Wednesday, November 12, 2008

Two Game-Related Quickies  

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Games: Just a couple quick things that I thought people might like to see:
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1> Got this press release from PopCap. I don't usually run press releases, but I thought this one was worthwhile
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SEATTLE, Washington – November 12, 2008 — PopCap Games, the leading developer and publisher of casual games, announced today that it will ship the first 500 boxed, retail copies of Bejeweled Twist™ to the non-profit Games For Soldiers (GFS) organization tomorrow. GFS will deliver the boxed copies of the game to armed services personnel stationed in Iraq and Afghanistan in time for soldiers in the field to enjoy it during the holiday season. The third installment in its ultra-popular Bejeweled® franchise, Bejeweled Twist arrives on retail shelves next Tuesday, November 18 and is available now via Web download at www.popcap.com.
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I don't support the war, but I do support the people who are over there fighting it. Kudos to PopCap for the donation.
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2> And for those people who may be jumping on the 360 bandwagon by way of the $199 Arcade pack (sans HD), Microsoft is offering to send out a 20GB hard drive for only $20.
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Although 20GB isn't optimal, it's a heck of a lot better than the dinky memory card that comes packed in. Honestly, I have about 30 or so Arcade games on my 20GB, and I still have about a quarter of the memory free.
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With the new Xbox Live Experience launching in another week or so, people who want to take part in it will likely need the storage and 20GB for $20 might be more affordable this holiday season than ponying up $100 for the 60GB, or $150 for the 120GB. Interested parties should go HERE for more info.
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The Conqueror Worms - Book Review  

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Books: Haven’t done a book review in a while, but that's probably because I haven't read any books. However, I was able to sneak in Brian Keene’s The Conqueror Worms between gigs. It took me about three times longer than it normally takes to read a book, but slow and steady wins the race… or something.
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Anyway, Conqueror Worms starts off with the premise that rain starts falling all across the globe and just doesn't stop. Water levels rise so that most landmasses are submerged, and at the same time, giant worms (among other creatures) rise from the depths of the earth to wreak havoc on what surface is left.
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Most of the book is told from the perspective of an old man living at the top of a mountain near a rural community. His best friend from the next house over eventually comes to stay with him, and they are joined by survivors who arrive by helicopter. Events on the mountain happen pretty much like you'd expect, but in the middle of the book Keene takes a little bit of a detour and recounts the story of what the helicopter survivors have left behind.
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Switching narrators and taking up what must be pretty close to the middle third of the book, spending so much time on what is essentially a side-story flashback feels like a bit of an odd choice to make. This middle section also feels like it could have been a short story unto itself, causing Conqueror Worms to seem more like a combination of separate shorts than one cohesive novel. I don't really object to the many-stories-in-one-world format, but a few more vignettes would have been nice to flesh things out. Failing that, streamlining that middle section and sticking with the main narrator would've helped make everything feel tighter overall.
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If there's one thing I admire about Keene’s writing, it's that he takes a very common-sense approach to surviving horrific events and really thinks through what the average person would likely do when faced with a very non-average situation. I love that stuff, and Keene does it better than just about anyone. That same horse sense is present on every page of the book, but as much as I admired it, I do have to say that Conqueror Worms as a whole never felt like it was firing on all cylinders.
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Though mediocre Keene is better than most other authors’ best, I can’t honestly say that this one kept me turning the pages.
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*BTW, that ridiculous cover art is one of the lamest, cheapest and most embarrassing pieces of amateur photoshop hackjobbery I've ever seen, but I don't blame Brian for that... His publishers really should have done better for him. Nightcrawlers? Really? For shame, Dorchester.
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Sunday, November 9, 2008

