Thursday, September 20, 2012

Monster Hunter 3 Ultimate - Wii U & 3DS  

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Games: Presented without comment are some screenshots from the upcoming...


I think these images from the 3DS version speak for themselves. 

 

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Sunday, September 16, 2012

My book resurfaces, Infinity Blade 2, and The Doctor Is Ill  


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Writing: I haven't talked about writing here at the blog for quite a while, mostly due to not having enough time to devote to it between my family and my duties over at Gamecritics. However, I'm happy to say that publication of my second book, Speaking in Forked Tongues, is finally moving forward.


I've been asked to make a few stylistic and content changes by the publisher, so I'm currently in revisions and tweaking a few things here and there. The biggest shift will be that I'm toning down the horror and gore factor quite a bit in order to make it friendlier to the younger reader market. There wasn't a lot of sex in the book to start with, but I'm also making some cuts there, as well.

I'll have more details in the weeks to come, so stay tuned for further news!

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Games: I’m currently in the middle of a marvelous little window of time where I don't have any reviews that need to be done, so I took the chance to pick a few titles out of my back catalogue and get caught up. After three days of fairly steady play, I put the wraps on Infinity Blade II.

In general it's a solid game, and was certainly enjoyable. While I think I prefer the first title’s streamlined focus, there are definitely some cool bits here, as well.


Although I don't think anyone would make the case that this game hinges on its plot, there were a few little revelations to keep the franchise going. In addition, I’m a big fan of the visual style... all of the bizarre armor is rather striking, and no one can argue that this series is at the forefront of graphics when it comes to the iPhone. It's also worth noting that the critical path was pretty easy to clear, with some very powerful weapons become available with relatively little effort. I would certainly say that this one was easier than the first game, and that's not a bad thing.

So what wasn't so good? The layout of the castle was a little confusing, especially whenever I was searching for one particular room and couldn't remember where I had seen it previously. Since there's no going backwards, making one wrong turn and getting sent back to the start got old after a while.
That wasn't really a big deal (making my own map with a piece of paper and pen solved it pretty quickly) but a larger problem was that the game requires expensive weapons to be purchased in order to see all of the extra bosses.

If you ask me, making the player buy the Infinity Blade itself in either game is pretty stupid – especially in IB1 -- but grinding for one big item isn't a dealbreaker. The straw that broke the camel's back was knowing that I'd have to grind for at least three more weapons past the Infinity Blade, and that’s not even including the “costs $1,000,000” weapon needed for the super-uber-crazy hidden boss at the end.


(And apparently, there’s stuff that costs even more past that…)

To be fair, there was very little grinding necessary in order to complete the main quest and a lot of the stuff I'm griping about is purely extra, but still... As someone who enjoyed going after and kicking the asses of the hidden bosses in IB1, it's a little annoying to know that there's stuff in IB2 that I just can't be arsed to work towards. I beat the main quest, collected all of the Vile equipment and the secret ring that comes after, and I have to admit that if the in-app purchases were a little more reasonably-priced, I'd be pretty tempted to pony up and push forward. I just can't see putting $40 or $60 into the game to avoid grinding, though.

Although I don't feel great about it, I'm sticking a fork in this one and calling it done.

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TV: Although I call myself a fan of Doctor Who, I've got to be honest in saying that I haven't really enjoyed the show ever since Russell T. Davies left. It's just been lacking the human element that I always found so appealing. It’s been lacking the character work. I'm a fan of sci-fi shows in general, but I need them to have a little meat to them, and the first four seasons of the Doctor fit that bill nicely. Once season four wrapped, things went downhill and they haven't recovered. That isn't news, though... I've said that a few times here at the blog.

I was really hoping that things would turn around this season, but it hasn't happened. I'm still looking forward to Amy and Rory leaving (although I still think having Amy die and Rory be the sole companion would have been a brilliant maneuver) and I'm damn glad that River hasn't shown her face again, but the writing just isn't clicking for me.

Scanning for depth... NO SIGNS FOUND!!
The first episode (Dalek asylum) seemed to take too many shortcuts and had too many big events happening within a short span of time. The dinosaurs episode had the Doctor basically executing the bad guy and missed out on several obvious opportunities for some great character work with Rory’s dad and/or Amy & Rory as they relate to the Doc himself. The most recent episode (the Western) was probably the best one of the season so far, but it still felt very uneven. If you ask me, this would have been a perfect place to go a little deeper with regard to the Doctor’s past, but again, the opportunity was not taken. As my friend @Sajon77 astutely observes via Twitter, it's as if the current show is trying hard to ignore the decades of series backstory at all costs.

Although I do enjoy Matt Smith, it seems to me that he has been given the worst material since the reboot began, and he doesn't have a lot to work with. As such, his portrayal seems to be slipping deeper into a weird caricature that's too goofy and too clueless. A little bit was charming, but I feel as though it's becoming a crutch in the absence of anything more substantial for him to build on as an actor. Apart from growing disillusioned with the great doctor,I'm counting the minutes until we say farewell to the abrasive Ms. Pond. Never liked her, and I like her even less now. 

Even though her departure will be a minor victory in itself, I can’t honestly say that I'm expecting things to get much better overall, and that's a real shame, since seasons 1-4 were some of the best hours I’ve spent in front of a television in recent memory.

