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Game of the Year: Arzette: The Jewel of Faramore

Non-PC videogaming during the 90s was predominately dominated by three companies: Nintendo (Super Nintendo, N64, and the Gameboy), Sega (Genesis, Saturn, Dreamcast), and, in the latter half of the decade, Sony (Playstation). It was an era of innovation (graphics and online capabilities), experimentation (FMV and system add-ons), and transition (12 bit to 32 to 64, cartridges to CDs), and these three companies trailblazed the gaming Wild West. Of course, other companies would throw their hats into the ring to partake in the Console Wars, though most would fail miserably: Atari with the Jaguar, 3DO Company with the 3DO, and Philips with the CD-i (SNK’s Neo-Geo is an outlier console). These consoles failed for just reasons (lack of gaming libraries, hard to develop for, poor performance), but remain a curious aspect of gaming history, though practically inaccessible to revisit with retrogaming in mind. Emulation of these systems is difficult and out of reach of a typical gamer, hardware is expensive and prone to break, and console exclusive titles do not see releases.

That is until the past few years in which failed console games have started to be resurrected with re-releases. Atari 50, released in 2022, is a museum/compilation hybrid release that contained nine Atari Jaguar titles, providing the first opportunity in thirty years to play these games. In 2024 Limited Run Games re-released the maligned 1993 3DO game Plumbers Don’t Wear Ties, allowing gamers to experience one of the worst video game titles in existence. 

Cover art for Arzette: The Jewel of Faramore.

Arzette: The Jewel of Faramore, also released by Limited Run Games in 2024, is title born out of these resurrected titles. Back in 1993, Philips released two Legend of Zelda games on its CD-i console: Link: The Faces of Evil and Zelda: The Wand of Gamelon (the same year the Super Mario Bros. movie was released [Nintendo seemed to be a bit more laissez-faire with their properties back them]). The two Zelda games became notorious for their poor quality, horrible controls, and most famously, their cartoon cutscenes. Someone looked at these two Zelda games and said, “But what if they were remade – but made good?” The end result is Arzette, and it is an AMAZING game.

Released across all major gaming platforms, Arzette is a fantasy adventure game with some light Metroidvania elements, an homage to the two aforementioned Zelda games, and a love letter to a different style of retrogaming that has not been accessible for some time. 

The river level in Arzette. The colorful backgrounds done in an drawn/painted style are like this for every level.

The first thing players will notice about Arzette is its art style and animation. The narrated intro to Arzette is done in a colour-pencil, storybook style. The game proper shies away from the pixel art that has dominated retrogaming and instead embraces a painted aesthetic, which gives each level a unique look. The enemies are also done in a similar style, at times giving them the appearance of vaporwave artwork. The cutscenes of the game are straight poorly animated cartoon style as used the in CD-i Zelda games, and almost reminiscent of rudimentary Flash animation during the format’s heyday. All of this gives Arzette a distinct and unique charm. It does not look like any other game out there right now, while at the same time evoking the imagery of early 90s non-pixel gaming. 

Cutscene of Arzette and the Ice Lady. The animation is crude and the style purposely campy and low budget.

The music of Arzette, composed by Jake Silverman, is an absolute banger and compliments the game’s visual aesthetics. The score is firmly in the realm of fantasy, but it almost has a pirate, tropical vibe to it at times (it would not be out of place in a Shantae game at all). It is upbeat and carries the feeling of exploration. Even the tracks for more sinister looking levels (such as the volcano level) and boss fights sound positive instead of aggressive and menacing. This is a whimsical game and the soundtrack underscores this. 

One of the many criticisms of the original CD-i Zelda games were its controls and gameplay, such as requiring the character to duck in order to access the inventory or having to stab gems with the character’s weapon in order to collect them. Arzette pokes fun at these restrictions without breaking the gameplay. For example, gems and other items can be walked over to be collected (as is standard in 99.99% of these types of games), but in order to talk to another character, they need to be “attacked” with the sword. The sword is (per the story) enchanted in such a way that bad people get damaged while good people do not. As for the ducking to access the menu, Arzette offers a difficulty option that brings in some of these Zelda aspects, such as the duck-menu, into the game. 

On the subject of difficulty, Arzette is an extremely forgiving. The easier settings provide unlimited level continues with enemies spawning health regenerating items. Harder difficulties take away the level continues and health item generation and even bring in the aforementioned Zelda broken gameplay aspects. However, the levels in Arzette are fairly small, broken into even smaller sections. Dying on a screen only sets the player back to the beginning of that screen, so major progress is never lost. This makes Arzette quite accessible to younger or newer gamers, but it does perhaps come at the cost of being almost too easy, even on higher difficulties, for seasoned gamers. Once all of the game’s powerups are collected, Arzette becomes extremely overpowered, regardless of difficulty. 

