dead air

The survivors take a break for a photo op.

When I saw the name of this mission in Left 4 Dead, my thoughts turned to a last stand at an abandoned small town radio station, where the four Survivors must send out a distress call to anyone who would answer, while static rang through the building in defiance. With the onslaught of Infected raging outside the building, the Survivors slowly start to make peace with the fact that they might not get rescued this time after all. As the ammunition is consumed and the walls start to crumble behind the massive weight of encroaching Tanks, the Survivors take stock of the situation. They are about to die.

Except that’s not what happened. Apparently Valve was thinking about an airline staffed entirely by Infected. So we get an airport. A big, sprawling airport with an incredible scene involving a plane crash just in time for the final standoff. Which, as it turns out, is nowhere near as exciting as my little scenario. But that doesn’t mean that the rest of the mission wasn’t as exhilarating as those that preceded it.

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the big come down

For the last three weeks, I have been completely absorbed by an XBox 360-induced euphoria. Getting this console was both the best and worst decision I made in 2008.

As if my current playlist wasn’t big enough, I now have at least five more titles to make my way through in the months ahead. Finding time for these new adventures and keeping up with my writing was a challenge, especially when the novelty phase was still underway. After many late night binges, I think I’ve finally flushed it out. I have regained my original focus and want to get back to posting regularly. Except now I’ll have even more to write about.

Spending time with this console over the past few weeks has resulted in the following (occasionally startling) revelations:

  • I should have purchased an XBox 360 sooner. Like, in 2006.
  • I can see why former PC-exclusive gamers have no problems making the 360 their primary game platform. Avoiding the hassles with hardware upgrades, compatibility, the process of installation and DRM are the obvious examples, but a lot of what the XBox 360 does can be compared to a media center PC. By including these features in one package, it can be considered an entire replacement for a the average PC dedicated to entertainment.
  • I used to think FPS on the XBox 360 was impossible, especially for a person coming from a formerly PC-exclusive background. After playing the F.E.A.R. 2 demo, I am now thinking about getting Far Cry 2 for the 360 instead of sitting here wondering if I have to turn down all the settings for it to run on my laptop. I would have considered these thoughts forbidden a couple of years ago. It’s testament to the design of this controller, though I suppose only a few developers of this genre have been able to truly master it.
  • XBox Live, while convenient as a method of online distribution and matchmaking, is still just a ruse intended to rob the consumer blind. There is no need for a tiered subscription system. Why I should pay extra to do something that the entire XBox Live system was originally intended for (and what I can do on the PC for free) seems like an insult. Even Sony has gotten wise with the PS3. I don’t care about Achievements and Gamer Points and a free online profile. I want to play my games online. Also, by separating “Microsoft Points” from actual money and creating denominational “Points Packages”, people think they aren’t spending as much as they actually are.
  • XBox Live is also the reason why many indie and community game developers have reached a much wider audience, by making it incredibly easy to access and experience their work. This was a real eye-opener for me, as aside from the critically acclaimed titles of the past couple of years, I never would have thought to look any further into this entirely different, self-sustaining gaming universe. There is enough content on Live Arcade that you would never have to purchase a single packaged product for your 360 if you didn’t want to.
  • I find it extremely disturbing that the release-then-patch process is in full effect on this console. It seems that every new Arcade game, demo or new physical media I introduce to my 360, there is a patch waiting for me. The attitude previously held by PC game publishers and devlopers has now made its way into this realm, and it’s extremely disappointing. What if someone never puts their XBox online? Not everyone has a network connection easily accessed near their TV, or are willing to drop $100 CDN on an overpriced Wi-Fi adapter. For some casual users, this will certainly be true. Will they be missing out on essential after-market support? It’s an interesting problem that was never encountered by the PC gaming industry, which was safe to assume any PC had some form of connection to the internet.
  • I would rather download a demo on XBox Live than on my PC. It is a painless procedure that ensures that I will have a preview of a product in my hands that will simply work. The large selection of demos available out of the box and Microsoft’s commitment to getting early exclusives is also making rentals seem unnecessary. Like on the PC, most of the demos I tried gave a solid impression of what is contained in the full version of the game in order to make the decision to pursue it further or move on.
  • The new XBox Dashboard puts Apple TV – and frankly any media playing aspects of Mac OS X – to shame. It is clean looking, organized, and seamless in the way it integrates other media on a home network with the standard features of the game console. Microsoft’s partnership with Netflix was also a brilliant move. I have used my 360 enough for music and movies now that I can’t see how we lived without it.
  • I used to think the whole Achievements and Gamer Points framework was a ridiculous concept. Now that I’ve experienced it first-hand, I think it’s a brilliant strategy for building a game-centric community and providing significant replay value to existing titles. Though some games certainly do a better job of using Achievements than others. I don’t think we will see anything else come close to this system. Steam has tried, but they don’t have the same reach.

