Monday, April 30, 2007

Random 2 a.m. Musings

The end begins,

Looks like Sony is in some hot water over their European God of War 2 launch party. Honestly, was this necessary? Apart from the goat and the topless women, since when do games need gaudy premieres? It seems like nothing but a massive waste of money in a misguided attempt to emulate the movie industry. Do publishers really think they will sell more copies of a game if they hold these events? It is not as though gamers read about them and decide they need to own the game because it had a lavish release shindig. Maybe more money should be put into development and less into holding pointless galas. Just a thought. Unfortunately, this isn't the first big-budget title to receive such treatment and it almost certainly is not the last. Such seems to be the course of the industry.

You must defeat my dragon punch to stand a chance,
Ken Kutagari

Sunday, April 29, 2007

New Rule

PKadden can't post about The Legend of Zelda: Link's Awakening.

NOW THERE IS SOMETHING THAT SAY'S HE CAN'T, DKAUFFMAN!!

WHATCHA GONNA DO ABOUT IT!?!????

Windfish's Slumber

Hoot hoot,

Tonight's topic is a little old original Game Boy title called The Legend of Zelda: Link's Awakening. I thought about deferring this to Pkadden, as he has more experience with it than I do, but LA was my first game and nostalgia drives me onward. Besides, there is nothing saying he can't post about it too.

My nostalgia for Link's Awakening knows no bounds, so forgive me if I'm not totally objective, but the game rocks face. It is probably my favorite portable title of all time (except maybe Aria of Sorrow) and my second favorite Zelda game.

The game is huge, a full adventure with eight complete dungeons and an over world that rivals A Link to the Past in size. There are plenty of interesting, wacky characters to meet and help, from Crazy Tracy to Bow-wow. The puzzles are perfectly balanced and a lot of fun to figure out, while maintaining a difficulty that is actually higher than recent titles. The story, while simple, is pretty great and the ending is fairly courageous for a game. Every nook and cranny of the island is memorable and entertaining. The graphics are surprisingly detailed for a Game Boy game and the music is consistently awesome (Tal Tal Heights anyone?). Really, I can't think of anything negative about it; the fact that I wish it was even longer is a testament to its quality.

What impresses me the most is how much is packed into that small cartridge. A lot of love went into making every part of the experience and it shows. They don't make them like they used to, but then again I am highly biased. Someone playing LA for the first time today is not likely to be nearly as blown away by it, but such is the curse of ever improving technology.

If at all possible, play it on a portable system; that was what it was designed for and it is more suited for such a machine. One of my all-time favorites, I very highly recommend Link's Awakening.

Can you give me some vittles?,
THIEF

Toshiro Ono made a good manga

My team (lvl 30 with one 31)
Stunky, Golem (31), Vespiquen, Blissey, and Bronzor
His team (same again)
Grottle, Luxray, Wormdam (bug/grass), Gastrodon, and Vespiquen (31)

Here is basically how it went down:
We start with the two Pokemon in front. my Stunky Toxics his Gastrodon, Gastrodon mud-bombs me (SUPER EFFECTIVE OH FUCK) I switch to Blissey and put that jerk to sleep. A bunch of stuff happens. His Luxray knows roar, which forces my current Pokemon out of battle and sends in a random one. That mucks stuff up a lot. One of his Pokemon faints first. Then I mess up and bring out my Vespiquen against his Luxay. He lightnings the shit out of it, oh fuck.
Eventually it is one v. four, my one Golem against TWO grass types (Golem is 4x weak to grass), the Vespiquen, and the Luxray. I use rollout, a move that locks me in for FIVE turns rolling into his Pokemon, getting stronger each turn.
If I get hit twice by the grass-types it is all over.
He Megadrains me, takes like half my health. I kill his Grottle with three Rollouts. The next two kill Vespiquen and Wormdam in one hit each, which leaves the Luxray. Strength finishes it off.
Fucking insane.
The best part? If I hadn't fucked up sending my Vespiquen against his lightning-type, I may have had two Pokemon left towards the end. If that were the case, as he mentioned, he could've used his Luxray to Roar my Golem away ending the strength-enhanced rollouts and leaving me proper screwed.

I cannot describe how entirely epic it was.

Thursday, April 26, 2007

Correlation Does Not Imply Causation

Back so soon,

I have been meaning to address this issue for a while now, but this article does it better than I could hope to. However, like any self-respecting blogger I need to add my two-cents.

Counter-Strike, whatever you-know-who would have you believe, is far from a murder simulator. It takes much more than pointing and clicking to prepare someone for the experience of actually killing. Cho was calm because he was a psychopath. I, and millions of other people, play CS and other violent games yet have never felt the urge to commit such an atrocity. Gaming did not make him who he was.

In conclusion, Jack Thompson is an opportunistic, self-important hack who has made a name for himself by exploiting tragedy. Unfortunately, however unsuccessful all of his numerous lawsuits end up, he never seems to go away.

Perhaps more at a later date,
Nowhere Man

We Would Like To Play

The situation....I find it very.....nostalgic,

As a not-completely-reformed Nintendo fanboy, I have been quite pleased with their recent success. One million copies of Diamond/Pearl sold in America in five days. Just a fad? Doesn't look like it. 5.84 million Wiis sold thus far. 9.5 million copies of New Super Mario Bros (that is more than Starcraft and Broodwar combined, or more than Halo or Halo 2, or more than either Half-Life). Over 40 million DS units sold, more than 23 million in the last year alone. Yeah, I know you can read linked pages, but it bears repeating. It is times like these when I like to look back at all those people who told me the company was on its last legs and laugh.

Now if only I had the funds to partake of this merriment...and finding the hardware will of course pose a problem. Such is the price of success. As long as the stream of games keeps up and the company has a strong showing come the holidays, the future looks very bright for us Nintendo fans.

Of course it is only a matter of time before hubris takes over and things won't be so cheery. It has already happened to Nintendo, but now it is Sony's turn. Who could have predicted two years ago that Sony's game division would be floundering as much as it is? Once the only bright spot in the company, it lost them $2 billion last year, according to rmcdougall. Ken Kutagari, the father of the Playstation, has stepped down as Sony Computer Entertainment head. It is almost a shame, since Blu-ray does seem to be winning the format war at the moment. Oh well. Sony was king for two generations, it is time to pass the crown.

Five-hundred and ninety-nine US dollars,
Kazuo Hirai

Wednesday, April 25, 2007

I played 5 hours of a game today. Guess which one.