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Saturday, September 15, 2012

Hitman Sniper Challenge, XBLI Indie Uprising, and Monster Hunter Wii U  


I've got a pile of stuff on my desk that I've meant to blog at one point or another, so tonight's entry? 

Hodgepodge!

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Homeschool: My wife and I homeschool our young son, and if my oldest comes to live with us at some point, we plan to homeschool him as well. This is a touchy topic for a lot of people on both sides of the issue, but I recently came across an article that addresses a large part of why we decided to take ourselves out of the public education system. I’ve had a few people ask me about it over the last few days, so in case you're curious, here you go.

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Games: The good people of 17 Bit Studios have cooked up a new trailer for their upcoming title, Skulls of the Shogun.  I've talked about this game plenty of times so I don't want to beat a dead horse (you're all buying it, right?) But in case you've somehow missed me mentioning it, check out the video and keep your eyes peeled... Last I heard, it's coming in October.

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After playing Hitman: Absolution at PAX, I felt a lot more confident about it and decided to put $5 down at Gamestop in order to play the Sniper Challenge demo level.


Basically, it's a micro-level available for download right now. Agent 47 is perched on a rooftop opposite from a party taking place on top of a neighboring building. The object is to take out one particular guy, but there's also a score-based element where shooting certain things increases a points multiplier, and in addition to that, it's more than just shooting. With careful aim, it's possible to take out the enemies in true Hitman fashion without alerting anyone that something is up.

It only takes a few minutes to complete but there are loads of little touches and small little secrets to find, and the drive to beat your friends ranked higher than you on the leaderboard is pretty strong. If you're planning to buy the game anyway, it's totally worth putting a couple bucks down for this and playing it now.

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I haven't tried it yet, but apparently the soundtrack to Double Dragon Neon is pretty sweet. It's available here to download for free, or you can do the cool thing and donate a couple of bucks to the composer if you wish.

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The third Indie Uprising is taking place on XBLI right now, and a good chunk of titles are already out. In case you're not familiar, you can click here to read up on what the Uprising is all about in greater detail, but basically it's a way to showcase the best of what XBLI can offer.

I didn't have time to play through all of them, but here are some quick thoughts on the ones that I did check out:

Qrth-Phyl
>Qrth-Phyl: It's a ridiculous name, but it was by far my favorite of the group. Basically, it's Snake + Tron, but has an added twist of going back and forth between 2D and 3D. A level starts out with a snake eating dots on a flat plane that can be flipped, but after enough have been eaten, a hole opens up in the plane and the snake can enter free-flying 3D space. The presentation is super-slick and it controls smoothly. Bought this one on the spot.

Setentia
>Setentia: This one shouldn't have been included in the promotion. The graphics are ugly, it's clunky to control, the basic concept of play is a non-starter and it's got a wordy ‘art’ vibe to it that makes the whole thing a little bit ridiculous since it's such a poor game. I could go on in greater detail, but there's no point. Just avoid this one.

Diehard Dungeon
>Diehard Dungeon: Sort of a real-time quasi-Roguelike, I bought this one after the first couple of minutes, but then started to regret my purchase. The old-school graphics are great and I like the idea of combining random dungeons with fast action. On the other hand, I wasn't hitting power ups fast enough to keep things fresh and the rooms feel too similar -- basically, break a bunch of boxes until you find a key while dodging or killing creatures. Open the door, move on to the next room, repeat. The thing that really killed it for me was that the boxes that hold items take too many hits to break, and it just started to annoy me after a while. With a little work this one could be pretty awesome, and apparently it's getting patched soon. I’ll revisit in a while and see how it's been tweaked.

Gateways!
>Gateways!: The easiest way to describe this one is that it's a 2D Metroidvania-ish title where the main mechanic is a Portal gun. I have to admit that style counts for a lot with me, and I didn't care for the graphics in this one at all. Also, I've already played Portal twice (three times, if you count the section in Darksiders) and it's not really novel anymore. I appreciate that the developer was able to implement it in this way, but at the same time, it felt a little too cumbersome and not fresh enough to keep my attention. I didn't get very far, but based on what I saw, I didn't want to keep going.

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So, the Wii U announced a release date, launch titles, tech specs, and all that stuff. You can click here if you want to read up on it yourself, but I'm not going to go into details.

Long story short, I wasn't very keen on it up until this point, and after the announcement, I still wasn't. However, the one bright spot to come out of this (no, I don't really care about Bayonetta) is that Capcom FINALLY announced a new Monster Hunter as a Wii U exclusive.


MH: 3 Ultimate will be coming in March, apparently… so I will be getting a Wii U in March.  It was the only name that could have possibly been announced that would have convinced me to make plans to buy the hardware, and there it is.

On the other hand, I have to admit that I'm slightly disappointed. MH3 (Tri in the US) is a good game for sure, but it's not my favorite and I'm still quite frustrated that Capcom hasn’t made any moves to bring MH: Portable 3rd to the states. That's the one that I was really hoping would get here sooner rather than later, especially since there’s an HD version that can be played on the PS3 instead of the PSP.

When it comes to MH I'll take what I can get, but it's been a constant source of frustration to hear Capcom say over and over that the franchise just isn't popular in the West, yet they've never really given it a proper chance. I still say that if they took a full-fledged, meaty title like the PSP's amazing MH: Freedom Unite and put it on PS3 or 360 with full online capabilities, it would take off like a rocket. 

