October 2011 Archives

Surprise! Multiplayer in Mass Effect 3

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Announced in September—but unknown to me until today—is that Mass Effect 3 will contain a multiplayer mode. Upon hearing this news, two thoughts instantly occurred to me:

  1. Will this cause the single-player game to suffer?
  2. Did Electronic Arts insist this feature be included?

After having read the article, I’m not too concerned about #1 — the multiplayer component sounds like your basic Gears “Horde” mode, and it seems to me that it may well be simple enough to not have sapped single-player of necessary resources. As for #2, well, ME3 is to my knowledge the first BioWare game to have both a single and multiplayer mode. Combine this fact with the Horde-mode inspired gameplay, and it’s easy to picture ME3 multiplayer being ordered from on high by EA.

Despite my belief that multiplayer won’t cause single-player to suffer, I find myself disappointed by its inclusion. It feels forced, and not in keeping with the spirit of the series (nor, for that matter, the spirit of the studio’s prior body of work). Despite this, I’ll still buy the game. How could I not?

(Via Neuromancer)

Boy's First RPG, Part 1

I started gaming in late 1998, with a PlayStation and the first Crash Bandicoot game. I quickly found myself fascinated by video games — reading about them extensively online, chatting with friends, etc. Then, while reading online in early 1999, I heard about an upcoming release: Final Fantasy VIII. I had never played a game of this sort, and my previous RPG experience was one confused day of D&D in 1984, with friends who were experienced RPGers, so I had little idea what to expect. None-the-less, as soon as the game was released, I ran to the store and picked it up.

From the get-go, several things struck me as simply wonderful:

  • The opening sequence’s combination of visuals and music (Liberi Fatali!) was stirring, promising both high adventure and romance.
  • Amazing music. Stylistically diverse, and moving. It furthered immersion more than any other game music I’d encountered.
  • Turn-based battles based on menu selections. It blew my mind that I could fight this way, and I loved it.
  • Gaining XP, AP, items, and levels, all displayed post-battle to bouncy music. It provided a sense of progression that I’d never encountered before.

These parts of the game all clicked with me; they somehow felt right.

That said, I had a terrible time with the junction system. My main problem was that I had a poor grasp of how to use magic to augment my stats. This being one of the game’s core aspects, my first attempt at the game was doomed to frustrated failure. Enthusiasm for the awesome bits carried me through to the end of the Dollet mission, but shortly after that, I abandoned the game.

Soon after,I fell in love with the Dreamcast, and in November of 2000, I picked up “Skies of Arcadia”. Man, did I love that game. Captivated by story, characters, and gameplay (ship battles for the win!) I sunk more than one hundred hours into it, at the end of which it became the first RPG I ever beat. After that, it wasn’t long before I decided to give FF VIII another try, so after reading up on the Junction System and Triple Triad (sister’s Triple Triad guide was invaluable) I started a new game.

Oh man, was it a different experience! All the stuff I’d enjoyed the first time was still great, but I also found new stuff to revel in:

  • Drawing huge quantities of magic—while listening over and over to the battle theme (Don’t be afraid!) was a very enjoyable grind (as was killing Cactuars for AP later in the game).
  • The various aspects of Triple Triad—the game itself was fun (though I went to great effort to spread only Balamb’s rules everywhere I went), Carding enemies in return for items was great fun.
  • The item and magic-creation systems are incredibly deep. Every enemy drop, every item gained via carding, could be used to create something (more) useful.
  • Travelling all over the world, exploring a huge variety of environments.
  • GF command abilities provided cool abilities, but they had to be earned one-at-a-time, so there was a satisfying sense of progression.

But more than anything else, I loved that former bugaboo, the Junction System. From the game’s release until the current day, there are plenty of players who loathe it, arguing that its power is game-breaking. I agree that it’s an overpowered system, but I don’t consider it game-breaking, as it’s totally up to the player how they make use of it. Personally, I love working characters up to a hugely overpowered state, as it aids in making me feel like a badass, so I’m a fan.

