Search This Blog

Showing posts with label Right and Wrong. Show all posts
Showing posts with label Right and Wrong. Show all posts

Monday, August 14, 2017

Spore the Next Level Retrospective: The Could've Been Better

Here we are onto Part 2 of this belated series, where I look back at the past 6 years and decide what's been great, what could've been better, and WHY OH WHY DID I DO THAT CRAP. As you might be able to guess, this part will focus on aspects that could've been better and in what ways. Note that this will be only for the old series, though some of these issues have been or will be resolved in Rebirth.


The unused logo/title card for the
special. 

  1. The Zombie Arc: You might be asking "What zombie arc?", and for a good reason: it never happened! The Zombie Arc was a massive story arc thought up be eme12 and myself for our respective series of Badass and STNL². Here, the zombie virus introduced in that series would spread to several planets thanks to the efforts of an insane and supersized Natas. Epindol would've been one of those planets, and Jercy would help a small band of survivors and crewmembers fight off both the infected and rival teams. Has this arc been allowed to be, it would've made STNL² great again with such things as the deaths of several characters (including Zeela and Tressha... more on those two in a bit), the introduction of a Tyleturantula character named Jelima W'Hels with an interesting development, and several lingering effects that would reshape the politics of STNL's region of the galaxy. Originally scheduled for 2015, the SPORE Maintenance of Doom™ put a wrench through those plans and delayed it. While I help out hope in early 2016 that it could be done, everything changed when eme12 cancelled Badass just as the stage was getting set for the arc; afterwards, STNL² was left to linger until we put it out of its misery on Christmas. Perhaps the new leaf of the reboot will make things different...
  2. Zeela Vordav: Originally meant to fill a void once occupied by She-Who-Must-Not-Be-Named, Zeela somehow grew on me (because she's hot) and I decided to take her a bit further by making her Jercy's love interest. Over time, however, my like for her and her sister Tressha slowly disappeared, and now I feel her arc was rather "meh". It does seem rather odd for a space mermaid (while on the topic, her "I'm not a mermaid" running joke was fun at first, but then got old) to fall in love with a green monkey-creature with bulging eyes and arms misplaced on his head to start off with, and Cannabeth would've made a more established and logical love interest, since they were supposedly involved already (why'd I forget?!) and they're both of the same species. Looking back on it now, I probably should've had Cannabeth die earlier on (since she was never interesting) and have Zeela come in and start helping Jercy get over his loss. While Zeela will be among the old characters returning in the reboot, expect her development and romance to be more interesting.
  3. Siranians: Zeela's race are also something I never was quite happy with. The concept of an ancient race of mermaids who long ago visited Earth is certainly an interesting one, but for various reasons was never made that interesting in the series. Perhaps it's due to Spore's limits on depicting ancient technology and ruins, or perhaps it's just my lack of experience at the time, but I feel they eventually ended up seeming like just another race and not one special in any way. Their culture wasn't given much thought either, and it seemed odd that they'd just use their alluring songs on passersby for fun and sport. To be fair, I don't think the Sirens of Greek mythology were elaborated on either, so I didn't have a lot to work with. Their sister species, the Suckulants, were also never interesting either, but their existence is fungus3's fault. Finally, their unusually human appearance was an anomaly, even more so because it wasn't even discussed. These days, I've put some more thought into their culture and history, especially since the Fallen Empires of Stellaris have been providing me some inspiration. When the Siranians return in Rebirth, they won't be just another race in the galaxy...
  4. Kleekoonanonis: As many of you know, the Kleekoonanonis turned out both ugly and boring.
    Compared to the Kleekoonians we have now, these guys look noobish...
