Thursday, 17 November 2011

Bundle Of Joy

The PS3 has been doing a good job so far with bundling PS2 games. Especially since the damn machine isn't backward compatible... Yes, it's gouging and "HD" textures and slapped-on 3D effects don't really soften the blow. But if it gives people access to games that you can't find on the shelves anymore, I suppose that's better than nothing(or Ebay). And anything that gives "Ico" and "Shadow of the Colossus" renewed exposure can only be good for video games, and for people who enjoy them.

(I think there's also a compilation package for the older Metal Gear Solid games, as well as the God of War series, if those are more your thing.)

Boy, Snake's really let himself go...


Sunday, 13 November 2011

Dragon Age: "Credits"

The weirdest part about Dragon Age is that when you beat the game, a "30 Seconds To Mars" song plays over the credits. Twice. Which is exactly what this medieval fantasy video game needed, right?


It's like hearing "Panic at the Disco" in Lord of the Rings. There is a time and a place for everything, and in this case it was Nowhere at Never o'clock.

END OF LINE

~A.H.

Friday, 11 November 2011

Conveyance

There is a problem with video games today. Something very, very recent, as in the last couple of years. Maybe even more recent than that. I don't notice it in the SNES era, or when games moved into the third dimension, or even when the Playstation 2 and Gamecube were still relevant things. And no, it's not the first-person shooters.

Egoraptor recently made a video about how video games tend to hold your hand too much, to the detriment of the game. The idea being that they're actually not conveying necessary information in a way that doesn't hinder the experience. He spends 20 minutes explaining how the Mega Man series did a great job at letting the player learn through playing the game, with very little consequence. I always loved Mega Man X, but I never really knew the importance of how well the intro stage was designed until he ran through it point-by-point.

Also, this happens.


He called this "Conveyance". This is when the game communicates the player what the game wants you to do, without bashing you over the head with it, or slapping your wrist for deviating from the "ideal" path. Mega Man X taught the core mechanics, and even some trusty tips on the side all through playing the very first stage in the game. No tutorial. No loading screen with the controller setup. Nothing intrusive.



The challenge for game designers today is an unenviable one. They have to convey a lot more to the player now than they did in 1991. But lately it's like they're not even trying. What I speak of is worse than some "Navigator" warning you not to eat that nuclear warhead. I'm not talking about a poor attempt at dialogue between the developer and the player.

What we have here is a failure to communicate... at all.


Monday, 7 November 2011

Bob Chipman: "Rosebud"

I think I know what's wrong with Bob Chipman.

I've dreaded writing this, but I don't think there's any avoiding it anymore. I don't know if it really took me this long to figure out, or if I just didn't want to accept it. But I am convinced now that the problem is not, nor has it ever been the workload, or the crappy movie and game lineup this year. He is the next in a long line of victims who have been poisoned by politics. But that was a side-effect, a symptom of a much deeper root cause.

See, while he'll never admit it, he is a far-left kind of guy. "Far" being the key distinction here. I lean left of centre myself, but this guy takes it a few steps too far. Just like the right has the extreme nutbags, so do the liberals. There's crazies in every corner.



But he's making the mistake of the Tea Partiers, the Occupy movement and all of the worst people in politics: He is making an enemy out of ourselves.



Sunday, 6 November 2011

THE COLOURS, CHILDREN!

Here's an infograph courtesy of Joystiq.com that reminds us of how far we've come in regards to video game technology. Specifically, in regards to how many colours could appear onscreen. From the paltry green-and-white days of Electronic Tennis, all the way to today's billions of colours at any given time.


If only most of those colours weren't just brown and gray. Games are evolving backwards in that respect...

END OF LINE

~A.H.

Thursday, 3 November 2011

"Halo: A Fistful Of Arrows" Review

by Alex Hill


4/5


Over the course of a year, a man going by the username "Leviathan" has been digitally painting a short fan-comic. It's called "A Fistful Of Arrows". His goal was to shed some light on the fate of a character the source material could not be bothered to care for. In the process, he has explored in unblinking detail why these characters and situations could have been something great. He took characters who were largely forgettable, and found out why they should have mattered. He wrote dialogue and events for the same characters from a multi-million dollar corporate turd, and did so with sometimes shocking precision.

One man on his own time did a better job with the same material, than people who were paid over the course of four years. Levi Hoffmeier paints circles around Bungie and Microsoft Studios. He rummaged through the hollowed-out carcass of a truly wretched game, and fashioned it into something valuable.


Tuesday, 1 November 2011

Skyrimjob



I wish I could be as excited about Skyrim as everyone else. I really liked Oblivion for a time. But after going through the same caves and the same dungeons and meeting no people or characters I could forge bonds with, and doing nothing except make the little numbers go up, I realized just how shallow the game is. Is that all there is? Just doing this over and over just to get better armour that I can't even show off like in an online game? At that point, I hadn't even completed the main story, or even a third of the quests. But I was done with Oblivion.

A mile wide and an inch deep. I don't regret the time I spent with it, all 100 or so hours. But I look at other games like it(Fallout 3 and New Vegas), and I feel myself reaching that brick wall sooner and sooner. Sandbox games and me are seeing each other on less friendly terms lately. I like shorter, more focused games I can return to over and over, that I have an emotional attachment to. How often can I shoot ants in New Vegas and have it actually be exciting?

I will say that I loved the Oblivion Gates in Elder Scrolls IV. I loved just exploring a piece of land not on any map, and seeing that tell-tale red glow. I love never knowing what I'll find in there, what dangers will meet me. Every Oblivion gate felt like a long and difficult expedition that I had to be prepared for on a moment's whim. And every time I closed one, I felt like I had made the world a little safer and a little bit better.

Does Skyrim have that? Is it somewhere between the cooking mini-game? I'm sure it'll be loads of fun for those who are into it. All the more power to ya. And maybe I'm just dead inside, but I'm just not excited.

I'll keep an ear out for Jeremy Soule's soundtrack though. Although he's got quite a tough act to follow.

END OF LINE

~A.H.