日剧:2011夏季档点评

对于永远站不到潮流前沿的我来说,紧跟新番的步伐做最新的点评是比用最高难度通关游戏还要困难的事情。虽然现在已经改变了观看习惯,不再苦熬到全剧播完才打包下载,但作为半宅的我始终没有那种与时俱进的使命感。所以本系列写得相当随意,先捡自己看过的随意点评一下,有机会再随意补充吧~嘛,没有机会可能也随意就太监了。

ドン★キホーテ | 唐吉珂德

夏季新番,果然搞笑才是王道。当目不识丁的黑道老大和手无缚鸡之力的青少年工作者灵魂交换的那一刻,当松田翔太那张文弱的脸上双眉一拧、挤出凶神恶煞表情的那一瞬,你就知道这世界上从此又多了一对人生观被彻底颠覆的好基友~

说来灵魂交换什么的并不新鲜,早期恶搞类的便有《父女七日变》,煽情的也有东野圭吾原著改编的《秘密》。相比之下《唐吉珂德》并无太大突破,演技上也没有太大的挑战。本来嘛,两个大男人交换一下身份也没有太大的亮点,何况松田翔太和高桥克实都演过不少两边的角色。这难度完全不比《父女七日变》中馆博大人要以四十大叔的外貌演绎二八少女的心思。而且再加上《极道鲜师》、《GTO》等成功案例,使得黑社会积极参与教育事业的成效也被广泛认可,因此等于又少了个亮点。什么?白面书生无法领导黑社会?你见过哪个黑社会大哥是自己动手砍人的么?要真自己动手那才是亮点~~

然而日剧的神奇之处就在于,即使一部片子没有任何新颖之处,它还是会让你有想看的冲动,并且看完也会觉得果然还不错。从剧情上说本片是标准的日式搞笑伦理剧,属于一看就知道笑点在哪里,情节会如何发展,以及会讲述怎样一个道理的那种。但即使是这种,看了还是会很欢乐,很感悟,并且觉得的确有道理,绝不会有“看了新版《还珠格格》,满心希望皇后和容嬷嬷把淑芳斋弄死”的心情~

最后再八一卦成海璃子。剧中的成海一看就知道是个重度问题儿童,而且是一条不到最后几集不会涉及的主线。话说这小姑娘越来越会演戏了,从《蜂蜜与四叶草》中的乖乖女,到《BOSS II》中的不良,再到本剧的问题少女,演技越来越驾轻就熟。但话说她那长发+草帽+长裙的扮相,怎么看怎么不像不良,明明还是《蜂蜜》中的花本同学嘛~

 

 

 

 

 

 

 

 

 

 

 

 

 

 

目前进度:EP2

随便点评:这世界的悲哀之处在于聪明人太多而傻瓜太少,而且一根筋、撞了南墙也不回头的傻瓜更少。当自作聪明的人们在一旁看戏,但他们却不知道正是这群傻瓜撞开了条条框框,撞出了一片新的天地。

看点:社会大哥变身青少年工作者,白面书生成为黑社会头目;整天拧眉毛的松田翔太;憨态可掬的高桥克实大叔;变身大姐头的内田有纪;黑长直的成海璃子

华和家の四姉妹 | 华和家四姐妹

夏季除了搞笑之外当然少不了清凉美女。嘛,虽然美女越清凉其实越不利于降温。剧本改编自同名家庭伦理漫画,但你要说你是冲着家庭亲情来观看本片,恐怕你自己都不相信吧~

本剧的剧情又其实没啥好说的,又是典型的日剧:看似离经叛道、只会勾引男人的二姐其实情感丰富、比谁都看重家庭,随即便以她为中心,一家人之间开始了各种治愈。当然日剧标准向来不是看重什么戏码,而是看谁来演,于是乎才有了四位重量级姐妹花粉墨登场。

要说究竟谁才是眼下日剧界的一姐,恐怕真会导致血流成河、浮尸遍野的场面。但本剧的四人,却是无论怎么赞扬都能让人服气的。吉濑姐姐就不说了,一直以来冷峻霸气的形象使得长女的位置舍她其谁,而第二集末尾那梨花带雨的一幕完美诠释了什么叫情感,什么叫宣泄,什么叫演技,什么叫实力;观月演的老二虽然看上去比老大还老,但毕竟还是把单身妈妈的形象带出来了。不到她这个年龄还真演不出这个感觉啊,就像你无法想象户田惠梨香被三个小孩缠着叫妈妈的情形一样~

老三的贯地谷目前除了一副迷糊少女(嘛,其实也不能算少女了)的形象比较可爱以外暂无太大亮点,不过毕竟剧情才过了两集,今后肯定会大有作为的,而第一集就迷迷糊糊和加藤成亮一夜情的剧情也的确让人眼前一亮;新人川岛海荷扮演的小妹也有不俗表现,一副清纯萌样惹人怜爱,让人忍不住想在脸上捏一把,活脱脱就是成海璃子出道时候的模样。

至于加藤成亮,作为一部女性电视剧里的男主角(好吧,我还是加上“之一”吧),其实身份颇为尴尬。这片子要没你了其实也能拍,不过就是少点味道;但加了你这戏份又不太好安排,无法突出主题。恐怕正是基于这样的思路,编剧才会在第一集就加了一夜情,还让加藤裸身出镜,多少增加了存在感,也对得起NEWS的大牌了。

要说日剧什么的还是要靠光鲜的外表。靠着四大美女的本剧在夏季档新番的首周收视率上荣登榜首,灵魂交换什么的明显敌不过佳人一笑。至于剧情深度?醒醒吧,你看的又不是深夜档~

目前进度:EP2

随便点评:这个,那个,我就是冲着吉濑姐姐去的。剧情?那是什么?能吃么?