Instead, here they go again with another Nintendo version… The core fans like myself will jump on, of course, but this feels like another half-step of progress for a franchise that's rotting on the vine.


***************PR/NEWS/INFO***************

The AbleGamers Foundation is pleased to announce the unveiling
of Includification—a 48 page, fully illustrated how-to guide for 
videogame developers and publishers road-mapping the exact
solutions needed to design an accessible game.

 “For nearly a decade, our organization has been reaching out
to developers convincing them they need to include accessibility
 for gamers with disabilities,” said Mark Barlet, President and
Founder of the AbleGamers Foundation. “As that message has
been increasingly accepted in the video game industry, the question
has slowly turned into “Okay, we need to make our games accessible, but how?””

“We believe this document and its companion website
www.includification.com will serve to answer any questions a
developer might have about the solutions needed to make their
 games accessible to the disability community,” continued
Mr. Barlet. “What thrills me the most is that our recommendations
can be updated via the website as new technology and information arises. 
The videogame industry is a living breathing entity and we need to
treat it as such by updating information as it comes in.”

“Words cannot express how extremely proud I am of this document,
this organization and everyone who helped bring this together. 
This is the culmination of the hard work and dedication everyone
at our nonprofit has put in over the last 8 years,” said Steve Spohn,
Editor-in-Chief of AbleGamers.com. “It is my sincerest wish that a
 copy of this document sits on the desk of every developer, in the
resource area of every library and with every major publisher across
the world. It's time game accessibility leaped to the next level and
these guidelines show developers exactly how to enable gamers
with disabilities in the easiest, most efficient and cost-effective manner possible.”

The AbleGamers publication, Includification, includes numerous
detailed explanations of common problems for gamers with
 disabilities, solutions for those problems, printable checklists,
developer exercises and personal letters from industry insiders
to the game industry.  You can download Includification for free
at http://www.includification.com/guide. The companion website
 with easy-to-read references can be found at
www.includification.com.  A physical print copy is available
at-cost from www.includification.com/print

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Sunday, September 9, 2012

Steam Greenlight, Mark of the Ninja, and Tekken Tag 2  


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Swag: To start off the blog tonight, I’d like to announce the winner of the PAX swag.  Thanks to everyone for entering, but there’s only one package to give away.  I’m sorry that I don’t have enough to send to everyone, but that’s how it goes.  In any event, I put everyone’s name into a hat and had my son pick one at random.  The winner is: Justin Knowles.

Congrats, J!  Send me an e-mail and tell me where you want me to send your stuff!

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Indies: So I’ve been thinking a lot about this Steam Greenlight thing for a couple of days, trying to come at it from a few different angles.  I had originally written up a blog post about it, but after discussing it a little further with some (very smart) friends of mine, I decided to do something else.




 So, here’s the deal.  If you are an indie developer who’s got a complete game or at least a playable demo and you are legitimately unable to come up with the $100 to list it on Greenlight, get in touch with me and I will be happy to do what I can to spread the word.

Although I’m not able to fund people out of my own pocket, I’ve got this blog, Gamecritics.com and Twitter as good ways to get in touch with folks, and I’m sure that there would be plenty of people willing to cough up a couple of bucks to help a great-looking game make it in the world.

You don’t need to prove anything to me about your financial situation, and you don’t need to write me your life story.  There’s no time limit on this, and I’m not asking for anything in return.  I’m just a guy who supports indie games and indie developers, and this is something that’s within my power to do to help further that cause.  If this sounds like something that would be a benefit to you, then please send me an e-mail and we will see while we can do.

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Games: As much fun as PAX was, I feel like it really threw a wrench into my gameplay schedule.  I’m just now settling back into a groove, and really looking forward to getting into the upcoming end-of-year reviews crunch. It'll be madness, but there's some great stuff due out sooooooon....

At the moment, I’m playing Mark of the Ninja. I did an interview with one of the developers earlier (scroll down) but the full game is now out for purchase on XBLA and it’s pretty sweet for anyone who’s into stealth and ninjas.  And really, who’s not?


I won’t be doing the main review, but I can say that I’ve really enjoyed my time with it so far, and that it plays like buttery silk. Silky butter? Either way, it's easily one of the best XBLA titles in 2012, no doubt.

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My next official review will be Tekken Tag Tournament 2, which I’m also playing right now.

I’m a long-time Tekken fan, going back all the way to 1994, when I found it in an arcade for the very first time and completely flipped out at how cool it was.  I was pretty poor back then, but I dumped every quarter I had into that machine and never regretted it.

Then...
(And by the way, THIS IS NOT A REVIEW, it’s just some brief thoughts. Embargo, yo.)

So TTT2.  

In a technical sense, this is certainly one of the best games in the series, overall.  There are tons of extras, the customization of characters is great, in the roster is huge.  As of right now (prior to any upcoming DLC) there’s already something like 50 fighters or so.  There are whole modes I haven’t even touched yet, and I saw an in-depth look at the online site analysis mode, and that was a giant, sucking rabbit hole of stats and information.  Certain heads are going to explode when they see how much stuff is being offered here.

To on the other hand… It’s pretty f****** hard.

Although I’m certainly rusty after not having been playing the game in any serious sense for a couple of years, I’m no a slouch.  At the very least, I’ve always been able to hold to my own and not walk away from any multiplayer sessions with my tail between my legs.