Trailers & Demos  

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Games: I just finished Fallout 3 a few minutes ago, and I've got to say that it's miles ahead of the competition when it comes to picking what's going to be my game of the year. It's a pretty fantastic title, and if you haven't played it yet you should run out and get a copy immediately.
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With that out of the way, the wife and I ran through a few of the demos and clips I had downloaded onto the 360. Here’s a few words.
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BioShock 2 (trailer): Although I liked BioShock, I didn't think it was the end-all like most people did. It was fine and really well put-together, but I'm not exactly chomping at the bit to get a sequel. Really, I'm sort of wondering how there will even be a sequel. I've heard talk that it may be a prequel, but the trailer doesn't give anything away… it's basically a minute or two of a young girl standing on the beach looking out at the ocean holding what I assume is a makeshift Big Daddy doll. The sand rises up behind her to form a skyline like the original BioShock logo and then fades out. Meh.
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Bayonetta (trailer): Watching this trailer reminded me of all the talk lately about how Japan isn't the leader in game design any more. This game seems like a textbook example of why. Looking like nothing so much as Devil May Cry with a new female protagonist in place of Dante, I wouldn't be at all surprised to see the game launch with *DMC5 under the title. Lots of guns, over-the-top cut scenes (complete with gratuitous font and back crotch shots) and a main character that strips as she pulls off combos… this might have been edgy and interesting a few years ago, but it just feels tired and played out now.
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Banjo-Kazooie: Nuts & Bolts (demo): Rare, what the heck is going on with you guys? I was a massive fan of the original B-K games on the N64, but this new vehicle-based direction looks like a massive misstep. Just like Grabbed by the Ghoulies or Kameo, B-K:N&B appears tobe aimed at kids, yet the gameplay is confused, clunky and will likely be too difficult for younger players. At the same time, I imagine it will turn off older players with its cutesy graphics and abandonment of the classic platform formula. Constructing a vehicle and driving it in different areas seems to be the main focus of the game based on this demo and what I've read in interviews, which only leads me to ask: why, exactly? Banjo-Kazooie and Banjo-Tooie were both phenomenal platformers, even better than Nintendo’s own first-party efforts in some ways. Reviving the franchise for this half baked on-wheels formula looks like a fail to me.
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Tomb Raider: Underworld (demo): I’m not much of a graphics whore, but after seeing this game in action I was ready to put on some high heels and smear some lipstick on my face. Underworld looks absolutely phenomenal-- breathtaking, even. Lara’s movement looks quite real and believable, the way she gingerly grabs for purchase on vertical surfaces and swats at branches and greenery in her path. The swirling ocean could have been on a postcard, and the shadows and lighting are remarkable. In terms of gameplay, it seems to deliver the same sort of ruin-hopping, crypt-jumping experience that the last TR game did, but that's quite all right with me… Crystal Dynamics’ rework of the series was easily the best Tomb Raider game, ever. I'm definitely getting in on this one sooner rather than later, unless the wife beats me to it.
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Mirror’s Edge (demo): I've stated many times that I don't get what the buzz is about this game, and after playing the demo, I still don't get it. Running, jumping, and punching people are things that games have been doing since games were invented… putting this together with a first-person perspective is supposed to make it fresh and interesting? Not to mention, acrobatic navigation intrinsically belongs to the third-person format. As I was stumbling along trying to navigate the environment, I kept wondering why I wasn't seeing things from a third-person perspective. The art style felt very ascetic and cold, not at all interesting. I started becoming bored with the visuals before I even finished the demo. I'm quite aware that the developers are using color as a way to cue players into different ways of navigating through the areas, but it just looks dull. EA may want it to be, but I'm not feeling a blockbuster here.
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Saturday, November 8, 2008

An Apology...  

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Games: ...for the throwaway post last night, but I was just way too tired to do anything more substantial. Sort of the same situation tonight, but I felt a little weak for copping out so I figured I could at least say a few more words on it.

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Anyway, the only thing on my plate right now is (again) Fallout 3.
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At this point, I think I'm somewhere in the 35-hour range and unfortunately, Bethesda put the cap for leveling up at 20. I hit that tonight, and I've still got more than half of the main storyline to go... evidently, players can't earn any more bonuses or perks from any experience gained past this point which makes me a very sad, sad player.

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I mean, I get that part of the reason for this is to prevent players from creating characters who are maxed out in every single stat and possess every skill, but I've got to be honest in saying that it's a little disheartening to know that I'm going to be putting in (what I assume) will be at least another 5 to 10 hours and all the experience earned by clearing the land of raiders and giant radscorpions isn't going to really serve any purpose, even though there are still a few more minor abilities that I'd like to have (and wouldn't mind working towards.)

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In discussing future download add-ons to Fallout 3, Bethesda has stated that there is definitely something in the pipe, and that it may appear as soon as December. That sounds good to me, but when it arrives it would be a pretty great thing if the game accounted for all of the experience that went to waste and gave players some credit in the new mission packs retroactively.

