Editor's Note: The following is an essay from the upcoming second issue of The Broken Paragon, releasing March 5, and it describes spin-off or non-canon titles and their place in a gaming franchise, as well as their roles in the industry in a larger sense. The previous post on this blog, "Euthanasia and Justifiable Homicide in the Nuclear Family in Silent Hill 2," is also from TBP #2. In addition to these two essays, we will also cover Antonin Artaud's "Theater of Cruelty" in the Silent Hill series, series composer Akira Yamaoka and some of the technical limitations that the original Silent Hill developers faced on the PSOne and how they overcame them with some technical resourcefulness. If you'd like to purchase all five essays together in issue 2, please visit our website to PayPal us $1 USD (links on the main page and the bottom of the "Projects" page) and we'll send you the download for Word, PDF and Kindle on March 5. Thank you for your support!
When a new intellectual property, or IP, does well
in the gaming market, it has a good chance of becoming a regular series. Although Mario, Nintendo’s iconic plumber,
appeared in several titles before obtaining his own series, Super Mario Bros. for the Nintendo
Entertainment System was a smashing success, leading to several sequels on the
NES and Nintendo’s subsequent platforms.
Depending on the success of the main series, developers and publishers
may outsource its characters and their universes to develop other titles –
“non-canon” or “spin-off” games, which take place outside the main storyline
and/or in different genres. For example,
the Super Mario Bros. series had always involved 2-D platforming games, leading
characters left to right across levels, jumping from platform to platform. Then, Super
Mario Kart, a kart racing game featuring the Super Mario Bros. characters, was released for the Super Nintendo
console. Hero and villain characters
raced side-by-side instead of attacking one another outright, and they raced on
tracks that were based in the Super Mario Bros. universe. In many ways, Super Mario Kart was the first non-canon console title to catch
gamers’ attention. Since then, the
floodgates have opened for other non-canon games to be developed from dozens of
IPs, and with these opportunities come benefits to making the spin-off and
responsibilities to the IP and its fans that developers either succeed or fail
to meet.
First, it’s important to understand the difference
between a developer going non-canon with a title as opposed to taking the whole
series in a new direction, which is where drawing a line in the sand using
genre changes or new developers ultimately fails. Nintendo had previously made the first four
Metroid games as 2-D side-scrolling action/exploration games, a bit like Super
Mario Bros. with sci-fi and backtracking.
As the technology of games consoles improved, Nintendo eventually
outsourced production of a new Metroid title to developer Rare for Nintendo’s
GameCube system. Rare provided a full
story with Metroid’s heroine, Samus Aran, still operating within expected story
boundaries of the franchise, but changed the camera perspective and controls to
resemble a first-person shooter for over 90% of the game. This title was Metroid: Prime. Different as
it was, it was clear that this was simply the next chapter in Samus’ book, just
“inside the helmet.”
Continuing with the Super Mario Kart example, there were weapons available to increase
player performance and decrease enemy performance, just as players used in the
main Mario series, but using them in Super
Mario Kart was secondary to the main goal of finishing first. Both the weapons and the race tracks were
taken from the Super Mario Bros. series – Mario’s power-up mushrooms provided
speed boosts in Super Mario Kart and
the backgrounds and racetracks themselves were often copied textures from
earlier Mario games. However, Super Mario Kart is able to set itself
aside from the main series, Super Mario Bros., with a number of differences. It helps that it was a different genre of
gaming – kart racing as opposed to 2-D platforming. However, as was the case with the Metroid:
Prime trilogy, sometimes a developer will change genres and keep a new game
within the series context. What made Super Mario Kart a spin-off was largely
the storyline. The whole setup for the
title implied that all the Super Mario characters were “taking a break” from
the story, which usually involves Mario working his way from the beginning to
the end of a title and fighting the boss, Bowser, to rescue Princess Peach from
his evil clutches. Not only could
players choose Bowser or Princess Peach as their racer of choice, but the game
downplayed any real conflict or hero preference in favor of a pure racing title.
When an IP has established a fan base, the fans
come to expect certain elements from titles involving that IP. Story continuity, congruent gameplay, the
same overall visuals and sound and ideally the same “feel” are all vital
components to maintain from game to game in order to keep an audience
satiated. On the other hand, gamers will
also cry foul if several canon games are too similar, arguing that developers
are just selling the same thing over and over.
It’s a fine line that developers must walk in adding
new elements to a series while fixing previous titles’ problems and maintaining
a semblance of continuity. Hence, making
a non-canon title becomes a weighty proposition. By eschewing at least one major component of
a successful franchise, a developer risks losing some of that series’ core
audience. The Silent Hill series
released eight consecutive single-player survival horror games before branching
off with its first major spin-off, Silent
Hill: Book of Memories, for Sony’s handheld system, the PlayStation Vita. Book of
Memories not only introduced multiplayer to the series, but changed genres
from survival horror to dungeon crawling.