看点:吉濑美智子,观月亚里沙,贯地谷诗穂梨,川岛海荷,加藤成亮~除了美女帅哥之外你还想看什么?

勇者ヨシヒコと魔王の城 | 勇者义彦与魔王城

 

 

 

 

 

 

 

 

 

 

什么叫恶搞?你以为交换个灵魂什么的就算恶搞了?too simple,too naive!真正的恶搞是用最严谨的态度,把最不可能的内容用最忠实原著的方式再现给观众,这才是符合科学发展观的恶搞。真人版漫画什么的弱爆了,只能算恶搞的入门级,真人版RPG才是恶搞的最高境界。

所以,我们看到了,真人版的,《勇者斗恶龙》(Dragon Quest)。

当有人用如此专业的手法手法来制作一部本该出现在Youtube上的自制短片时,你就知道小日本的恶趣味又赢了。典型DQ式的剧情模式,典型DQ式的主人公,以及那典型的DQ式背景音乐,甚至连经典怪物都一一重现的时候,你仿佛听到了编剧那狂妄的笑声:这才是真正的搞笑,LV99什么的根本不在话下。同时你也领悟到了,有些东西真不是能够随便移植的。

其实,与其说本剧是故意搞笑,不如说此类题材不得不搞笑。在这个改编、移植成风的时代,本剧更像是辛辣的讽刺,嘲笑着所有那些故作正经、其实不堪的作品。二次元和三次元并不只是像素上的区别,而是两个完全不同的世界。就好比你能想象真人版的、很严肃的《七龙珠》么?不能,因为你连看到真人版的、很严肃的《网球王子》都受不了要换台,连看到日本顶级cosplayer扮演的、很严肃的《最终幻想》人物都忍不住要吐槽,何况是一群带着用胶水固定的黄色假发的肌肉男,一边上蹿下跳、双手放着由拙劣特效合成的五颜六色的光,一边叫嚣着要拯救世界?现实的世界里有魔王,有魔都,有在宝马里哭的公主,但唯独没有勇者。所以你硬要在把勇者的故事搬到现实中去,这本身就是最大的违和,何况是其他那些光怪陆离的设定?

目前进度:EP2。第一集看了一半,由于过于恶搞而看不下去~

随便点评:敬告其他那些随意改编的作品:阿宅的世界你不懂,二次元和三次元不是一个维度的。

看点:山田孝之,恶搞的最高境界,真人版勇者斗恶龙

花ざかりの君たちへ~イケメン☆パラダイス~2011 | 花样少年少女2011版

 

 

 

 

 

 

 

 

 

 

 

 

不是什么东西都能三次元化,也不是什么东西都能翻拍的。原本以为这句话送给大陆的编剧就足够,没想到现在连日剧也中招。

在游戏圈,复刻、重制什么的向来是令玩家不耻的行为,不想如今电视圈也开始流行妇科病了。大陆版重制的《还珠格格》自有人骂暂且不说,日版的《花样少年少女》惨遭复刻真更人神共愤,让人彻底吐槽不能。新版《花样》第一集10%、第二集6%的收视率也宣告了一部经典的正式倒牌。

其实说到底,新版《花样》的悲剧根源在于,这片根本就没有复刻的理由。游戏界的复刻虽然让人不耻,但好歹还是把经典老游戏重制于新的平台上,即使内容没有更新,多少也在视觉上有所弥补。但《花样》作为一部本来就人气很高的电视剧,复刻又没整出个3D版来,你还复刻干什么?哪怕就是拍个2也好啊,至少还能让别人吐槽一句“一是一,二是二”之类的。可如今一重制,连这最后的吐槽点也被剥夺,总不见得让观众也来祈祷皇后和容嬷嬷在收拾了淑芳斋那群二货之后,顺便也把樱花学园这群90后也一起收拾了吧?

重制背后的逻辑无非是借着名剧的风头,捧红一批新人,就像《极道鲜师》那样。但《极道鲜师》里好歹还有仲间大姐头罩着,而新版《花样》里却没人能撑得起场面。你指望前田同学那张大众脸能超越堀北的高度么?中村苍和三浦翔平或许本身其实不错,但新老版本如此对比,肯定也被小栗旬和生田斗真甩开几个block。这批樱花学园新同学,怕是永远走不出前辈的阴影了。

谨送上樱花学园前辈们的合照,向倒牌的神作表示最深切的哀悼。

 

 

 

 

 

 

 

 

 

目前进度:EP2。其实我一集没看,也不打算看了。

随便点评:堀北、生田、小栗此刻泪流满面~

看点:神作的倒牌,破碎的回忆

Posted in 日剧 | Japanese Drama | Tagged , , , , , , , , , , , , , | Leave a comment

Video Game Headed into the Uncharted

I’m never a big fan for the Uncharted series, and probably never shall be. Although the new beta for Uncharted 3 is being downloaded to my PS3 while I write, the post’s title is its literal meaning. Anyway, it looks better and safer than “Video Game Dying in the Uncharted.”

