Showing posts with label music games. Show all posts
Showing posts with label music games. Show all posts

Sunday, November 22, 2009

Konami Sure Seems To Hate You, Pop'n Music Fans

Being a fan of Konami's music games outside of Japanese arcades means engaging in a bipolar relationship with a monstrous corporation that probably hates you (this is ignoring the act of playing the games themselves, which is perhaps just as devastating). Ain't no better example of what I'm talking about than the plight Pop'n Music fans have had to endure over the past few years.

Yes, Pop'n Music. Think of it as Beatmania IIDX's slightly less hateful, significantly more colorful sibling, with a broader taste in music and a learning curve that assumes you haven't already been playing the game for 10 years (note: you might want to read that article I wrote about IIDX a year ago; the terminology in there gets reused a lot). There's a guy on youtube who uploads autoplay videos of easy songs, too? Well, there you go. Here's a video of one of the hardest songs in the game, just to even things out.

The big difference between Pop'n Music and IIDX is, as you've probably guessed, the method of input. IIDX is played with that bizarre turntable-piano-monster thing, while Pop'n has an array of 9 gigantic UFO-catcher giga buttons, each capable of generating a sound louder than a violently convulsing washing machine. There's no way to adjust the scroll speed of the notes on a per-pixel basis like in IIDX, and there are far more excruciating mindfuck songs with insane speed changes, so folks tend to play at even faster Hi-Speeds than in IIDX. S-Random is a lot more popular than Random for whatever reason, and it's here that you actually end up having to use your arms and elbows to hit certain crazy note combinations that only show up when everything gets thrown in the blender.

There are also ojama (literal translation: annoying bullshit) which range from scoring goals to bizarre, Mario Kart-style disruptions of gameplay where your notes fall at the wrong speed, spin violently, or become blocked out completely by god knows what. These are all optional, and can be turned on before any song at your discretion. The harder/more insane the ojama, the more "challenge points" you earn. More challenge points means a greater chance of getting the extra stage in the arcades. Really, though, most people just turn 'em on for fun.

Obviously, I could write an article about this game all day. I shouldn't, though. This is supposed to be about how Konami keeps screwing over Pop'n Music's console audience. So let's talk about that!

Exhibit A: Konami has released 17 mainline arcade installments of the game, with the most recent being Pop'n Music 17 THE MOVIE (like IIDX, the "theme" of each game has almost zero bearing on the actual music in the game, outside of one or two songs). The latest version of the game on console? Pop'n Music 14 FEVER. Initially, folks just assumed Konami was biding their time before releasing the best console port ever, but after nearly 3 years it's all but assumed that Konami's never doing another one of these games on the PS2. This was already a pretty big slap in the face to people who had shelled out crazy money for an arcade-style pop'n controller. It gets worse, though!

Exhibit B: Beat'n Groovy. Oh my god. What do I even say about this thing? It stems from the same proud tradition that brought us the North American release of beatmania and Rock Revolution. It's an Xbox Live Arcade game, which means that in addition to the embarrassing graphic design and busted play mechanics, there are also only nine songs in the game. Based on the online leaderboards, about 7,000 people bought the game. I can never figure out why Konami keeps making stuff like this, but everyone involved should probably be ashamed. Thankfully, it doesn't really get worse from here. Sorta.

Exhibit C: Pop'n Music Wii. A standalone "reboot" of the franchise which replaces the game's original extremely satisfying visceral button-smashing controls with awful wiimote gestures. It bombed in Japan. In North America, it just got a stealthy release with no fanfare. We're talkin' so stealthy that not even bemanistyle knew it was coming out. When your obsessed, hardcore target audience doesn't even know your game is out, something is wrong.

Clearly, Konami doesn't really seem to give a shit. Unfortunately, they recently announced Exhibit D, Pop'n Music Portable, in which they reveal, horrifyingly, that they kinda do. Here, at last, is the port of Pop'n Music Adventure that fans were clamoring for, but it's on the PSP. The control scheme looks unplayable: you can play Pop'n on a dualshock, sure, but that thing's got four shoulder buttons to the PSP's two. Who are they making this game for? It looks like they put some effort into it. Why not just release a PS2 version? Has that ship sailed? Gosh, it all feels so inexplicable!

