipped.  It just becomes annoying whenever you want to watch those episodes and you have to sit through it each time.  I did mention that there is one edit on “Clock Cleaners” and that’s because some people insisted a Donald Duck line contained the word “fuck,” which was an absurd claim to make since Disney would have never tried to get away with such in the 30’s, let alone now.  Nevertheless, the line was replaced to avoid confusion but it has been released uncut in other sets.  I don’t consider it a big deal though and it’s not something that should affect anyone’s purchasing decision.

Mickey gets to take on a giant in "Brave Little Tailor."

Mickey gets to take on a giant in “Brave Little Tailor.”

This is a wonderful collection of cartoons and anyone who enjoys the medium should try and track down a copy.  Even though these sets only exist in standard definition, the visual quality is very good.  Especially considering these cartoons are over 70 years old.  Some are better than others, but there aren’t any that appear to have deteriorated too bad.  Mickey’s face is pretty much always white and doesn’t appear dirty.  The only one that seemed a little rough around the edges to me was “On Ice,” but it was nothing that could dampen the viewing experience.  This is a fun set to watch and it’s great to experience the joy of these shorts as an adult and I’m sure kids today would still get a kick out of them.  To a lot of children Mickey is just a logo, a character that is featured prominently at Disney’s theme parks, but few have experienced him as a cartoon star.  This set is from an era where Mickey was king of the cartoon world, and it’s not hard to see why.

As promised, here’s the full list of the cartoons included as part of this collection:

  • The Band Concert
  • Mickey’s Garden
  • On Ice
  • Pluto’s Judgement Day
  • Mickey’s Fire Brigade
  • Thru the Mirror
  • Mickey’s Circus
  • Mickey’s Elephant
  • Mickey’s Grand Opera
  • Mickey’s Polo Team
  • Alpine Climbers
  • Moving Day
  • Mickey’s Rival
  • Orphans Picnic
  • Hawaiian Holiday
  • Moose Hunters
  • The Worm Turns
  • Magician Mickey
  • Mickey’s Amateurs
  • Clock Cleaners
  • Lonesome Ghosts
  • Mickey’s Parrot
  • Boat Builders
  • The Whalers
  • Mickey’s Trailer
  • Brave Little Tailor

The Nightmare Before Christmas

Tim Burton's "The Nightmare Before Christmas" (1993)

Tim Burton’s “The Nightmare Before Christmas” (1993)

There was a time when I had no idea that The Nightmare Before Christmas was a Disney property.  When I first saw it around Halloween of 1993 during its original theatrical run, it was credited to Touchstone Pictures, which unknown to me at the time, was a spin-off of Disney.  Disney used Touchstone to market to older audiences and when the executives got a look at how creepy the imagery of Nightmare was they decided it was best to distance it from the Disney brand.  That’s not to say they expected failure or anything, on the contrary, Disney hoped to cash in on the Henry Selick directed picture due to its unique animation style.  That was another thing I wouldn’t become aware of for years.  The picture, often marketed as Tim Burton’s The Nightmare Before Christmas, was directed by Mr. Selick.  Burton crafted the story and worked on the character designs, script, and screenplay but had little involvement in the actual production.  This was due to him being a pretty hot commodity at the time and a certain Batman picture demanded a lot of his time.  Also, he had little desire in overseeing the tedious process of stop motion animation.  And who can blame him?  It’s a process that would drive many a person insane!

I remember being unsure of the film before first seeing it as a kid.  The adults taking us kids seemed more excited about it, though I’m not sure why.  Maybe it was the concept of marrying Halloween and Christmas into one film, or perhaps it was the visual style that is unique, if nothing else.  I think it was that visual style that initially put me off.  Not because it looked scary, but because Jack didn’t look like a skeleton in the traditional sense.  There’s a silliness to the look of the characters that’s lacking in true scares.  The vampires are a good example as they’re pear shaped and corny.  The look of most of the weird characters resembles that of Beetlejuice, one of Burton’s other popular films of the era.  I was way into X-Men at the time and preferred a realistic look to my characters, so I guess it’s not that surprising in hindsight why I had my reservations about the picture.

The film's protagonist, Jack The Pumpkin King, is bored and depressed over the whole Halloween thing and turns to Christmas for help.

The film’s protagonist, Jack The Pumpkin King, is bored and depressed over the whole Halloween thing and turns to Christmas for help.