The final sequence of battles was far more exciting than in “Skies”, as well. Ultimecia’s many forms were impressive, the music was great, and I got a huge kick out of Ultimecia’s ability to blow away stat junctions — nullification of one of the game’s primary mechanics struck me as the perfect ability for the final boss. In fact, I so enjoyed that final battle, that after beating the game, I immediately reloaded my save, hit “record” on the VCR, and played it out again—presumably for posterity.

In the years since then, I’ve restarted the game several times, but I’ve rarely even gotten past the Dollet mission. I suppose that after the 200 hours I put into that first full playthrough, I’ve basically burned myself out on it. Additionally, there are other FFs that I like more (not VII, thankyouverymuch). But being my first RPG, Final Fantasy VIII is forever special.

Days of Cheat Codes Past

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Mike Wehner of The Escapist has written an interesting article on cheat codes. More specifically, he recaps their history, points out their general absence today, and speculates that it’s all due to Achievements/Trophies:

Then everything changed. In 2005, the Xbox 360 introduced a new concept to home gaming that would forever alter how we played videogames. Whether you call them Achievements or Trophies, these meta-rewards are a cheater’s worst nightmare. Developers gave up on adding fun cheats to their games, instead focusing on ensuring we play the adventures the way they were “meant” to be played.

I started playing in 1998, so I definitely caught the tail end of the Cheat Train. But I hadn’t ever caught on that cheat codes were going away…not until reading this article, which advances a quite valid theory as to the cause.

I enjoy Achievements/Trophies (and admire them greatly as game-selling tools), but it feels to me that in (essentially) leaving cheat codes behind, video gaming has entered a less innocent phase.

Memories of GTA III

The Game Heard ‘round the World

Ten years ago today, Grand Theft Auto III was released…and I didn’t really give a damn. I’d only been gaming for a couple years at that point, and my only exposure to GTA had been GTA2 on the Dreamcast; it had sounded interesting when my buddy explained it to me, but in practice, I found myself unable to enjoy the gameplay. Hell, I didn’t even own a PS2 in October 2001.

But that changed in December of the same year, when I purchased a PS2 in order to play Final Fantasy X. By then I’d heard and read a lot about GTA III and my interest was piqued, so in early 2002, I checked it out.

I was immediately fascinated; it was like no game I’d seen or even heard about. I spent hours in that incarnation of Liberty City, and though I never beat the game, I got a huge amount of entertainment from it. Some of my most enjoyable, memorable moments in GTA III came from the three following topics.

Chinatown El Platform

The place of many deaths.

This was the first GTA III location in which I totally loosed my inner maniac. I had a submachine gun, and took mysterious delight in shooting up the people on the platform and watching their blood drip down through the platform and onto the ground below.

Sky Box

Sky box up on the corner.

This scaffolding in Hepburn Heights provides a great platform from which to rain down death on the dirty cops. On the down side, though, it’s also pretty exposed to helicopters.

Old Reliable

Always available…except on the PC.

For me, lots of the GTA III joy came from the simple act of driving. And my favorite car was always available from the car lot in Hepburn Heights, just a short drive from my spawning point in the Red Light District.

I was disappointed when I discovered that in the PC version, there’s no guarantee of the Banshee ever being at the car lot; I was pretty lucky to find it there today for these screenshots—I’d resigned myself to simply taking a shot of where the car is usually found.

Mayhem

GTA III boils down to flexible mayhem; there are many courses of insane action open the player at any time, and they’re all fun. Heck, I couldn’t resist a bit of mayhem today while in Chinatown, and picked a fight with a few Triads. Good times!

Dan Houser on Creation and Reception of GTA III

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Dan Houser is one of Rockstar’s biggest writers & producers. His writing credits include Grand Theft Auto (beginning with “GTA London”, and continuing from there to “GTA: Chinatown Wars”), Bully, and Red Dead Redemption.

Here, he talks about market behavior after the initial release—while some respected publications had given the GTA III high marks, others gave it lower scores.

Of course, always. We take it very seriously. We put a lot of effort into it and we’re sort of paranoid, I think, because we didn’t launch many copies at all. I think Metal Gear Solid 2 came out, and we were like, “oh that’s it we had a good run of three weeks at number one, but that’s that.
And then Metal Gear came out and it was a great game, but GTA had this crazy momentum behind it. Metal Gear was number one for a week and then GTA was back to being number one. It just kept this underground explosion where it was getting talked about more and more places. Through the end of January, February it was just constant excitement. I think at that point we realized that, okay, this game really has moved up a level.