I wanna be the very best
Like no one ever was
To catch them is my real test
To train them is my cause

I will travel across the land
Searching far and wide
Each pokemon to understand
The power that's inside

(Pokémon, gotta catch 'em all)
It's you and me
I know it's my destiny
(Pokémon)
Oh, you're my best friend
In a world we must defend

(Pokémon gotta catch 'em all)
A heart so true
Our courage will pull us through
You teach me and I'll teach you
Pokémon
(Gotta catch 'em all)
Gotta catch 'em all
(Pokémon)

Through The Fire And The Flames

Long time no see,

Sorry for my extended absence, I've spent most of the last week writing a 13 page essay on video games, which did not exactly leave me in the mood to blog about them. Never fear, for I have returned triumphant.

Is it just me or have the past few days been rife with old-school goodness? The Red Star and Odin Sphere both grabbed my attention and haven't let go. Looks like the PS2 has some life in it yet, though maybe it is just making up for the PS3. Whatever the case, I'm glad I own Sony's old workhorse even if I can't afford the $60 they would cost new. Used gaming section, ho!

Speaking of retro gaming, I beat Castlevania: Rondo of Blood. I'm not in the mood for a full review at the moment, but suffice to say it is some of the best old-style CV I have played. The controls are stiff but precise, yielding a real sense of accomplishment with success. In the end though, it was not as difficult as I was expecting it to be. This is somewhat disappointing but not in a game-breaking kind of way. You will get the most out of if you are Castlevania fan, but for everyone else it is a solid 2D action platformer with substantial replay value.

What is it about Super Smash Bros. Melee that makes it so playable? I have played it far more than just about any other game in my life (probably around 300 hours) and I just keep coming back. I had as much fun with it tonight as I did back when it was new and fresh. Situations and occurrences that I have never seen before keep happening and we don't even take advantage of the plethora of offered options. It is kind of insane. Here is to Brawl and another 300 hours.

Tons of work for the next five days but I will try to post more often anyway.

Good night and good luck,
Edward R. Murrow

Tuesday, April 24, 2007

Brawl Contestants

Saturday, April 21, 2007

Contestable Content

If I was a bettin' man,

In response to this post that some people might have missed, the following list is my best guess for Brawl characters. Information is sketchy at best; I have heard reports of characters like Game & Watch and Ice Climbers being removed, along with clones like Palco, Pichu and Dr. Mario. Seemingly contradicting this is a report of a 40 character roster. At any rate, the following list is likely quite wrong and hopefully very incomplete. Characters already confirmed are not included:

Bowser (better)
Zelda/Shiek (nerfed)
Jigglypuff
Ganondorf (plays differently)
Captain Falcon
A Fire Emblem sword fighter
Peach
Donkey Kong
Yoshi
Ness
Luigi (plays differently)
Sonic (I had to)
Megaman (Probably not, but we already have a Konami character and a Sega one)
Falco (plays differently)
A Belmont (probably Simon, though again, probably not)
Game & Watch
Mewtwo
Ice Climbers
Ridley
Alex (River City Ransom)
King Dedede
Ryu
A Black Mage

If they do go the clone route again (all unlockable):

Dr. Mario
Raiden
Another Fire Emblem sword fighter
Tails (only if Sonic is there)
Knuckles (only if Sonic is there)
Shadow (only if Sonic...I'm gonna lose some points guessing all these Sonic characters)
Waluigi
Daisy
Pichu (better)
Ryan (only if Alex is there)
Ken (only if Ryu is there)

Characters I wish would be there but I don't think will be (don't count this):

Master/Crazy Hand (doesn't jive with the mechanics)
Ganon
Majora's Wrath (too obscure)
Soma Cruz (not THE Castlevania character)
Viewtiful Joe
Cloud (I'd love to beat his face in, but hasn't appeared on a Nintendo System)
Sephiroth (hahaha, same)
Shadow and Interceptor (FFIV)
Metal Sonic
King Boo
Toad
Kraid (MORE METROID!!!)
Metroid Prime (MORE METROID!!!)
Omega Metroid (MORE METROID!!!)

So that is the list as it stands now. I reserve the right to edit it before May 1, 2007. I took some guesses I don't think will pan out if others do, but I think I have other third party characters covered.

Maybe I'll blog about other possibilities for the game that I would like to see later.

Game Set,
Giga Bowser

Friday, April 20, 2007

R-R-R-Remix

Ladies and gentleman of the jury,

I present exhibit A



How do you feel when someone takes a classic part of your childhood and messes with it? I've been seeing more and more of these hacks lately, from Zelda: Parallel Worlds to Mario DX: Blue Twilight. People take old, beloved games and attempt to make them more "hardcore". Are independent developers becoming lazier, or has the technology just recently became available to enable such games?

Exhibit B



I really don't know how I feel about this. On one hand, it seems like the gaming equivalent of fan fiction: a cheap, mediocre imitation that only rarely surpasses the source material. It lifts aspects wholesale from many Sonic games and mashes them together into a jarring, stilted, unnatural whole. These people are amateurs and these videos can really make you appreciate the work of professionals. I mean, look at the level design, it is a mess.

Exhibit C



However, you have to admire their dedication. They obviously have a deep love for the original games and are looking to add their own creative twist. While watching the Misty Maze video, I realized I wanted to try it. The music fits and the graphics, particularly the background, were nice to look at. I know these were lifted from other games, but as they say, imitation is the sincerest form of plagiarism....er, flattery. It is heartening to know that these communities exist and are trying to further their passion.

Certainly not all copying is bad. "Good aritists borrow, great artists steal." Konami's Castlevania: Symphony of the Night owes a lot to Super Metroid. Cave Story is almost entirely Pixel's homage to 2D Metroidvania titles. However, these examples at least used their own characters and settings. Doubtless, the legality of these games is questionable at best.

I wonder how developers feel about their creations being used in such a way. I heard a talk recently by MIT professor Ian Condry about the divided opinions of anime directors over fansubs; some love the enthusiasm, others feel cheated. Though the analogy is not perfect, I would imagine there is a similar range of sentiments regarding hacks.

I am still not sure how I feel about this treatment of classic games, but no amount of hacking can take away from the originals. At the end of the day, quality speaks for itself.

A sucker for parallax scrolling,
Alucard

SPACE MADNESS

I just bought two copies of Guilty Gear Judgement for PSP for $27 (though I'll shave six bucks off with a price adjustment). One is for a friend (who does not yet have her PSP but is going to get one). The other is for me, even though I have no plans of ever owning a PSP.

I'm considering getting Phantasy Star Universe for $10 even though I'd never pay money to play online.

Someone needs to STOP ME.

A Question Of Balance

You can't give it up,

In February 2006, I participated in an eighty person Super Smash Bothers Melee tournament held by the Boston University gaming club. It was a lot of fun; I made it to the semi-finals before being outplayed by a Shiek. However, it greatly saddened me greatly that 80% of the characters represented were Marth, Samus, Fox, Falco or Shiek. At the time I lost, my Roy was the only non-top-tier character present.