Of course, they proved to be unfounded as myself and everyone I went with that day enjoyed the film immensely.  I’ve stated many times in my reviews of other properties that I care little for musicals and that was true of child me as well.  The Nightmare Before Christmas is heavy on song, more so than the traditionally animated Disney pictures of that time, and yet I still found it enjoyable.  There’s a humor to a lot of the film that’s present in the songs as well.  Most especially the “What’s This?” sequence where Jack is observing the differences between Halloween Town and Christmas Town (“The children are throwing snowballs instead of throwing heads,”).  That’s not to say they don’t get annoying, as sometimes the characters seem to break into song for the sake of doing so (such as when Jack explains Christmas Town to the rest of the gang), and I’m left wishing they’d just talk like regular folks instead.  The quality of the songs seems to vary too.  Danny Elfman was in charge of the film’s music (and also provided Jack’s singing voice) so I suppose he can be forgiven since he isn’t known as a Broadway composer.

Even though the film is a musical, it’s the visuals that make or break it.  And since the film has proven immensely popular ever since its release, it would seem to be that the visual style was accepted by the general public.  Selick has proven to be a master of the stop motion technique, and though films since have surpassed Nightmare in terms of animation quality, this film still holds up quite well today.  The characters animate very well and, for the most part, and lack the floaty quality many seem to have in the old Rankin/Bass Christmas specials.  Selick and his team don’t settle for the easy way in most scenes as characters tend to always be moving in some way as opposed to remaining still.  The only noticeable shortcut, if you will, seems to be the facial expressions of the non Jack characters.  Jack famously had over 400 heads to show various expressions while minor characters presumably had only one, save for maybe a back-up or two.  Sally had to use the same head so as not to disturb her hair, which would have caused a nightmare for the animators.  I suppose then it’s not surprising the lead character is bald.

While Halloween Town is presented in mostly black and white, Christmas Town is the exact opposite.

While Halloween Town is presented in mostly black and white, Christmas Town is the exact opposite.

The animation helps set Nightmare apart from other Disney fare, but the general look of the settings is also quite unique.  Halloween Town is very much rooted in German Expressionism.  There’s hardly a straight building in the town as everything juts out at seemingly impossible angles.  Several characters live in towers and crowded spaces.  Halloween Town seems pretty small in general, with mostly barren land surrounding it.  I suppose some would describe it as “gothic” (which would explain why so many goth girls in my high school seemed obsessed with Jack and Sally), but that seems lazy.  There’s very little color used as it’s mostly shades of gray.  And where color is present it’s often found in minor accents on the characters as opposed to the setting.  In contrast, Christmas Town is an explosion of primary colors and the objects Jack takes from it contrast nicely when they’re present in Halloween Town.  Watching the scene in Christmas Town almost makes one think a Dr. Seuss film would be a good idea for Henry Selick to oversee (as opposed to those wretched live-action films).

Jack playing Santa.

Jack playing Santa.

Tim Burton may get too much credit for Nightmare’s success, but one thing that can’t be taken away from him is the success of the film’s plot.  Dreaming up a world where each holiday has its own world separate from reality is pretty neat, but then taking the next step of having one wage war on the other is quite clever indeed.  Though Halloween Town doesn’t wage war on Christmas Town, they do seek to take over its holiday for at least one year.  Jack is a character of good intentions, but he lies to himself about what it is he’s doing without thinking about the implications this will have on Christmas Town, and Santa Claus to be specific.  He, for example, sees nothing wrong with sending off Boogie’s henchmen to kidnap Santa.  This makes him selfish, as he’s only thinking about curing his own seasonal depression, and short-sighted since he fails to predict the villainous Oogie Boogie’s eventual involvement.  And yet, we as the viewer know that he’s inherently good and he does set things right in the end.  The romance between Jack and Sally feels a bit forced, but I guess expecting for more development in that area out of a children’s moving may be asking too much.

The film settles in at 76 minutes, which is not uncommon for stop motion.  It doesn’t feel that short to me, maybe that’s due to my tepid response to the musical pieces, but it doesn’t feel long or anything.  And I give credit to all involved with the property that no stupid sequels exist such as Jack visits Easter Land or Valentine Town.  There are some spin-off video games and such, though I’ve never experienced any of them.  The unique dual holiday format of the film makes it extremely marketable for Disney, so perhaps that’s good enough for them to not seek out a sequel.

I watched The Nightmare Before Christmas this year for the first time in many years.  I was curious how I would respond to it after so long.  Despite being almost shunned by Disney for most of its life, it very much feels like a Disney picture, though Burton’s involvement is obvious as well.  Some of the songs made my eyes roll, but the visual effects are too charming to resist.  I enjoy the film’s humor and the fact that it separates itself from other holiday films and specials, but also makes sure to harken back to them at times with tongue firmly planted in cheek (“My what a brilliant nose you have!”).  While I don’t disagree with Disney’s decision to originally release the film through Touchstone, I don’t think it’s overly scary for young kids.  Most will recognize the film for what it is, but as always, parents know their kids best and might prefer to watch it first before showing it to the really young.  The film probably doesn’t rank as one of Disney’s best, but it is a fun film to revisit during this time of year, and I regret not purchasing it sooner.