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3D Dot Game Heroes Brings Back the Magic
by Chris Lawrence
06/01/2010
I am twenty two years old as of this writing, and most of those years have seen time spent in front of a video game console of one sort or another. My first was a Colecovision, followed by an NES, a little while after that came a Super NES, and so forth. As I've grown older, I've grown ever more conscious of the fact that gaming is a habit that many people grow out of. Sure, the numbers will tell you that the biggest market of gamers is men somewhere in the 25-35 year old range, but the fact remains that in the eye of the general public, gaming is still to some extent seen as something childish, a plaything to be set aside in lieu of the advent of adulthood.

At the same time, over the years games have matured alongside gamers, ever hungry to elevate themselves to a state of legitimate artistry. Budgets have grown, development cycles have begun to flirt with the threshold of the decade, and narrative, special effects, and musical scores in games have essayed to eclipse the novel, the film, and the orchestra, respectively. Not all that long ago, a man named Hideo Kojima decided that if he wasn't going to be the best damn director in the film industry, then he was going to be the best one in the gaming industry. And yet for all of their efforts, critics still scorn the idea of games as art. A few short weeks ago, Roger Ebert reaffirmed his disbelief that games could ever have the critical and artistic merit of the media that preceded them.

But the present state of the industry precludes an obvious question: what did games have to prove in the first place? Are they art simply by virtue of the number of zeroes in their budgets, or the number of hours their developers sweat over them? If one were to draw up a list of the top ten highest selling multimillion-dollar digital narratives this decade, the original Super Mario Bros. (which until being recently supplanted by Wii Sports was the highest-selling game of all time) would probably still boast higher sales than all of them combined. So were video games not legitimate works of art to begin with?

Of course they were. Art, in its simplest sense, is a work of creativity, made with the intention of being appreciated by an audience – whether that audience be solely the artist, the love of his or her life, or millions of complete strangers around the world. While not all games are creative, there have been creative video games for as long as there have been video games at all, and they most certainly have always had an appreciative audience.

When we strip away the pretentiousness of the the last decade, we are left with the most fundamental quality of any game worth it's salt – pure, unadulterated fun. Super Mario Bros. sold 40 million copies not because it had mesmerizing graphics, or a soundtrack by John Williams, or an epic, sweeping story, but because it was fun. Granted, a big chunk of that 40 million is owed to the game's status as a pack-in with the NES console, but to put things into perspective, would Nintendo have sold as many toasters if they had chosen instead to include, say, Ice Climber?

The big companies are starting to rediscover the value of unburdened, uncorrupted fun. Final Fantasy will always have it's place, but the pick-up-and-play games of yesteryear are seeing a resurgence. Mario has returned to 2D, Mega Man has returned to 8-bit, and Link has returned to top-down dungeon crawling, even it that crawling is now performed with a stylus. Indeed, a sort of neoclassical renaissance is underway in the gaming world.

But like the neoclassical music genre, not everything is perfect about this return to the old ways. Megaman 9 and 10 feel like a breath of fresh air now, but 8 largely identical games preceded them in the late 80's and early 90's, not to mention 20+ spinoff titles that weren't much different in their own right. The Zelda games on the DS are a pleasant throwback, but they're way too easy – the spectre of “casual” gaming hangs over them like the hardcore hangman's noose. And let's not forget that in the case of New Super Mario Bros. Wii, nearly the same game has already been out for four years – on the Nintendo DS.

To be sure, all of these games are fun for what they are, but each points out a disquieting paradox in the engineering of a neoclassical video game. Good video games are greatly concerned with innovation, and good retro games are greatly concerned with fidelity towards the originals. These two prerogatives are seemingly irreconcilable. What is the solution for this predicament? I still don't really know. At the same time, however, I must concede that From Software seems to have a pretty good grasp of the situation, because their latest title, 3D Dot Game Heroes, really is a breath of fresh air.

To anyone who has bothered to read this far, it should come as no surprise that 3D Dot Game Heroes is basically an HD love letter to the original 1986 Legend of Zelda. The graphics are similar, the soundtrack is similar – hell, even the clunky sword-swinging animation is similar to the 8-bit original. For all intents and purposes, this game is the Legend of Zelda, reprogrammed for the Cell Processor. And yet this game, apart from all other neoclassical games I have played, doesn't make me think “this is like that game I loved when I was a kid.” No, 3D Dot Game Heroes is the game I loved when I was a kid. Sure, in some regards the game is a clone. It is directly emulating its original source material, and at the same time it isn't the original. But from the moment I booted the game for the first time, not once did I think of 3D Dot Game Heroes as a throwback; a pale imitation of that which has come before. To me it was simply a game – a really, really fun game.

Part of that, I think, is the game's uncanny sense of self-awareness. Like many of its retro contemporaries, 3D Dot Game Heroes knows its source material well, but what sets it apart from the pack is that it doesn't forget its own place along the gaming timeline either. This is a game that is completely aware that it exists in a genre that has moved on in the 25 years since an old man gave that original intrepid adventurer a wooden sword. It makes fun of its own nostalgic mechanics left and right, asks the player to deconstruct the most enduring tropes of the genre regularly – such as the simple act of purchasing sleeping bags – and references everything from Dragon Quest to From Software's own Demon's Souls with a wink and a grin.

At the end of the day, 3D Dot Game Heroes captures the fun of the Legend of Zelda perfectly by copying neither its mechanics precisely nor its art direction precisely, but by honoring the simplicity of that original, untainted sense of fun, and it does so through its lighthearted, not-too-serious examination of the genre that Zelda gave rise to. In this regard, 3D Dot Game Heroes does for the adventure game what Braid does for the platformer – it takes a long, hard look at the genre, and then very carefully proceeds to turn it on its ear. Both are what I would call postmodern video games.

3D Dot Game Heroes doesn't merely remind us what a fun game used to be like; it is that fun game – in the past, present, and future. And in that regard, From Software's latest little gem really does bring the magic back. One last thing – if you really want to enjoy this game, do yourself a favor and stay away from Gamefaqs. Part of the fun of the original Legend of Zelda was that there was no internet to save the day: it was entirely up to you to map out Hyrule, keep track of which shopkeepers had the best prices, and which rocky walls were concealing secret passageways. Progress in Zelda was hard earned and all the sweeter for it. 3D Dot Game Heroes is best played when it is given the same sort of consideration. Gather your own field data for a change, and pat yourself on the back for every new and exciting discovery.

Buy 3D Dot Game Heroes on Amazon.


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