Now, granted, SSBM is not the most involved fighting game out there, but what was HAL thinking when they made Bowser? Was it their intent to make Young Link a completely inferior character? Is there any reason to play Pichu?

Obviously balancing fighters is difficult, especially with a roster of 25. Intrepid players will always find glitches (wave dashing) that break the game in unexpected ways. However, when you see characters so bad that playing them means you don't stand a chance in high level play, you have to wonder what the developer was doing.

To deal with this, fighting games are retooled, tweaked, and re-released frequently. Guilty Gear X2 has no fewer than 5 versions so far (Midnight Carnival, # Reload Blue, # Reload Red, Slash and Accent Core). This enables a better balance to be acheived; for example Anji Mito went from bottom tier in Reload to entirely playable in Slash, while game breaking Eddie got completely nerfed.

This habit of constant revision annoys some people who would prefer true sequels rather than variations on the game they have been playing for a while. To some extent, they have a point, but I prefer a balanced experience to tons of new, untested content. Hopefully with the inclusion of hard drives in next gen consoles, developers will release patches to fighting games, rather than forcing us to buy new discs.

At any rate, this post is very unfocused and I'm not really sure what I'm writing about. What do you think? How important is a fully balanced character roster? If not very, how many top-tier fighters does one need to make a tournament playable game? Other thoughts?

Triumph or die!,
Akuma

Tuesday, April 17, 2007

Samus Aran Is Hot

Fellow gamers,

I great enjoyed this. Hopefully you will too. I wish I had those kinds of skills...

The beginning: If Halo was actually anything like that, I would be all over it. As it stands....not so much.

The middle: We all know who was going to win that.

The end: Loltastic.

Post credits: Fanservice.

I really wish a game could capture those hugely mobile, awesomely choreographed (but not) kind of fights you would find in The Matrix or Dragon Ball Z. Something like a cross between Ninja Gaiden and Spiderman 2, with huge but intricate environments, tons of crap to throw around and bounce off of at high speeds, and a massive array of ass kicking moves. Next gen, I'm looking at you.

Space Marine....IN SPACE,
Master Chief

A Haiku

Alternate Fire
You make me feel so naughty
I right-click for joy

Monday, April 16, 2007

Does this make any sense to anyone else?

http://www.eurogamer.net/article.php?article_id=75295

"Titled Virtual Me, the online offering will allow users to create their own avatars with unique appearances and identities.... Through their avatars users can also take part in virtual versions of Endemol's hit television series, which include Fame Academy, Deal or No Deal, Fear Factor and Operacion Triunfo."

It's like a game, but without all the fun bits! Brilliant!

Sunday, April 15, 2007

Blast Processing

They call me Sonic,

My favorite Sonic game is probably Sonic The Hedgehog 2. Now I am sure you all want me to explain myself in a long, boring post, but unfortunately tonight I am quite tired. Also, it there is not all that much to talk about with such a simple 16-bit title. Here goes!

The original Sonic The Hedgehog for the Sega Mega Drive/Genesis was a landmark game. Finally someone had come up with a platforming mascot that could compete with Nintendo's mighty plumber, at least in terms of popularity. Precision platforming be damned, Sonic offered something Mario couldn't compete with: speed.

To be honest, I was never terribly impressed with the original Sonic. Perhaps this is because the first time I played I got stuck in Marble Zone by pushing a block against a wall. Granted, I was young and didn't really know what I was doing, but I still maintain that it is poor design.

At any rate, Sonic 2 came along and I fell in love. What was so different? Two words: Spin Dash. For all its claims of speedy gameplay, the first game was a bit slow. In its sequel however, you could shoot off like a rocket at any time by holding down and mashing the buttons. Watch a speedrun to see what I mean. Can't get over a hill? Spin Dash. In the original, you would have to backtrack until you could gain enough momentum to make it over. Dashing made for a much faster, more fun experience.

Sega also changed the structure, reducing the number of acts per zone to two, to ensure players never got sick of the setting. This is not to say the game was shorter; Sonic Team was generous enough to give eight full zones and three one-act stages. The soundtrack is superior to the first game, as are the graphics and animation. Add to this the ability for a friend to control newcomer Tails in tandem with Sonic and you are golden.

Sure, it has its share of problems. It is glitchy, as are all Sonic games. A couple parts are not very well designed (Mystic Caves pit of death anyone?). The bonus stages, while more fun than the original's or Blue Sphere, take you away from the action too long. It is not as long as S3&K (if they are counted as one game). The final level can get pretty frustrating. Going fast becomes less and less viable as the game progresses and the platforming becomes more demanding. Despite all this however, it is still a great time. Maybe this is just the nostalgia talking, but if you are sick of the crap Sega has been pushing out lately, give Sonic 2 a shot.

I'm the king of the ring,
Miles "Tails" Prower

Saturday, April 14, 2007

A Problem Of Quality

Dedicated NG enthusiasts,

I have a problem. Really, it is one of the better issues one can have, but it is dilemma nontheless:

I don't play enough crap.

I have played the following games thoroughly or to completion since September 2005 and cannot say that I have disliked any of them: Super Metroid, Final Fantasy VI, Street Fighter II Turbo, Chrono Trigger, Deus Ex, Resident Evil 4, Half-Life, Half-Life 2, HL2: Episode One, Final Fantasy VII, Guilty Gear X2, Castlevania IV, Symphony of the Night, Aria of Sorrow, Dawn of Sorrow, Portrait of Ruin, Rondo of Blood, Metal Gear Solid 2: Substance, Metal Gear Solid 3: Subsistence, Final Fantasy XII, Psychonauts, God of War, Devil May Cry 3, Virtua Fighter 4: Evolution, Shadow of the Colossus, Katamari Damacy, Gunstar Heroes, Metroid: Zero Mission, Drill Dozer, Zelda: Twilight Princess, Zelda, Link's Awakening, Yoshi's Island, Perfect Dark, Counter Strike, Starcraft, Megaman X-X3, Super Smash Brothers Melee, Cave Story, Sonic 3, Tony Hawk's Pro Skater 3, Ikaruga, Mario Kart: Double Dash, and probably some I'm forgetting at the moment.

That list contains some of the best games of all time and I have enjoyed my time with all of them. However, I feel like my perception has been skewed because of it. I cannot truly appreciate their quality because I don't really have much grounds for comparison. It is a disturbing thought. For example, I liked God of War, but not nearly to the extent that industry critics seemed to. Perhaps I haven't spent my time playing generic beat'em ups to really understand what it did so right.

The flip side of this is of course that there is so much good stuff out there, why should I waste time on bad games? It is a relatively young medium and yet there are tons of titles that are worth playing. Is perspective really worth precious time that could be spent on better games? Would it make the good stuff seem so much superior by comparison that it would warrant the effort? Thoughts are appreciated.