In conclusion: yeah, hey, whatever you want Konami. We'll see when it comes out.

Sunday, August 9, 2009

SEMI-BREAKING NEWS: Guitar Freaks and Drummania GET WIT' IT

You may be vaguely aware of Guitar Freaks/Drummania, Konami's extremely long-running arcade music game franchise (hereby referred to as GFDM), which has historically never really gotten a domestic release outside of Japan. Specifically, you may know that they've hilariously fucked up every opportunity to bring the games to America, only getting more hilarious when Guitar Hero and Rock Band exploded a couple of years back. Thankfully, the following news doesn't have anything to do with that. In fact, it sounds pretty awesome.
This past weekend, Konami had a location test for the newest installment of the franchise, entitled "Guitar Freaks/Drummania XG," and it looks like they're finally seriously renovating a pair of games that have desperately needed it for a while now. Guitar Freaks is easily the most laughable music game that Konami still releases new versions of on a regular basis. The controller only has 3 fret buttons, which means that most songs tend to look something like this:
RANTING ABOUT GUITAR FREAKS STARTS NOW
Goddamn, Guitar Freaks is retarded. Every solo in every song tends to look something like what you see in the above video. Harmonix had the good sense to try to transfer some semblence of actual guitar technique into Guitar Hero's play mechanics in the form of hammer-ons, pull-offs, and note charts that at least look like something other than utterly random conflagrations of notes thrown into a spreadsheet at the last minute. How Guitar Freaks lasted sixteen iterations is beyond me.

The only rational explanation is that sessioning with Drummania (read: Guitar Freaks and Drummania machine gets hooked together, allowing players to form a "full band") kept the game afloat despite its inherent awfulness. That's the only rational explanation because Drummania is rad as hell, and does a lot of things better than Rock Band's drum mode, I think. You don't get penalized if you freestyle and insert notes that aren't actually part of the song, and you have far more options for adjusting the scrolling speed of the notes on the screen, just like every other music game Konami makes these days. Little things that I really wish Harmonix would implement into Rock Band, y'know? It also has a more realistic setup, with actual electronic drum cymbal pads and the like; if you buy the PS2 versions of GFDM, you can just plug a retail electronic drum kit into your PS2 and bam! You're playing with effectively the same hardware as the arcade. It's all pretty dang great.

...Whoever's overseeing development of GFDM must've felt like something was up, though, because Guitar Freaks/Drummania GX is a total overhaul of both games. Not only do both games have gorgeous new cabinets with widescreen displays and the like, but they're also upgrading the input. Guitar Freaks finally gets 5 fret buttons and sustain/long notes, while Drummania goes out of control and gets a hi-hat pedal, another cymbal, and a floor tom. The original DM setup already had a hi-hat, cymbal, snare, two toms and a kick pedal, which was enough to accommodate hundreds of songs worth of unique note patterns. I'm really looking forward to seeing what they do with the expanded design space they've afforded themselves.

These location tests are usually incredibly anal about folks recording video of their unfinished game, but some undercover gentlemen managed to snag video of the game and put it on Nico Nico Douga. Check it out if you've got an account. I'm a little concerned about the readability of 9 note lanes in Drummania (I had a hard enough time parsing the kick pedal lane in the original DM), but that's a sacrifice you gotta make, I guess.

Wednesday, December 17, 2008

The home version of IIDX 15 is completely absurd

beatmania IIDX is probably the hardest video game ever made. It was already the oldest and most stoically difficult music game out there, but the recently released Playstation 2 port of the 15th(!) arcade installment, the absurdly themed DJ TROOPERS, has a few new additions that push things right over the top.