Dungeon crawling is a type of game in which players survive increasingly
difficult enemies while traversing a map of randomly-generated rooms. Role-Playing Game (RPG) components are
usually included in dungeon crawlers, such as gaining experience to level up a
character’s stats as the player sees fit, buying and selling helpful items and
weapons to continue through the game and so on. As if these changes weren’t drastic enough, Book of Memories was also outsourced to
a new developer, WayForward Technologies, mostly known for developing licensed
family titles like Happy Feet Two and
Hotel Transylvania.
In order to stay as near to the Silent Hill
franchise as possible, WayForward was given the character models from several
classic enemies throughout its universe to use at their disposal. The split-headed dogs, or “Double Heads,”
from Silent Hill 3 are in the series,
as well as the series’ most popular common creature, the Nurses. “Swarm,” large hornet-like bugs from Silent Hill: Homecoming also appear, as
do “Air Screamers,” large bat-like baddies from the original Silent Hill.
Players are given optional objectives at the beginning of each
dungeon by Valtiel, a large, faceless, passive creature from Silent Hill 3. In addition, players encounter enemies like
The Butcher from Silent Hill: Origins
and can obtain weapons like his “Great Cleaver,” an enormous meat cleaver. One series favorite, the well-built humanoid
enemy Pyramid Head, also appears in Book
of Memories.
WayForward used several other series elements to
keep ties with the series as well. The
story’s setup is that the main character, as customized by the player, receives
a book of his or her memories from an unknown sender in Silent Hill. Mailman Howard Blackwood from Silent Hill: Downpour delivers the
package. The main character decides to
rewrite some of his/her life experiences in the book, like being passed up for
a job promotion or losing the possibility of a romantic relationship, with a
better outcome. That night, the
character dreams of the dungeons s/he traverses and the player takes over,
roaming from dungeon to dungeon while fighting series enemies, solving
sequence-based puzzles, collecting soundbites and other pieces of memory to
change the character’s life. Howard
serves as the shopkeeper on each level of each dungeon, trading vital tools
with the character to aid players on their journey.
The end result is a drastically different use of
the familiar Silent Hill universe for players to explore alone or
together. Book of Memories is a diversion from and love letter to the iconic
IP, and aside from the occasional unforgiving difficulty spike or ham-handed
story element, it’s a successful dungeon crawler. However, many players were left wondering why
Book of Memories needed to be a
Silent Hill title per se, as opposed to keeping its physics and layout and
using original characters and sounds for an original IP.
It is here that the opportunity cost of non-canon
titles is most crystalline. When a
developer builds a non-canon title at this point in gaming history, that
developer receives the tools and the brand recognition of the main series. Silent Hill has millions of fans worldwide,
and any new Silent Hill title will pique the interest of all of them for at
least the time to research what a new Silent Hill title is about; many will
even buy a non-canon title like Book of
Memories regardless of positive or negative previews and reviews by games
journalists. It can be very beneficial
for a developer to have the added gusto accompanying a beloved franchise to
help fuel the fire – and loosen the reins from the publisher – of their
spin-off.
On the other hand, every derivation from the
series is sure to at least garner suspicion if not ire from that same core
audience. For Book of Memories to have discarded the genre, developer, number of
players and even usual console from its predecessors – only Silent Hill: Origins was originally
developed for the PlayStation Portable, and Silent
Hill: Shattered Memories seeing a port to the PSP from the Wii, with the
rest of the main titles on television consoles – was a risky move for
Konami. On Silent Hill’s official
FaceBook page, fans have dismissed Book
of Memories as a cash-grab and an abomination to the series. This is the other side of the non-canon
coin. Titles like Silent Hill: The Arcade, an arcade console shooter with Silent Hill
monsters in it, and Silent Hill: The
Escape, a first-person shooter in maze-like levels for the iPhone and iPod
Touch, are often accused of abusing fans’ love for a series to develop cheap
spin-offs that fail to appreciate the universe and high expectations set by the
original series. Book of Memories received mixed critical reviews and currently
holds an aggregate score of 58 out of 100 on Metacritic, a website compiling
critics’ published reviews of various media.
Fans online are still crying for a traditional
Silent Hill title on the Vita, and Konami could easily deliver one. Silent
Hill: Origins was a full Silent Hill experience on the PSP, the Vita’s
predecessor, and the Vita trumps the PSP in every category of both systems’
hardware. In fact, if Konami chose to
port them, the Vita could easily power the series’ two fan favorite titles, Silent Hill 2 and 3 – the Vita does run the original Silent Hill for PlayStation, once downloaded to it – so there’s no
reason not to return to the series after Book
of Memories. Historically, this has
happened many times in the past. When
Nintendo released their handheld dual-screen system, the Nintendo DS, the first
Super Mario Bros. title to launch for it was a port of the Nintendo 64 classic Super Mario 64, a 3-D platformer that
revolutionized the genre. Later,
Nintendo developed and released a brand-new original 2-D platforming Mario
title, New Super Mario Bros., for the
DS that revived the original Super Mario Bros. series but took advantage of
newer technology and ideas. Dozens of
series have followed suit on new systems, often “testing the water” before
developing a full canonical entry.