Maybe to clarify, I should say at first I’m not against the new Uncharted 3, but against the fact that it is yet another shooter, at least for the multiplayer mode.

So perhaps the post’s title should be “Video Game Dying with Shooters,” because what I mean by uncharted is in fact a future filled with more guns, more maps, and more targets to kill–all things to ensure profitability rather than creativity–to the extent that we no longer remember what game really is.

This is why I’m reluctant to write anything on E3 2011, though I was excited about it for a long time. The problem is I don’t know what to write for a E3 that has unfortunately been reduced to W3 — who to kill, where to kill, and what to kill with.

And this is a sad thing for a player like me with FPS dizziness, who can’t appreciate the beauty of shooter for more than 15 mins. But more and more I feel it is also a blessing to me, so that I won’t sink any deeper than Counter Strike–from which the shooting game has barely evolved–or spend any more money on the category that generates more profit for companies than fun for players.

It is the best time for players. Advanced graphic techs and physical engines more than more blur the line between virtuality and reality, and before long we may even play shooters as if we were killing real enemies on real battlefields.

Yet it is the worst time. We are not only killing whatever enemies with whatever weapons on whatever maps, we are also killing the fun and creativity in the games and on the consoles. The FPS fatigue wears off not only players’ passion, but more severely, values of the gaming industry as a form of art.

Uncharted 3 isn’t bad at all, but the uncharted future of the game industry is far more dangerous than whatever Drake would face in the new episode.

Posted in 游戏 | Game | Tagged , , , , , , , , , , | Leave a comment

ありがとう、大切な友達〜

Thank you.

You know.

Posted in 其他 | Others | 1 Comment

站在2010的尾巴上

还有三个小时,加州也将终于迎来2011年的钟声。说起来时差还真是个神奇的东西,眼看着世界各地欢庆的焰火早已经漫天飞舞,祝福的信息和状态也是贴满了各种social media,但我还是只能和广大加州人民一道默默忍耐着。仿佛是一部前戏过长的爱情动作片,欲遮还羞地挑逗着急欲奔向2012的我。

记得年初的时候,我莫名其妙地算了一卦。那是个人人网上看来的一个莫名其妙的链接,输入自己的姓名就能得出一年的运势,而我简简单单的名字对应的居然是同样莫名其妙的“错综”二字。一向不信鬼神的我不以为然,只是觉得好玩,还把那张写有“错综”大字的图片贴在了相册里,立此存照。

然而有些事情是不能不信的。我算命之后没多久,就差点没了命。一月份在家门口那惨烈的一撞,以及那自行车没事、哥骨折的结果想来应该就是一系列错综的开始,也仿佛是一声绕梁不绝的嘲笑:“哈哈,谁让你小子不信的……”

信,哥从此以后什么都信了。记得当初我也是这么回答别人的。我信了本命年原来真的要倒霉的,但我也信了倒霉不要紧,只要有朋友支持着我就一切OK;我还相信身边的朋友都是最好的朋友。

我信了奥巴马必须改革美国医疗的理由。这破系统比洛杉矶坑坑洼洼的路面完整不了多少,费用比国内塞给医生的红包低不了多少,而效率则比上海的高架快不了多少。2011第一大心愿,赶快把医疗保险的事给结了。

我信了“DELL是美国的神舟”这一经典点评,并且以自己那台已经没剩下什么原装零件的1440,以及Jo姐那台刚过保修就烧主板的Vostro为证,泣血奉劝大家远离DELL。

我也信了洛杉矶downtown考驾照还是能过的,只要碰到除了Tiffany之外的另一个神人。不过前提是要在万念俱灰的心态下顶住重重心理压力和考官满脸不屑的表情。

我还信了group project就像《怪物猎人》,再难的任务也是能单挑的,特别队友是一群Marshall的MBA时。五人的队伍最后仅余三人,而其中的两人还不给力,真让我恨不得打开友军伤害。

还有还有,我还信了Foreclosure是真的就在身边,噢不,身上的,特别是现住的房子被房地美接管,而且是在白住了两个月之后。当然,我也信了美国的房东也是喜欢赖账的,至少逼得我们为了定金不得不去官府解决。

其他我信的内容如下,排名不分先后:炸药奖原来也是能缺席领取的,跳楼原来是会传染的,泄愤原来是可以去幼儿园的,凤姐原来是前后600年才出一个的,大楼火灾原来是几个无证电焊工就能负责的,老爸的名字叫李刚原来是这么重要的,《独唱团》原来真的是一点都不“二”的,脖子再硬也是抵不过土方车的。神马原来都是浮云的。

再错综的年也还是会过去的,我的2010年就在这起起伏伏之后过去了。总是这样,事前觉得不可想象,但走过之后也觉得不过如此,日子再好再坏都是要过的。一年来经过了许多,也学到了很多,领悟了很多。是福是祸,都是独一无二的经历。

元旦倒数46分钟,许个愿吧。本人没那么伟大,不去祈祷世界和平社会和谐,只希望朋友们都能开开心心,健健康康,顺顺利利。2011我也不会再算命了,follow the heart,所以怂了。只求太太平平,过完又一年~

 

Posted in Uncategorized | Tagged , | 1 Comment

Game Review: Samurai II

I came to know Samurai II though a video review, but I didn’t have a good impression on Apple’s game apps in the first place. Well, having played the iPhone version of Street Fighter 4 and Resident Evil 4, both being lame transplant of the classics caused by the limitation of the platform, I got the feeling: video game on the mobile platform still has a long way to go beyond Tetris and Solitaire.

