Category: Games

Godus

Well, I guess this was inevitable. Peter Molyneux is attempting to remake Populous. Which means that Planitia could easily become superfluous.

Now, I don’t resent Peter one bit for this. In fact, I kind of knew it was coming. A few months ago I watched a presentation Peter gave about the development of the original Populous, and at the end, he showed off a multiplayer version he’d been working on with massive islands. That drew a great deal of applause, so it was fairly natural that Peter would try to go forward with that project.

What I don’t like is what is happening to the project. Godus, at this rate, will not get funded.

There are a lot of people who feel that Peter has broken past promises and thus can’t be trusted with this project. And Peter isn’t helping anything by making similar promises for Godus; he swore there would be a tech demo out on Friday, for instance…it has not seen daylight yet. And if it doesn’t come out within the next couple of days, it will be too late for that tech demo to sway people into supporting the Kickstarter.

But the general consensus I’m getting is that people are effectively punishing Peter, in a sort of inverse to how they rewarded Tim Schafer. That makes me…uncomfortable. It seems a little unfair to punish everyone at Peter’s company – as well as the many people who would love to see a Populous remake – because of Peter himself. In this case, I think Peter can be trusted. It’s a small company making a small game for a relatively small amount of money. I’d like to see more people take the risk and fund Godus.


Beast of America

My new favorite trailer.

I know I talk about Understanding Comics on this blog a lot, but that’s only because it so succinctly presents so many fundamental ideas of human communication. (I propose, yet again, that you should read it. Yes, you. Even if you hate comics.)

One of the ideas presented in Understanding Comics is how the lack of realism in art forms like comics and animation actually lends itself to greater acceptance of the ideas presented. We see things that look real enough to be recognizable but obviously aren’t; this allows us to accept things happening to and with these things that in a realistic medium would look jarring and out of place.

Simple example: Batman’s ability to effectively teleport when nobody is looking at him (this trope is known as the Stealth Hi/Bye). Commissioner Gordon looks away for a second, the camera follows his gaze – and when he looks back Batman is gone. The comics have presented Batman as being able to do this in a moving vehicle. We accept it completely in those media. But in the more realistic medium of film, our first thought would not be “Wow, that’s cool!” but “There’s no way he could have done that.” Don’t believe me? Go back and look at the Christopher Nolan films and notice how few Stealth Hi/Byes Batman pulls.

Video games have the incredibly enviable advantage of having that same acceptance as comics and animation, while adding the additional benefit of interactivity. And video games aren’t stuck in a kiddie rut like American animation is. Creators of video games are using its advantages to give us visuals and situations that we couldn’t see/hear/experience in any other medium.

I guess this is a really long-winded way of saying that I’m far more enthusiastic about the release of games than of most movies nowadays.


Evocation

I love music. I don’t think I’m unique in this regard. But I will seize upon a song and listen to it over and over, memorizing the lyrics and singing it myself. As a result, certain songs remind me strongly of what I was going through in my life when I was listening to them.

Listening to “Sledgehammer” by Peter Gabriel evokes sitting in high school, wishing desperately that I could kick the habit and shed my skin.

Listening to “The Boys of Summer” and other songs from Building the Perfect Beast evokes driving to and attending Macon Community College.

Listening to “Beyond the Silver Rainbow” by Genesis evokes walking the streets of Austin, looking for a job.

Listening to “The Biggest Ball of Twine in Minnesota” by Weird Al Yankovic evokes working at Origin, testing the PlayStation and Saturn versions of Crusader: No Remorse.

Listening to Body Count evokes that time I lived in a crack house. (I don’t willingly listen to Body Count any more.)

Yesterday, while I was shopping, “The Game of Love” by Wayne Fontana & the Mindbenders came on the overhead speakers and I was instantly transported.

Back when I was in high school, I didn’t have a computer. This was like not having oxygen. I played and programmed the computers at school and we had a family computer (a Tandy 1000, actually a pretty good machine), but I had no machine of my own and my time on the Tandy was always extremely limited.