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Fingers crossed!
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[edit] I actually just noticed that the game displays a numeric representation of "level 21" after you hit 20, even though there are no additional EXP points warded or Perks gained... maybe I'll get my wish after all?
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Friday, November 7, 2008

Hang On A Sec...  

...I'm still playing Fallout 3.

Tuesday, November 4, 2008

Interview With: 2D Boy  

Games: So after being completely impressed with WiiWare's World of Goo, I hit up the developers for a brief word. Quite friendly and accommodating, this is what 2D Boy's Kyle Gabler and Ron Carmel had to say.
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So you both were at EA prior to making the game, how did you meet and what was it like setting up a studio of your own? Did you both whisper words of creative freedom to each other across the aisle between cubicles and make a break for it at sunset?

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Kyle: Yeah, we met through friends while we were both working with EA. Somewhere along the way, it became clear that we were both having some sort of existential breakdown, and it seemed like the best solution was to go and risk everything, and become poor, and try to make our own games. It's kind of surreal now, almost two years later, that we just released or, and people are playing it, and liking it, and posting youtube videos of lovely things they do with it. I think reality hasn't quite set in yet that we're finally finished.
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Now that you're independent, what was the transition like? Also, has World of Goo been successful enough to sustain you both financially, or are you doing other things on the side?
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Ron: The transition into indieness was one of the most exciting and one of the most stressful things I've ever done. It took about a year and a half of living off savings before we saw a cent and it's kinda frightening to see your bank account balance going full steam ahead towards zero. We had some opportunities to do contract work but decided that we'd rather be working on our game. If we ran out of money we could always get contract work later. Now that we've seen some sales numbers, I can say that while we're far from rich, we'll have enough money to fund our next game.
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Ron on the left, Kyle on the right

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I've heard that the story of the game is a parable for the story of your studio, or yourselves. Is that correct, and if so, how?
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Kyle: Yep. The overarching story of World of Goo is a big metaphor for the development process - curious and naive little goo balls, encountering a large international corporation and it's global pipe distribution system. Meanwhile, we're a curious and naive new indie studio, eager to explore, encountering large international publishing corporations with their global distribution systems. Or, more generally - hope, ambition, curiosity, etc, collide with a cold bitter reality. World of Goo Corporation, in particular, is a giant metaphor for some of the absurd experiences we've had along the way with publishers so far. I just hope not too many Goo Balls get chopped up by rusty spikes, or fall into infinite death pits.
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By all accounts, the game has been incredibly well received and lavished with near-universal praise (all of it well-deserved, in my opinion.) I've got my own theories, but why do you think the game has done so well?
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Ron: Thanks Brad. The reason is simple: Kyle is a game design genius and a perfectionist. Constant playtesting helped too, as did our focus on gameplay experience over technology.
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Kyle: Thanks! Also bribes. I wouldn't say we've done super well yet, though. I think most of our sales come directly from reviews and word of mouth, so I just hope people keep telling other people about it.
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Looking back at its development, were there parts of the game that were difficult to pull off, or were there aspects of gameplay or design that you had to leave out for one reason or another?
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Kyle: On the creative side, I had a lot of trouble with the story at first. I think because the only other games I had made in the past were very short 5-10 minute games with no story at all, and suddenly moving to a much longer, almost 10 hour game, I felt like I had no idea what was happening, and it caused a lot of insecurity and uncertainty. Previous revisions of the story had big cutscenes, lots of dialogue, it was a mess! Then we found out that the more I removed the story, and implied things instead of explicitly stating them, the more satisfying it became. That's why the cutscenes are all very short, and almost all dialogue is optional and oblique.