And just like that the XBox 360 has suddenly become an essential part of my gaming repertoire.

Posted in console gaming, game culture, xbox 360 | 3 Comments

Playing catch-up on the XBox 360

Whoops! You won't be needing those appendages anymore, will you?

I took advantage of the Boxing Day shopping frenzy over the weekend and picked up an XBox 360 Pro Holiday Bundle at a discount that was hard to ignore. This is a purchase I had been deeply considering since my life-altering experience with Gears of War 2‘s Horde mode. My familiarity with the console was mostly limited to some time with it shortly after launch, so I’ve been relatively out of touch with what has been released for the console since then. I was also a bit disappointed at the lack of hardware upgrades: the Elite is still hoarding the 120 GB hard drive, and there is still no Wi-Fi out of the box even after three years. Though I guess I should be thankful that the power supply hasn’t burst into flame yet.

Since getting back into gaming this past summer, I’ve tried to keep myself aware of the titles capturing the most buzz on all of the next generation consoles. Over the past few days I familiarized myself with the new XBox dashboard and downloaded a grab-bag of demos: the critically acclaimed and a few others that I was interested in. I’m still looking for a good RPG other than the obvious selections of Mass Effect, Fable 2, or Fallout 3. Feel free to add any other recommendations in the comments; this is my second leap into the console world since the Gamecube in 2003.

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Posted in action, arcade, castlevania, console gaming, demos, features, fps, gears of war, platformer, rpg, xbox 360 | 2 Comments

Some Deep Thinking on BioShock

Seeing a Big Daddy for the first time is intimidating. Having to fight one for the 10th time? Merely an obstacle.

Beneath the waves of the Atlantic Ocean, there is a hidden metropolis established by a megalomaniac tired of dealing with the confines imposed on him by the modern world. In the wake of a civil war that tore this city apart are the hordes of Splicers – humans horribly disfigured and disturbed by excessive self-inflicted genetic mutation. Plazas and hallways scarred by war and bedecked with posters advertising the use of these mutagens wait silently for the player, who will upset the stalemate in the battle for supremacy in Rapture and restore some kind of order. But to face the Splicers and expect to stand a chance, the player must do their own share of gene alteration – upgrading the ability to absorb damage, increasing physical prowess and gaining elemental offensive abilities. BioShock does its best to blend aspects of the first-person shooter with projectile spells, stat-boosting, and the point-and-click adventure games of old, creating an environment teeming with ideas inspired by the best of dystopian science fiction literature. It also reveals an engrossing story, and yet another argument against a society governed by an individual’s opinion on what is right without the checks and balances of the status quo. But somewhere among those many blood spattered corridors and in between the creepy ramblings of the 326th splicer I had to fight, the game lost me. Not for lack of interest I had gathered following its complex plot, but in the way it leaves its promise of moral ambiguity untouched, and leaves the player nothing more than an extremely attractive and original first person shooter.

Even though this review is a year late to the party, I can’t assume everyone has played and finished this game. I mention some significant plot points during the course of my analysis that will potentially ruin the entire experience, so please do yourself a favor and stop reading if you plan on playing BioShock eventually.

Another warning: this review is long. It is now the longest review I have ever written for Tales of a Scorched Earth. But that’s never stopped me before.

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Posted in fps, gaming media, pc gaming, reviews, rpg | 2 Comments

Portrait of Ruin

The Wonder Twins go vampire hunting or just a useless gimmick?