Atlus, creators of the popular RPG series Shin
Megami Tensei: Persona, have released four canon titles in the series so
far. The most recent, Persona 4, was released on the
PlayStation 2 in 2008 before being ported with extra content to the Vita as Persona 4: Golden in 2012. The Persona series has established itself as
equal parts traditional Japanese RPG and social simulator, in that when players
aren’t diving into dungeons and castles to do turn-based battle against an
expansive bestiary, they must choose to spend their characters’ time how they
see fit. Whether getting a part-time
job, hanging out with friends after school, dating, reading, studying or even
riding a moped around town, there are a plethora of things to do besides
fighting. Any Persona game may take upwards
of 100 hours to complete, and with such a weighty series of games under its
belt, many were surprised when Atlus announced a spin-off game of Persona 4 developed in part by Arc
System Works, who specialize in 2-D hand-drawn fighting games. Although most of Atlus’ games have
incorporated hand-drawn pictures of their characters to appear alongside text
boxes during narration, or even anime cutscenes to provide some exposition, a
fast-paced fighter is a far cry from a turn-based RPG. Atlus’ previous current-generation console
release, Catherine, was a puzzle and
social/dating simulator, but their Persona titles had always been traditional
RPG’s.
The new title, Persona
4: Arena, takes place after the events of Persona 4 and follows the same cast of characters from that game as
they involve themselves in a new conflict.
However, much like Super Mario
Kart, or even Metroid Prime Pinball, the
emphasis of Persona 4: Arena isn’t on
story but action, helping to root it in the non-canon/spin-off category. Adding to this is the addition of an arcade mode
which features no story whatsoever – just fights. Arc System Works’ portfolio of previous
titles, including the popular Guilty Gear and BlazBlue series, both of which
are known for their beauty and tight gameplay, were a great benefit to the
substance of the title. WayForward,
before developing Silent Hill: Book of
Memories, had achieved some acclaim for their Nintendo DS title Aliens: Infestation, based on the
popular Sigourney Weaver film series, but overall they lack the gravitas of
developers Arc System Works and Atlus.
Unlike Book
of Memories, Persona 4: Arena received
generally very positive reviews, scoring an 83 for Xbox 360 on Metacritic and
an 86 for its PlayStation 3 iteration.
Though sure to alienate some fans of Persona’s strong RPG abilities, Persona 4: Arena managed to cross over
and attract a new audience – Arc’s 2-D fighter crowd – while likely reassuring
many of its fans with Arc’s impressive roster of titles and Atlus’ involvement
in the development process. Book of Memories’ and Persona 4: Arena’s receptions were
noticeably different from critics and players alike, although no single detail
separates the two. Using Persona
4: Arena and Silent Hill: Book of
Memories as a weathervane for non-canon gaming, it seems that what makes a
successful spin-off is also what makes a successful canon title. Proven developers building titles with
intuitive gameplay and eye-pleasing graphics go a long way, though non-canon
titles also must deal with the risk of changing some staple approaches to
already-successful IPs.
Innovation is the meat and potatoes of games
development, and non-canon titles are always a gamble for the industry. Since they started garnering widespread
public interest with spin-offs like Super
Mario Kart, they’ve grown in number exponentially. Some IPs like Silent Hill may have a fan base
that is less willing to part with its core games, especially when several major
elements like genre and developer change hands.
A non-canon title like Silent
Hill: Book of Memories may be a decent game with no major problems in its
gameplay or presentation, but there will always be naysayers and those wishing
only for a new canonical title in the series.
On the other hand, sometimes a developer will take a wild risk with a non-canon
title, jumping to a nearly opposite genre in gameplay and visual style, like
Atlus and Arc System Works did with Persona
4: Arena, and the combination of proven style and substance can overcome
fans’ trepidations and find a very positive reception. The courage and ability of publishers and
developers to try something new with a series is a sort of blessing fraught
with possible perils, and despite that there is no exact formula for a spin-off
to succeed or fail in the gaming market, it’s this gamble that has led to some
of the industry’s most memorable titles.
Works Cited
“Persona 4 Arena – PlayStation 3.” Metacritic. <http://www.metacritic.com/game/playstation-3/persona-4-arena>
Web.
11 Jan. 2013.
“Persona 4 Arena – Xbox 360.” Metacritic. <http://www.metacritic.com/game/xbox-360/persona-4-arena> Web. 11
Jan. 2013.
Persona
4: Arena. Dev. Arc System Works,
Atlus. PlayStation 3 Game Disc. Atlus, 2012.
“Silent Hill.” Facebook. <http://www.facebook.com/silenthill> Web.
11 Jan. 2013.
Silent
Hill: Book of Memories. Dev.
WayForward Technologies. PlayStation
Vita Game Cartridge. Konami, 2012.
Super
Mario Kart. Dev. Nintendo EAD. Super Nintendo Game Cartridge. Nintendo, 1992.
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