Wow, that's a lot of gaming. Seeing it all listed out kind of scares me, especially considering it is probably not even half of all the games I have played in the same time frame. I am such a loser.

Nerdier Than Thou,
Otacon

Friday, April 13, 2007

NEW STREET FI-WHAT!?

http://gamesarefun.com/news.php?newsid=7684

Look...this is good. This is a good thing. Really. I understand that.
But you guys can see why I might be a little pissed off, right? Ok, cool.
As long as we're all cool.

That said...if this goes over well, if they really put the work into this that is deserves: Here's hoping for Street Fighter vs. Guilty Gear.

Thursday, April 12, 2007

Substance Of Liberty

This is a sneaking mission,

Behold! We are risen! And Reborn! Rezzed! Our identity crisis is solved...for now. Stay tuned for further changes in the sequel, We Are Indecisive and Easily Bored.

The following is the least amount of text I can devote to Metal Gear Solid 2 and feel as though I have still done it justice. Apologies go to Pkadden who wrote a much better piece on the game.

Depending on who you listen to Sons of Liberty is either completely brilliant or utter crap. I happen to fall into the former category, so be aware.

Disclaimers: My first Metal GearSolid experience was playing through The Twin Snakes. I didn't start the Playstation original until last summer and am only halfway through. Lastly, I did not play the sequel until five years after the release, ergo my experience was not as....emotional as it was for some people.

Don't play MGS2 without playing through either MGS or the Twin Snakes. I can't say this any more explicitly. To fully appreciate what Hideo Kojima did requires that you know the first game decently well. Fans wanted the same game again and that is exactly what they got, except not at all.

As you probably know, Snake's first 3D outing was a smash hit and one of the best games on the PSOne. Emphasizing stealth and brains over muscle, it was a breath of fresh air for the industry and almost single-handedly revived the genre the MSX titles helped create. It had a sprawling, tangled military-conspiracy storyline with hours of dialog and cutscenes, all featuring high quality voice acting. (Some might say the writing for the series is stilted and unnatural, but honestly it is still better than Star Wars, Lord of the Rings, The Matrix etc.) It was unlike anything gamers had played before.

Anticipation for the sequel was intense, to say the least. Fans eagerly ate up every last screenshot and morsel of information provided by Konami. The trailer showed at 2000's E3 stole the show. Zone of the Enders owes a large portion of its sales to the fact that it came with a demo of Sons of Liberty. The full game's launch was a huge event. Yet looking back on it, most gamers will tell you how much they hated the game and how let down they were. What went wrong? Critics were calling it the greatest game of all time based on that demo alone; from the Tanker portion it is clear that Hideo Kojima could have made it to the top of critics' lists for years to come if he wanted to. He didn't.

It is very difficult to explain exactly what the game is about, or how it goes about doing what it does, or why it is so brilliant. This is especially hard to do so without spoiling the plot, so please bear with me.

The big shocker, at the time, was that you do not play as resident badass Snake for the vast majority of the game. This pissed off fans to no end, especially because his replacement is the "whiny" "geeky" "gay" "pretty boy" Raiden. This bishounen has spent much of his life training in Virtual Reality for live combat and is somewhat introverted. In short, he is a gamer. Almost everything that happens to him can be paralleled to the player. Many fans felt insulted by this as they did not want to see themselves in such a light. They wanted to be everyone's favorite hardened mercenary with an awesome voice. Isn't that what fantasy and escapism are all about?

This was only the beginning of their problems, all of which I will not get into. however, one of the biggest gripes is talking to Rose every time you want to save. She brings up her mission misgivings and relationship problems at the most inopportune moments and it drove a lot of people batty. They seemed to miss the point that Kojima meant this to be annoying; he even said that some of her behavior was inspired by his wife's nagging. This can be viewed in a couple ways: as a deterrent to saving, as a way to explore another aspect of the player's character, as representation of life intruding on art, as a parody of sappy romance movies (cheesy piano music plays in the background during some conversations) etc. There is meaning there for those willing to invest something, but if it is really so odious to you, it can be skipped.

This can be applied to the rest of the game too. A lot of work went into crafting every aspect of the experience, but all the cinematics can be skipped and no exploration is really required by the player. The game can be beaten without killing anyone. Bypassing a long Codec conversation telling you about the next objective is no obstacle as you can call the person back and have them succinctly explain the goal. It does a great job of letting the gamer tailor their experience, and yet it seems like many are too lazy to figure out how.

The gameplay is intricate and rewarding, offering tons of options for any situation provided you understand the controls. The graphics hold up very well and are some of the smoothest on the PS2. The soundtrack is a unique and awesome blend of industrial techno, orchestral and tribal music, partly composed by Harry Gregson Williams. My personal favorite aspect is how it attempts to transcend it's video game trappings and become something more; I believe it succeeded.

Whether you think he's a genius or a hack, there is no denying Kojima is one ballsy SOB. He took an opportunity for enormous critical and commercial success and tried to teach gamers something about hype, games and life. Naturally, they hated this and sadly most of the work he put in has gone to waste. If you look hard enough though, you can find fans who appreciate what he did and won't forget the sacrifice. Who dares, wins.

Semper Fi,
Snake

STOP SUCKING, GAMES

This stuff should be mandatory by now

1. Hard Mode
Making dangerous, scary, competent enemies can be a challenge. But a hard mode should be relatively easy stuff. Increase the damage badguys do and maybe throw some more of them at me, and have my attacks do less damage. Dishes are done.
2. Level Cap
Every game with character levels should have level caps available. A super-easy way to make the game far harder. Even RPGs. I mean, maybe if you are hardcore enough to do everything for a 1/2/3 (or however it works) game of FFXII you won't concern yourself with stuff like that, but a level 20 cap on a Final Fantasy game would be fascinating. And Grandia would become entirely ridiculous!
3. New Game +
I suppose this is becoming more common these days anyway, but still.
4. Super-special-secret-mega-awesome-stuff-go!
I don't are WHAT it is, but give players awesome stuff for beating challenges. Beating a game on hard mode should at least give you an unlockable costume or something. Throw us a bone, dudes. Extra points if it is one of those "entirely awesome but outrageously boring after the first five seconds" bonuses like infinite Devil Trigger in DMC or the Chicago Typewriter in RE4.
5. Dual language options for Japanese games
I realize audio is apparently the largest item memory-wise in games, but it is damn important. Dynasty Warriors and Soul Calibur would both be absolutely infuriating without their original language tracks, and I can't get anyone into Naruto: Clash of the Ninja 2 for Gamecube because of the terrible dubbing. BELIEVE IT!


That's all I can think of right now, but I'm sure there are more.

oh, more freakin' sequence breaking. I LOVE that stuff.

Tuesday, April 10, 2007

Gamespite

Loyal readers,

This blog you so dearly love is currently experiencing an identity crisis. Please return in a few days.