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Why was World of Goo released only on WiiWare, and not Live or PSN? What's it been like working with Nintendo?
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Ron: The Wii remote was the only controller other than the mouse that made sense for this game. If we tried to make the game use a dual-shock style controller players would end up feeling like they're in a straight jacket. Nintendo's been amazing to work with. Dan Adelman in particular gave us a lot of help and support over the last year of development. They were completely hands-off when it came to the game and went out of their way to help us promote the game and get it through lot check quickly.
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The European version of Goo was reported to have an extra level that domestic players don't have. Are there any plans to make that content available via a downloadable add-on?
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Ron: We're trying to figure out a few things with regard to the European release, the extra chapter is part of that, and we hope to have some more news on that soon.
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Currently, World of Goo is holding strong at a score of 96 on MetaCritic, putting it alongside things like the Orange Box, BioShock, Super Mario Galaxy, and Resident Evil 4. That's some great company to be in. Now that the bar has been set so high, what are you working on now and what are your plans for the future? Do you feel any pressure to produce something as successful as Goo?
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Ron: Our next game is going to be called “The Sophomore Effect: An Intentionally Mediocre Game”. We have to lower expectations for our third game because there's no way we can top World of Goo.
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Kyle: We'll see about that! In the meantime, we're incredibly grateful about our review scores. Of course, I have a feeling our sales are orders of magnitude less than Mario Galaxy!

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What are your feelings on the concept of 'games as art'? Already there? Never happen?
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Kyle: This one is dangerous. I think the questions of "are games art" was carefully and intentionally constructed to illigitimize games as a medium. It's a conspiracy, but I'm not sure where it got started. As long as we continue to have four people on a panel at every games convention debating this, there will continue to be doubt. So, I think we should all - journalists, gamers, game developers - make a secret pact together to stop doubting our artistic power, and never speak of this again. And then we can all float away like thousands of simulated butterflies, and completely transcend the movie and music industries like we're supposed to!
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Finally, is there an absolute limit as to how tall the towers in the World of Goo Corporation can go?
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Ron: There can be no more than 300 Goo Balls in the Corporation. Even with the greatest of skill, a tower can only be so high. But the World of Goo, like every other computer system, has rules. Some of them can be bent, others... can be broken. Please don't mess up the leaderboards, Neo.
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Kyle: World of Goo Corporation Executives have stated that World of Goo Corporation is infinite in all directions, and are enthusiastic to maintain that there is no vertical limit to our own Imagination(tm), provided additional Imagination Points(tm) are purchased at authorized Imagination Vending Dispenser Units(tm).

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My most heartfelt thanks to Ron and Kyle at 2D Boy, and if you haven't already, I strongly recommend that you go and download their game immediately. Available on Wii, PC, and Mac, go HERE to help make them rich so they can keep on making games as great as Goo.

Sunday, November 2, 2008

Fallout 3: Absolute Hell On Productivity  

Games: The last few days have been absolute hell on my productivity. Fallout 3 was just released, and pretty much everything else going on has been put on indefinite hold while I make my way through the irradiated wastelands.
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To be brutally honest, the game didn't make a strong first impression with me once I actually had the disc. I wasn't the biggest fan of Bethesda’s Oblivion, and the first day or so spent in post-apocalyptic D.C. is guaranteed to seem like nothing so much as Oblivion with guns.
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no, the subway isn't running right now

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Bethesda has some really talented people in their corner, but it's funny how they just don't seem able to shake certain quirks like the ugly character models situated on the wrong side of the Uncanny Valley, and the completely craptastic “canned walking animation floating over landscape” so common to PC titles. Stuff like this muted the praises I expected to be singing, but once I got a little further into it I have to admit that I became completely hooked.

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At this point I think I'm somewhere in the 18-20 hour range and I'm completely convinced that Fallout 3 is superior to Oblivion in just about every respect.

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The realization of the world is believable and convincing, and I find it far more satisfying to stray off the beaten path for the sake of exploration that I ever did in Cyrodiil. The feeling of “being there” is so prevalent in some parts that it's hard not to poke around in this ruined house, or that abandoned church.

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avoid these guys until you're packing serious heat

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The central storyline is interesting enough, and the side quests even more so at times. I'm usually the kind of player who burns through the critical path as quickly as possible, but this is an instance where I'm quite happy to spend a little (or a lot) of time doing things completely nonessential to completion. Digging into a game this deeply is quite rare for me, so kudos to Bethesda for what they've done here.

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no need to knock

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I'm sure I'll have more to say later, but at this point it's pretty clear that Fallout 3 is easily one of the year’s best games. It's not perfect and I wouldn't even say that it's as close to perfect as a game can realistically come, but titles like this are rare. If you haven't taken the plunge yet, it definitely gets my recommendation… just make sure you don't have anything that needs to get done before you start playing.

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