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Sabledrake Magazine May, 2004
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I have been reading John Saul almost exactly as long as I’ve been
reading Stephen King. I took Suffer the Children with me on a
family vacation when I was eleven and basically kept right on going. John Saul’s books are what my mom calls “good beach reading,”
which means they’re easy to read, not too tricky to follow, and they all
share a comfortable familiarity. There aren’t many surprises. Most of
the time (in probably 25 out of his 31 books to date), you know, picking
up a John Saul book, what you’re going to get. And that is: a hundred or so years ago in a small town, something
horrible happened to a child. Now strangers have moved to the small town,
and the terror begins again. Plus, if there’s a character named Jeff,
and there almost always is, he’ll meet a bad end. I used to wonder who
the real-life ‘Jeff’ was, and what he’d done to make the author so
mad. Now, believe me, I don’t mean any of this in a bad way. I think I may
have once inadvertently offended John Saul by saying something along those
lines in a Seattle bookstore once, because only later did I realize that
the guy who’d been glaring at me did bear a striking resemblance to the
guy on the jacket photo. That incident has been nagging on my conscience
for almost a decade now. A few times over the last several years, Saul has broken away from his
formula and set stories in the big city (Black Lightning, The Manhattan
Hunt Club), or only involved adults, and I found I didn’t enjoy them
quite as much. He’s really at his best when dealing with child characters. The
parents that he writes are all awful people, the best argument ever
for requiring psychological testing and a license before being allowed to
reproduce. The fathers are either brutish drunks or sports-nuts; the moms
are oblivious religious fanatics or vain and self-obsessed. His teenagers
are so cliquish, nasty, spiteful, and downright evil that anyone who ever
felt like an outsider in school can’t help but cheer when the losers get
their revenge. The frustration and the helplessness and building stress
are always believable. In Black Creek Crossing, Saul is totally back to his roots. The
strangers have moved to town. Daughter Angel is dumpy and plain. Dad’s a
drunk. Mom’s a martyr. Her cousin, who lives in town, is head of the ‘cool’
kids. And the house into which they’ve just moved has a history of
murder and witchcraft. Angel’s only friend is Seth, the smart and sensitive geek whose dad
wishes he’d stand up to the bullies and spend more time on sports
instead of photography. The house works its history-repeats-itself mojo,
the eerie cat leads Angel and Seth to a secret hideaway where they find a
book of spells, and one by one their tormenters begin to feel the sting of
payback. Black Creek Crossing is standard Saul. The characters in it
could easily be swapped out with folks from other books – Angel for
Cassie in The Unwanted, Seth for Mark from Creature, Angel’s
dad for Tad in Right Hand of Evil, etc. (though there’s no Jeff
this time; Jeff gets a reprieve!) I did think that the ending was much too abrupt, the resolution too
easy. The book could have been forty pages longer, with more development
and action toward the end. It was good, it was enjoyable, but after all
that build-up I did leave it feeling vaguely cheated. If this had been a
movie, I’d have gone away thinking that I’d have to wait for the
extended edition director’s cut, but unless we’re talking Stephen King
and The Stand, few authors get the chance to do something like
that.
review
by Christine Morgan “I’ve been having these weird thoughts lately...like is any of this
real or not?” These “weird thoughts” open the epic journey belonging to the first
Disney/Squaresoft joint venture, 2002’s Kingdom Hearts, directed by
Tetsuya Nomura. It features the unlikely pairing of virtually every Disney character
put on screen to date and noted figures from the popular Final Fantasy
series. The “weird thoughts” in question belong to that of the game’s
lead character, Sora (expertly voiced by Haley Joel Osment), who lives on
the Destiny Islands, a beautiful paradise that is unknowingly about to be
invaded by a terrible darkness. His days are spent cavorting with friends Kairi, Riku, Selphie, and
Sephiroth; play-fighting, fishing, exploring, and daydreaming of faraway
lands. Elsewhere, two very recognizable characters, Donald Duck and Goofy,
are about to embark on an important quest of their own: to search for a
“key,” its mysterious owner, and what is happening to their world and
others near and far. Soon after the tranquil title screen appears (complete with comforting
“plinking” sound effects upon selection and an engaging rendering of
Sora), the game launches into an impressive trailer, showing the grand
scope of the game and the many worlds the player can expect to visit...all
while bringing out the best in the respective animation departments of