Good stuff.

Console Gaming Entering its Decline?

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Michael Lowell at The Ghetto has written an essay in which he opines that console video games are on a downward slide which will not be arrested. He has lots of evidence to back up his statements, and one of the things that struck me as I read was that I’d had many (though not all) of his thoughts, but had never used them as a basis for any sort of overall analysis/prediction of the industry.

Money quote:

Computer gamers can begin to rejoice. The biggest companies in the video game industry want your money again, and it’s probably going to take “Console Video Games: King of The Industry” with it. The only uncertainty is the timeline for the transformation. It could happen immediately, using a dismal holiday 2011 showing as a catalyst, much like Atari’s fourth quarter sales in 1982 became the catalyst for ruin in 1983. It could happen over the next five years. That much, I can’t tell you. Here’s what I know: The success of the console video game market is now the one segment of the video game market that requires a user base with disposable income. People do not have disposable income and there is nothing suggesting that they will gain access to disposable income in the near-future.

If you read and enjoy that article, you’ll probably want to poke around the site for more; I found lots of great essays there.

The Phantom Pain

Title: Vagrant Story The Phantom Pain

Developer: Square
Publisher: Square
Platform: PS Original Release: 2000

Introduction

I started gaming in 1999—I was essentially brand new to video games, and they fascinated me. I spent lots of time playing, and lots of time reading about games. In early 2000, I ran across a rave review for a game called “Vagrant Story”, developed by the company that had created Final Fantasy VIII (the second PS game I ever played). The game sounded really interesting, so I looked for—and found—more reviews, all of which were extremely positive. As soon as I could, I picked up it up.

From the very beginning, I was hooked. The game opened with a sweet CGI intro sequence (the only pre-rendered video in the game) intercutting between a warrior preparing for battle, and a beautiful, scantily clad woman dancing—all to a stirring musical theme.

After the intro ended, the menus appeared. I waited, to see what sort of demo mode kicked in, and got an interesting cutscene which helped set up the story and reeked of political intrigue. I was hooked, and when the menu appeared again, I started my first playthrough.

The game begins with the invasion of Duke Bardorba’s mansion by the Mullenkamp cult. Our hero, Ashley Riot, is dispatched by the powers that be to investigate. At the mansion, he encounters Mullenkamp’s leader, and ultimately follows him to the ancient, deserted city of Lea Monde which serves as Mullenkamp’s base, and where the game proper takes place.

Primary Characters and Character Design

  • Ashley Riot—The protagonist, his past contains mysteries unknown even to him. His life will be profoundly changed by the events in Lea Monde.
  • Sydney Losstarot—Leader of the Mullenkamp cult, he is not precisely what he appears.
  • Jan Rosencrantz—A shadowy figure sent to Lea Monde as a spy. He claims to know the secrets of Ashley’s past, but can he be trusted?
  • Romeo Guildenstern—Leader of the Crimson Blades, warriors in service of the Church. He and his men are sent to investigate Mullenkamp’s invasion of Bardorba’s home, and like Ashley, he (and his troops) subsequently follow Mullenkamp to Lea Monde.

Character design is a nice middle ground between a Western approach, and the no-holds-barred craziness commonly seen in JRPG character design. One peculiarity of the design: even the men have a bit of a feminine look to them.

Gameplay Systems

Combat is kind of a fusion of real-time and turn-based combat—it’s an extension of the system used in Parasite Eve; a button press freezes the game world, and brings up a wireframe sphere surrounding Ashley. The sphere’s size depends on the size of the equipped weapon or selected spell. Any enemies within the targeting sphere can be targeted—more specifically, any portion of their bodies may be targeted. Each targeted body part is labled by name and by percentage to hit. Percentages change on the basis of equippped weapon type, weapon quality, and risk (explained below). Once a body part has been selected and the “attack” button hit, the game unpauses and Ashley attacks.

