{"id":199947,"date":"2017-06-19T19:24:31","date_gmt":"2017-06-19T23:24:31","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/snatcher-is-cyberpunk-noir-at-its-best-kotaku-australia\/"},"modified":"2017-06-19T19:24:31","modified_gmt":"2017-06-19T23:24:31","slug":"snatcher-is-cyberpunk-noir-at-its-best-kotaku-australia","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/cyberpunk\/snatcher-is-cyberpunk-noir-at-its-best-kotaku-australia\/","title":{"rendered":"Snatcher Is Cyberpunk Noir At Its Best &#8211; Kotaku Australia"},"content":{"rendered":"<p><p>    Satoshi Yoshioka's art from Sdatcher  <\/p>\n<p>    Snatcher is a cult classic that should be experienced    by both science fiction and Metal Gear fans. Even    though it appears to \"snatch\" many of its influences and throw    them together into a science fiction cornucopia, it actually    explores the issues of humanity and existence in its own    distinctive style.   <\/p>\n<p>    Snatcher was the brainchild of Hideo Kojima and    originally came out in 1988 for the MSX console, a computer    format that was popular in Japan and Europe in the 80s. It was    ported for the PC Engine (known as the TurboGrafx-16 in    America) before reaching American audiences on the Sega CD in    1994, with upgraded graphics and an additional third act. Set    in 2047, you play as Gillian Seed, an amnesiac Junker (Japanese    Undercover Neuro Kinetic Elimination Ranger) who hunts down    Snatchers in the hopes that it will help him to remember his    past. The eponymous Snatchers are artificial life forms, or    bioroids, designed to blend in with humans. The game takes    place in the metropolis of Neo-Kobe, a vibrant melting pot with    a whole lot of history and lore. Snatcher uses a text    interface similar to the old PC point-and-click adventure    games, but it streamlines controls to the point where it's    considered one of the earliest precursors of the visual novel.  <\/p>\n<p>    Former Konami artist Satoshi Yoshioka, who    designed many of Snatcher's characters and worked at    Konami for nine years on titles like Batman and Robin    and Policenauts, told me in an email: \"I got a lot of    inspiration from classic movies like Blade Runner, The    Terminator, and Alien. I made the graphics used    in the game with a great deal of respect to [these films]. I    was especially interested in the Hollywood SFX [special    effects] at that time, and I tried to honour their spirit.\"  <\/p>\n<p>    This spirit is felt in many of Snatcher's designs,    though their combination creates an atmosphere that has its own    unique charm. Players get to know Snatcher's    characters through complex dialogue branches with a surprising    variety of options. Small comic book panels appear below the    main visual window and give personality to each of the    characters. The characters also react with appropriate facial    expressions that help convey the game's somber themes. Unlike    the protagonists in many noirish cyberpunk books and films,    Gillian Seed is expressive rather than following the trope of    being stoic and subdued. His strong personality goes from    melancholy amnesiac to driven investigator and even womanizer    (though he gets almost universally rejected). He's a likable    character, even with his flaws. He's visually inspired in part    by Rick Deckard from Blade Runner, but also the more    humorous Lupin the Third from the eponymous animated series.  <\/p>\n<p>    Yoshioka, who \"created all the face graphics for the    conversation parts,\" said that drawing \"the expressions of    Gillian  surprise, delight, and so on  were the most    challenging to me because of the complexity of the character.    Gillian had an interesting mix of humour and seriousness.    Kojima wanted to convey Gillian's witty and charming nature,    even in some of the more intense moments, so that it would make    him seem more 'human' in contrast to the robotic Snatchers.\"    Designing the characters using Konami's custom drawing    application, Yoshioka says he was always guided by \"Kojima and    was mindful of making the graphics as 'cinematic' as possible.\"  <\/p>\n<p>    The high quality of the visuals emphasise the cinematic aspect    by showcasing graphics that were closer to films than most    gamers had seen before on a console. In the combat sequences    against the Snatchers, especially one where a fellow Junker    named Mika gets captured, the whole battle is framed as an    interactive cutscene where you have to kill a villain who uses    Mika as a human shield. In another sequence, Gillian's    Turbocycle gets sabotaged and spins out of control. The film    cuts play out like an action movie, with tense music pounding    in the background.  <\/p>\n<p>    Snatcher's themes of changing technology were present    in the development of the game itself. While it'd be easy to    say the advanced graphics were due to the increased power of    the Sega CD, Yoshioka pointed out that part of what made the    development of Snatcher and all its various ports so    cohesive is that \"Snatcher was developed by a small    number of people. In comparison, it might be about half of the    average number for a NES game development team at that time. So    the developers in different roles could work in close proximity    to each other. It enabled us to respond directly and quickly to    any developing tasks.\"  <\/p>\n<p>    He explained, \"Kinoshita (Tomiharu Kinoshita, the original MSX    designer) created the original character design. I took part in    drawing the characters as a team member of the port for PC    Engine CD-ROM (which in turn would be ported with only minor    changes to the Sega CD). I could redesign the supporting roles    like Chin Shu Oh relatively freely. So I designed them to suit    my preference. I heard that in the earlier stage of the    development, Kojima had directed the designer to make the game    character a bit like Katsuhiro Otomo (the director of    Akira).\"  <\/p>\n<p>    This small team had flexibility, but it also meant this small    group at Konami had to figure out how development worked when    it came to simple things like burning CDs. \"When we wrote the    data [for Snatcher], we used CD-R writers. It was the    first time for us to use the devices. We couldn't inhibit some    of the unidentified noises showing up in the game itself. The    accident disturbed not only Kojima, but all the other members    of the developer team. I was not well acquainted with the CD-R    writers. I puzzled over the problem, and suggested not to shake    it or to make noises when we used it, hahaha. We finally found    that the disturbing noises were due to faulty wiring. Of    course, we had amused smiles after we discovered the error was    our own fault.\"  <\/p>\n<p>    This also brought the team together, a spirit that infuses the    game. There's one story Yoshioka shared that perfectly    symbolized the unusual development of Snatcher: \"I    cannot forget that Kojima made strange lyrics for the song in    the game, 'Creeping    Silence.'\" It's a track that effectively creates a creepy    atmosphere, but the lyrics don't appear in the game. \"He    [Kojima] sang it quite often, so the other members remembered    the lyrics. 'Spinner, spinner heeey,' and we'd iterate on that.    We often sang it all together.\"  <\/p>\n<p>    Ouch...  <\/p>\n<p>    Technology can lead to moments of human bonding, but it's a    double-edged sword that can also wreak destruction. The real    life     Terminator Conundrum  a genuine issue debated by the    Pentagon about how much autonomy AIs should be granted to kill     seems straight out of Snatcher. One of the more    shocking moments early in the game is when Gillian comes across    the body of Junker Jean-Jack Gibson, whose head has been    viciously cut off and lies between his legs. The violence    punctuates the threat of the Snatchers and, as Yoshioka points    out, \"is the first murdered corpse that the players face. So    the staff working on the scenes wanted to evoke a dramatic    impact and decided to use the most brutal image.\"    Snatcher doesn't shy away from its robotic violence,    including a maggot-infested corpse and an animal whose entrails    have been ripped out.  <\/p>\n<p>    The game doesn't delve into Blade Runner's ethical    ambivalence when it comes to the existence of Snatchers.    They're a threat to be eliminated, not beings on the verge of    self-awareness. The terror of that moment highlights the theme    of humanity's fear of being replaced by technology as    represented by the Snatchers themselves. The irony is that    humanity's own self-destructive behaviour created a vacuum for    the Snatchers to supplant them in the first place; the game's    villain is motivated by his disgust with human behaviour. When    I asked Yoshioka about the relationship between technology,    art, and humanity, he stated: \"In order to know the things of    the present, I believe it's essential to know the things of the    past. This is also true of arts. We tend to take for granted    present technology and the arts. But all of these forms are    based on past inventions, innovations, and discoveries.\"  <\/p>\n<p>    This theme is also explored more humanely. Metal Gear Mk. II,    based on the mechanical nemesis of the original Metal    Gear, is Gillian's robot companion. It's been imprinted    with a personality programmed by Harry, the engineer for the    Junkers. In the game's big twist, you learn that Harry is    actually Gillian's son. The reason Gillian and his wife    suffered amnesia is that they were part of a secret effort    fifty years ago to develop the Snatcher program and replace all    the world's leaders. They were put into artificial sleep after    the Lucifer-Alpha biological weapon went off. Harry lived on,    oblivious to his parents' fate. So the whole game, you're    interacting with him, asking about your equipment, and you    don't even know who he really is until he dies. That makes your    relationship to Metal Gear Mk. II all the more poignant, since    he is in essence Harry's creation, your son by mechanical    proxy. Metal Gear Mk. II is willing to sacrifice its life to    save Gillian, and the implication is that there may come a day    when humanity destroys itself and our legacy will only carry on    through the technology we birth.  <\/p>\n<p>    Yoshioka has considered the implications of Snatcher    and the movies that inspired it: \"There have been many SF    movies and comics filled with fearful feelings about the    progress of AI. I've got lots of inspirations from these kind    of works. Of course, I fear watching and reading about them.    But I've also loved AI robots since I was a child. In 1970,    when I was just three years old, I saw several robots playing    instruments in the Japan World Exposition at Osaka. I still    clearly remember that scene and my feeling of wonder which    still resonates. So I'm on the side of Metal Gear Mk. II-like    robots being able to reach out and communicate with us. I'd    prefer to believe in the dream of the emergence of robots that    will be partners with humanity, instead of the kind of stories    that portend destruction in the wake of AI progression.\"  <\/p>\n<p>    Will the advancement of AI and biotechnology reach a point in    2047 where humanity can be replaced by something akin to a    Snatcher? Or will the progress made possible by new tech save    people from themselves in the face of a catastrophic disease or    environmental disaster? It's the fact that there are no easy    answers that makes Snatcher so compelling, reminding    us that the investigation into human nature never ends.    Yoshioka told me, \"Though I regard myself to be a has-been, I'm    trying to create some brand new impressions by remixing my    works, which is my past. I hope the younger generation today    realise they need to be aware of the classic and premier works    and arts if they want to create something new.\"  <\/p>\n<p>    Satoshi Yoshioka's interview was translated by Yoshihiro    Tanigawa.  <\/p>\n<p>            Please log in or register to gain access to this            feature.          <\/p>\n<p>          Of all the things I expected out of E3 2017, Atari          announcing a new console was last on the list. Heck, it          wasn't even on the list, more scratched in chalk on the          tip of my shoe. But it is happening -- CEO Fred Chesnais          confirmed with VentureBeat's Dean Takahashi the company's          plans to get \"back [into] the hardware business\".        <\/p>\n<p>          Nice work gz - Friday's ScribbleTaku was Age of Empires.          The original one, incidentally. I had the game on my mind          after the remaster for AOE 1 was announced during the PC          Gaming Showcase. It's been an awful long time since I          busted out the CD for that game (since you can't buy it          digitally these days). But a new week means a new game.          Let's see how you all go.        <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Original post: <\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"https:\/\/www.kotaku.com.au\/2017\/06\/snatcher-is-cyberpunk-noir-at-its-best\/\" title=\"Snatcher Is Cyberpunk Noir At Its Best - Kotaku Australia\">Snatcher Is Cyberpunk Noir At Its Best - Kotaku Australia<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> Satoshi Yoshioka's art from Sdatcher Snatcher is a cult classic that should be experienced by both science fiction and Metal Gear fans. Even though it appears to \"snatch\" many of its influences and throw them together into a science fiction cornucopia, it actually explores the issues of humanity and existence in its own distinctive style. Snatcher was the brainchild of Hideo Kojima and originally came out in 1988 for the MSX console, a computer format that was popular in Japan and Europe in the 80s.  <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/cyberpunk\/snatcher-is-cyberpunk-noir-at-its-best-kotaku-australia\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":4,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187757],"tags":[],"class_list":["post-199947","post","type-post","status-publish","format-standard","hentry","category-cyberpunk"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/199947"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/4"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=199947"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/199947\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=199947"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=199947"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=199947"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}