This game is something else, though.  I’ve had it set to the easiest difficulty level for the last two days and I still haven’t been able to beat the final boss, Jun Kazama.  Tonight I tried something like 40 or 50 times in a row, and never put her down.  Not only is she incredibly difficult, certain encounters during the Arcade mode have mad spikes in challenge, and the game goes from being fun and interesting to F$&#@!&# in a hurry.

...And now.
It's pretty clear that this game is aimed at serious fighting fans and that's cool, but when a game is set to Easy, I expect it to be pretty easy. My kids like to play fighting games with me, and even the lowest difficulty here is far beyond their abilities. There's no chance for us to play together on this one, and as a critic playing on my own, I'd like to beat the game with as many characters as possible. It's just not feasible in a game with over 50 characters to spend two or three days with just one and still not be able to finish.

I'm sure people will come out of the woodwork to say that I suck or that I just need to practice more -- and those statements may be true -- but I've played a hell of a lot of fighting games over the years, and I think I've got a pretty good sense of when things are a little out of whack. At the moment, I'm really hoping that Namco Bandai will put out a patch and lower the difficulty for those who want it. People who like a stiff challenge will be in hog heaven here, but in its current state, I see it scaring off a lot of casual and non-hardcore players.

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Sunday, September 2, 2012

PAX Prime 2012, Day Three  


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PAX: Today was the last day of PAX Prime 2012, and as such, this is my final writeup covering the event. 

I don’t know about anyone else, but this year seemed a little weird to me.  The crowds seemed a little harder to push through, people seemed a little crankier and a little more rude…  It wasn’t terrible by any means, but the vibe felt a little off.  Maybe it was just me, but there you go.

Weird vibes aside, PAX offered the same set of problems that it usually does. Even with three full days, there’s not enough time to see and play all of the games, and there’s definitely not enough time to sit down and have a cup of coffee or a meal with all of the people that I wanted to see.  Although I did manage to catch up with a good number of people and I coincidentally bumped into many that I knew on the floor, it’s still depressing to think that there were plenty of folks that I couldn’t successfully connect with, and that I likely won’t get a chance again for at least a year.

In any event, enough sentimentality and on with the coverage!

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My first event of the day was one of my most anticipated - Dishonored, from Bethesda.  When I sat down with the game, I asked Seth Shain, one of the developers, to show me all the highlights and details that I might miss walking into the game cold.  He was happy to oblige, and I hit him with every question I could think of.

Without getting into too much detail, I was most concerned with whether Dishonored was really as open-ended and flexible as has been advertised.  After all, some games let players make minor choices (blow up the enemy/strangle the enemy/snipe the enemy) while still funneling them down the same basic paths. 

Dishonored
The short answer?  From what I could tell, the game lets the player do what they want, how they want, when they want. Of course, there are certain limits since the developers can only include so much content, but the demo level that I played through was quite impressive.  Within a few minutes, Seth showed me no fewer than six different ways to enter the building where my target was located, and none was “right” or” wrong”.  It was all about how stealthy a player wanted to be, and what skills they chose to use. (once inside the building, there were a slew of different ways to accomplish the objective, but that’s a different discussion.)

Over the course of the discussion, he mentioned that Thief and Deus Ex had been sources of inspiration for Dishonored, and in fact, several members of the Dishonored team had actually worked on Deus Ex.  For fans of free-form play and stealth, I can’t think of anything that would inspire more confidence than that.

A couple of factoids:
>The game features multiple endings.  Two main branches, with multiple variations of each.
>It’s possible to complete the entire game without killing a single character.
>It’s possible to complete the entire game without being seen by anyone.
>The world reacts, alters and adjusts in response to each person’s playstyle.
>In addition to missions, the player can steal various valuable loot items.

I was already excited going into this hands-on, and after seeing it for myself and finding out even more information, this game has secured a place for itself at the top of my PLAY ASAP list.

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Speaking of stealthy, free-form games, it just so happened that my next appointment was at Squeenix to see Hitman: Absolution.  I’ve been a huge fan of the series since Silent Assassin, but in all honesty, it feels like franchise has been in a bit of trouble lately. Blood Money wasn’t quite to my liking, and with all the talk of the changes made to the formula (run and gun as a valid option?!?) I was more than a little concerned.  Thankfully, Hitman developer Tore Blystad was available to give me an insider’s peek at the demo level, and I’m happy to say that he calmed all of my fears.

Hitman: Absolution
The section that was available to play featured an important person of some sort wandering a crowded Asian town square.  I requested that Tore show me as many ways to complete the level as possible, but we only had time for four: sniper rifle, bomb, poisoned drugs, and the most direct route – a bullet straight to the face at pointblank range.  That was just the tip of the iceberg, though.  He told me that the dev team counts 12 “official” ways to complete the level, and that’s not including several of the unexpected, “unofficial” ways that playtesters have found.

Hearing this?  Music to my ears.

After being satisfied that the game has embraced a less-structured designed than the previous installment, I then asked if they were serious about run & gunning as a sound strategy for success.  He laughed at this for a bit, and said that although it was possible, the team had never intended for players to get the idea that a full frontal assault was just as do-able as being stealthy.  I asked him to demonstrate for me, and he was happy to oblige.