Weapons are of three main types:

  • blunt
  • piercing
  • edged

Every enemy has a weakness to one of these types; blunt is best against skeletons, edged against beasts, etc..

Weapons (and armor) are created from many materials:

  • leather
  • wood
  • bronze
  • iron
  • hagane
  • silver
  • damascus

All weapons have numbered attributes for enemy class and enemy elemental affinities.

Class represents the type of enemy:

  • evil
  • human
  • beast
  • undead
  • phantom
  • dragon
  • evil

Affinities are standard elemental affinities:

  • earth
  • air
  • fire
  • water
  • light
  • dark

All weapons can be broken down into multiple components—typically a handle and a blade. This comes in handy for the crafting portion of the game.

In addition to attacking with weapons, Ashley can make use of break arts—weapon-type-specific attacks which are paid for in HP. Each weapon-type has four of these, earned by making x number of kills with a given type. For example, the dagger-based break art “Shadoweave” has a dark affinity, and is of type blunt, making it useful against enemies that have high light affinity and/or a weakness to blunt weapons.

Ashley also has abilities that can be invoked as part of combat, with proper timing of button presses—defensive and chain abilities, which are mapped to the top three face buttons. Defensive abilities allow Ashley to reduce the amount of damage taken due to various types of attacks, and are triggered by pressing the desired face button immediately prior to the enemy attack striking home. Chain abilities allow for inflicting additional damage and various negative statuses, and are triggered by pressing the corresponding button just as Ashley’s lands his attack. As implied by the name, these can be used many times in a row, creating a chain of attacks. However, each time a chain ability is used, risk goes up, something that’s important to keep in mind in big battles.

Risk is—as the name implies—a measurement of danger. It begins at 0 (no risk) and rises to a maximum of 100. Various actions taken by Ashley raise it. It’s important to manage risk carefully—the higher your risk, the less likely you are to hit your targeted enemy, and the more damage you’re likely to take from an enemy attack. At the same time, high risk significantly increases the amount of healing bestowed by the “Heal” spell, so there’s very much a risk-reward vibe at work (pun most definitely intended).

There are four schools of magic in Vagrant Story:

  • Shaman—Healing spells to restore lost HP and cure negative statuses.
  • Enchanter—Spells that add elemental affinities to weapons and armor (light and dark affinities excepted, for some reason)
  • Warlock—Attack spells. Fireballs and what-not.
  • Sorcerer—Buffs and debuffs, basically.

Crafting takes place in workshops scattered throughout Lea Monde and is essential, given that weapons degrade and workshops are the only place they can be repaired. But most players use the workshops for modifying and creating weapons and armor; any two weapons or armor pieces may be combined, which in turn merges their class and affinity attributes. Certain combinations create entirely different weapons or armors, and can also transmute materials, allowing a bronze blade to be upgraded to iron, for example. With one exception, workshops allow for combining only certain materials. For example, the “Work of Art” workshop only allows combining of wood, leather, and bronze items. Only the “Godhands” workshop (available in new game plus) allows for combination of any and all material types.

Each workshop contains a roomy chest that allows for storage of items. In a feat of videogame magic, there are several such chests, and they all contain the same items. This allows for storage of weapons throughout the game and across playthroughs, which can be handy when utilizing the workshops to create more powerful weapons and armor.

Sound Design

Music is fantastic; Hitoshi Sakimoto composed many great tracks, including some great boss battle themes. Additionally, ambient sounds are everywhere; when passing through the Lea Monde proper (as opposed to the dungeons beneath it) birds can be heard. Inside dungeons, gutteral growls float from the dark, and wolves yowl. During combat, weapons clash noisily.

Visuals

With the exception of the introductory movie, everything seen is rendered in realtime by the game engine. The camera treatment feels very cinematic (one of Square’s earliest efforts at cinematic presentation), and the comic book-style dialog bubbles help give the game a unique experience. And unlike most/many other Square RPGs produced at the time, the graphics are fully 3D, which really aided the designers in creating a beautiful, haunting world.