    They were ugly because of the most well-known blunder I ever made in creature design: putting their arms on their heads. Not only did it look silly, it also made the Kleekoonanonis look highly unrealistic even by SPORE standards. Their culture wasn't much better; it turned out to be highly bland and uninteresting, with a rather uninspired and straightfoward democracy that was too rooted in the real world and not imaginative enough. Worst of all was their bizarre naming scheme that came about due to laziness; had I simply mashed the random button, I could've come up with something okay. But no, I had to lazily jumble the first letters of real-world names and leave it at that. Not only was it dumb, it also made adding and naming family members (such as Jercy's seldom-seen brother and Lobert's child) weird and unnecessarily complicated. Their sole redeeming value is the FORM A GROUP curse that was entertaining for a while, as well as their popularity as interactive series protagonists. Also, their backstory with the Kraygans was somewhat interesting, even For the reboot, all of these problems are no more: The Kleekoonanonis (now Kleekoonians) have an improved appearance, we at least got to decide their culture (even if it turned out like the original, but oh well), and their names are suitably alien and different (except for Jercy and Zeerois; they were fine to begin with).
  5. Jercy Packson: While on the subject of Kleekoonanonis, let's take a moment to discuss the most notable of these, Jercy Packson. I feel that I should've developed him more and put him through more stress than he ultimately ended up experiencing. Other than the end of Bloodlust, he didn't go through a lot of experiences that ended up changing him and his personality for better or worse. He was also pretty bland before then; unable and possibly unwilling to break from the cliched mold of a generic starship captain in charge of a crew. Afterwards, he turned into a much more interesting Nemletneg-hating maniac prone to instability. I probably won't do that for the reboot (since his opinions were mine to an extent; today I think the Nemletnegs would be more interesting if they weren't all like fungus3's bimbos), but expect Jercy to be a different character in STNL:R's final season (whenever that is). 
  6. The Experimenters: I feel the Experimenters had potential to be great, but weren't for various reasons. Sure, they were a pastiche of Star Trek: DS9's Dominion and simply there to explain the OPness of the Garadreads (which will be hopefully toned down for the reboot), but they certainly were an interesting concept. Their usage of genetic engineering set them apart, and had fungus3 not decided to kill them off (though I did almost decide to undo it), they could've been used as an allegory on our current debates with such technology (for the record, I'm okay with it as long as it isn't used to make KHAAAAAAAAAAAAN a thing). Although the Experimenters won't be in the reboot due to changes to the Garadraed backstory and the nerfing of their intelligence, I might make a species with similar usage of genetic engineering. 
  7. Humans: I've never been happy with how humanity has been depicted in the original series; they were a rather odd mish-mash of Star Trek's utopian ideals with our current-day politics and ethos. In addition, there's the whole alternate history and retconning that ended up causing more problems than it solved for STNL²'s last days. Finally, it never made sense why they'd colonize Epindol despite them apparently knowing sapient life was already there. I wish I'd had a more concrete backstory and vision for our future in the Revolution universe. Thankfully, exactly this will be in the reboot, though I don't think I can exactly say what they're like and what their motives are...
  8. Khrelan Galagat: She may have one of the best names of any STNL character (according to eme12, who's been known to say her name out loud to bug people), but I was never quite happy with some parts of how she was handled. The idea of her being an Eftievirus shapeshifter was interesting, but was rarely used due to various limits with SPORE and complexity. As I recall, it was explained that shapeshifting tired her out, which was okay but rather uncreative. I also think her backstory and the "mystery" of her existence could've been handled a bit better, especially since it tied into the abysmal Gavalantari/[CENSORED] thing early on in STNL². If I were to do it again, I'd tone down her enigmatic-ness and make her a bit more straightforward, and maybe not even make her a shapeshifter. Thankfully, I'm going to do just that in the reboot.

This is only a very small selection of things I felt could've been improved throughout the original run of STNL and STNL². It was actually pretty hard narrowing down the list since there's a lot that could've been better, including my handling of characters and developing them. In the next part of this series (whenever that is), we delve into forbidden knowledge from early STNL and ask ourselves, "WHY DID YOU DO DAT WILLIEZK?!"

