Vibri is the magic number

Having done the find-purge-sort process that is moving house twice so far this year, I’m discovering all sort of odd traits amongst my remaining game collection. What I noticed today was that the only complete series I own is Vib Ribbon. You’ll probably remember Vibri - the angular rabbit that did rhythm gymnastics to your CD collection. You probably won’t remember Mojibri - the big-trousered gent who did rapping calligraphy in Mojib Ribbon, or Vibri’s elastic return when she bounced all over your digital photos in Vip Ripple.

It’s not really what I expected, but the more I think about it, the more I think that Vibri might be the perfect game trilogy. Making sequels is a thankless task, always open to accusations of being too similar or too different. ‘More an expansion pack’ sneer the reviews, or, alternatively whine that things have been needlessly changed. But NanaOn-Sha, under the direction of Masaya Matsuura, broke all the rules. The three games look completely different - from the brutalist monochrome of the first, to the ink-painting organics of the second, to the day-glo sticker-kitsch of the third. And they play completely differently, from Vib Ribbon’s taxing button combos, to Mojib’s hypnotic stick flicks, to the trampoline-powered platforming vibe of Vib Ripple.

So are they a trilogy at all? Or just three unrelated games from someone too lazy to think up a new naming convention? Absolutely. What Matsuura does is use the familiar to make the unfamiliar more palatable. The common mechanics - the ability of the main character to evolve up or down, rather than having lives - and the common interface design - the circling characters that denote how close you are to evolving upwards - help give you your bearings in an experience which would otherwise be a bit too close to baffling. The same guiding principle underpins all three - that games should interconnect with the rest of your cultural life (so Vib Ribbon can make levels out of your CD collection, Mojib out of the words you write, and Ribbon out of the photos you take). And they each complement the others: Ribbon is by far the most convincing game, Mojib the greatest visual achievement, and Ripple the best implementation of user-generated content.

Imagine if more series were allowed the same latitude. Imagine if Namco had said to Takahashi, ‘We don’t want Katamari 2, we want something that complements it’. Imagine if the follow-up to The Sands Of Time hadn’t been based on the feedback-loop of focus-group complaints (more blood! more rock!), but on the idea that maybe this team which had just done something fresh and wonderful might be capable of, y’know, doing something fresh and wonderful. Because, as the manual scans of Mojib Ribbon below show, when you do that, beautiful things can happen.


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I don’t think it’s a superior policy, although you did choose an idyllic enough example to give me fleeting, romantic hope :)

I mean, the idea of exploring a new planet in a given solar system instead of just going once more around the sun sure is one that appeals to me. But I think the sideways shoogle - or truffle shuffle, or whatever you wish to call it - is going to be just as vulnerable to cynicism, crank-turning, churning and dollar-sign-eyeball ker-ching-ing as sequels generally are. Perhaps even more so, since a simple genre switch would also risk inheriting new flaws, instead of eradicating old ones. Off-cuts and spin-offs can just as easily become turn-offs and trade-offs. Pac-Man Rally? Goldeneye: Rogue Agent? There’s just as many games in the dock due to this intelligent-design process as there are due to evolution.

It does feel like a fluid situation, though. Resident Evil 4 is less of a sequel than KOEI’s universe-colliding Gundam or Orochi games. A Manhunt RTS would be the wrong kind of sick. Warrior Within’s teenage regression is a bigger departure than anything the Tony Hawk series has managed, but the baby-step progress of that series is far more precious to me.

I guess it’s just a first principles thing. The Vibri example is more the fault of Matsuura than anything else. Whereas Ubisoft will always probably place more faith in Jade Raymond than Ancel’s Jade etc. etc. I probably won’t be happy until God Hand’s drunken attitude becomes VIDEOGAME LAW.



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