However, Samurai II really changes my mind. Well, maybe not entirely, because it still has its defects, but it has already proved that the mobile platform is qualified for quality games, and that mobile games do have envolved beyond expectations.

Graphics:

This is where the first surprise comes. I have to say I didn’t expect an action game on a mobile platform with such refined graphics to run with literally no latency. Samurai II really gives a fascinating impression at the first look with its improved game engine.

The whole graphic style of the game features a deep ancient Japanese atmosphere, just as the title Samurai indicates. The developer uses cartoon rendering to process the 3D background, thus smartly bypassing the platform’s performance limitation while still offering a unique visual effect. Aliasing is nearly nonexistent around the 3D cartoon cottages, trees and bridges in the background, unlike the “zigzaged” realistic world in the iOS Resident Evil 4. Obviously this “cartoonizing” tactic works well — it provides a more visually pleasant game world, without the least effort to make it real.

Instead, the developer puts a lot of effort on details. Maple leaves and blossoms that fly around as our samurai walks in the village, the cartoonized puff of wind, the rising smoke from chimneys, and the slowly wheeling windmills — all these interesting details remind of Okami, an artistic game with similar Japanese-theme cartoon style on PS2. Although the mobile platform limits the game’s graphic performance, Samurai II still brings us an ancient Japan as refined as possible.

And this refinement is also obvious on the characters and their movements. Our samurai and his enemies are rather small compared with the background, but we can still clearly see the texture of their amours, their katanas, as well as the emblem on their gowns. And their cuts and slashes are all standard Kendo moves — the developers must have practiced hard in order to get the accurate feeling~~

But the game is a little bloody, though. As you kills your enemies around, their blood splashes everywhere — on the ground, on the wall, or even on the screen. And the view angle will zoom in as you land a critical hit on your enemies to cut them into half. Well, that’s really visual impact, but that’s also too much, especially when you see the whole ground is steeped with red. Perhaps Samurai II is almost on par with Ninja Gaiden II in terms of blood amount, however unnecessary that is. A little blood is cool, but too much is only sick.

Gameplay:

Here is the second surprise to me. The combat runs very smoothly with nearly no skipped frame. The Kendo cuts and slashes are not only standard, they also have a real sense of hitting and accurate judgement. The zoom-in and bullet-time effects for critical hits are also highlights despite the excessive amount of blood.

The gameplay has a similarity to the famous Onimusha series by Capcom. Not only is the view angle in Samurai II somewhat similar to Onimusha, many other features are also familiar: the characters in both games cannot jump, the battle systems are not much different, and both feature samurais fighting demonized enemies.

However, the game control in Samurai II is much much worse. It sucks, actually, although it’s a problem with the platform rather than with the design.

Like many other iOS action games, Samurai II has virtual sticks and buttons on the screen, but tapping on a plain board isn’t a comfortable thing, especially for an action game that requires a lot accuracy. More than once I hold the virtual stick for a long time, but the samurai just won’t move or moves in the wrong direction. And the “buttons” are too close to each other to be pushed correctly when you are surrounded by a group of enemies.

And the combo system has a problem, too.  Samurai II uses heavy and light attacks to combine different combos, but somehow you just can’t get the right combo you want. The input recognition is worse when you tap the buttons quickly in the fast battles.

The result is, usually you’ll find yourself pretty awkward when surrounded by enemies: You can hardly escape because the direction stick doesn’t always work well; And you can’t fight comfortably, either, because the combo system sucks, too.

Others:

The music is excellent. The Japanese themed BGM perfectly fit into the samurai setting, and its melodies transit smoothly as the game moves from battles to battles. The music has seeped into every corner in the Japanese atmosphere.

The plot is cliche, but not too bad for a mobile action game. Continuing with Samurai I, our hero is still seeking our bad guy to revenge his murdered family. The game uses comic pages for storytelling to link stages, reinforcing the overall style of the game. However, it is still an American story in nature despite all these Japanese decorations. Change the samurai into a cowboy and the Middle Age Japan into California in gold rush, you would have an evenly wonderful westland adventure.

Room for Improvements:

The developers really need to come up with a better controlling system. Accuracy and quick response are the soul of action games, but Samurai fails in both of them. A lame gameplay will only ruin a game that excels in any other aspect.

The next Samurai may also want to add the defense button. It’s kind of ridiculous too see all enemies capable of defending, while our samurai can only roll around. And a defense button may also lead to a similar I-Sen (一閃) that characterizes the Onimusha series. The gameplay is already similar, why not borrow another brilliant idea?