Story

I won’t go into plot details here, as I don’t wish to spoil anything. But there’s a lot going on, and a deep backstory, as well. Lots of things are left unexplained, which can make for vigorous debate, which is fine unless you’re talking to folks who are convinced that the big bad is actually future-Rinoa. Oh, wait.

Ultimately, the story is satisfying, though an unintentional tease; the ending makes it clear that the story events transformed Ashley into the titular vagrant—in other words, Vagrant Story was only the beginning*.

Overall

The gameplay is very satisfying, but there are certainly some problems. The game is extremely difficult on a first playthrough, though this is negated by subsequent playthroughs with improved stats and gear. There are sections of the game that are only completeable through trial and error, and at times these can be tedious. Most frustrating for me is the lengthy delay when going into and moving through the menu system, and along similar lines, extremely slow I/O when accessing and writing game saves.

Never-the-less, I can’t recommend Vagrant Story highly enough; I’m normally put off by extreme difficulty, and have abandoned many games due to it, but I completed Vagrant Story…and immedately started a new game plus.

Available now on PSN!


*Sadly, despite widespread critical acclaim, the game did not sell well, so a sequel was ruled out at the time. And if today Square-Enix decided to make a new game, there’d be a bit of a problem; write/producer/lead designer Yasumi Matsuno left the company in the midst of Final Fantasy XII’s developement (true, other people could make a sequel game, but if Matsuno wasn’t involved, I would not trust the resulting game to be faithful to the original’s spiri).

Gibberish RE: Did Cloud Love Aerith?

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I was doing some research for an upcoming article and, finding myself on FinalFantasy.Answers.wikia.com, was reminded that we can’t always count on wikia.com for quality material; I saw that someone had created a new topic, titled “Did Cloud Love Aerith?”.

Here’s the main portion of the answer. It’s a doozy.

no. well yes and no. yes because Zack fell for her so inturn when his memories became mixed up with what he knew of Zack so he loved her because of that. but no he himself loved Tifa since childhood. and no aerith loves zack but cloud did seem to imitate zack so i guess in a way she did love him.

I love this sad, stillborn excuse for a paragraph. It’s so awful and malformed that I just want to hug it for a while, crooning comforting lies about how everything will work out okay.

Study Shows Common-Sense Results

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Research from Rice and Duke universities backs what we’ve suspected all along: DRM is far more punishing to legitimate purchasers than to pirates.

“Removal of these restrictions makes the product more convenient to use and intensifies competition with the traditional format (CDs), which has no DRM restrictions,” Vernik said. “This increased competition results in decreased prices for both downloadable and CD music and makes it more likely that consumers will move from stealing music to buying legal downloads.”

As you may have gathered, this study pertains to commercial music, but I suspect the results (assuming they’re legitimate) have a general application to video games. I’d make a joke about spamming Ubisoft with this stuff, but at this point, I hold out no hope for them seeing the error of their ways.

Via Engadet

Flickr Gallery: People Reacting in Fear

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Amazing photo gallery from Nightmares Fear Factory featuring people reacting in fear. Great to see people in the midst of a shared, visceral experience, and while I don’t know much about photography, the photos seem especially bright and sharp.

Goodbye, Mr. Jobs

I’ve been a computer person since 1981, when I discovered my school’s Apple ][ and Apples ][+ machines. Throughout high school, I typically spent an hour before classes, and an hour (at minimum) after, dinking away on those machines. Coding up fun stuff in Applesoft BASIC, farting around with various pieces of “Beagle Bros.” software (remember that awesome chart of peeks and pokes?), and generally enjoying the hell out of myself.

Then came college, in which I was introduced to DOS/x86 machines, and a few years after that, Linux/FreeBSD on x86. It wasn’t until 2006 that I again used an Apple machine with any regularity, and I never looked back. So like many others, I do feel that Steve Jobs had a positive influence on my life, and I felt a bit sad when I heard he’d passed.

There are lots of very nice tributes to Jobs, but my favorite is John Gruber’s Universe Dented, Grass Underfoot. Read it, now.

Hitler Really Wanted iPhone 5

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Another humorously subtitled copy of the Bunker scene from “Downfall”. Apparently, Hitler had his heart set on getting an iPhone 5 this fall.