IIDX is a hard game. I often describe it to people who are only familiar with Guitar Hero, Rock Band and the like as "Everything Hero." On the hardest difficulty (called "Another," for nebulous reasons), you play every part of the song, or close. It's far more like real-time sequencing than DJ'ing, really. Here, as an example, is autoplay of a song from the home version of DJ Troopers with an uncharacteristically Japanese title called "Child's Sketchbook." The tune's originally from Drummania/Guitar Freaks, another Konami music game series. Folks refer to songs that jump from game to game like this as "transplant songs."

Man, isn't that ridiculous? Especially 0:48! This is, actually, kind of the norm for hard songs in this game. Not necessarily in terms of sheer numbers - there are still lots of easy, or at least, easier songs - but there are more memorably virtuosic songs out there with every new version. It's hard for them not to dominate your impression of the series as a whole.

Now for some attempts at providing context: IIDX has always been about catering towards the fairly small group of people that obsessively play the game in Japanese arcades, or wish they could. In the arcade, you buy a card that keeps track of your scores. The card also allows you to set other players as your rivals, comparing your scores with other players in minute detail - you can play "against" other players' scores as ghosts, like in a racing game, with a little +/- number keeping track of where you are scorewise with an opponents' best score on a song, and a score graph that lets you easily compare your performance with others and yourself. There's even a database included in each of the home versions with score data for every player registered in Konami's system from a certain date before the game's home release, giving everyone a shot at something resembling live competition.

Another concept that I feel is integral to understanding the people who play this game is that there's almost no memorization involved. Guitar Hero and Rock Band have convinced quite a few people I know that music games are all about memorizing the note patterns for the super hard songs and practicing them over and over again until muscle memory takes over. IIDX can be played like that, sure, but the vast majority of players opt to focus on honing their reaction time to a razor's edge.
There are a number of options, adjustable before and during every song, to let you do this. The first is "Hi-Speed," (adjustable from 0.5 up to 5) which spaces the notes out and makes them scroll faster. If you've played Rock Band with the "Breakneck Speed" option turned on, it's a little like that. The difference is that it's totally controllable. Hold down the start button in the middle of a song to bring up a list of the available hi-speeds (seen above). Press the top row of buttons on the controller to increase the hi-speed, and press the bottom row of buttons to lower it. It's pretty dang handy.
The other helpful feature is called "Sudden+," which causes a square pane to appear over the area where the notes appear (seen above). Hold down the start button and spin the turntable up and down to adjust how much of your view is obstructed. Combined with Hi-Speed, you can make the notes scroll at any speed you like, depending on personal preference, the song's BPM, etc. The result of all this is that you eventually learn to read notes that scream from the top of the screen at speeds that seem, initially, to be entirely unreadable.
There's a second phase to all of this madness, and it's called "Random." Like Hi-Speed, it's turned on before you start a song. Do so, and the default note patterns of the song (a big reference list can be found here) get randomized. Any note that normally appears in the 3rd column gets swapped over to a random other column, and so on for every other note in the song. In the above picture, the left side player has random turned off, and the right side player has random turned on.

The result is that every song can remain surprising for many, many plays. More importantly, you get to play a huge number of different patterns that don't necessarily exist in any song by default (I'm not even going to start talking about "s-random," which randomizes every single note, as opposed to just swapping the note columns around). A common topic of conversation among beatmania players is the notion of songs having "good randoms" or "bad randoms," or being more prone to either. It's a fascinating extra layer of gameyness.

Ok! Why's the home version of IIDX 15 so especially nuts? The reason is: they added a new, harder difficulty for around 20 songs, one of which was already one of the hardest songs in the game.

Let's compare. Below is a video of Mendes, which was already the "boss song" of IIDX15. On the left side of the screen is the Another difficulty setting (previously the highest, above Hyper and Normal difficulty). It has 2000 notes in the span of 2 minutes. On the right side of the screen is the new difficulty they added for the home version, which no one's really sure what to call yet ("Danger" difficulty and "black another" are frontrunners). It has 2626 notes in the span of 2 minutes, and is the closest thing yet in this game to a challenge that is genuinely physically impossible. As of this writing, there are an estimated 5 people in the world capable of clearing it. I think it's a good place to stop at, really: