ON MovieTome: What THE INCREDIBLES could have been!
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GameSpotting

Giancarlo Varanini
Associate Editor

Currently Playing: The Legend of Zelda: The Wind Waker , Panzer Dragoon Orta , Street Fighter Alpha 3 Upper

Incoherent Rambling Ahoy

I wouldn't exactly consider myself a musically inclined person, especially since the only song I can play on my guitar at this point is something that vaguely resembles the scratching of nails on a chalkboard, only much worse. But thankfully, the video game universe provides an outlet for musician wannabes such as myself with a wide array of games that are entertaining only on a purely musical level, but also games that exemplify the core essence of what makes video games so enjoyable. In fact, rhythm games like Gitaroo Man, Guitar Freaks, and Amplitude are indicative of what video games have become to so many people and why the industry has grown so rapidly over the past several years. As cheesy as it may sound, video games truly represent a means of escape, providing an avenue for people to break away from their normal everyday lives so that they can play a rocking Japanese cover of "Bad Medicine," play game seven in the World Series, throw a winning touchdown pass to a receiver, foil an evil terrorist plot involving monkeys that have escaped from a research facility, or whatever.

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Can't wait for the new Gradius.
Movies provide a similar experience, but they're passive, forcing you to sit in a chair for a number of hours while some jerk kicks the back of your chair and the characters displayed on the enormous screen go about their pre-scripted lives. With video games, you can take an active role in what happens to the protagonist, even if it's not tied into the story progression at all. For example, in the epic saga known as Bionic Commando from Capcom, your ultimate goal was to destroy Hitler's head, which had been placed in a jar and injected with preservatives so that he could wreak havoc on the world, but instead of doing that you could've just as easily run through the level and jumped right into a pit. Of course, that's not nearly as entertaining as actually trying to play the game properly, but it proves that even in the old NES days you didn't have to strictly adhere to some invisible railroad track that pulled you through the game whether you liked it or not (unless you were playing a shooter like Gradius or something, but even then, there were different methods for playing shooters like that).

This brings me to an amalgamation of movies and video games otherwise known as Metal Gear Solid 2: Sons of Liberty. I don't think there's any doubt that when Hideo Kojima set out to create Metal Gear Solid 2, or perhaps even the Metal Gear Solid series in general, he was aiming to create a movielike experience, complete with dramatic cutscenes and characters that would slowly expose layers of depth as the game progressed. But with Metal Gear Solid 2, some people thought that Kojima took the whole idea too far by cutting back on gameplay, essentially taking the active nature of video games out of the player's hands and into the game. I'll freely admit that some of the cutscenes in Metal Gear Solid 2 can be pretty ridiculous, especially since one time I left my apartment during one of the final scenes with Solidus and came back 15 minutes later to find that the same cutscene was basically still going. But at the same time, I felt it was a necessary step for games to take because up until the last few years, video game characters, and video games in general, have largely been unable to draw the emotion out of people like a movie can.

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Bobby Brown likes Gradius.
The Final Fantasy games have been attempting to do this as well, and to be perfectly fair, Final Fantasy VII was probably one of the first games to really cross the cinematic gameplay line. Indeed, the characters in that game were probably the most intriguing aspect of it because they were probably some of the most developed of any RPG characters at the time. Moreover, the new storage medium of CDs allowed the developers at Square to present the story in even greater detail with CG movies, which somehow made the death of certain characters more interesting than if I were to view some 16-bit sprite suddenly plop on the ground with a "..." word balloon appearing over his or her head.

So this was going to be a GameSpotting about rhythm games, but it's the day after St. Patrick's Day, so you know how it goes.

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