After sufficiently arming himself, he went about shooting every hostile enemy in the area.  He was quickly overpowered (this was on normal difficulty) and was not able to complete the section.  He apologized for not being able to finish, but I told him that I couldn’t be happier.  I don’t know about you, but there are plenty of games out there that satisfy any gun-crazy cravings I may have.  With so few quality stealth games available, I certainly don’t need Hitman to compromise in that area.

As the demo ended, I felt a hell of a lot better about the game than I did going into it. It seems clear that the developers are fully aware of what the core Hitman fans want, while still trying to make the game more approachable for newcomers, or for those who don’t want a “realistic” level of difficulty.  It’s looking really, really good.

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Although it wasn’t on my agenda to check out Borderlands 2, I had a little bit of time and there was some space available, so I figured “why not?”

The short presentation given ran through the DLC Mechromancer character, and showed a bit of her skill trees.  (The person speaking was very careful to avoid using anything resembling “girlfriend mode” language.) He also showed the improved gun turret for the soldier class, and then moved on to give us a taste of an endgame boss, Terramorphus.

Borderlands 2
This huge creature drops specific rare items, so there’s some incentive to take him down.  On the other hand, the developers had only chipped away about an eighth of its life after several minutes of four characters equipped with top-class gear blasting away at it, nonstop.  I gather that it’s somewhat tough to kill.  Also, that may be an incredible understatement.

After the talk wrapped, we were let out to get a hands-on with the game itself.  Brief impressions: it’s more Borderlands.  Of course, it’s impossible to get a feeling for the true scope of the project after just a few minutes of a demo level, but as someone who wasn’t really a fan of the first game, I didn’t see anything here to convince me to give the sequel a shot.

YM, of course, MV.

(Fun fact: the developers ordered 160 pizzas to feed fans attending the panel later that day!)

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In last year’s PAX rundown, I had made some brief comments about a game called Antichamber, and how it seemed quite impenetrable from the perspective of someone watching over a player’s shoulder.  The developer, Alexander Bruce, reached out to me and invited me back to take a closer look and get a better idea of what it was really about.  I was happy to accept.

Sitting down with the game without really knowing anything about it, my feeling was that I needed the tiniest bit of info before playing in order to get myself in the frame of mind to properly interact with it.  I didn’t need a story mode or cutscenes, but I had no idea what to expect, and to say that Antichamber is a cryptic game is putting it mildly. After I put a few minutes in, Alex and I had an intriguing discussion about some of the meta-issues surrounding experimental or indie games. 

Antichamber
I don’t mean to put words in his mouth but if I understood him correctly, his basic concept for Antichamber was to challenge a player’s expectations by introducing puzzles which require various degrees of perception and thought.  I think it’s a great aim, and I fully support such works.

On the other hand, I think there’s a lot to pick apart with this particular title in regard to player engagement, the importance of context-setting in any game, and whether or not genre conventions can be played with, bent, or broken if the player is not aware or keyed into which conventions they are.  Another issue that came up was aiming games at an appropriate target audience, and how to define who that audience was.

It was fascinating stuff to chew on, and Alex is certainly a bright guy full of ideas.  It was an illuminating, thought-provoking chat, to be sure.

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At this point, I was nearing the end of the day and I could feel that time was running short before people would start packing up their equipment and heading home.  I kicked things into rush mode and tried to see as much as I could before the doors closed.  I certainly don’t mean to give short shrift to any of the following titles, but I didn’t have nearly enough time to spend with each of them. I hope to sit down with every one for a longer period of time in the future.

>Flying Frog is a local creator of board games, and they had quite an array on display at the show.  I’ve heard great things about one of their titles, Last Night on Earth, and one of the staff at the booth was happy to play a quick session with me.  Essentially, it’s about a group of survivors fending off zombies in a small town, and it seemed like it would be a lot of fun at a dinner table with some friends.

>Klei Entertainment was showing Don’t Starve.  It’s an experimental title currently being built via an iteration process incorporating substantial feedback from players on the Klei forums.  In its current state, and the game begins with the main character being dropped into a strange land and being forced to figure out what’s going on, while scrounging for the means of survival.  It looks a little like it was drawn by Edward Gorey, and it strongly reminded me of the survival mode in Minecraft, even though the game currently does not offer the ability to create structures.

Super Time Force
>Capybara Games was running Super Time Force, and it was pretty awesome.  Graphically, it resembled an old-school 16-bit sidescrolling shooter, but the hook is that the player can “rewind” time every time they die, and that dead clone remains in the world.  It’s a little hard to describe without seeing it in action, but dying and leaving these copies behind is almost like giving yourself backup in difficult sections.  It’s heading to XBLA next year, and this is one I’m going to pop for on the spot.

>Splice was an elegant, ingenious puzzle game featured in the PAX 10.  In this one, the player takes a chain of genes and can cut it anyplace where two genes join.  The goal is to rearrange the structures into a predetermined shape, but everything shifts and moves when cuts are made…  It seems incredibly easy, but can be quite confounding past the initial levels.  Thankfully, the graphics and music were quite mellow and relaxing.  A smart move!

>Deity was another PAX 10 entry.  The gist was that the player controls a demonic spirit trying to reclaim its land from invaders.  Since it’s a spirit, it’s able to jump from body to body and object to object for various results.  It played swiftly from an isometric perspective, and looked like nothing else I saw on the floor.  Unfortunately, this one was created by a team at DigiPen, and half of the team has already been hired by big-time studios in the industry.  Deity looks like a one-and-done in this case, but hey, at least you can download it for free.