Sincerely,
The Management

Monday, April 9, 2007

Brawl Contestants Contest

The contest is to name the contestants.

That's right: respond with YOUR OWN post with your COMPLETE roster of Super Smash Bros. Brawl contestants. If you are not an author, then respond to this post in a comment (you can't edit a comment, so I feel that authors would want the luxury of editing their rosters as they think of characters. Sorry, non-authors!)

If you believe that a character will be unlockable, say so. If you believe a character will be a subform of another character, say so (i.e. Zelda --> Shiek).

You have until the first of May.

Scoring:
10 points for every correctly named character

-5 points for every incorrectly named character (Think Mast Chief will be in brawl? If he's not, you lose 5 points)

+2 points for correctly categorizing a character (Luigi is in the game, but is unlockable, and you called that)

-2 points for incorrectly categorizing a character

If you say that Paper Mario, Dr. Mario, Cape Mario, and Huge Mario will all be upgradable versions of "Mario", and you're totally wrong (say, Mario is the only Mario, and he's completely non-upgradable), then you lose 8 points for incorrectly guessing 4 characters as upgrades. If you had guessed those 4 as distinct characters (a la Dr. vs. Normal mario in melee), then you lose 20 points (harsh).

Look at the bump mapping on that girl!

I'd like to spend some time in her volumetric clouds.

Sunday, April 8, 2007

Fun With Fractions

About that beer I owe you,

Tonight's topic is a little game called Half-Life. I know most of you out there in reader-land have never heard of it, but that has never stopped me before, now has it?

When talking about the best and most influential FPSes of all time, HL often comes up. Hell, when discussing the best and most influential games of all time, it is almost inevitably mentioned. That's quite a reputation, you might say. How well can this Half-Life actually hold up when separated from all the hype, you might continue. How much of my salary can I donate to dkaufman so that he may continue playing and writing about games for a living, you go on to wonder.

Released in 1998, HL was something of an oddity. FPS norm was generally things of the DOOM or Quake persuasion: level-based blastfests that required little thought to complete. Sure the fragging was good, but the industry was changing. Goldeneye had come out a year earlier and revolutionized console first person shooters with its emphasis on stealth, mission objectives (and multiplayer, but I'm not here to discuss Counter-Strike.) Gamers were ready for something more.

Enter Valve Software's first effort, Half-Life. Running on a hybrid Quake/Quake2 engine, it was a game unlike most anything that had come before. Rather than some buff space marine, you play as Gordon Freeman, a 27 year old physicist/nerd/stand-in for the geeks who would inevitably play and love it. He has recently been transferred to Black Mesa, a top secret military research facility in the middle of a New Mexican desert. Showing up late to an experiment, you accidentally open a portal to another dimension, allowing ravenous creatures to pour through and feast upon the delicious brains of scientists scattered throughout the complex.

In all honesty, the plot itself is not spectacular; it is really nothing more than B-movie drivel. Yet, it is one of the most talked about aspects. Why? This is because the story-telling was revolutionary when it came out. In a time when games boasted about how many hours of cutscenes they contained and Final Fantasy VII sold a bazillion copies for a few short CGI sequences, HL bucked the trend by having none. You are never taken out of Gordon's perspective or forced to watch ten minutes of people talking. The story is never really forced on you; most everything is felt and implied. The opening tram ride is perfect for giving players a feel of what is coming, hinting without ever giving away. When the military shows up, you know their mission is to silence those who have seen the creatures because you might witness them shooting a scientist in the back. If you are attentive, there is a lot to pick up on and ponder over. This drives some people, who have no patience for nuance or subtlety, crazy. However, it is very effective at setting the atmosphere and overall effect of "you vs. the world."

Black Mesa serves as the backdrop to your fight for survival. Rather than being broken into levels, it is one massive interconnected game environment. This helps add some realism and plausibility to the entire experience; it is not some abstract version of hell, neatly broken into stages with a different colored key separating each.

Mood and atmosphere are very important to HL. Black Mesa is in appropriate disarray, with plenty of leaking radioactive waste, screaming scientists, crumbling catwalks and the like. Ammo and health are not found in random locations, floating in midair, but instead are in armories or near the bodies of less fortunate souls. The soundtrack is very sparse, only coming in to accentuate a particular discovery or enhance an intense battle. All of these elements combine to create an appropriately creepy and somber game.

This is not always the case. Early on, I was surprised by the gore in the game, which seemed rather campy. There was never enough of it to be realistic, but still more than was necessary. I suppose this is a byproduct of the time period, but after beating a body repeatedly with a crowbar, I don't expect the body to explode and leave behind only a skull and and a rib. I thought it was kind of jarring and out of place at first, but then I realized that the game is more sly than I gave it credit for. However atmospheric and intense some of the game is, there is definitely a satiric undercurrent throughout. Valve is aware that they have created the equivalent of a 50's sci-fi horror movie, regardless of how immersive it may be. The various scientists and security guards you happen upon are pretty much parodies of similar characters in movies or TV. Or they might just be thinly veiled stereotypes. You decide!

Enemy AI deserves a mention, as it is impressive. Each of the various creatures you encounter has its own attack style and personality. Some attack all the time, some retreat when not in a group, some are blind and seek you by the sound you make. You can even get some of the different enemies to fight each other, which is always entertaining. The variety helps keep gameplay fresh. The tactics the soldiers use can be particularly impressive and devious at times, taking cover, flanking and using grenades to flush you out. I still have nightmares about the ninja assassins encountered later in the game.

All is not well in the land of Half-Life however. The biggest gameplay gripe I had was the platforming, of which there is quite a bit. Goldeneye and Perfect Dark have proved that FPSes do not need a jump button. While some of this hopping kind of makes sense in the context of the setting, it isn't nearly as polished as a game like Metroid Prime or Jumping Flash. Some areas were made unnecessarily frustrating by a plethora of environmental hazards that needed precision control to navigate.

Towards the end of the game, there are some parts with infinitely spawning enemies. This is never a fun design choice, especially in the platform heavy sections and ammo is scarce.

Some people complain about the game's linearity, which is not a gripe I understand. Does anyone complain that Super Mario Brothers is linear? Or Metal Gear Solid? Or God of War? Sure, it kind of sucks that any event you witness is planned in advance and will happen every time you trip the trigger, but it is a viable solution working within the constraints of 1998's PC technology. This is especially true with the lack of overt cinematics.

The middle of the game drags a bit, particularly the entire "On a Rail" portion. That little cart just isn't fun for any length of time and if you abandon it the game restricts your movement. What is the point? The whole thing is slow and boring and the game would do better without it.

What really broke the experience for me was the ability to quicksave. It utterly destroyed any semblance of challenge as I could walk into an ambush, die, restart and approach it, instantly save, try a few strategies and take the attempt that expends the least health and ammo. It was like using a save state. There are better ways of recording progress than giving the player that much power. It seems like an easy way out, rather than implementing a thought out system.