But I had (and still have) a friend named Dennis Borders. He was one of a clique of young men at our high school that all had Commodore 64s. They would get together to play and trade games (ie, pirate them). They were constantly bringing game materials to school, which I would devour ravenously. I read the manual for Ultima III months before I actually got to play the game; the world the manual described enraptured me and it pained me that I couldn’t visit it right away.

And every once in a while, every 4-5 months or so, after months of me pleading and begging, my mother would let me stay overnight at Dennis’ house.

Forty-eight hours of pure, unadulterated computer gaming. It was heaven. I refused to sleep. We played Ultima III, Ultima IV, Ghostbusters, Gauntlet, Ghosts ‘n Goblins, Hardball, Impossible Mission, Moebius, Winter Games, Summer Games, Questron, Questron II, Legacy of the Ancients, Uridium. We would also play some paper-and-pencil Dungeons & Dragons, which was wonderfully illicit, because my mother hates role-playing games; she thinks they are Satanic.

(Yes, that’s right, the two things I loved most in high school – RPGs and computers – my mother despised. We didn’t get along very well.)

In the late 80’s, a movie called Good Morning Vietnam came out. It was a good movie, but the real star was the soundtrack. Dennis made a mix tape for my sister (who he was sweet on at the time) that had “Game of Love” on it, and we listened to it like crazy.

So for a moment, I was transported back to Dennis’ house. For a moment, I was at his house, joystick in hand, staring at his TV, finally, finally happy.

It was pretty awesome.


Lara Croft, PTSD Survivor

UPDATE: Hey, I’m not the only one who noticed!

Just watched the most recent trailer for the new Tomb Raider. Which we have to call “The New Tomb Raider” because they didn’t see fit to give it a number or subtitle.

After viewing, I kind of imagine this is how the pitch for this game went at Crystal Dynamics:

Designer 1: “Okay, we’re going to make a new Tomb Raider game.”

Designer 2: “God, really? Even when we make a good one like Tomb Raider: Legend, all we get is flack from female gaming pundits about how oversexualized Lara is and how she’s a throwback and a male fantasy object and is holding back the progress of strong women characters in video games, etc, etc, etc. Do we have to go through all that again?”

D1: “No, see, I’ve got an idea on that front. We’re going to desexualize Lara Croft.”

D2: “Seriously.”

D1: “Yeah.”

D2: “You’re going to make Lara Croft less sexy.”

D1: “Yeah.”

D2: “How do you intend to do that?

D1: “First, we give her more reasonable proportions.”

D2: “That’s not going to do it. Even if we reduce her breast size, as long as she’s fit and attractive, she’ll be considered ‘sexualized’. How are you going to get around that?”

D1: “Stay with me here. Second, we’ll make her a teenager.”

D2: “Okay. I guess that would desexualize her in the sense that not too many people would be attracted to her in that form.”

D1: “Right, so that’s a good start. Finally, we’re going to beat the living hell out of her. She’ll get shot, impaled, blown up, and beaten.”

D2: “In the death scenes? I remember that Tomb Raider used to be known for its interesting death scenes. My favorite was the Midas one from TR1…”

D1: “No, man, this’ll be during gameplay. Plus, she’ll spend the entire game filthy, with matted hair and ragged clothes, and bleeding from multiple wounds.”

D2: “O…kay. So we’re going to turn her into a completely different character, one that we deliberately construct so that it’s squicky to think of her in any sexual way.”

D1: “You got it! Isn’t it brilliant?”

Let me answer that for you, D2: no, no it’s not.

Let’s ignore the sex thing for a second. (Not just because it’s stupid; I have another point to make.)

One of Lara’s defining characteristics is that she’s always having the time of her life. She does what she does because she enjoys it. The real Lara is the one who purred “I’m such a lucky girl!” upon finding a new temple to explore in TR:L. This is the true root of her appeal – how can you not be attracted to someone who is so enthusiastic and having such a good time?

