Talk:Shogo: Mobile Armor Division

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[edit] Embarrassingly POV

This article is far too long and embarrassingly fawning. Comments about how Half-Life was given a bigger marketing campaign to overshadow Shogo are weasel words. The whole thing (especially the expansion pack "It *would* have given us, if they hadn't cancelled it, those dumb people!" section) reads like it was written by a Shogo developer who is mad that his work didn't get as much attention as Half-Life. It should be shortened and edited intensively.

[edit] Half-Life Comparisons

The statement "It should be noted that together with Half-Life, Shogo took the first person shooter genre (which could be considered stagnated at the time) to new directions, specially with its unique narrative form and style." lacks a citation. This should be backed up by a third party. Mimir 19:07, 7 April 2006 (UTC)

I've heard this statement for some time so I'm pretty sure there's some reference to it. I'm pretty sure it was in PC Gamer in an article about the evolution or future of FPS or something along those lines. - DNewhall
Certainly it's true, but citation may be harder. Here's one possibility from Google: "Developers Monolith have taken all the elements that have staled the single-player first-person game and replaced them with simple storytelling and ingenious scripting." at http://www.computerandvideogames.com/article.php?id=3415. Since I'm making a couple of edits to that section I'll add it as a reference for the time being. Mark Grant 00:53, 4 August 2006 (UTC)

We should include a reference to Guy Whitmore as the score composer. The only reference I can find is an interview about his work. 64.246.199.9 15:46, 29 December 2006 (UTC)

I reviewed Shogo in November 1998 for Games Domain Review while working as the editor of the Traveller's Inn Zone. My review confirms that no other First Person Shooter to that date had the unique narrative form and style (not those words mind you) of Shogo. To quote the article: "Hmm...welcome to Shogo: Mobile Armor Division, a title that takes on the unheard. In the first real attempt, Monolith, makers of Shogo, incorporate an intricately scripted movie-story into traditional, first-person 3D shooter action gameplay. The result: a game that will suck you in and leaves you dreaming Mech and fight scenes in your sleep over and over again, until you just have to get back up again because you have to see that next level or get your butt out of the fix your in...Story progression occurs in three ways. First of which I mentioned above, in between levels with the text paragraph. The second way is through cut-scenes in the middle of levels at certain points in the level (usually after you have accomplished a task or reached a certain location). These involve either communications by characters to your com-link (appearing at the top left corner of the screen with text) and a panning camera to show you an important piece of information (a new location to reach, a computer, a switch or yourself), or take the form of a conversation with a character standing next to you in the cut-scene. The last way in which story progression occurs is real-time with conversation occurring as you are running around and coming from characters in the scene. To identify which characters are speaking either in real-time or a cut-scene an exclamation point appears over the characters head." Since the demiss of Games Domain Review the article is no longer online, however I have an original copy with screens dated November 24, 1998. The game was given a Silver Medal by GDR although I recommended a Gold Medal for its innovation and depth. Feel free to contact me if more details are needed for the Wiki article. --Austriancurls 19:44, 10 January 2007 (UTC)Karen Zierler

Additional quotes from my article:

"What didn't actually make it into the game were story elements which were left on the editor's cutting floor. There are moments when you are, as Sanjuro, asked to answer a character and given a selection of two replies to choose from (besides the branch-point). These were meant to be additional branch-points in what would have been a phenomenal game undertaking, having 4 or more endings with characters behaving differently depending on how your answer. One level (or set of levels) which was left out was a flash-back sequence in which Sanjuro, Kura and Baku are young children playing basketball together.

The story, as it now stands, is still more than any action game has undertaken and is still solid, without holes. It is a shame that the original vision was cut (due to space on the CD according to one version which I cannot understand since there was plenty of space for advertising, and a second CD costs little extra to produce). What Loki, Jeremy Blackman an employee of Monolith, dreamed of one day was a director's cut of Shogo with these elements incorporated. If they offered it as a download for fans with Shogo already, or as an inexpensive add-on, then I couldn't agree with him more. As it is, Monolith in Shogo have set up a new anime world which is smooth, fast and has excellent levels and graphics with an superbly scripted story that, if Monolith do it right, may continue. Definitely, I can recommend Shogo to action fans who want a fun and engrossing title with (now) good A.I. and fast multiplayer."

Some nice trivia in there.

--Austriancurls 19:51, 10 January 2007 (UTC)Karen Zierler

[edit] Samantha Sternberg

Somehow, I recall her being the ex-girlfriend of Sanjuro. Will install Shogo some day again and try to find the specific source. And yes, I know there is no "I" in wiki ^^ but somehow, I think Samantha is supposed to be a spoof on what resembles a stalking, boomerang'ing ex-g/f as well. —Preceding unsigned comment added by Jackpayback (talk • contribs) 05:22, 10 November 2007 (UTC)


[edit] Gundam

The Designs look nothing like Gundam IMHO but like Patlabor and Appleseed so I put them in to. It might be nitpicking but I really don't think Gundam's mecha designs are even close compared to the others. —Preceding unsigned comment added by 71.56.114.89 (talk) 15:29, 11 April 2008 (UTC)