So, at the end of the day, is Half-Life the amazingly awesome game it has hyped up to be? Of course not, no game ever is. It was probably a lot more impressive if played back when it was released, but its influence cannot be denied. A pretty good FPS in its own right, genre fans definitely should give it a look. Additionally, if you are interested in gaming history, HL should not be missed.

Quite a nasty piece of work you managed over there,
Gman

Saturday, April 7, 2007

Time to get some Gametap

http://www.gamasutra.com/php-bin/news_index.php?story=13420

It sucks that they are starting with Bug! though. Screw Bug! In fact...screw Bug Too! We need Panzer Dragoon Saga and NiGHTS and Guardian Heroes and Legend of Oasis and Burning Rangers RIGHT NOW. I'd even prefer Clockwork Knight. That isn't to say Bug! sucks, though. Bug! is fine. But c'mon people, we gots bigger fish to fry. Bigger fish that are on fire, for instance. Or that fly in the air and shoot lazors. Or fish that have an armlet that can summon spirits and rival Zelda for awesomeness...EVEN WHEN IT COMES TO FISHING.
And get Sega Saturn to VC post-haste.

Additionally: Iaijutsu makes any game better because it is stylishly awesome. Just ask Vergil and Soma and whoever the main character is in Samurai Western.

Cradle, wtf?

This post started out as a comment on dkaufman’s post: A Steaming Pile of Source Code. I decided that it added enough to the conversation to be its own post.

I gave Goldeneye: Source (Beta 1) another try. I agree that the ability to jump and fall off ledges takes away from the experience. I felt like I was learning a new game rather than revisiting an old favorite. However, there were moments that felt patently Goldeneye like when I circle-strafed with this guy in temple as we chewed away at each others ridiculous hp. The levels are appropriately nostalgic, but when there are changes, they annoy me. Cradle is a multiplayer map in this retelling, and it is substantially different from the one in 64. Add that to leaping off ledges and what do you get? Not Goldeneye. Temple is spot-on though, if a little bit bland, and I appreciate that they don’t let you fall through the iconic rectangular hole. Caves made me smile until I got to the parts they added, which suck. Complex looks way better now; the mood is maintained, but the harshness on the eyes is gone. But while the layout of the level seems to be intact, falling off ledges does change the tactics from what I remember.

The system for switching weapons is annoying and got me killed a lot. For some reason, they changed the Half-Life weapon swapping system so that instead of large, captioned pictures of the guns appearing at the top of your screen as you roll the scroll wheel, the names of your guns appear as a list with one item highlighted in the bottom-right corner. This is way harder to glance at in the middle of a fight. While I am able to see if there is a big shotgun icon or a big pistol icon at the top of my screen, I can’t keep an eye on my opponent and see whether Automatic Shotgun or PP7 is highlighted.

Apart from the design decisions I disagree with, the current state of the game still has unfinished weapon animations and sounds. These got in the way of gameplay by making me second guess whether or not I am firing or out of ammo. Also, there’s some choppiness in the aiming that I couldn’t fix entirely by playing with the settings. Maybe these will be fixed in a later version.

Summary: Good, nostalgic renditions of Temple and Complex (Archives didn’t look bad either, but I didn’t play it as much). Annoying changes to Caves, but good where it sticks to the script. Cradle, wtf? Jumping and falling off ledges makes the game feel a lot less like Goldeneye than it could have. The weapon swapping is bad. Unfinished effects and controls in this version.

Friday, April 6, 2007

And Now For Something Completely Different

Fellow geeks,

Is it just me, or does Vincent from the Cowboy Bebop movie look just like famed Castlevania porducer Koji Igarashi? This bugged me all through Knockin' on Heaven's Door.




That is all.

Obnoxious little frog,
Spike Spiegel

Thursday, April 5, 2007

The One Where I Should Be Asleep

Good evening,

It is late and I have class in the morning. That having been said, onward with a review! Another freeware shooter, you say? Yes. They don't take long to talk about.

Warning Forever has a simple premise: fight bosses. There is no story, no characters and no music. Instead, you control a ship and shoot at increasingly large and dangerous enemies. That is all there is to it. OR IS IT!?

A few features set WF apart. Bosses are completely modular and as such allow the player to shoot off specific sections. For instance, I usually try to destroy most of the weapon systems first. Each enemy has a core section; destroying this will end the level, regardless of how much of the rest of boss you have blown away. However, the game tracks your performance and changes the next foe accordingly. Going straight to the core every time will result in stronger armor for the next iteration. Shooting off the guns makes it more likely that it will attempt ramming next time. This system allows for a variety of approaches, while providing a high degree of replayability.

There are no "lives" in Warning Forever; instead it uses a time based system. You start with 200 seconds and every time you defeat a boss, you gain some of it back. Conversely, with every death comes a penalty. This adds to the intensity and strategy of the experience; carefully taking it out piece by piece may decrease deaths, but it may also cause the game to end sooner. High scores obviously come from lasting as long as possible, but to my knowledge there is no definite end. I am not sure about this however.

The game also features an interesting, though difficult to explain, weapon. Pushing a button brings up a cone that represents the stream of fire. By moving up and down it is possible to widen and narrow the angle, thus changing the concentration. Moving laterally shifts the stream left or right, up to a full 180 degrees. This enables skilled players to be anywhere onscreen and still hit their target.

The game has a decent selection of options to customize your experience. The graphics are serviceable, but nothing really stands out. The same goes for the sound effects. Once again though, beggars can't be choosers and it is difficult to say no to "free". The game has some intriguing and unique aspects to it that I wouldn't mind being incorporated into more titles in the genre. Worth a play if you like shooters.

No Refuge,
Hideo Kojima

Cheap Death

I just read Gamespot’s review of The Legend of Kage, a platformer for the NES recently made available to the virtual console. They didn’t like it at all (it got a 3.0/10). One of the reviewer’s chief complaints was about the prevalence of “cheap deaths that you have no control over.”

It is human nature to try to wriggle free of blame when something goes wrong. I know that whenever I suffer some virtual humiliation, my first instinct is to ask, “why was this in no way my fault?” In good games, brief reflection reveals that I am entirely at fault. I should have been more careful, more quick, or more skilled. Most deaths in good games are downright expensive, but then there is the other kind of death.

A cheap death is a death that an extraordinarily good player could not be expected to avoid. A death that an average or even pretty good player can’t avoid isn’t necessarily cheap, or else every death would be a cheap death. A death is NOT cheap if the player had the resources available to detect the danger, but it isif it is theoretically impossible to intentionally avoid dying without prior knowledge of the danger. I say intentionally because, theoretically, anyone can input the commands of a speed run the first time they pick up a game. The death only avoids being cheap if someone can dodge on purpose.

