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Mine has to be the guy from Hudson's adventure island...he just looks like some middle aged guy in a hat and a hula skirt. It always kinda creeped me out.
Voldo or whatever his name is from the Soul Blade series. Whoever got the idea to create a leather bound, knife wielding character who fights by bending over backwards should be given the "most f-ed up award."
Mine has to be the guy from Hudson's adventure island...he just looks like some middle aged guy in a hat and a hula skirt. It always kinda creeped me out.
Kire, you disapoint me with your lack of gaming history knowllege.
Originally posted by Wikipedia
Takahashi Meijin (literally Famous Takahashi, also translated as Master Takahashi), real name Toshiyuki Takahashi (Takahashi Toshiyuki, born May 23, 1959 in Sapporo, Hokkaidō) is the current executive of Hudson Soft.
He became famous for his fast trigger finger (16 pushes/second) and is particularly known for his use of this skill in the game Star Soldier. He appeared in advertisement and TV in Japan, and also starred in a short movie called Game King. He also appeared as a character in Hudson Soft's Takahashi Meijin no Bouken Jima (Takahashi Meijin's Adventure Island). In the USA and Europe, the game was called Hudson's Adventure Island (later shortened to just Adventure Island) and Takahashi's character was renamed "Master Higgins".
That one guy, in that one game, that uses that one weapon. He's made of pixels (or maybe rendered in 3D, I forget), and usually wears chartreuse pants and raw umber shirt sleeves, but with the rest of the shirt missing. His catchphrase is, "Yep. I know that feeling," and repeats it at the end of almost every conversation. However, I forget if he's a party member or a boss. I seem to remember him getting sliced up by an errant narwhal, and being left for dead by the rest of the party. I think it was at this point where he swore vengeance on you, as the main character, and in the end, spent decades in an abandoned tower, whittling down icicles with a pocketknife, in order to make them sharp enough to stab you without leaving any evidence. However, before he sequestered himself in the tower, he forgot to prepare a sidequest that the party would undertake in order to find him. So by the time, years later, when one of the original party members was out searching for rare mushrooms to make a potion as part of another sidequest (keep in mind, this is YEARS later...the game proper had ended long before), all the icicles had already melted, and he was left with nothing better to so than half-heartedly fling gravel in the party member's face.
But apparently, the party member (it's been so long since I've played that I'm forgetting a lot of the details) recognizes him, and is shocked, as he was believed to have been dead for all these years. So they hug and reconcile, and the icicle-whittler relays his story from the time he was left for dead until the present. And here's where I remember the game getting REALLY interesting.
The game flashes back to the events right after his apparent death, and as a sort of parallel storyline, you get to play as him up until the present reconciliation. The majority of this flashback/alternate storyline revolves around "Quick-Time Events" that center around the whittling of the icicles. Basically, if you do the QTE wrong, the icicle breaks. If you break enough of them, you've got to wait about 35 minutes of real time, while doing nothing else, until you are able to get more icicles. The 35 minutes is representative of a years' worth of time. So in order to progress past this point, you need to do this for the equivalent of ten years, because, unfortunately, even if you master the QTEs on the first try, by the time a month goes by, all the icicles will have melted, and you'll need to start over.
But you may ask, "Why am I doing this over and over when I already know nobody's showing up for another decade?" Well, that's the beauty of the game, because it makes it THAT much more realistic. I mean, come on, in real life, at that time, he would have no idea when someone was going to show up, so he always wanted to be prepared in case he met the party member with six fingers. Oh, I remember his name now!!! It's Inigo Montoya!
So after they both leave the tower, skipping merrily through the pre-rendered forest, hand in hand, they decide to meet up with you (the main character). They open the door to his house, and find him smoking a cigarette in bed next to a beautiful serving wench. He turns and finds cracker crumbs in bed, and thus kicks her out of bed, and out the front door. Then he tells them all about his past ten years, which mainly involved bedding beautiful wenches.
You get to play this as a flashback too, but because of the company's unwillingness to compromise their artistic vision in the face of an AO rating, they decided to backmask all the dirty pillow talk, and obscure the entire screen with a black screen printed with the words, "We will not cave in to the ESRB. Write you congressman," on the screen. And true to their artistic vision, the flashback is told in roughly the same amount of time as the icicle flashback, which is to say you need to stare at a black screen for 35 minutes for each game year (which, to catch up to present, is about a decade). Every now and again, you'll see brief snippets of him eating tea and crumpets, but apparently, the rest of the time had been spent exploring moist caves of a different sort.
Once the side story catches up to the present again, there is a section of the game with all three of the men (now rendered in immobile, expressionless 2D), in really stilted, forced dialogue [all in text, with no voiceovers...I applaud this decision, as it leaves something to the imagination....to hear them actually speak during this section-even though there had been voice-overs for the rest of the game-would surely have ruined the emotional dialogue (albeit stilted, forced emotional dialogue) inherent in this scene], divulging other details of their past that were left out of the flashbacks. This is done to deepen their characters a bit, to help the player really identify with them, and possibly even shed a tear or two. The dialogue includes descriptions of massive battles that had taken place that they were all involved in at different times, which turns out to be sort of Seinfeld-ian, inasmuch as all the seperate plot threads come together.
I applaud the decision to only mention these events in the dialogue boxes instead of letting you participate in them. This is supposed to be a shining example of "videogame as art," and is really not an action game. It's more of a deep, thinking-person's game that can be appreciated on many levels.
So the dialogue in the cutscene goes on for about 45 minutes in real time, and right when one of the characters is about to reveal a shocking revelation, we get a brilliant twist ending where an ogre that happened to be wandering through town breaks down the door, and swings his favorite weapon, a scythe, at the main characters, instantly decapitating them.
However, it's hinted VERY strongly that there will be a sequel, as the game over screen makes sure to point out that the brain can live for minutes after the rest of the body is dead, and the screen goes all wavy, like they used to do in those old Wayne's World SNL episodes to indicate a dream sequence.
Talk about a cliffhanger!!!! Anyway, I was thoroughly satisfied with the game. I read an interview with one of the developers, and he claimed that Shadow of the Colossus was an inspiration, and a touchstone for this project, and went so far as to call his game an homage.
Oh, wait, the topic was about weird characters. Well, I got sidetracked a bit, and instead told you about one of the weirdest (in the sense that it's not your typical FPS or RPG), but most beautiful and haunting games I've ever played.
That's funny, because neither could I. As a matter of fact, I might be getting my details mixed up. The game was developed by an independent Romanian game studio, so they probably would not have named a character Inigo Montoya.
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