Castlevania: Portrait of Ruin feels like desperation. It is Konami’s attempt at reinventing the portable Castlevania series and expand it beyond the walls of Dracula’s castle. Where Dawn of Sorrow was more of a refinement of Aria of Sorrow with the features of the DS clumsily added in, Portrait of Ruin is content to step backwards into what could be considered a more traditional Castlevania experience. For someone who prefers the shift towards the fighter/mage character class that Soma has become, playing Portrait of Ruin is like reverting to Harmony of Dissonance. The Metroidvania formula and item collect-a-thon established by Symphony of the Night is untouched, and the addition of another playable character creates an unnecessary dimension to the game that can mostly be ignored. Instead of creating a fighter/mage character, you use two characters – one for brute force, the other for fireballs. Except that for the most part, this only serves to benefit the player in solving the occasional puzzle or overpowering a boss monster with horribly unbalanced combo attacks. Upon close inspection, Portrait of Ruin turns into a mediocre action game, an unfinished experiment in trying to make this series more interesting.

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Posted in action, castlevania, nds, reviews | Leave a comment

PC Gamer: striving to lower expectations, one beta review at a time

Once again, PC Gamer displays their horrendous case of tunnel vision. Not satisfied with simply improving the quality of game reviews, they would rather change their review policy for the worse and then tell us that it’s a good thing.

First, let’s recap: sometime shortly after Kristen Salvatore came aboard as the new Editor-in-Chief, they published their original reviews policy:

It pledged that we would review only finished game code; that said game code would be from the gold master version the publisher uses to create the discs that end up in retail boxes or the equivalents; that MMO and multiplayer-only games would be reviewed in a setting that replicates the consumer experience; and that as such, we’d only review MMOs and MP-only games when we could play them against the general populace.

The problem, they say, is that they can’t wait for Gold Masters of the product that they are reviewing, so that the “general populace” (as Ms. Salvatore so coldly puts it) has a fair opportunity to gauge the quality of what they should be spending their money on.

Waiting for master discs and the opportunity to play an MMO against the rest of the world is making it almost impossible for us to get you reviews you can actually use to make decisions about what games to buy—the time it takes a publisher to replicate the discs and ship them to stores is so short, there’s not enough time for us to see the code in between. As a result, we feel like the quality of PC Gamer is suffering. Our job isn’t to just info-dump details onto you, but also to show you a good time. Doing that well means taking the time to craft our stories, and we can’t do that when we’re making eleventh-hour adjustments because a disc didn’t show up. In most cases, the difference between “finished code” and “gold master” is just Games for Windows certification, anyway.

So what, you’re worried about people that are buying games on release day not having enough information? That’s a bit arrogant in the age of Game Rankings and Metacritic, isn’t it? Anyone that can’t wait until the dust settles before throwing their money at the latest games doesn’t need to think about what they’re buying. They can figure it out for themselves (or not, and continue to waste their money on shitty games). The discerning gamer shoudn’t mind waiting a while for the reviews to start trickling in to make a more informed decision. Based on the last few issues I’ve read, there hasn’t been much “crafting”, anyway. Besides, this “new” policy isn’t – PC Gamer is basically confirming what every major gaming media outlet including themselves was doing anyway. I just have to point to their recent review of Brothers in Arms: Hell’s Highway for an example.

And now, the affirmation of journalistic integrity:

Developers have no incentive to give us unfinished code and call it finished—after all, we’ll continue to harsh on any problems we find, and we do not re-review games.

No, they don’t. But you as a magazine have an incentive to produce quality reviews so people will continue to buy your magazine. I’m probably wrong, of course – people seem to buy your magazine no matter how bad it gets. Furthermore, in your reviews you also have the obligation to do your best to describe the product as it appears on store shelves, so the consumer knows exactly what they are getting into. This includes any DRM – something PC Gamer has gone out of their way to mention – but as far as I can tell this cannot be implemented in what the developer might call “finished code”. You aren’t reviewing the final version of the game anymore; you are reviewing a product that the consumer will never see.