For example, if entering a room causes an enemy with a one-shot weapon to spawn behind you, you are going to die a cheap death. However, if there is an enemy who hides in a corner and waits for you to go past, then sneaks up on you, it isn’t cheap even though I’ll probably wind up just as dead.

Developers can also be responsible for cheap deaths if they program a sub-optimal interface or other miscellaneous oddities. If button presses aren’t always registered (though I feel this problem is often cited without just cause), or the hit detection is poor, or there is a bug, the player cannot be expected to take blame for messing up.

The cheapness of a death is related to (or at least offset by) the games penalty for dying. If the player is sent back a long way or deprived of items because of death, cheapness will feel more harsh. However, many modern games have little to no penalty for dying, and are thus less likely to annoy players with cheap death. I’ve noticed that some games put autosave points soon before cheap deaths (though they also do this for perfectly legitimate hard parts, so this is isn’t necessarily an admission that the obstacle sucks).

I’ve been thinking of playing through a game and keeping a tally of my deaths in two columns. One column would be labeled LAME and the other LEGIT. This would require a great deal of honesty with myself, but the results could be interesting.

Wednesday, April 4, 2007

A Puzzling Development

Riddle me this,

Defining things has never been easy for me. In English class a couple years ago, we had to write a paper on "Art" and "Life", so I set about attempting to answer a question humanity has been struggling with since the first cave paintings. What I came up with was simultaneously too broad and too complicated to be taken seriously; hell, I didn't even know what I was talking about at points. With that in mind, please bear with me as I attempt to address the point raised in the previous post.

As it stands in the industry today, a puzzle is an obstacle that impedes the player's progress but poses no danger from AI-controlled enemies. I am not talking about cave-ins or anything else a developer uses to funnel user's progress that may be overcome through glitches and tricks. They usually fall outside of the normal range of action; for instance, in RE4 no puzzles really involved blasting Zombies. They were either "find the artifact for this door" or fairly simple mini-games in low stress situations, like Ashley's tiles. This seeming inability to integrate the action mechanics with more mentally taxing activities is unfortunately common.

It is this separation that I believe truly define puzzles. In a Zelda game, first you clear all the enemies in a room, then you go about figuring out what needs to be done to proceed. The same goes for God of War, or Metroid Prime, or just about any adventure game. In the commentary for Half-Life 2: Episode One, Valve talks about using them to break up the action, to avoid "combat fatigue". The situations are generally not threatening and let the player use something other than their reflexes for a bit.

Another common feature is the relative ease with which more can be solved. Sure, there may be a time-limit imposed, but no developer is insane enough to make puzzles terribly difficult. A lot of people play games for mindless, instant gratification; if they get frustrated and give up, chances are they won't buy the sequel. Thus, appeasing the lowest common denominator becomes the business model and games become dumber.

This is not to say that there aren't aspects of games require some thought. I love finding opponents that I can't just hack to death, but rather require some mental activity. However, stunning an electric jelly in Link's Awakening before stabbing it does not qualify as a puzzle. Nor does learning Dullahan's attack pattern in Portrait of Ruin, or grabbing a grenade out of a Zombine's hand with the Gravity Gun in HL2: Episode One.

Some genres, like racing games, SHMUPs and fighters, are devoid of puzzles. They have no need for such contrivances because they offer a pure experience. The core gameplay is what attracts fans and anything else just gets in the way.

On the other end of the spectrum are, of course, puzzle games. The way I see it, a puzzle game is about establishing patterns or reaching a goal. Your objective and tools are clearly defined from the beginning and do not change throughout. The challenge usually comes from an omnipresent time constraint and increasing complexity. This encompasses everything from Monkey Ball to Lumines to Minesweeper.

It is difficult to generalize about the state of puzzles in gaming and will only become more so with time. There are plenty of examples of inventive puzzles to be found throughout the medium's history, don't get me wrong. Hopefully, as technology progresses, developers will be able to integrate action and brain-teasers more thoroughly than ever before.

But I'm not holding my breath.

I'm not sure how thorough I have been or if I can back up what I wrote, but I'm too tired to continue musing. Comments are welcome. Criticism is scorned. You know how we roll.

Good, or Don't Be,
The Cruel Angel's Thesis

Surrender or die in obscurity-Ramza

I like SRPGs. Well, let me clarify: I like the only two SRPGs I've put any considerable amount of time into: Final Fantasy Tactics and Final Fantasy Tactics Advance.
However, I think I want to break out of that shell. Luminous Arc and Hoshigami Remix are coming up relatively fast (August and May respectively) and I may end up with both of them eventually, as portability and quick-stopability are big pluses.
So does anyone have any suggestions? If I can find Front Mission 4 cheap I'll give it a shot, and my roommate might sell me Disgaea. What about Fire Emblem? I've never really considered it before.
It just seems like now is a good time. Freshman year I stepped out of Street Fighter II Championship Edition's shadow and started kickin' ass all over the place, and I figure maybe I can do that with another genre.
...hell, I guess I should install Half-Life before anything else. But I know I won't.

Tuesday, April 3, 2007

Puzzling Problems

Woohoo, first blog post. I’ll try to write this so that it isn’t too embarrassing when I become famous (a process I’m willing to give another three years to develop). I’ve been a loyal reader of JDiH almost since it first began, so I’m really excited about this opportunity.

I recently played through Half-Life 2: Episode One. I was attracted to the oversized DVD case on a shelf in a North Carolina GameStop for a couple of reasons. First, I wanted to see if some of those Source mods are all they’re cracked up to be, and I was under the false impression that Episode One was a cheaper way to get the engine (Half-Life 2 is actually now the same price as Episode One). Second, I have a fetish for experiencing stories out-of-sequence. I think it started when I saw Return of the Jedi before A New Hope and solidified when I chose to read The Silver Chair before The Lion, The Witch, and the Wardrobe. I bought the game, which is rated M, and I was carded for first time in my life and found that totally hilarious when I was a block away and realized why she had asked me for ID (I had paid in cash, so it wasn’t that other reason).

I probably don’t have to tell our readers that the game is good, albeit short. We’ve all already heard about that. This isn’t a review of the game, but some thoughts about game design in general that were raised for me as I crowbared and gravity gunned my way through enemies and puzzles.

Puzzles. In a way the term seems to me too broad to single-out any particular feature of game design. After all, isn’t gameplay always about figuring out what to do to effect the desired result? Are King Koopa’s patterns of jumping, breathing fire, and tossing hammers not a puzzle? When my little brother goes for ultralisks three Starcraft matches in a row, is he not challenging me to solve the puzzle to stop the pwnage?