>Dokuro is a Vita title that (I hope) will be getting a translation and become available sooner, rather than later.  The build on display was Japanese code, but it didn’t seem like a lot of work would be required to localize it.  The gist is that the player is a skeleton who must guide a princess through various trap-filled levels in order to prevent her from coming to harm.  It’s cute and fairly simple, and looks like a perfect fit for a handheld which is currently starving for original content.


>Guacamelee was the only other Vita game I saw worth mentioning.  Coming from Drinkbox Studios (the developers of the excellent Mutant Blob games) this one stars a platforming luchador who brawls and combos his way through artistically stylized levels that incorporate Mexican mythology.  According to developer Chris McQuinn, players should also be able to choose the much cooler female character Tostada, if they prefer her to the hulking beefcake. Yes, please!

>Skulls of the Shogun has been in the works for quite a while, but this much-anticipated title from local developer 17-bit Sudios has finally gotten a release date of sometime in October.  I’ve been following this one for a couple of years, so the thought of actually getting a final version has got me giddy. She’s gonna be good.

>My Giants is a child-oriented multiplayer game that aims to satisfy both little gamers and big ones.  It’s still quite early in development, but for parents on the hunt for games suitable for family co-op, this is one to watch.

>The Unfinished Swan is an art-house PSN title coming soon to the service.  It’s a little tough to describe, but the player tosses blobs of ink into blank space, and when those blobs hit something, it kind of “fills in” the world as you go.  If that sounds a little dry, trust me, it’s much more interesting in person…  Looking into a blank white screen, tossing a blob, and then seeing animals and shapes materialize is a unique experience.

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Like I said at the beginning of this article, there was no way I had enough time to play every game and talk to every developer to the degree that they deserve, but I’m just one game writer trying the best I can.  I’m sure there were a dozen more titles worth talking about that I didn’t get to cover, so if you were at the show and know something that I overlooked, please feel free to drop me a line and clue me in!

(No need to tell me about Quadrilateral Cowboy, though. EVERYBODY told me about that.)

At this point, I have a couple of pieces of swag that I’d like to give away as a small gesture of thanks to everyone who read my PAX breakdown.  Here’s what I snagged:


>Batman: Arkham City artbook.  This is the hardback collector’s edition art book that was only available with preorders of the game.  It’s definitely one of the nicer giveaways I’ve seen, and feels like an extremely high-quality product.  There’s even a space in the back of the book to house a game disc!

>Borderlands 2 T-shirt.  Orangey. XL.

>An Injustice: Gods Among Us headband. Red, stretchy, and built to take abuse.

>A PAX-exclusive Artemis skin for Smite (PC).

What do you have to do to win? Just post a comment here. Say anything, and you’ll be entered. Winners will be picked at the end of the week, and one lucky duck will get all the stuff pictured here!

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PAX Prime 2012, Day Two  


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PAX: Day two of my PAX Prime 2012 coverage! No long intro! Just info! Gooooooo!


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My second day at Seattle’s biggest gaming convention began with an upcoming XBLA/PSN title called Harold. I spoke with pleasantly French game designer Loris Malek, who talked me through the inception and creation of the game. His energy was infectious, and it was a real joy to see someone so excited about their project.

The game has a bit of a convoluted setup, but it boils down to the player manipulating different traps and features of an obstacle course so that the titular Harold can win a foot race. Unfortunately, Harold is painfully myopic and an enormous klutz, so despite his ability to run swiftly, he often finds himself falling into pits or crashing into walls. 
 
Harold is on the bottom-left. The hammer above the croc's head is the player about to knock it out.

When a level begins, Harold runs forward at a constant pace. The player must raise ramps, move platforms to bridge gaps, and generally clear a path for him. The flipside of this is that the player can also manipulate these same features to become barriers for the competing runners.

Harold is a clever experience in and of itself, but the hook is that the animation is outstanding. Since the studio behind it is located in Florida, they were able to take advantage of a number of world-class animators who were suddenly unemployed when Disney did some restructuring. In addition to those resources, there are also animators on board from Pixar and Studio Ghibli. If that doesn't give you an idea of how gorgeous this game looks in motion, go Google those names and then come back.

It's hard to resist the charm of Harold once you see it in motion, but there's a lot more depth to it than one would first assume.


I completed a couple runs on my own and felt fairly good about them, until I saw Loris show me how to play it in a more hardcore fashion. The game is designed so that anyone can complete it, but top-level play will require a mental flow state and lightning-fast reflexes. Loris told me he wasn't the best player at the studio, but I could barely keep up with how blindingly fast he moved while doing his thing.

It’s a bit like the Trials HD of animated auto-running games. Me likey.

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Moving on, I hit Injustice: Gods Among Us from Netherrealm Studios, makers of the recent Mortal Kombat. I had heard about this one for a while, but I wasn't quite clear on what was supposed to be. A few previews I had read seemed to suggest it was more of a brawler, but after getting hands-on, I was relieved to find that it's a straight-up 1-on-1 fighting game. The rep on hand was allowed to say basically nothing about the game other than to describe what was on screen, but it all worked out since what was on-screen looked great.