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WordPress终于被墙,发帖庆祝~

刚刚得知wordpress终于惨遭GFW毒手,所有二级域名从国内均无法正常访问。也就说,本博客刚开张没多久就残了~

不过说来此事还真是峰回路转。原本当初MSN宣布将Live Space转移至Wordpress的时候我还觉得奇怪,怎么向来警觉的朝廷居然会网开一面?难不成MSN使用了某些神奇的公关手段,又或者转移以后国内用户使用的只是阉割版本?但是MSN中文主页上的转移通知又似乎宣告了一切都已经板上钉钉。

然而当这两天MSN与新浪和做的消息传来后,一切问题都有了。Wordpress只承包MSN国外用户的博客服务,而国内的Space则完全被转移至新浪博客。至于给中国用户的转移通知,已经成为浮云了。

两家的合作在此时宣布,不免让人联想起最近的3Q大战,而业界也普遍认为两家的联手是为了保住各自地位,共同抑制QQ。然而MSN不惜出尔反尔,将博客业务重新打包给新浪,就不免让人浮想连篇了。

其实也没什么好想的。将博客交给新浪只怕也是MSN的无奈之举。怪只怪Wordpress在内容上口味太重,实在不得朝廷欢心。而御用品牌新浪则在这方面则游刃有余,虽然本身口味也不轻,但历次网络上的大风大浪都安然度过,因此MSN将博客转移到新浪在政治上绝对安全。

其次从商业角度来说,让新浪接收Space前景也算不错。毕竟新浪作为大型门户网站,影响力不成问题,再加之多年的博客运营经验,Space转移后的服务质量肯定也不不成问题。反之MSN还能利用各种手段和渠道,向新浪广大的用群推广MSN业务。同时宣布的微博和MSN状态互通便是一例。

但不管怎么说,对于已把Space转移到Wordress的用户来说是郁闷了~辛辛苦苦设置了半天的页面突然被404 not found所取代,就好比辛辛苦苦追到手的大学女同学,转身就跟着官二代双宿双飞,而你只继续辛辛苦苦翻墙才能和她幽会,这小三当得苦啊。

突然想到了Ace Combat 4的副标题Shattered Sky,用来当本博的新名字还真是贴切阿~不过也懒得改了,就这么着吧。也许以后心血来潮我再去新浪搞一个,但是最近是不打算动了。

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Metal Gear Solid: Peace Walker — Game Review

本文是之前申请暴雪中文游戏测试员时仓促而作。申请虽然石沉大海,但辛苦写的东西若弃之不顾也实在可惜,因此还是发到这里给大家看着玩玩吧。

Kojima Production is a guarantee of hit to many military action game fans. But frankly speaking, MGS Peace Walker is not so great a sequel as its predecessors due to the limitation of PSP. The stages are much smaller and freedom limited; combats are easier with less enemies and more convenient CQC actions. Even the story is simpler: You can guess the end even before starting the game.

With all these being said, however, Peace Walker is still a great action game on PSP in that Kojima Production has pushed everything in that UMD to its possible extremity.

Graphics:

You know it’s PSP, and you cannot expect PS3 performance out of it. However, you can still have the PS3-like visual effects. With MSG’s signature real time rendering, game flow and story cut-ins are smoothly combined together, and details are maintained as much as possible.

The weapons in the hand, the textures on the uniforms, and the smooth movements of both Big Boss and the enemies, all these are signs of Kojima’s efforts to build a real, if not refined, world. You have a realistic feeling when you see Big Boss carefully crawling in the jungle, when you see the fingers of enemy soldiers when they are thrown by CQC, and even when you fight those huge unrealistic “metal gears.”

Between-stage storytelling is another highlight of Peace Walker. Similar to the last MGS o PSP, Peace Walker also uses comic animation flows to unfold the story. With the series’ unique drawing style, and the interaction and QTEs that keep players from being bored, Kojima has brought a different experience compared to the blockbuster-like MGS 4.

Game Play:

The whole game is pretty fluent. Long story is cut into short stages for the convenience for PSP players, who are usually on the move and pause the game a lot. Mission selection lets you replay previous stages at anytime with more advanced equipment.

The overall movement in game is smooth, although some latency exists when facing a lot of enemy. But still, that’s acceptable given that Peace Walker is on PSP. The only annoyance in my experience is the short delay between actions, such as using fulton recovery and crouch down, which made me spotted for many times.

The view angle has much improved from the last MGS on PSP. Probably the physical engine hasn’t evolved much, but somehow Peace Walker seems to offer a wider view. This, together with an easier angle control, let players detect the environment and enemies with more convenience.

Combat:

The unique fascination about MGS is “no kill” despite its military theme. Unlike in Halo and Gear of War, where you heroically run on the battlefield and “kill them all,” you have to play hide-and-seek with enemies, and the less you kill the higher score you’ll get. And with the introduction of Close Quarter Combat (CQC) since MGS 3, this stealth game series has evolved into infinite possibilities.

In Peace Walker we see a simplified but more effective CQC system. Moves are reduced to only holding and throwing, but all actions are gathered on one button, which is convenient on the portable console. Although it lacks the variety we see in MGS 3&4, the new system is more efficient in laying enemies down during the combat.

As compensation, Peace Walker adds the consecutive CQC mode, which zooms the game into bullet time and allows you to knock down multiple enemies as whole. Now here is the unrealistic part that I don’t really like despite its astonishing visuals. It’s usually hard to approach a group of enemy soldiers unnoticed, and even harder when noticed. And when you are ready for group CQC, usually you would alert others when you get you first guy, thus sounding the alarm. And you have to do consecutive CQC several times to truly knock out everyone, or they would keep climbing up. Therefore, when you finally knock down the whole group, probably you would find yourself surrounded by new reinforcements with a red HP meter, and then you should be ready for the CQC again.