Square and Disney. It involves shots of Sora drifting through a watery element (and a
perfect chance to pitch the creator credits), and cutting to highlights of
Sora and company’s quest: meeting up with Donald and Goofy, falling down
the White Rabbit’s hole to Wonderland, swimming alongside Ariel and
Sebastian as mer-creatures, fighting off jungle animals with Tarzan, and
flying through London with Peter Pan. It ends triumphantly with Sora
wielding the keyblade with great prowess and confidence, while never
upstaging the dramatic Disney musical score. Sora is a great and believable character to play. He is like us, the
players, in that he is wide-eyed, thirsty for adventure, an explorer, and
wanting to complete and achieve the goals that are set before him. He is
also impetuous, which accounts for him running into danger with an
incautious concern for his friends’ safety during the opening montage. He is also uncomplicated physically: he is clearly a pubescent child
whose body is about to go through some changes (part of which is evidenced
in Osment’s brilliant “voice-cracking”) and is dressed as you would
expect a hip teenager to be...fun, colorful shoes, baggy shorts with a
chain dangling below the belt line, matching hooded T-shirt, and what
appear to be bike-racing gloves on his hands. In the first level alone,
the player is clued in to some distinct personality traits of the lead
character. This portion of the game explores the notion that the friendship
between Sora and Kairi has been long-standing and could even blossom into
something more, giving a few years’ time, and that they are clearly very
important in each other’s lives. The terrific storytelling not only sticks to these two, but extends to
other members of the cast; Riku, who harbors a slight jealousy of Sora
over Kairi’s affectations; Selphie and her schoolgirl crush on Sora; and
finally, Sephiroth, who lives for playing and fighting - giving away no
mystery of his young age whatsoever. Although there is little threat of danger on the island level, it is no
less fun to play. Like every other level in the game, the developers went
out of their way to create a fully interactive environment. There are tons
of areas to run, jump, swim, swing from and explore, including a “secret
place” located underneath an isolated tree which provides some mystery
which comes to a head later on in the level. Soon, the island is invaded by creatures known as the “Heartless,”
who intend to rob all neighboring worlds of their hearts (as in souls) and
the complete domination of a heartless universe. Through the cataclysm,
Sora is transported to a different world called Traverse Town, allies with
Donald and Goofy, and the epic quest across worlds to defeat the Heartless
begins. Each of these worlds is rendered to be as believable and
interactive as possible. While there are some limits in all levels as to where the characters
can move, the environments are all accurate to the smallest detail: the
Dalmatian house in Traverse Town (minus 99 pups that are scattered to
numerous worlds) is complete with furniture, lighting, and objects which
all can be moved, treaded, or grasped. Most objects collected in the game,
however, are merely represented as power-up icons would: brightly colored
spheres or stars. However, those objects, which serve a story-telling
function, such as the “drink me” glasses in Wonderland, are visible
and tangible. At times, the texture mapping in the game can seem a bit cut-and-dried.
For example, sections involving characters and settings in a Final Fantasy
milieu will be rendered with mega-palettes that you would expect from
Squaresoft while those involving Disney environments will appear a bit too
cartoony and blocky. Aside from the inconsistencies in the bump mapping,
Disney benefits greatly from Square’s animators as the transparency
mapping of water (such as in Atlantis, for example) is a tremendous
effect. Because of Disney’s contribution to the visual medium, it is not
surprising to discover that Kingdom Hearts favors an animation-heavy
execution. Attention to detail is not only exclusive to the environments,
it also provides explanation for the seemingly endless points of
articulation on movable characters and objects. The laws of forward and
inverse kinematics are followed to the letter. As a somewhat amusing example, Goofy simply turning his head provides a
strong parent object. The face turns, nose wiggles, strands of hair wave,
and the ears flop to and fro, all in succession. Sora’s clothing “moves”
with him i.e. his belt-chain will rattle and bounce during jumps or
running and the medallion around his neck sways appropriately. My personal favorite animation technique in the game (and the true sign
of a Squaresoft property) is the trademark Squaresoft “hair sweep,”
which the animators have down to the last follicle. In the game’s ergodic moments, voices are text-based and viewed in
word balloons, yet the non-interactive sequences are when the animators
shine by providing expert lip-synching and realistic facial expressions.