Friday, January 20, 2017

RANDOMOSITY: RIGHTS AND WRONGS

RANDOMOSITY NOW EVALUATE D SELF IN D OLD STNL CANON/FANON, ALL THE WHILE EATING CHEESE AND PUREEING SOUFFLE
DAT LIST BE ALL PURDEE

What Went Right

  • The Rando'Moss'Itis are good Easter Eggs that allow me to slip in odd and funny
     sayings/blurbs without awkwardly shoving it in the main plot of an adventure.
  • Like only a few other species, Rando'Moss'Itis managed to spread their randomness several other series, whether as individuals or Easter Eggs.
  • They can be very comedic, especially when blowing themselves up in a "Boom Boom Relay".
  • Their appearance is befitting of a strange and crazy race of aliens. I mean, they look and move crazy...
  • Ever since Herbert flew away from Brope at the end of STNL² and almost ruined fungus3 and Nirvana for eme12 and I, the Rando'Moss'Itis (and Zoolohonians) are the last species to survive the end of the original SR universe and without being rebooted.

Neutral

  • Spore The Next Level ended before I could delve deeper into Rando'Moss'Iti culture and their fixation on ideology.
  • fungus3's backstory for them is... okay, but at least it didn't ruin them since I had no real backstory for them: they were just meant to be weird aliens who showed up at random intervals.
    • However, this backstory (involving a supernova that spread entropy or whatever crap that was) allowed for the plausible introduction of other "randomized" species such as the Entropy Pods (eww), Wasabas and Spugs.

What Went Wrong

  • In my opinion, the Rando'Moss'Itis showed up too often as Easter Eggs. Every few parts you could see Rando'Moss'Itis babbling and dancing, and it got kind of old.
  • There were also only a few story arcs that directly involved them, and even then we didn't get to see their culture; just more Rando'Moss'Itis blathering.
  • The whole thing with them having four genders was just ridiculous and made them too silly, even by their standards. It also meant you really had to specify which character was which gender, instead of just saying they were a guy or a gal.

OVERALL: Despite the fact that they were repetitive and not all that three-dimensional, the Rando'Moss'Itis were nevertheless a very entertaining and bizarre race that could almost rival the Kleekoonanonis in popularity.

Next time: A certain race of mostly-harmless primates from Sol III.

Monday, January 16, 2017

The Kleekoonanonis: What Went Right & Wrong

Now that the old Revolution Universe is officially dead and buried, I thought it'd be a good time to
look back on the good, bad, and ugly things about it. We'll start with its very first protagonists, the Kleekoonanonis of Spore the Next Level and Spore the Next Level².

What Went Right

  • The Kleekoonanonis became a symbol of the Revolution Universe and its unofficial mascots.
  • They had an interesting backstory with the Kraygans and Experimenters that tied into the very first episode of the series.
  • They had a neat (and rather consistent) futuristic aesthetic to them, which was appropriate for a supposedly advanced and enlightened race. Plus, most of their stuff was blue, and blue is of course my favorite color.

What Was Okay

  • Their FORM A GROUP curse was... okay. It got kind of annoying after a while, but early on it was entertaining.

What Went Wrong

  • The Kleekoonanonis defied all plausible laws of evolution by having arms on their heads. It was a simple and silly mistake that I failed to notice back in 2011 that ended up making them look ridiculous and stupid.
  • Their culture was incredibly bland and boring, and I didn't make any attempts to spice it up. We didn't learn about their politics or any religions they had, which could've them a bit interesting.
  • Even though the Kleekoonanonis had a democracy, we never saw another president until a few parts before STNL² ended. It would've made an interesting idea seeing how different leaders reacted to different events and crises.
  • We didn't see how individual Kleekoonanonis reacted to the fact that they were basically at war nonstop. They all blindly went along with it like sheep.
  • Their naming convention with scrambled human names was dumb. I wasn't even trying to give them cool names.
In summation, there were too many bad things about the Kleekoonanonis that made them as uninteresting as fungus3's trite villains and not as good as I'd like them to be. Fortunately, their rebooted counterparts don't suffer from the same deficiencies.

Next time: Uh, I dunno... cheese. We'll talk about cheese. Yeah. Or something.