I love these things. Watch this one now—before the film’s producer issues the inevitable takedown notice.

Tearjerk Redux

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As previously, could be entirely fictitious, but that doesn’t negate the emotional payload. I like the simplistic art style, too.

Tomonobu Itagaki Gets Crazy in "Saints Row the Third"

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Star video game developer Tomonobu Itagaki—the man behind the DOA games and the Ninja Gaiden reboot—got a chance to play the upcoming “Saints Row the Third”, and the video is available on YouTube. He creates a character that has a decent resemblance to his real-life appearance (footage from the character editor is sped up so you don’t have to wait all that long on it) and then went into the game world. It’s looking like a pretty fun game. My favorite bit: Some kind of hover-motorcycle which he drives all over the place and then parachutes from; this iteration of the game is looking even more wacky than the previous.

Apologize Like a Boss

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So the other day I read this horribly misogynistic articlewritten by a nursing student at ECU, and published in the school paper. It’s a pretty horrible read, and yet is a bit interesting, in that it’s written by a nursing student who displayed not only misogyny, but ignorance of women’s health issues in the column—okay, it’s really just the depths of his misogyny that are interesting—and not at all praiseworthy.

The editors of the school paper published a defense of their decision to run the column, and below their comments is a classic “fauxpology” (great word, that) from the column’s author. Looking in the comments, I saw lots of people calling this guy out on his insincere apology, and one person pointed to the wonderful Salon piece linked in this post’s title.

It’s amazing how loathe people can be to truly apologize.

Captain's Battlelog

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I read the other day where the PC version of “Battlefield 3” has broken with tradition, and move the server browser out of the game proper, and into a web browser component known as the “Battlelog”. (and in fact, you must launch the game via web browser, as well). This really doesn’t affect me, as I am not much for competetive multiplayer, but it bugs me anyways: Why take this important part of the game and move it entirely outside of the game? It almost feels as though someone at DICE or EA decided it was important to lessen immersion.

And according to feedback from a beta tester another consequence of this is that gameplay options (e.g. graphics settings, keybindings) can’t be set until you’re on the virtual battlefield. That’s freaking nutty. [I should note that the quoted beta-tester has no problems with the “Battlelog” service, and in fact is pretty happy about it.]

Most troubling of all, though, is that in order for the web browser to serve as a hub for the PC game, a browser plug-in must be installed. This is a huge security concern.

I almost hope more such news comes out—Activision’s greed is awe-inspiring (though, to be fair, hardly unique).

I Hope the New Yorker Hasn't Made a Horrible Mistake

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Arrested Development never really stood a chance, given its biting wit, unconventional storylines, and breakneck pace. That the show made it through three seasons is rather amazing. It earned many fans at the time, and has become something of a cult favorite since cancellation.

From time to time, rumors of an AD movie have swirled about, exciting the show’s fanbase, and raising high hopes. I never followed the movie rumors all that closely, because despite my love for the show, I never really believed the movie would happen. But now the reality that I’m not a Hollywood insider has been driven home, because not only is there going to be a movie, there’s also going to a be mini-series/season on television in order to set up the movie.

Now I have high hopes, too. I hope these projects are able to retain the spirit of the orignal.

DED Predicts Kindle Fire Will Further Disrupt Android

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Daniel Eran Dilger at Roughly Drafted has posted in interesting article in which he predicts that—due to Amazon’s use of an older, non-tabletized version of Android—if the Kindle Fire is a success, it will further disrupt the Android ecosystem in general, and Google’s Android plans in particular.

Assuming that the Kindle Fire does find an audience, the market for apps it generates for Amazon will have no reason to take any advantage of the modern 3.0 and 4.0 versions of Android. The Kindle Fire won’t breathe life into Android tablets; it will incinerate them and set itself in their place.

I think he’s dead-on.

Thoughts After "The Wedding of River Song"

Warning: Contains spoilers for season six of “Doctor Who”

Churchill: What happened to time?
The Doctor: A woman.