I’ve always adhered to the philosophy that there is no expiry date on good reviews. Computer Games Magazine did it (perhaps the reason why so many felt it was overlooked on the magazine rack), and I do it here. I don’t care if the discussion is out of date: if it’s good writing or analysis, or a clear representation of what the game has to offer, people will read it and appreciate it and maybe even use it to base their next purchase on. Any print publication associated with the games industry is automatically out of date. We know this. Why not take advantage of the format, and stop trying to compete with internet-based media that are so desparate for advertisement clickthroughs that they live by the rule of “publish first, ask questions later”? Gaming magazines should abandon the whole concept of previews and news entirely, and leave that up to the glorified rumor mills so prevalent on the internet. Don’t shy away from publishing 2,000 word reviews that are thought provoking, or at the very least thorough. That kind of writing won’t just make your magazine better, it will help the industry itself gain a bit of respectability. Is it really so much to ask?

Instead, PC Gamer will continue to fool themselves into believing their publication is relevant in this increasingly competitive gaming media landscape by printing early or incomplete reviews in a bid to save what little credibility they may have with PC Gamers. The expectations for what constitutes a good review will continue to wane, and the “general populace” will wonder why their gaming magazine doesn’t represent what they’re buying anymore.

Posted in gaming media, pc gamer, pc gaming | 3 Comments

no one left behind

Don't look behind you, but...

Last night I played through the “Death Toll” campaign in Left 4 Dead with my game group. Which, to avoid sounding like I have a surplus of friends who play games is really just me and a good friend of mine (you might remember him from this story). We deftly tackled “No Mercy” over the weekend and were ready for more.

Playing with two AI-controlled Survivors is like playing with the ideal teammates. The AI is responsive to the group’s well being, and definitely puts the whole “need before greed” thing into practice when it comes to first aid kits and pain pills. You’re never incapacitated for long either, as one of the AI-controlled Survivors are usually there to lend a hand after clearing the immediate area around you. If only humans were willingly this considerate.

One of the achievements in Left 4 Dead is “No One Left Behind”, where you must finish any campaign with all four survivors alive. We easily accomplished that with “No Mercy”, but the final standoff in “Death Toll” proved to be a lot more challenging.

A lot has been said about the AI Director, and while it seems a little more noticeable than it was in the demo, its presence is still a subtle one. The sudden appearance of the Infected horde feels like a natural buildup to a tense “What do we do now?” moment when you’re lost in one of the game’s many dead-end rooms. The Special infected also tend to show up when you least expect it, but not in a way that it breaks immersion. In the final standoff of each campaign, you’re supposed to be inundated with Infected as you await your rescue vehicle. At least, that’s what would happen in a movie.

So when we finally cleared a pathway to the dock where the fishing boat was to pick us up, I noticed that Zoey had fallen down and was being swarmed by a large group of Infected behind us. I jumped off the dock, and ran back to assist. Keep in mind, I had already obtained the achievement and there was no reward for doing this. I just felt the sudden need to return the favor. Of course, it also meant my immediate death. My friend laughed at me saying, “What was the point of that, exactly?” He died shortly after, trying to come back to save me.

After another couple of tries, we managed to make it through the finale. Except it involved me dying a very dramatic death on the gangway to the boat as the Infected followed us on to the dock. I held them off from the ground with my two pistols, while I watched the other Survivors run past. Everyone got away except me, but I didn’t feel cheated. It felt like the perfect ending.

Left 4 Dead is pure hollywood.

Posted in fps, left4dead, pc gaming, survival horror | 3 Comments

Gears of War 2: Horde mode

It's times like these that you hope your gun doesn't jam.

If the hype surrounding Horde mode in Gears of War 2 was to be believed, it is the only reason you need to own this game. It made me wonder if the gaming press had finally lost it, by eclipsing a retread of the previous single player campaign with what sounded like some clever variation of multiplayer. In his review of Gears of War 2, Tim Rogers writes:

Let’s go ahead and mint a brand new law to be obeyed from here on out by all those seeking citizenship in the kingdom of videogames: if your game isn’t fun enough to be enthralling in the context of an endless mode, nothing else about it means shit.

Is this an exaggeration, or an epiphany on the elegance of the game mechanics behind Horde mode in Gears of War 2?

I had the opportunity to play both the single player campaign and Horde mode over the weekend. The single player campaign starts off in almost the exact same fashion as the original game (Hospital = Prison). After the first chapter it felt too familiar; this was nothing new, and I can hardly get excited about a few new weapons. From what I’ve read, the story of Delta Squad in their endless battle with the Locust doesn’t have much to offer either, but this is an action game and I was too busy falling in love with the controls again to notice.