That aspect of her character will be destroyed – perhaps permanently – in the upcoming game, replaced by a shell-shocked teenager just trying to survive.

“But this is the origin story! This is WHY she -”

No. Frankly, the idea that a young Lara could go through what she’s being put through in this game and then decide to center the rest of her life around the experience is ridiculous.

Make her younger, okay. (And hey, it’s already been done once before in the series.)

Make her more realistically proportioned, I don’t care. (Although I personally think it’s a concession to snot-nosed, professionally offended people who would never have played the damn game anyway.)

But if Lara’s not having any fun in the game, how the hell am I supposed to have fun playing as her?


Lots of Closed Doors Recently…

And here is a window.

I have a chance through Kickstarter to become the lead programmer of a great real-time strategy game – Conquest 2: The Vyrium Uprising! This would allow me and my family to get back to Austin, and would help me to get back into an industry I love but I feel has been very abusive lately.

And you get a great game to boot!


Dear Blizzard.

I know why you did it, Blizzard. I do. People were duping things like CRAZY in Diablo II. The economy was completely out of control. People started using things like legendary rings as currency because the in-game money was so easy to duplicate.

Plus, you’ve got this “buy better weapons for real money” thing that you’re doing. I mean, I don’t really care about that. I’ll never spend a penny there, but it obviously requires constant monitoring to ensure no exploits.

So I know why you need a constant server connection for a game that can be played single-player.

But could you at least keep your DAMN SERVERS UP?! I had the Skeleton King down to about 2% when the servers just shut down. I mean, really!


Splinter Cell: Conviction. Has Split-Screen Co-op.

‘Kay! A couple weekends ago (pre-shoulder-pain), my oldest daughter entered the living room and saw me playing Splinter Cell: Conviction.

Now, I really like Conviction. I thought it was way better than Double Agent and the fact that a lot of mechanics were removed allowed the team to focus more intently on the mechanics that remained, making them much better. Yes, the bad guys scream and yell a lot, but that’s a game mechanic – they are basically telling you where they are because you don’t have a handy radar like you do in Metal Gear Solid.

So, I’d played through the single-player many times but had never touched the multiplayer.

Let’s face it – I don’t like competitive multiplayer games. Why? Well, because I suck at them, and I don’t have the time necessary to get unsucky at them. The only two competitive multiplayer games I play are Team Fortress 2 and Battlefield: Bad Company 2, and even that is rare.

But I was bored. I’d just finished the single-player again, so I pawed through the menu and discovered a game mode called “Deniable Ops”. And I discovered that these were new missions that didn’t feature Sam Fisher but did feature a whole bunch of new maps to explore and new ways to cleverly kill people.

So I was having fun when my daughter walked in.

“So watcha playin’?” she asked.

“Splinter Cell: Conviction.” I replied.

“Does it have co-op?” she asked.

“I think it does, I’m not sure.” I replied. I exited out to the main menu and yep, sure enough, there was a menu entry called “Multiplayer and Co-op”.

“Does it have split-screen co-op?” she asked.

“Nah,” I said, “games don’t really have that anyHOLY CRAP IT DOES!”

So, after a brief but heated discussion on who got to be the Russian agent (hint: I lost), my daughter and I sat down and played through the entire split-screen story-based co-op mode. It was stupendous – the co-op story intertwines with the single-player story and has its own challenges. Even in the simplest mode, you’ll see many more enemies than in single-player; they’ll behave more realistically, and they’re not guaranteed to eventually open themselves up for a quick neck-snap. Which is why you need to depend on your fellow agent to either distract or help with a combined assault.

I feel like such a freakin’ idiot for not checking this out earlier. Megan and I spent about ten hours over the weekend playing split-screen co-op and I cannot believe I had no idea that game was on the same disc.

Plus, this simply reinforces my belief that co-op multiplayer is the only good form of multiplayer.

And then my daughter went and played through the single-player and loved it.

While I’m on this topic, here’s my suggestions for the next Splinter Cell game.