On to sharpening the term into something useful. While there is always some element of "figuring out" involved in playing a game, some challenges are set aside as "puzzles," and furthermore, some games are categorized as "puzzle games." Should I really be using so many shudder quotes? Generally, they are a sign of n00bliness, but I think these are warranted. My first thought for a definition of puzzle is that they are the less action-packed challenges. This was my experience with the puzzles in Resident Evil 4, but the definition doesn’t account for fast-paced puzzle games like Tetris. As I try to nail down what we mean by a puzzle in a game, I see endless variety that refuses to stand under one umbrella. Sometimes you know what you want to do but not how, sometimes you know what means are at your disposal but not what you are supposed to do with them. Puzzles can be obvious side shows or fall completely within the mechanics of the rest of the rest of the game. I am tempted to say that puzzles are those a challenges that have one definite solution, a quality that sets them apart from such obstacles as an AI-controlled enemy, which can be beaten in an infinite number of ways. However, great puzzles have multiple solutions and beating many AIs boils down figuring out how they tick a la simple puzzles.

This brings me to another point, which is the realism of Half-Life 2, even running the game at a lower resolution than it can be, I felt like I was there, in those corridors and windowless death traps. It was stunning, which made me all the more agitated when my creative solutions to various puzzles (I can use a word even if I can’t figure out what it means. . . what? stop looking at me like that) didn’t pan out because of cracks in that realism. Not every object was counted as an object by the engine, for instance.

Is Half-life 2 a bold step toward the perfect realistic, absorbing shooter, or does it merely cut a little closer to an unbreakable limit in game design? No matter how many solutions Valve could think of and program into the game, gamers would think of more which wouldn’t work. Is it possible to break that limitation and create a far more open-ended game in the spirit of Half-Life? I hope so, because I would totally play that game.

As for my little tussle with the word "puzzle," if any of my esteemed colleagues or one of our devoted readers could enlighten me as to what sets a puzzle apart from other challenges in games, I would be delighted to hear about it. I have some other thoughts about puzzles I plan to discuss at some point, and frankly, I’d like to know what they are.

Signing off not as creatively as dkaufman,

me

A Steaming Pile Of Source Code

Dearly beloved,

Steam keeps on picking up...er, its namesake as it was recently announced that both Deus Ex titles and Thief would be appearing on Valve's grand digital-distribution experiment. Is this the way of the future? No physical medium, massive hard-drives, credit-based systems similar to Xbox Live Marketplace or the Wii's shop channel? So far no new major release, beyond HL2, has really seen life with this business model, but it may only be a matter of time. No more bringing a disc over to a friend's house so you can play together. Split-screen is dead, online competition is the way of the future! It would also be the end of EB/Gamestop, especially considering most of their profits come from used games. I would be sad to see them go; as much as they suck (game insurance? honestly?) I do buy most of my games second-hand these days. Yay for killing the industry! Still, how am I supposed to keep up with all the great and important games if I'm spending $50 a pop?

Back to Steam. I'm happy so long as overlooked gems, like Psychonauts or DX, get a second chance at glory. (What you say? Deus Ex is not overlooked? Fair enough) C'mon EA, release System Shock and SS 2 on it. The license isn't doing you anything at the moment beyond aggravating Irrational Games.

Plus, it seems like a great showcase for mods and independent games, however questionable their quality (content?) may be. I played Goldeneye: Source yesterday (courtesy of the newest member of our growing family, dbrodeur) and it made me sad. Granted, it is still in beta, but it didn't really capture the essence of the original. None of the weapons have the same feeling to them; their sound is different and the animation is off. Oh, and remote mines are now super-slow and useless. Giving the ability to jump is an odd decision; the last thing I need to see is bunny-hopping in Goldeneye. A bunch of the sound effects were ripped wholesale from HL2, leaving me with impression that I was just playing a bad mod, rather than an improved N64 game. It seems like the dev spent so much time on unimportant things (the slapper hand is highly textured and disturbingly detailed) and not enough effort on making it actually live up to its predecessor.

That having been said, some indie games are very good. Portal started as a student project and that looks super cool. Counter-Strike, as soulless as it may be, is an enormously popular game that began life as a mod. Doukutsu Monogatari is one of my favorite games ever. User created content is an important aspect of the industry, one that will hopefully continue to grow and innovate, but these projects will never match the high-quality, polished experience of some commercially released titles. Ah, capitalism at its best.

For England, James,
006

Monday, April 2, 2007

La of La of La

Guten Tag,

The Internet is a dangerous place to be on the first of April. Though I was prepared for it this year, strange things still befell my travels. For instance, I went to OCRemix and saw a new Sonic song had been posted. I started reading the description and it talked about the newest site project, Re:Capitated, which was entirely dedicated to Ice Cap Zone of Sonic 3. Now, there are some games that have one song remixed over and over (see Gerudo Valley, Ocarina of Time). I don't know exactly why this happens with a given song, but OCRemix has seven versions of Ice Cap already. At any rate, I chalked it up to a 4/1 prank and left. I came back a bit later only to find that it was indeed a downloadable song, and it is pretty good. I start poking around a bit more and find the project's site with a bunch of new remixes. Since I already had three versions, I decided not to get any of them just yet. I should have tried though since as soon as the day ended, it was gone. So now, I don't know anything. Would all of the songs on the site link to the one I already downloaded? Did people actually make mixes knowing that they would only be around for a day? I mean, I went on the forum and the members were discussing them as though they existed. I am confused. Moral of the story: Don't surf the intarwebz. Ever.

In related news, OCRemix is awesome. It jump-started and helps sustain my video game music obsession. With over 1,000 songs, you are bound to find stuff you'll like. VGmix has a bigger selection, but because the songs don't pass through any judging process before they are put up, I find the quality is generally lower. Also, the site has been down for the past year, so that kind of puts a damper on the whole thing.

This website is dedicated to arranging video and computer game music. Our mission is to prove that this music is not disposable or merely background, but is as intricate, innovative, and lasting as any other form,
djpretzel

Sunday, April 1, 2007

Vayne/Cid '08

Wark!,

Holy crap, I am so high....on videogames. I'm beginning to think Final Fantasy XII is the best RPG ever. At the very least, my favorite. No other role-playing game has ever had such intense boss battles. It might have something to do with my playing at highest speed, ATB, but I become so wrapped up in them, there is a real sense of danger and accomplishment. As ashamed as I am to admit it, I sometimes feel so much empathy for my characters that I emulate their motions during the quickenings. The music contributes perfectly; I love struggling against monstrous and difficult foes as that triumphant score blasts from my TV's meager speakers. It is truly an experience that only an interactive artistic medium can deliver.

Expect a full review once I beat it, whenever that will be. I've already put more time into it than any other single player adventure ever. Now I just need to calm down so I can fall asleep. VIDEO GAMES ROCK!!!!!

I'm the leading man,
Balthier