Of course some would say you can throw smog grenade before approaching the group. Yes I can. I can throw the smog first and then turn on the night vision for group CQC for safety. But the point is, with that level of technology, why would I ever need to use CQC? I may as well stay aside and throw a sleeping grenade or use tranquilizing weapons, and then fire a recovery rocket to pack them home. Therefore, group CQC to me is a weak existence.

Boss Battle:

The trend “the bigger, the better” has also found its way into the game world, with bosses nowadays are ever larger, heavier, although not necessarily stronger. When standing in front of those huge AI weapons, I suddenly have the feeling of God of War or Wander and Colossus. Although previous MGS’s also feature huge metal gears, the feeling was never so strong.

When the growing boss size is coupled with a declining requirement of control skills, Kojima’s compromise to a bigger player group is obvious. I kind of miss Vamp, the Boss, Beauty & Beasts, because they are unique characters with unique experiences, and the ways to defeat them are unique, too. Well, in Peace Walker we still see challenging boss battles—like the tank, chopper, and the AI metal gears—but they are just kind of common machines you can beat with advanced equipment if not advanced skills.

The Recovery System

Now this is the most creative invention in the whole series. It’s serious, it’s funny, and it’s addictive. When you see the unconscious enemy soldiers hooked with balloons and dragged into the sky, you know this is just another odd taste of Kojima, just like the banana pistol and the porn magazines.

The Fulton Recovery System is a serious thing to capture enemies for your base development, and a great way clear all the “bodies.” But sometimes it just doesn’t make sense: How can you recover a soldier inside a building onto the chopper? At least I remember in Dragon Quest VIII, when you use the returning feather under a roof, you would hit right onto that.

The Mother Base:

“Foster & develop” is another popular trend nowadays. Big Boss says Outer Heaven needs a base, and therefore Kojima makes a base—another feature that justifies investing time into Peace Walker.

The base development in PW is unique, though. You don’t simply invest money;you have to invest people—the poor soldiers recovered by the recovery system. By assigning right people to the right place, you have a faster R&D process and a stronger combat unit for side missions.

You can even build your own metal gear. After fighting for this huge thing throughout the series, now we finally can have our own. Of course it needs parts that don’t come easily, but for those who keep re-challenging bosses for perfection, this is a decent reward. And just like other similar elements in Japanese games, successfully building a metal gear also leads to the true ending of the game—another hook for the time.

Plot:

As an action game, MGS series however owes half of its credits to its storyline. Many great action games have great stories, too, but none is like MGS in successfully telling such a complete, realistic and rich story with deep implications.

The game is the final piece in the Big Boss’ legendary life, completing the storyon how Outer Heaven was founded. Peace Walker is a nuke launcher, and the terrorist group Outer Heaven is in pursuit of world peace and freedom. In addition to these controversies is a Cold-War-based storyline as real as the history. The game brings us back to the time where not only ideology was split, so was people’s mind, and in that split world the game tries to reshape the series’ conflicting theme: peace vs. war, freedom vs. patriotism, sense of belonging vs. lonely heroism.

Kojima’s outstanding imagination blends once again with reality, and his distinctive understanding of politics is shown in the game’s political implications and futuristic foresight. The result is: We know the story is fictional, but somehow we all see it repeat over and over in the real world.

If not a game producer, Hideo Kojima would be an excellent military fictionist no worse than Tom Clancy.

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QQ vs. 360 — A PR Farse without PR

Dominating the recent Internet in China is a war without smoke — a fight between the leading Chinese IM software and a popular anti-virus software for a market of 400 million Internet users.

A few days ago, when people tried to log onto QQ, a pop-up message appeared instead of the normal friend list: “Dear users, when you see this message, we have just made a very hard decision. We decide to suspend the service on computers that have installed the 360 software (the popular anti-virus software), until 360 stops its malware targeting QQ and its bitter defamation against the company. ” The move, obviously, was claimed to better protect users’ privacy.

Or perhaps what just happened was an “even harder decision.”  Yesterday, Kingsoft, Baidu, Keniu and Maxthon, all being leading companies in the Chinese IT industry with former alliance with Tencent (provider of QQ), hosted a joint press conference to announce a similar decision: All products/services provided by the above companies will be no longer compatible with 360 because of its “severe safety loops” and “its disrespect and deceit on consumers.” The companies also claimed that such a decision was to better protect consumers’ interests and a “fair market competition.”

Although so far what I have told is only a one-sided story, you can get an overall gist of the whole picture: Some “oppressed” IT companies unite together to fight an evil company under the name of “consumers’ interestes.” Justice, fairplay, morality, wee see all the classic centerpieces that can make a good public relations casestudy.

Except for one: Where are the consumers? The people whose interests are supposed to be better protected or better served?

We don’t hear the voices of consumers anywhere in this case. We do see, however, Chinese netizens who are disconnected with friends (QQ) or fail to use the Internet (Baidu is the largest Chinese search engine and Maxthon is a popular browser in China) simply because they are using a what-they-call evil anti-virus product, and computer users who cannot update their anti-virus protection (Kingsoft, Keniu are both anti-virus service providers) just because they are also using a competitor’s product. Who cares?

The first thing I learned about PR is that it is a mutual communication between the organization and the public. Although the real business world is never so benign, it is still a golden rule on the table. In this case, however, every party is openly rushing with the PR arsenal on a one-way street, from the company to users only, no u-turn. Why?