I’m still making my way through the PC port of the original Gears of War, and one of the stand-out aspects of the game for me are the controls when played with the XBox 360 gamepad. The third person shooter is always a dubious proposition for me as a PC gamer – especially noticeable when compared with my recent adventures in Dead Space – but Gears is one game that perfected them on the first attempt.

After a few rounds of Horde, I felt myself getting even more comfortable with these controls. The bursts of action enclosed in encounters of increasing difficulty forced me to be quicker with each wave of Locust; with only two of us playing I had to be. I stopped trying to reach for a mouse. I felt myself being programmed.

Horde mode strips away the missions and the story and the meaningless objectives that take you from point A to point B. It dumps players into a multiplayer map and throws a varying collection of Locust against the players. There is only one objective: survive the onslaught. The Locust increase in number and difficulty, mercilessly, until you get through all 50 waves. Or you die. It is you versus the game itself.

As a result, the game’s mechanics are front and centre. Everything available in the game is here for use and is on display and open for criticism. As such, the controls are revealed to be every bit as good as I originally thought. The concepts that form the very core of playing Gears of War are fucking brilliant in their simplicity. This is not a tactical FPS that gets bogged down in implementing what can only be called video game realism. Nor is it pure action, that is satisfied in putting a big gun in your hand and asking you to repeatedly pull the trigger.

Instead, Horde lets the player experience the best parts of Gears of War over and over again. Duck and cover, suppressing fire, flank, chainsaw the living fuck out of anyone that gets close enough to do so. And even when you die, it’s still pretty enjoyable. You managed to survive one more wave.

By Cliff Bleszinski’s own admission Gears of War 2 will almost certainly never see the PC; and for that reason I feel the sudden need to own an XBox 360.

Posted in 3ps, action, gaming, gears of war, xbox 360 | 3 Comments

EDGE online: we shamelessly allow marketing people to write game commentary

My association with adventure games is a tenuous one. While Indiana Jones and the Fate of Atlantis is my favorite game of all time, I haven’t actively pursued the genre in years. The last adventure game I played seriously was Microïd’s Still Life (2005), which was good, but mostly made me feel like I should have played Post Mortem (2002) first.

However, when I see headlines like “Why Adventure Has a Future” I take notice, because there’s nothing more entertaining than reading someone’s take on why they think an entire genre is safe from a fate that never seems to happen. It’s just too bad the article did nothing to usher in this new golden age of adventure games; instead, it just made me incredibly angry after being duped by an advertisement disguised as revelation.

Here’s an idea: let’s give the representative of a game publisher/distributor (ENCORE) a column at a very prominent gaming news website (EDGE online) where they can attach a sensational headline to something that amounts to no more than a press release to advertise upcoming games in their new product line (Mystery Adventure Games). It will be sure to get attention, and will actually do more to convince readers the exact opposite. It will contain insightful phrases like:

Adventure Games rely heavily on stories from literature, film, and historical events and people.

The games in question are Dracula 3: Path of the Dragon and Nostradamus: The Lost Prophecy, which obviously form the inspiration for such a statement.

Quickly reviewing the history of the genre, some of the best adventure games have come from brand new IP such as the Monkey Island series, the aforementioned Post Mortem/Still Life series, The Dig, and everyone’s favorite Grim Fandago. A bit of cursory research past writing the introductory paragraph in this article would have shown the author that there’s more to adventure games than full motion video and “interactive storylines”. Throwing a historical figure into your game doesn’t immediately make it more appealing (even if it’s the “first game ever” to do it).

Now for some focus-grouping:

Story-based game play lends itself towards non-teen; women based audiences, who have an appreciation for the genre and the story. Women tend to appreciate the character development, and interaction along with gripping storylines.

I think any gamer that’s been following the hobby for the last 20 years can appreciate those aspects of a game. And adventure games are not the only genre to adopt these tenets, either.

In closing, a relentless assault on my intelligence:

Well crafted Adventure Games will sell and what developers and publishers must keep in mind is that the key to making great Adventure Game [sic] is to deliver good graphics, game play and gripping story line. A good Adventure Game is as addicting as a good book but with the added bonus of story line interaction and eye catching graphics it is more than a book it is an Adventure Game.