World map screen for Arzette. Level selection at the bottom, level progress at the top.

As each level is in bite-sized chunks, they invite multiple replays for exploration to find hidden collectables. As with other Metroidvania style games, many areas of Arzette are initially inaccessible until later in the game when a specific item (double jump shoes or a different colour magic shot for example) is procured. A handy menu on the world map indicates progress of each level’s collectables and the system menu indicates game completion percentage. In this regard, Arzette provides quality of life mechanics that were absent in older games, and still sometimes missing in present day titles.

If there is a fault with Arzette it is with its story and characters. The story of Arzette is fairly standard sword and sorcery fare: the evil Daimur (a stand-in for Zelda’s main antagonist Ganon) who was defeated and imprisoned many years ago is set free. He and his band of cronies (which include a horseman and a business suit wearing dragon) set out to conquer the land of Faramore while shrouding it in darkness. Princess Arzette sets out to relight the beacons to bring light back to the kingdom and then defeat Daimur again. This is not George R. R. Martin levels of storytelling, but it is serviceable, and certainly expandable if Arzette sequels are realized.

Arzette and Maki in the bakery.

The characters of Arzette, save the titular character herself, are one dimensional. The majority of characters simply appear during a cutscene, a fetch quest is given/completed, and they scamper off to become dialogue repeating NPCs. This is unfortunate because the world of Arzette looks like it contains some interesting characters (an ogre who likes to garden, a bourgeois frog, a clumsy but well-meaning guard, etc.) that could really take advantage of the game’s camp-style cutscenes. These are missed opportunities to really flesh out the side characters, expand on the world building, and have more of the game’s fun cutscenes. Thankfully, Arzette the character has some great character building: coping with the death of her King father and being the only competent one in the kingdom to stand against Daimur in battle. She also is a problem solver as she develops an alternative way to deal with Daimur than how he has been dealt with in the past. The game also drops hints that Arzette may be a non-heterosexual character, such as her agreeing to a date with the Maki the Baker and her blushing at the physical advances of the Ice Lady. Though the game does not fully commit to this representation, the overall character of Arzette is multifaceted and as far from a stock heroine as seen in games past.

Arzette has been released digitally across all the major gaming consoles, making it readily procurable by almost anyone (in stark contrast to the Zelda CD-i games that command large prices on eBay). In addition to this, Limited Run Games did physical releases of the game for the different platforms, and its collector’s edition incarnation is fully stacked with swag. 

Outside slip case of the Collector’s Edition.

The game comes packaged in the iconic big-box format, evocative of PC game packaging of the 90s. 

Inside box.

The game proper comes with both a standard case as well as a jewel case akin to how CD-i games were packaged back in the day.

Xbox version with clip case, and a CD case with a sleeve.

There is also a soundtrack, a poster map, and a titanic tome of art, lore, background images and information and more. 

Art book, poster, and soundtrack.

There is also a pin of Arzette and a display of Mortar, the pompadour-sporting merchant, though a display of Arzette proper would have been preferred.

Pin and stand.

Overall, Arzette is a fantastic game. The gameplay is a solid adventure/platformer/Metroidvania with a variety of collectibles. The art style is genius, both as an homage to a gaming style that has not been explored in decades but also stands on its own right. The music and the overall presentation of the game is singular and whimsical. The main protagonist has the makings of becoming an iconic videogame character. If Arzette is the result of taking two broken games and turning them into something successful and fun, it would be incredible to see if Arzette can be built upon even more via a sequel title (which, post credits, do hint at).

Categories
News

Biweekly News Roundup 2023-07-30

Personal / Website News

Dark Dead Things #2

The weird fiction/poetry literary magazine Dark Dead Things is publishing their second issue. I’m incredibly honored to be included in this issue with my essay on a Rene Girard reading of Lovecraft’s “The Call of Cthulhu.”

The issue can be ordered from the Dark Dead Things webshop as a bundle with a rad T-shirt of Meowlister Crowley. Issue 1 is still available, so check that out too and supporting this indie endeavor.

Sincere gratitude to Mike Salinas for including me in this issue.

Stranger Things Essay Citation

My essay, “Lost Nights and Dangerous Days: Unraveling the Relationship Between Stranger Things and Synthwave” that was published in Kevin Wetmore’s book, Uncovering Stranger Things, has been cited in Jutta Steiner’s book Nostalgie Im Upside Down: Das progressive Potenzial von Nostalgie in Der Retro-Serie Stranger Things.