Because it is not a PR war. It is only a struggle for market share and dominance.

Let’s get the other side of the story. Tencent decided to suspend the QQ service on computers with 360 because the latter accused QQ of violating users’ privacy by secretly scanning their hardrives. 360 even launched a software that could monitor QQ’s operation and block all QQ’s pop-up windows — an important source of advertising income for QQ.

However, the motive behind 360’s anti-QQ actions is not noble, either. In the early 2010, Tencent launched a plugin called QQ Assistant, offering some anti-virus features for QQ users — an obvious threat to 360’s business given the large user base of QQ. Thus, a series of commercial and PR retaliations began.

As for the other players like Baidu, Kingsoft and Keniu, they are either victim of 360’s expansion beyond anti-virus service, or simply lesser player in the same area. In conclusion, PR is only a tool for guise in this farse.

But even from a PR perspective, QQ alliance’s behavior was beyond understanding. What they really did was simply verbal attack combined with technical attack, as well as outright consumer abduction — when the most popular IM software (QQ commands 400 million users) unite with the largest Chinese search engine (Baidu) and two major anti-virus providers (Kingsoft and Keniu), what choice do consumer have? What choice does 360 have?

360 could only play the victim role, and it played well. In a response to Tencent’s suspension, 360 said it would discontinue the plugin that targeted QQ “in the light of consumers’ interests” despite its discontent with Tencent. Given the huge pressure from the whole industry, 360 had to retreat, and “consumers’ interests” once again became a perfect excuse.

The tactic did work well. The majority of the consumers raged by Tencent’s “forced choice” stand in line with 360 despite the fact that 360 has long been criticized as “rogue software.” According to a quick poll on Renren, 60% of respondents would support 360 and give up on QQ, while 30% remain neutral. Consumers even countered QQ’s assert on its innocence on privacy violation by simply asking: “How did you which computer has intalled 360 if you are not secretly scanning our hardrives.”

In fact, no one will be the final winner. Tencent and its alliance may win the market share, but they are already losing reputation. On the other hand, 360 may succeed in terms of PR with its advocate for “consumer interests,” it is losing market share.

And given neither side is really innocent, the public and consumer will gradually get bored with this farse, and both parties will lose in the public opinion. The only party that will gain is those smaller players now overshadowed by these leading figures.

Posted in 广告、公关、传播 | Advertising PR Communication | Tagged , , , , , , , | 2 Comments

稻船敬二,一路走好~

神谷英树走了,三上真司走了,现在稻船敬二也走了。看着这些Capcom元老们的纷纷离去,在《鬼泣》、《生化危机》、《鬼武者》等神作伴随下成长起来的我们这一代玩家,恐怕感慨的不只是经典不再,更是一个时代的终结。

时代的确变了。如今的游戏画面已经不再是红白机上的色块移动,而成为了各大厂商炫耀各种眩目科技的舞台;如今的游戏剧情也已经不再是英雄救美杀魔王,而是钩心斗角,爱恨情仇,阴谋背叛,就像如今这行业一般不再单纯。

伴随着电脑技术而诞生的这一互动娱乐体验,从不入流的“玩物丧志”一跃成为如今堂而皇之的“第九艺术”,成为利润丰厚的一大产业,这短短二三十年的时光堪称“黄金年代”,让每个从小玩到大的人都有扬眉吐气的痛快。只是在爽过之后,看着离去的那一个个伟大身影,看着那些兼并重组后一对对熟悉的logo,我们都不禁会问,这个行业究竟会何去何从?

估计永远不会有答案的,因为当艺术遭遇商业,就成了一个永远纠缠不清的行业。

在黄金时代,游戏产业蓬勃发展是因为艺术大于商业,从而留下了许许多多让人津津乐道的传奇。但讽刺的是,一旦形成了产业,商业利益就必定会重于艺术本身,一切就以市场为导向,在通向白银、甚至是黑铁时代的路上一狂奔。之前神谷、三上的出走,以及日后Clover的解散都是例证。

稻船在宣布其离职的博客里说自己在Capcom内已经没有了上升空间,这其实是C社商业为重的最佳证明。在如今这个市场决定一切、且重心逐渐“西移”的游戏产业,C社需要更快更好地吸引新的玩家,尤其是欧美玩家,显然不能光靠慢工出细活的传统日式游戏。而更加注重游戏内涵的神谷、三上、稻船等“传统派”显然和这个趋势格格不入。

其实稻船并不是个不懂市场重要性的人。早在Clover制作组宣告解散的时候,他就暗示过领衔的神谷等人太过注重游戏的艺术性,而忽略了市场之道。虽然由于话题敏感他不便多说,但稻船显然比前同行们更加接受游戏商业化这个不可逆转的趋势。

在Clover成立差不多半年前发布的《鬼武者3》中,稻船力邀让雷诺加盟,并把战国剧的舞台穿越到了现代巴黎,就足以说明稻船是看清楚C社发展方向的。而之后那个风格另类、难度降低不少的《新鬼武者》更是他向市场妥协的标志。之于后来再Xbox 360上红极一时的《失落的星球》也足够说明稻船是理解欧美市场的。