The least ENCORE could do is hire someone who can string together a readable sentence to promote their games. Based on the aggregate scores at Gamerankings, it seems to me that neither game this article was designed to sell is doing very well in reviews. So why should any consumer consider these products? Because they are the unappreciated future of adventure games?

Like any PC gamer, I grew up playing mostly adventure games. Over the years the genre has been cast aside by the majority of game reviewers as niche, as the title that usually gets thrown to the interns. Adventure games need better advocacy, and not just by specialist sites like the excellent Adventure Gamers. Shameless promotional articles like these only serve to damage the reputation of the genre, by embellishing games that are obviously ill-equipped to represent it. Not to mention what it says about the editors at EDGE online.

Posted in adventure, gaming media, pc gaming | 4 Comments

Earth to PC Gamer: your best days are behind you

Glutton for punishment, and all that other crap: yes, I am reading the print version of PC Gamer again for lack of anything better in the PC-only category. Any help on finding something better would be appreciated. Really, this is incredibly demoralizing.

I picked up the Holiday 2008 issue for the reviews of Fallout 3, Far Cry 2, Dead Space and Warhammer Online, which were predictably full of the facetious praise you’d expect for these blockbuster releases. The review of Dead Space was especially puzzling, as it told me next to nothing about what it was like to play the game, except perhaps its aborted attempt at a closing paragraph with some comments on the controls. But hey, I can agree with Dan Stapleton’s sentiments – they sure do suck.

Though what I found most interesting was the rather optimistic retrospective from the new editor-in-chief Kristen Salvatore, on the magazine’s upcoming 15-year anniversary:

I love that we’re old. I love working for a publication that’s established…that has worked to grow and change along with its readers, and that’s shown its commitment, standards and professionalism far surpass [sic] so many of the fly-by-night outlets that the internet has given birth to…We do a better job than many bloggers. We are better respected among publishers and developers…we take well-written, well-crafted writing very seriously. We use fart jokes sparingly.

It sure makes a fine summary of PC Gamer’s current position on journalistic integrity and takes a dig at game webloggers too! I’d almost take offense, except for Tim Edwards’ review of Far Cry 2:

[Your buddy] gives you a weapon and informs you that the United Front for Liberation and Labor (UFLL) are holding another foreign mercenary hostage to the South. You go and rescue the mercenary: Nasreen Davar, a hottie.

Obviously not the same commentary that can only be developed with age and experience. And I’m not even going to touch the closing paragraph, that’s full of so many adjectives I can’t figure out if he is recommending the game or trying to beat me over the head with a thesaurus.

Granted this is one review, but in the face of Salvatore’s editorial I can’t help but think her comments are trying to prop up the magazine against the overwhelming tide of professional and amateur games writing that is now so prevalent on the Internet. And some of it is actually worth reading. I read the magazine for six years (1998 – 2004), quitting shortly before editor Rob Smith left when the magazine had taken a serious nosedive in quality. At one point during my years reading the magazine I had convinced myself it was one of the pillars of modern game journalism. I even wanted to work there. But things have changed in the print game journalism landscape. Computer Games Magazine, a place where quailty writing was never in short supply, died far too young. Massive, a magazine dedicated to the fast paced world of MMOGs printed three issues. Computer Gaming World was rebranded Games for Windows and halted publication after only a year of operation, its success likely hindered by the poor support of retailers who fail to highlight the Games for Windows “platform”. I’d like to think that there is still a need for a print publication dedicated to PC gaming, but perhaps I’m just being nostalgic. PC Gamer is the last one standing, and has the opportunity to become that bastion of solid games journalism we like to talk about but never seems to materialize. The magazine has certainly changed over the years, but not for the better and certainly not to adapt to the needs of the audience that helped establish the magazine in the first place. This can easily be corrected with their financial resources and standing in the industry – and I hope that Ms. Salvatore is finally the one to take on that responsibility.

In this same issue, Brothers in Arms: Hell’s Highway received its delayed final score of 93%.

I was going to play it anyway.

Posted in gaming media, pc gamer, pc gaming | 5 Comments