The sequence where Goofy and Donald invite Sora to join them in their
quest on the condition that there be “no sad faces” is priceless. Sora
replies with a toothy grin, which provokes much laughter in the others. As detailed as the animation can be throughout the game, the physics of
the characters’ movements aren’t always correct and are slightly
exaggerated, keeping well within the game’s decidedly cartoonish
parameters. Rather than a varying degree of jumps and hops from place to
place, the characters bound up and down mushroom fields, for example; and
always, ALWAYS land on their feet...except during a non-interactive
sequence involving the trio falling down the rabbit hole in Wonderland and
Goofy promptly falling on his noggin. Speaking of those all-important non-ergodic moments, the cut scenes are
definitely vital in the execution of the story. They are produced to be on
par with that of a Disney film and the production values would lead one to
believe they might even be lost cut scenes from old motion pictures. A goodly amount of actors who’ve supplied voice work to previous
Disney productions return to their famous roles: James Woods as Hades,
Tony Goldwyn as Tarzan, Brian Blessed as Ariel’s father, and so on. It
is a treat to see these characters, beloved or despised, graduating from
2-D cell animation and rendered in 3-D and motion capture. The only drawback to these sequences (and there are MANY) is that the
player is unable to forward through them, so saving the game often is key
if the desire isn’t there to sit through five minutes of non-interactive
sequences again and again. A few words about the original voice acting must be given: in capturing
the audible qualities of these characters, the acting couldn’t be more
spot-on. All of the characters’ voices have a nice pitch and the
emotions detected in the voices are accurate in range and seamless with
the facial expressions. The voices also succeed in describing what sort of
character being dealt with: mysterious, fun and spontaneous, clever, or
even immature. If Oscars were given for voice acting, Kingdom Hearts would
be a sure-fire contender. Fantasy games certainly aren’t strangers to hordes of special visual,
lighting, and sound effects. The most awe-inspiring: the shadowy ball of
energy and the storm effects that surround it which herald the inevitable
arrival of the Heartless. There are fire and magic effects galore, along
with force fields and sparks derived from the collision detection of a
sword striking a random area in the environment. The non-interactive sequences make great use of lighting effects; such
as direct lights highlighting various objects of power to select from, and
creative omni lighting, such as that emanating from the floor in a castle
that illuminates the entire scene, from Sora’s face to the birds flying
away from the area. The characters also cast nice soft shadows...but only
on the ground and only directly beneath them. The shadows change direction
according to the direction the character is moving, but the global light
source always stays the same and thus the shadow’s placement. There are as many sound effects in the game as there are lighting
effects. For each fire or lightning blast, there is the accompanying
explosion of sound. As impressive as the translucent mapping of the ocean
water is, so are the sounds that come from that area: the tide rolling in
and lapping at the beach or even diving in, which creates a huge splash of
sound. Footsteps can be heard tracking through the sandy beach, there is
“clomping” heard on castle floors, and the texture of grass can be
keenly detected by the effect of characters passing through fields of
grass. There are great battle sounds found throughout as well: “swooping”
sounds as Sora flips up onto a platform, the aforementioned sword-clanging
upon collision detection, and amusing battle comments from Sora and other
NPC’s. (“Hiyaa!” “Ugh!” “Come on!” “See ya!” etc.) So does the game play as well as it watches? Playability in Kingdom
Hearts, as it turns out, is slightly easier than the average fantasy RPG
with an intended ease of use for children and older. The command menu is omnipresent on the screen with choices of
attack/talk, magic, items and a fourth option present when encountering an
inanimate object: throw, lift, open, or examine; all toggled with the
right analog stick or the D-pad. Even more options can be explored by
opening a menu executed by pressing the start key. This brings up
sub-menus cataloging items for the characters in the party, equipment,
abilities learned, customizing controls, status of party attributes,
configuring game settings, and a wonderful feature that has Jiminy Cricket
compiling a journal of people, places, and things discovered along the
way. L1 and R1 shortcuts can be created for complicated button functions
that occur later when Sora achieves new levels and learns new abilities;
such as dodge, fire, and examining an enemy’s health (HP). It’s hard to say exactly what displays of artificial intelligence are
present in the game. The enemies all seem to select their own placement
within the level and formulate an attack plan. Some will hide during
battle and sink into the floor, only to reappear behind you. This can be
easily timed, however, and doesn’t prove to be too challenging of an
enemy’s defense. On other levels, the enemies will actively try to find
you (the keyblade Sora wields turns out to be the magnet attracting the
baddies), but are easy to avoid. In the event that the player doesn’t want to take evasive action, the
battle systems are simple to get the hang of. There is a dramatic music
change upon the occurrence of an enemy and lasts until the enemy is either
defeated or evaded. It breaks down to real-time combat with Donald and
Goofy fighting independently, yet following Sora everywhere else in the
level. In fact, other than battle sequences, they rarely leave his side. There are numerous, random spots throughout the game where the trio can
perform a “trinity” maneuver. When all three are in place, the fourth
option on the command menu will read “trinity,” and upon selection,
the trio are able to teleport great distances or even unleash a
devastating attack on a powerful foe. Control over camera angles is one touchy spot that is possibly the one
feature that needs the most improvement on. Using the L and R buttons, the
camera does a limited sweep over the surrounding area. In 1st person
perspective mode, a 360 degree sweep is virtually impossible. An important function to keep in mind during gameplay is the target
lock feature, which locks on to an enemy target to strike only that target
or can be used to lock on to an inanimate object for purposes of striking,
lifting, etc. This prevents the player from getting lost as the camera
repositions itself to accommodate rapid movements. A few times in the game, the characters are caught fighting behind
things and the intent for this is hard to figure out: an attempt to inject
realistic feeling into gameplay, perhaps? Whatever the reason, it’s not
fun for playing, it disrupts gameflow and can even get your character
killed if the player can’t see where the fight is taking place. Aside from that, the game is easy enough to play and comprehend. It
adheres comfortably to classic RPG elements such as controlling the
advancement of characters as evidenced by the advancement in stats, an
astute inventory of equipment, a fully interactive and engaging story,
hundreds of NPC’s, and an enormous world(s) full of rewards which are
reinforced by experience points gained through battle and finding powerups. The theme of the game is clear from the very beginning of the
game...the tutorial section, in fact, when Sora and friends are exploring
ideas of breaking away from the norm, identifying how each of them feel
about friends, fears, and what it truly is that they respectively want.
Plus, have faith that even Goofy himself...can be a badass. review by Jeremy McNicol |
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