但是懂得市场的稻船最终还是成了Capcom市场转型的牺牲品,这不能不说是一种悲哀。放眼如今的Capcom,成名大作无一例外开始“西化”,且开始大量外包设计工作,甚至是看家招牌的设计,以至于自己都有成为皮包公司的趋势。这其中当然有制作成本以及市场定位的考虑,但这些显然是和“认为制作游戏需要有爱”的稻船敬二的理想相违背的。这一点,从他对《失落的星球2》那痛心疾首的评价就可见一斑。

一个传奇一般的领军人物,和公司的发展方向渐行渐远,且有是不是地发表些诸如“日本游戏已死”、“日本游戏落后欧美至少五年”的敏感言论,公司不和谐了你还怎么能带得好队伍?还怎么能提拔更符合现代市场需求的设计师?稻船,为了C社的利益,你不走谁走?因此联系起前不久稻船对《鬼武者》的一些泄气言论,以及C社“不会放弃《鬼武者》系列”的立即回应,直至今日的最终出走,一切都不是偶然。

游戏圈内的人来人往并不稀奇,特别是像稻船这样的人物,改头换面之后东山再起的大有人在。你看《猎天使魔女》除了主角不是但丁,其他和《鬼泣》基本无异,指不定稻船兄日后心血来潮,弄个辣妹版《鬼武女》也不是没有可能。这对玩家来说并没有太大的影响。可惜的是,《鬼武者》、《洛克人》等伴随我等成长的神作,日后恐怕就要失去神髓了。

不过也罢。在如今这个成本动辄以“亿”计,容量越做越大,画面越做越炫的游戏业界,又有多少人能找回当初“堆方块”、“采蘑菇”的乐趣呢?

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婊子还是牌坊?CSR的矛盾

前两天再微博上看到一篇推荐的文章,是某个圈内人士对企业社会责任的一些看法。原文链接于此,感兴趣的朋友可以看一下:http://www.forbes.com/2006/11/16/leadership-philanthropy-charity-lead-citizen-cx_ba_1128directorship.html

推荐此文并不是因为文章写得多么大义凛然,而是因为总算有人在这个冠冕堂皇的问题上说了句大实话:企业的主要任务是赚钱,首先要对股东负责,其次才对社会负责。

一直一来,企业的社会责任(Corporate Social Responsibility)都是一件“既要做婊子,又要立牌坊”的事情。究其原因是因为CSR这个概念本身就很矛盾:企业要盈利,势必就要影响大部分人的利益将一小部分人的利益(股东)最大化,而社会责任则又要求企业牺牲小部分人来满足大部分人的利益(社会)。无论满足了哪一边,另一边总是不太答应的。所以企业很纠结。

更纠结的是,CSR这个概念已经被道德绑架了。

道德其实是个很主观的东西,特点就是严以律己、宽以待人。这就是为什么有些人一边在快餐店排着队一边大骂麦当劳出售垃圾食品,一边吞云吐雾一边还控诉烟草公司谋财害命。很多事情一被牵涉到道德层面就百口莫辩了,因为社会总是道德的,而被质问的你总是不道德的。

而且道德又是个百搭,几乎能和企业的任何行为扯上关系。产品涨价,顾客说你唯利是图,你不道德;产品偶尔出个质量问题需要召回,顾客说你草菅人命,你不道德;终于咬咬牙为慈善事业捐了几百万,社会说你捐得太少太晚,你还是不道德。总而言之一句话,说你不道德,你就不道德。

在如此环境之下,众多企业终于顶不住压力,纷纷亮出各种CSR项目,以示自己虽然是奸商,但还是良心未泯的。于是麦当劳关爱起了儿童健康,英国石油开发起了替代能源,烟草公司在包装盒印上“吸烟有害健康”,并且偶尔鼓励戒烟。生怕自己不做出点贡献,将来就要重蹈Exxon漏油的覆辙。反正一样是要投钱做广告,不如就投给CSR了吧,不仅能避税,还能落个好名声。就像即使作婊子,与其傍大款,还不如傍个有前途的文人书生,非但不会遭人白眼,还能落个才子佳人的佳话,名利双收。

其实都误会了。公众误会了企业的角色而在道德层面对其有了过高的要求,而企业也误会了CSR的实质,只是迫于公众压力而启动一些项目来安慰各自的良心。

企业的CSR其实很简单,就是Google的“不作恶”。只要一个企业在不损害社会公共利益的前提下赚钱,它就是对社会负责的,不用再对其苛求太多。

公众也大可不必因为一家企业只承诺“不作恶”,而不是“做好事”,而指责其道德水平。须知“不作恶”是底线,而“做好事”是个目标。往往守住底线容易,而追求目标则有些难度。况且那些许诺“做好事”的企业,也不是没许诺自己“不作恶”么。

做婊子本身没错,只要别注意卫生,别传播疾病,不做小三,就行了~

最后引用一下文章中作者对于CSR的定义作为总结:

–Be transparent in your financial reporting. (做到财务透明。)
–Produce a quality product, and don’t misrepresent it. (注重产品质量,并客观公正地把产品推向公众。)
–If you know something about the product that endangers the consumer, be forthright and let the public know. (发现产品有问题,应立即让公众知晓。)
–Do not use predatory practices in offshore manufacturing, such as child labor. (如果在海外建厂生产,别做雇佣童工等没人性的事情。)
–Do not pollute your environment or other environments, and adhere to laws and regulations. (遵纪守法,爱护环境。)
–Be respectful, fair and open in your employment practices.(尊重并公平公开地对待所有员工。)

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