My Stranger Things/synthwave essay continues to be my most cited piece of writing. Very flattered!

Bibliography Updates

I’m increasing seeing other texts aside from The New Peplum becoming cited and reviewed. Because of that I am creating subpages for some of these works with more detail. If you click the dropdown on the Bibliography menu you’ll start seeing them. These updates are a work in process, but I look forward to sharing more detail about these pieces I’ve composed or edited over the years.

Atlantis, the Lost Continent

A new episode of Scholars from the Edge of time is now online! In this episode Michele and I discuss the 1961 American sword and sandal film, Atlantis, the Lost Continent. Check it out on YouTube.

Publishing Recap

Below is a recap of my publishing endeavors so far in 2023.

Published in February, this collection contains my essay “Dance or Dēcēdere: Gladiator and Industrial Music Sampling.”

Vernon Press Product Page

Published in May, this issue of Weird Tales contains my essay “When the Stars are Right.”

Weird Tales Product Page

Published in late March, the first issue of the zine Footage Fiends, contains my essay “Analisi Della Cosa: Found Footage in Caltiki and Italian Theater Going Practices.”

Limited to 50 physical copies.

Order via Patreon.

Published in early August, the second issue of Dark Dead Things contains my essay “Correlating the Contents: Mimetic Desire in H. P. Lovecraft’s ‘The Call of Cthulhu’.”

Order at Dark Dead Things.

Miscellaneous Tidbits

CFP: Ancient World, Modern Music II at CAMWS 2024

Dr. Jeremy Swist has a new CFP that’s live:

An organized panel to be proposed for the 120th annual meeting of the Classical Association of the Middle West & South, April 3rd – 6th, 2024 in St. Louis, Missouri, USA at the invitation of Washington University, St. Louis.

After a successful 1st edition of the panel in 2022 at Winston Salem, we are seeking abstracts for another panel on the reception of antiquity in modern music. 15-minute papers on the topic may discuss any genre of modern & popular music, including folk & country, rock & metal, hip-hop & pop, and theater & soundtracks, and may focus on lyrics, album artwork, music videos, live performances, or the music itself. We are particularly interested in questions of how musicians integrate ancient culture, myth, and art into a modern medium, and how they read antiquity in response to the personal, the aesthetic, & the political.

Send 300-word abstracts and questions to Jeremy Swist (swistjj@miamioh.edu) by 15th August 2023. Potential panelists must commit to present in person if accepted.

Recent Peplum Acquisitions

I’ve plucked up two peplum films recently to add to the library.

First is Land of the Pharaohs which just got the Blu-ray treatment this past June. Michele and I recently talked about this movie on Scholars from the Edge of Time (YouTube video link here) and I really dug it! When I saw Warner Archive was going to do a new version of it I had to pre-order it.

Next is an old release of a movie called G2: Mortal Conquest. Apparently this movie is a re-worked version of the 1995 movie Gladiator Cop. A name like Gladiator Cop, I gotta watch it! However it’s OOP and kinda pricy, so I’ll pluck up a copy later. In the meantime, this alternate version in the form of G2 will have to do. I remember Daniel Bernhardt from Future War which was on MST3K, which was baaaaad. So, I am hoping this movie will be just as campy fun.

Secret Agent Barbie GBA Game

Last weekend was Barbenheimer – when two blockbuster films, Barbie and Oppenheimer, got released the same weekend. It looked like a pretty fun pop culture event, two movies at the polar opposites of tone and subject matter, but linked none-the-less.

I didn’t get a chance to partake, but I’ll definitely watch both movies when they are released on Blu-ray. In the meantime, just for fun, I’ll share the odd Barbie artifact in my collection: a complete, in box (CIB) copy of Secret Agent Barbie: Royal Jewels Mission.

I bought this game long ago, I believe at the SoCal Retro Gaming Expo in Ontario, CA. I don’t have many CIB retro games in my collection (then and now), and I recall this game being extremely cheap. It was also a time, I believe, I was knee deep in spy-fi studies when Michele was working on her James Bond book. So because of all of that, I plucked up this game when I happened upon it. I recall playing it for a bit on my Retron-5 and enjoying it. Perhaps I’ll have to give it a proper play through.

Anyways, a rare opportunity to see a CIB Barbie game: box, cartridge, poster, manual, and Nintendo booklet. Not pictured is my plastic case I keep the game in to keep it in the best condition I can (the outer box is a bit bent in though).