Mea Culpa and Reaction

So I’m a bit embarassed now by the earlier article about this episode—my questions about Madame Kovarian (Eyepatch Lady) and the nature/membership of The Silence were answered quite clearly in “Let’s Kill Hitler”. I’d like to take credit for correctly calling out the suited Silence as Kovarian’s bosses, but I probably just remembered it on a deep level from the same episode. I certainly got the Silence’s motivations wrong, and how on earth did I manage to forget about the Teselecta, the shape-shifting robot? So embarassing!

That said, this was a great episode. I think it stumbled in a couple spots, but it did far more right than it did wrong. Let’s talk about it.

Doctor-Killing Inconsistencies

I mentioned earlier that I thought the episode stumbled a bit, and this is an example of that. In “The Invisible Astronaut”, the titular astronaut (River) used the spacesuit’s weapons system against the Doctor. But when we got to that same moment in “Wedding”, River is able to discharge the suit’s weapons systems harmlessly—if she had this capability all along, why didn’t she use it in “Astronaut”? Similarly contradictory is the fact that in that moment, the Doctor and River had an entirely different conversation—in “Astronaut” the Doctor basically said “I know who you are. It’s okay.” and the astronaut (for obvious reasons) said nothing, whereas in “Wedding”, they had an actual conversation. Kind of frustrating.

The Teselecta

This is another bit of stumbling. I think it’s entirely fair to use the robot to save the Doctor’s bacon, given that it was introduced four episodes earlier (rather than pulled out of the ether, as was often the case with RTD’s season finales), but there’s something about it that strikes me as illogical: the robot’s operator did an amazing job of matching the Doctor’s physicality, and his dialog. I think you can reasonably argue that for the most part, the Doctor was speaking into the operator’s microphone, but what about when River looked into the robot’s eye and saw the Doctor and his TARDIS in there? Who was controlling the dialog then? It just doesn’t make sense.

Why the Wedding?

Why did the Doctor (or, more accurately, the Teselacta) propose marriage to River? She didn’t say anything about it (although after “Let’s Kill Hitler” the Doctor certainly knew that she loved him). Perhaps the Doctor felt that such a gesture was the only way River would stop resisting, and kill him, as time demanded. That’s my theory right now, but it’s also possible that the Doctor loved her, but just hadn’t said anything about it previously. But whatever the motivation, it was a great moment, unique in the series’ history.

Goodbye, Brigadier

The Brigadier never appeared in the revived series (although he did make an appearance in “The Sarah Jane Adventures”) but as a fan of the original series, I was saddened to hear of his death. After watching the episode, I got curious if Nicholas Courtney was still alive, and found out that he died in February, 2011.

I never thought that Courtney was a particularly great actor, but I really liked the Brigadier, and I’m appreciative of Moffat including a memorial to him in this episode.

The Last Centurion and The Girl Who Waited

It seems likely that this is the last series that will feature Amy and Rory regularly (though given that the Doctor is married to their daughter, an occasional guest appearance may not be out of the question). With the exception of Rose (who at some level will probably always be my all-time favorite companion of the revived series, primarily due to her being the companion when I first became a fan of the show), Amy is the companion I’ve liked best (she’s certainly more nuanced than Rose), and with season six, Rory really stepped up to the plate as well. So it’s kind of sad to see them go, but that’s the nature of the series: the Doctor and his companions are not constants.

I very much look forward to seeing the next companion(s).

Whither the Doctor?

At episode’s end, the Doctor states that it’s time to go low-profile, and let people forget about him. This interests me, because I’m not convinced the Doctor knows how to be low profile, and I’m curious how Moffat will make it happen. It certainly sets the stage for a different feel to the next batch of episodes, whenever we get them.

One can’t help but be curious about the question — “Doctor who?”, but my more immediate concern is this: Will the Doctor retain his Stetson?

Until We Meet Again

This was a very satisfying episode, despite the occassional stumble. It resolved the season’s arc in an exciting and fair way, gave Amy and Rory a great sendoff, and advanced River’s arc in a big way. The Christmas special is the next time we’ll see the Doctor, and though three months seems an awfully long time to wait, I can content myself with knowing that when I see it, I’ll get my answer about the Stetson. But after that, it’s going to be a nine-month wait for more. Guess I’ll have have to do a fair bit of re-watching in order to feed my Who-monkey.

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