From what I can gather, a mysterious event happens that triggers a number of well-known DC Comics superheroes and villains to start battling each other. There were no other details given, but I have to admit that it was a little strange seeing Superman uppercut Nightwing into outer space, only to have him come back to earth and resume the fight. I have been assured that there is an in-game rationale given for this, but like I said, I have no hard info.

From the way the characters have been redesigned and from other aspects of the title, it seems clear that this game takes place in an alternate universe that will likely not be DC canon in any way. Honestly, that's fine. Netherrealm did such a great job with Mortal Kombat’s story mode that I'd much rather see them given the freedom to turn in something solid, rather than being tethered to a lot of complicated continuity and other baggage that wouldn't translate well.


In terms of the fighting, it's strongly reminiscent of MK -- and again, that's not a complaint at all, since that game was fantastic. This time around, there’s more emphasis on the environments. In one match, Superman ripped a generator off of the ceiling and threw it towards the Flash. Afterwards, the wires that had previously been connected to the generator became a shock hazard that characters could be knocked into. There were also several instances where characters were knocked into different parts of the level, and some of the "super moves" were pretty over-the-top. Seeing the Flash dash around the entire circumference of the earth before delivering a jaw-rocking uppercut was neat stuff.

Bonus: Wonder Woman switches at-will between sword/shield and lasso-swinging stances. Too cool!  

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Crossing the hall, I made a quick stop at Tin Man Games, makers of various Gamebook Adventures currently available on iOS. I had heard of their titles, but had never tried them. After getting a demo at the booth, I loaded my phone up with three of ‘em.


Basically, these are similar to an electronic version of Choose-Your-Own-Adventure… read some story, make a choice, and determine how the narrative plays out. The small pictures littering the pages were quite appealing and broke up the sections of text, and apparently there is a system of "bookmarking" that lets you go back and make a different choice if you end up driving your car off a cliff, or getting munched by a monster. If you've ever read one of these books in real life, you know that you inevitably keep a finger or two on the last couple of choices. Seeing a developer implement that same habit within the game was a delight.

Their most recent title is Judge Dredd, but there's also a new one that combines vampires with a romantic twist, and their next title is a collaboration with Ian Livingstone’s Fighting Fantasy series called Blood of the Zombies.

If you're not frightened off by reading and the idea of carrying around a stack of CYOA books on your iPhone sounds like an appealing thing, these guys look like they're cornering the market.

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Nintendo’s booth wasn't nearly as crowded as I expected it to be when I passed by, so I stopped in to lay hands on the new Wii U. I had never seen it before in real life, so I was quite pleased to not have to wait in line for three hours to check it out.

The console unit itself seemed more rounded than the original Wii, but was of a comparable size from what I could tell. The rep seemed hesitant to let me take pictures or let me get a close look, for some reason. My guess is that he was just being paranoid since the thing was right out in the open, but whatever.


I played one game of Luigi’s Ghost Mansion as one of the Luigis using the standard Wiimote. This title is a minigame which comes as part of the Nintendoland disc included with the Wii U. basically, anyone with a Wiimote is a human, and the person holding the touchscreen gamepad is the ghost. At the moment, it's probably the best example of the “asymmetrical gameplay” concept that Nintendo has been talking about.


Actually playing the game was a mixed experience. Using a Luigi was dull, and I was bored before the first match was over. However, using the touchscreen was more interesting since the other players could not see me on the main TV, but I could see them on my handheld screen. I polished them off pretty handily and got a good chuckle out of it, but I can’t imagine this minigame being entertaining for more than one or two quick sessions.

Next I tried Project P-100, from Platinum Games. It's visually reminiscent of Viewtiful Joe, and plays a bit like Pikmin. It seems fun and solid, but there was no meaningful use of the new controller. It could just as easily have been running on the original Wii.

Finally, I jumped to Pikmin 3, and controlled it with... the Wiimote and Nunchuk. I was quite puzzled by this, so I asked the rep why the new touchpad was parked on the console in front of us, and propped up to be used as a simple map screen. He told me that the game was still under development, and that the touchscreen functions were not ready to be shown. I asked him what those functions were, and he struggled to answer. Eventually, he told me that the game would be controlled in a traditional sense, and would use the touchscreen as an enhanced map view function of some sort.

(Oh, what about the game itself? It's more Pikmin.)

Speaking specifically about the touchpad controller, it was much lighter than I expected, and didn't feel as awkward to hold as it looks. On the other hand, I'm not a fan of jumping back and forth between control modalities, so I'm kind of questioning how many games will be able to use all the functions of hardware in a smooth, non-intrusive manner. The perfect example of this was ZombiU, which I didn't play, but watched for quite a while. (By this time, long queues had formed.)


The game itself looks like bog-standard zombie action, except that there are all sorts of irritating functions that use all of the options on the touchpad controller. 

When going into the inventory, I watched a person take their eyes off the screen and their hand off of the right side of the controller while they were rearranging something on the touchpad. I also saw someone swinging the touchpad as a way of using a melee weapon, and apparently it also functions as a flashlight (look at the touchscreen, or look on the main screen) and as a sniper scope. I'm glad that somebody's trying hard to prove that Nintendo's new hardware strategy has a purpose, but to be brutally honest, it looks like a lot of hassle for a game that wasn't really benefiting from all of these gimmicky mechanics. Apart from these controller-specific functions, the game looks painfully average.

