The Big Scene

Well, I finally understand how Nick Callaway felt when attending a party over at the late, great Jay Gatsby’s house on Long Island. On Friday morning, I traveled down to the Nintendo World Store to attend the Q&A session that a few of the IGN editors were going to have there, but that was just the tip of the iceberg.

I got to the store at around 10:45 a.m., completely exhausted from the anxiousness I had the night before. This would be the first time I’d ever met anyone from the journalism side of the video game industry, and I have to say I was nervous. These people are my celebrities; I’ve read their articles every day for the last 6 years. I know these guys probably think of themselves as regular people, so my enthusiasm may seem a bit unwarranted, but I can’t help it. They’re just too damn cool. So I got there early to give me some time to soup myself up for the big shindig. →  Michigan: Article from Hell

Wii Sports: Bundle or Stand-Alone?

This question has plagued my brain for the last few days. Should Nintendo bundle Wii Sports with the actual system, or sell it as a stand-alone product?

You can come up with several reasons for both sides of the argument, but the real crux of the argument is what Nintendo will do. Bundling the game would essentially define the Wii as Wii Sports. If people think they will get it in the bundle, then their immediate experience of the Wii will be formed around the experience they have with Wii Sports.

This is exactly what Nintendo needs to do if they want to justify their route they took with the Wii and its controller. This will show the public that the controller is indeed a worthy way of handling gameplay for video games. There is also a possibility that a consumer will not buy a Nintendo-developed game, and it might be a problem with their first impression with the Wii if the developer doesn’t create a persuasive reason for the controller. →  Final Fantasy Mystic Post

Weekend Spotlight

What will I be playing this weekend, you ask? Why, only the great Indigo Prophecy, of course. I do thank you for asking.

I played the demo on the PC around the time of the game’s release, and simply loved how the game unfolded. I never purchased it, due to constraining circumstances (no money), but a friend at work let me borrow his Xbox edition.

Right from the moment you start the game, you’ll notice that Indigo Prophecy is heavily story-based. Think Metal Gear Solid. Actually, Konami’s spy game actually has more “game” to it than Indigo Prophecy does, if that’s hard to believe. You seriously are just watching this game with a few bits of gameplay thrown in for variety.

But don’t get me wrong, the game is great to play. I won’t go into specifics on how the game plays because it will give away a few plot points, and I hate it when people give even the slightest bit of info on a game that is story-based. →  I regret learning to read.

Next-gen.biz apparently reads videolamer

Is it me, or does Next-gen.biz report on everything that I’ve said, only later?

Exhibit A

This is an interview of Raph Koster of Star Wars Galaxies fame at the Austin Game Conference where he talks about how much better life in PC development would be without publishers. He apparently read my second episode on game testing where I said the same thing. He’s definitely right, though.

Exhibit B

This second article was an interview with Charles Deenen at the same conference where he talks about how powerful sound and music are to a video game and the pursuit of emotional response. I think I read something like that on videolamer somewhere. Oh wait, it’s here! We’ve got some eerie similarities in our arguments, too.

Exhibit C

This last article delves into our inner psyche and asks: “What is the deal with video games?” This article confused the hell out of me, but it vaguely resembles my first article I wrote for videolamer, which can be read here. →  You’re tearing me apart lamers!

Games that shed a tear

The issue of whether or not a video game can make us cry has been tackled several times in the past, but the issue has still not been given its due. Can video games truly impact a player with a fury of emotion, causing them to cry? Depending on the game, I say yes.

Many people say that games are wholly incapable of causing emotion in people, as seen in Margaret Robertson’s speech at this year’s Edinburgh Interactive Entertainment Festival. She cites games that made her feel a lot of emotion, but states that video games as a whole are not emotional. They’re just ones and zeroes. The players are the source of the emotion, and that you have to tap into their emotion to get a response. She seems to paint a picture that designers are not adept at doing this just yet.

Riddle me this, Margaret. If games aren’t emotional but rather just ones and zeros, are people also not emotional but rather just chemical and neural processes?

 →  Up to 6 billion readers.

Review – Phoenix Wright

Phoenix Wright has turned into somewhat of a cult classic in the past few months. I remember hearing about Phoenix Wright in Japan (named the Gyakuten Saiban series) for the GBA back in the day. The games (there are three in total) were immensely popular, going straight to the top of the charts. I really didn’t understand why, though. I just thought it was a Japanese thing, like those pachinko and horse betting games they have there. I mean, how fun can it be to play as a lawyer? Apparently, pretty damn fun.

On the outset, Phoenix Wright is merely a point-and-click text adventure. It’s heavily based on its storyline, well, because pointing and clicking is as fun as milking a cow (not to make fun of Harvest Moon fans). If the story wasn’t solid, the game would fall flat on its face, and thankfully, Phoenix Wright doesn’t disappoint.

The famously awesome OBJECTION!

If you’ve played some old school Lucasarts adventure games like Grim Fandango and Secret of Monkey Island, you know how a text adventure plays. →  The happiest post on Earth.

The Power of Music

Music is the one power that the majority of developers never seem to grasp and implement correctly. Music in a game can enhance every aspect, be it story, setting, mood, or even gameplay, but for some reason, it always takes a back seat to everything else in a game, especially the graphics.

Kondo: the Japanese French Stewart?

Let me give you an example of how music, implemented to its fullest, can be beneficial to a game’s overall feeling. Shadow of the Colossus. How epic and strong did you feel when that music kicked in, when you finally started climbing the back of one of those monstrous Colossi? You felt something, didn’t you? It wasn’t visual feedback that created that feeling, or the fact that you overcame a puzzle. It was the pounding musical score that drove adrenaline through you. You felt like a true hero when that music started blaring, and that was the whole intent of the game.

The character you portray, Wanderer, isn’t the best adventurer we’ve seen in video games. →  WELCOMETOTHENEXTARTICLE

Review – Ikaruga

Old-school shooters are a dying genre. There are only a handful of franchises left today, but there used to be countless shooters at your local arcade. Were they too hard for the masses? Did the arcades take something with them when they were given the final blow? It’s probably a combination of a lot of things, but at least one thing is for sure: Treasure knows shooters and Ikaruga is testament to that. Filled with excruciatingly difficult gameplay, Ikaruga makes you work for your fun.

Is the game really about black and white or red and blue? It really makes you think.

If you’ve ever played Gradius or Galaga, you essentially know how to play Ikaruga. It’s an old-school shooter that pits you against an entire army of ships wanting to decimate you. The major difference with Ikaruga is its “polar opposites” gameplay mechanic. Basically, you have white and black enemy ships. Your ship, the Ikaruga, can switch between white and black affiliations, shooting the same respective colored bullets. →  In all ages, hypocrites, called producers, have put crowns upon the heads of thieves, called publishers.

Polarity

Welcome to the world of tomorrow!

If you ever asked yourself why video games were invented, you probably answered that the original creators just wanted to have fun. And, in fact, you’d be correct. The very first video game was created in 1958 by a scientist named William Higinbotham to let people have a little bit of fun at a science fair in Long Island, NY. The fair was mostly centered on nuclear theories and revelations, but Higinbotham thought it made the exhibit a bit scary for the general public, so he made what is now known to be the very first video game: Tennis for Two.

Suffice to say, it was a hit at the show. People were amazed that they could control something on a screen (which was actually a 3-inch radar screen). After the exhibit ended, however, Higinbotham broke the machine down and never really thought he was onto something special. However, the video game industry that we have today was born out of something completely different: greed. →  Read Read Revolution: Disney Channel Edition