First, keep the Conviction mechanics.

Second, Anna Grimsdottir is the natural new choice to head up Third Echelon; if she’s not the boss I will be very disappointed.

Third, the enemy should be Megiddo. While Conviction only hinted at what Megiddo was and what it is capable of, that’s actually perfect – it leaves a lot of design and story freedom.

Fourth, no Sam. Let the poor man rest. He’s actually in a pretty good place at the end of Conviction, let him stay there. Instead, let’s have a new agent – an idealistic, tiny young woman. I think such a character would a) make the “hide in the shadows” mechanic more realistic and b) make a wonderful counterpoint to Anna, who at this point has practically sold her soul to defeat threats not just to America but to the world.

Finally, MOAR SPLIT-SCREEN CO-OP.

A-thank you.


AirMech

Once, long ago, there was a game. It wasn’t just any game. It was an excellent game, a forerunner, a game so far ahead of its time that most people who play its descendants have never heard its name.

That game…was Herzog Zwei for the Sega Genesis. It is considered by many to be the progenitor of the real-time strategy genre, but actually obtaining and playing a copy is quite difficult.

Now, Carbon Games, the creators of the excellent Fat Princess, have gone straight back to the source for their next game, AirMech. Because the original Herzog Zwei incorporated design elements that would later be used in games like Defense of the Ancients and Tower Defense, the design feels very fresh despite being a case of “everything old wins originality awards eventually”.

You can get into the AirMech beta pretty easily by going to the Carbon forums and posting in the “I want to be in the AirMech beta” thread. The following video should inform you why you should do so.


Duck

Geraldine: “So what did your father say?”

Hugo: “Well, I can’t tell you what he actually said…because you’re the vicar. But let’s say he used a word that sounds a little like another word…like, ‘duck’, for instance.”

Geraldine: “All right.”

Hugo: “He asked me what the duck I thought I was playing at. He said he didn’t ducking care if I ducking loved Alice ducking Tinker and if I ducking kissed her again he would make sure I was well and truly ducked.”

Geraldine: “Well, duck me.”


Sometimes I think my greatest strength is that I don’t give a duck.

And by “not giving a duck”, I mean that while I’m more than willing to fanboy over something I like, I do not preclude certain things from my experience for reasons OTHER than “they suck”.

PS3 vs Xbox vs Wii? Don’t give a duck.

Fallout 3 vs Fallout 1/2? Don’t give a duck.

Oblivion vs Morrowind? Don’t give a duck.

PC gaming vs Consoles? Don’t give a duck.

Macs vs PCs vs Linux? Don’t give a duck, though I will admit that I’ve never had the spare cash to spring for a Mac of any type.

D&D 4 vs 3.5 or Pathfinder? Don’t give a duck. If I were running with younger or newer players, I know I’d have much better success getting them interested using the strealined rules of D&D 4; if I were playing with grognards it would definitely be Pathfinder. But I do not inherently love or hate either system over the other.

Even back in The Day ™, I never gave a duck. Quake 3 vs Unreal Tournament? Didn’t give a duck, I played both. Command & Conquer vs Warcraft 2? Ditto.

I recently bought Batman: Arkham City and Saints Row the Third on the 360. My decision was solely motivated by the fact that the 360 is downstairs in front of the couch. If the PS3 had been down there I’d have bought the PS3 versions.

This is not to say I don’t do my due diligence. When I finally get around to buying Atlus’ Catherine, I’ll be getting the PS3 version since it’s been widely reported that the controls aren’t as twitchy on that version. (And that’s a game that really requires non-twitchy controls, or else you’ll get stabbed with a fork by a giant demon version of your girlfriend.)

But in most of these cases, you’re taking something great, comparing it to something else great, and saying that a choice must be made between these two great things.

Fuck that trick-ass shit.


WestWarIce

Okay, sooo…a new game is going to be made in Westwood’s Command & Conquer: Generals series…by BioWare…using DICE’s Frostbite 2 engine.

I’m all confuzzled now.