That sentiment goes for all of the Wii U games I spent time with, really. I didn't see anything that sold me on the new controller, and if Nintendo isn't launching with something that brilliantly capitalizes on it, what hope is there that someone will eventually come up with a killer app that justifies the design? I mean, it could happen, but the Wii U strikes me as Nintendo getting a bit desperate and trying to "innovate" when they don't have any ideas for applications that support it.

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I left the convention center for a while, and visited the Tekken Tag Tournament 2 bus parked a block or two away. Once inside, the presentation I expected never appeared. Instead, the developers took it down a totally different PC-oriented path...


The game itself looks good and solid, just like a Tekken should. At the moment, it's got something like 52 characters including the add-ons, and there are even more coming. The reps were very clear to state that all DLC will be free for the game, as well. 

That was great, but most of the time was spent talking about the improved online connectivity thanks to an improved iteration of the Soul Calibur V netcode, and an incredibly in-depth stat-tracking system and performance evaluator that is an order of magnitude greater than anything I've ever seen in any fighting game, ever.


Apparently, the goal with TTT2 is to create a competition-class fighter with things like win/loss ratios, character mastery analysis, team performance analysis, comprehensive replay videos, detailed damage reports, customizable clan logos, online clan management, private forums, and even a cumulative electronic "baseball card" that can summarize a player's entire history. This is easily the most hard-core thing I've ever come across in a fighting game, and it's clear that Tekken is out to be #1 among people who take their fighting seriously.

This was all fairly impressive, but it comes at a price -- these features require a browser to be used, and the rep had no qualms about stating that he expects tournament-class players to have a laptop sitting next to them as they train. None of these features will be available to players through the 360 or PS3 hardware. I suppose that's probably true since the kind of information being offered here will likely be of most value to the hardest-core players, but to have none of it open to the average player seems like an omission that needs to be addressed. If the players don't even get a taste of it on 360 or PS3, why would they be motivated to set up a laptop and arrange the uploads to use it?

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Sega was featuring Double Fine’s The Cave, and I played through the demo. It's kind of a combination of point-and-click adventure and platforming... an unusual mix, but I think it works.

At the beginning of the game, the player must choose three characters out of a total of seven. They're all fairly kooky, and each has a specific special power. The Adventurer as a grappling hook, the future lady can teleport short distances, the Hillbilly can hold his breath underwater (?!?) And the scientist does... I don't know, science? Anyway, the point is that there are puzzles sprinkled throughout a cave that the players are exploring in the hopes of getting their fondest wishes granted.


As an example of how this all works, I was faced with a large monster that I couldn't get past. In order to progress, I needed one character to get a crowbar and use it to grab a bucket so that water could be prevented from hitting a short-circuiting machine. Another character took a fuse from the now-dry machine and move it to another so that a sausage could be retrieved. A third character used to that sausage to lure the beast, and in the end, I needed to switch back and forth between the characters in quick succession in order to have them each perform their functions at the right time.

Anyone who's ever played a PC-style adventure game will be instantly familiar with how these puzzles work, but the added challenge of navigation and timing was an interesting twist. Add in some humorous voiceovers and the overall quirky style, and I'm sure that this one will have a legion of fans in no time at all.

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My last stop of the day was to check out the Oculus VR headset that was recently Kickstartered and is now being cultivated with some help from John Carmack.

I've never been a big believer in this sort of thing, but I'd heard so much buzz about it, that I figured it was worth a shot. I have to say, once I put the headset on and started looking around, it was somewhat amazing.

The goggles have a very tight fit in order to put the eye close enough to the screen so that there is no dead zone where the peripheral vision should be. Because of this, I wasn't able to wear my glasses (I'm nearsighted) but the developers said this would only be an issue with the test model I saw today. Apparently, hardware will have a way of focusing to function correctly whether a person wears glasses or not.


The game running on it was Doom 3, and once I had the headset on and got going, I was honestly surprised at how effective it was. I just sat there for a moment looking around, over my shoulder, at the ceiling, and even behind me, and I never once caught even the faintest hint of my vision being cut off, or the game not being able to display what I should be seeing. It really felt like I was in that space, looking around at what "should" be in that virtual environment.

There's no way to post a picture of what that sensation was like, and words don't describe it... all I can say was that the effect was about a thousand times better than I thought it would be, and it was a remarkable thing. However, the good times didn't last long.

Within two or three minutes of putting on the headset, I got hit with an intense wave of motion sickness that was too strong to ignore. I sat still for a moment hoping that my equilibrium would balance out and that I could resume playing, but the next time I turned my head, nausea overpowered me and I had to take the headset off for fear that I was going to vomit all over the equipment. 

The reps said that not everyone was affected by this, although afterwards I heard several stories of people who had and reported similar sickness. I'm not one who is generally motion sick on boats, trains, or in cars, so I was a little surprised that I got queasy so quickly. I was legitimately sick to my stomach, though, and the feeling lasted for a good half an hour afterwards… despite how impressive that technology was, I don't think I would be up for another demo until they figure out what causes such intense nausea and eliminate it.

Sickness aside, that VR effect was amazing. I think we may have finally turned the corner into the next level of game design once all the bugs get ironed out of it, and then it's only a hop, skip, and a jump until we get some outstanding interactive porno.

WIN.

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That's it for PAX Prime, day two. Check back tomorrow for my third and final report from the show.

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