Dual Shocked

Way back when the Playstation was Sony’s way of saying “fuck you” to Nintendo, there was the original Playstation controller. The method behind it was simple; take what Nintendo made and make it bigger. The controller had the same layout as a Super Nintendo pad, with some added handles and two extra shoulder buttons. Not at all original, but entirely functional, Sony would begin a trend of copying and improving that they follow to this day.

Nintendo of course wouldn’t be beaten, and with the N64 they added not only an analog joystick, but the option for force feedback. Sony replied just as they did before; their new controller would have two sticks and two rumble motors, without the need for batteries. Thus the Dual Shock was born.

Thanks to its popularity and the ubiquity of the Playstation, the Dual Shock became the closest thing to a controller standard the industry has ever seen. →  Read the rest

E3 08 – Sony Press Conference impressions

The major E3 press conferences played out the way I expected, except for Sony’s. Nintendo didn’t have much, and they didn’t really need much. Microsoft needed a fresh coat of paint and wanted a broader audience for the 360, and revealed attempts to accomplish these goals. Sony needed some big fucking guns, especially after the FF13 announcement. Instead, they gave us most of the same, and the few pleasant surprises simply weren’t enough in today’s gaming climate.

Killzone 2? Knew about it. Resistance 2? Looks great, but we knew about it. Resistance PSP and God of War 3? New, but not exactly shockers. Neither is a new Ratchet and Clank, even if it is a downloadable. Sony’s wares are all last year’s models, and apparently that will not fly. I think it is clear that as companies host their own mini events throughout the year, E3 is becoming less and less important for announcing ground-breaking news. →  Read the rest

E3 08 – Nintendo Press Conference impressions

Nintendo’s E3 conference this year was a big let down for most people. Gamers are even calling it the worst E3 presentation ever and discussing how to best dispose of their Wiis. What could Nintendo have done to have drawn this kind of ire?

Having a mom lead off the presentation didn’t exactly start things off with a bang (insert clever mom sex joke here). She has some fancy position like administrative vice principle of managerial accounting executive advertising president of marketing but that she was a mom was important.

Yes, for the first time ever Nintendo announced their goal of branching out to new kinds of gamers at this year’s E3. And how. Olympic Snowboarding Gold Medalist Carrot Top presented the first fun-for-everyone Wii title. Unfortunately Snowboarderz is being developed by Ubisoft so it will face fierce competition from Baby Party 08. →  Read the rest

Firaxis Rage

I love Civilization. I really do. I’ve been on a massive kick of Civ 4: BTS multiplayer recently, and I’m eager for Civilization Revolution, as are many of my friends. But I can’t excuse some of the ridiculous activities that Firaxis has been engaged in lately.

First, they release ANOTHER faulty patch for Civ 4. Fanboys would tell me to shut the fuck up and enjoy this wondrous bounty from Firaxis: after all, with Civ 3 Conquests they promised a patch that never came. But despite this, I can’t help but be angry that they produce another patch that is so bug-ridden it requires a user patch. After their criminal negligence with this title, the least they could do would be apply QA resources to ensure that their name is more synonymous with “quality programming” than “you suckers will buy anything we produce, ha ha ha.” →  Read the rest

Dyack takes on the world

Recently, Denis Dyack of Silicon Knights appeared on the 1up Yours podcast to discuss the current state of forum accountability, specifically citing the popular forum NeoGAF as a place that requires change before “something bad happens.”

The crux of his argument (though I recommend anyone interested listen to the entire podcast, because there are several layers of smoke and mirrors before he really gets to his point), is that the anonymity of online discussion leads to a lack of accountability, and that, coupled with the attention that such boards get from journalists and marketing organizations, is bad for the industry in general and society as a whole. It should be noted that Mr. Dyack also seems to think that message boards are “not for profit organizations,” when in reality they are simply giant internet water coolers where word of mouth propagates. →  Read the rest

It’s all over: MGS4, or the New Gen?

As I feared, the majority of reviews of Metal Gear Solid 4 are disappointing to say the least. Unfortunately, too many critics are interested in remarking about the length and quality of the cutscenes, which really means they like to make the obvious observations that they are “too long” and “too silly.” Rare is the review that compares them to the past entries in the series, which would show you that past cutscenes were less drawn out, and that dialogue in MGS1 sounded much more natural.

Kojima is like a novel writer who refuses to use an editor, and as a result we have scenes in MGS4 where characters can’t utter an important name without five lines of setup dialogue that could only possibly benefit new players (while making the characters look stupid and veteran players feel bored). →  Read the rest

Video game plots must evolve

The importance of video games to human development cannot be overstated. I believe there have been three major inventions that have radically shifted the creative horizons of the human species and the reality we continue to shape for ourselves. The first would be movable type and the advent of the printed word, the second would be motion pictures, and the latest revolutionary intellectual force would be interactivity. Video games and the internet that many of them run on have irreversibly transformed the human race and set our consciousness on an exciting new course of development.

I marvel at the advancements this medium has made in my lifetime. From photo realistic graphics to complex game mechanics to real world physics we are seeing video games mature and match sophistication with the other, older mediums in a relatively short period of time. →  Read the rest

Best Game Ever – Jurassic Park: Rampage Edition

Jurassic Park: Rampage Edition (hereafter referred to as JP:RE) is truly a one of a kind game. In my decades of playing games, I have never come across anything quite like it.

Whee!

Back in the early nineties some developer released the movie tie-in game Jurassic Park for the Sega Genesis. The game used digitized sprites, similar to those of Mortal Kombat. You moved a photorealistic (for the time) Dr. Grant around, shooting tranquilizer darts at spitters and compies so you could make it through very slow paced and quite challenging platforming levels. Any drop over 10 feet tended to kill you. Most dinosaurs would kill you with a few hits. 90% of your arsenal was tranquilizers and gas grenades, forcing you to save your concussion grenades and Quake lightning gun (no seriously, it’s in there) for the raptor encounters. →  Read the rest

Review of an Insecticide interview

Insecticide is a recently released adventure game featuring shooting levels. It was developed by a team composed of several of the people responsible for some of the great adventure games produced by LucasArts over the years.

And it got some pretty bad reviews. With a Metacritic score of 55/100, it’s looking less and less like an overlooked gem. Reviews so far have tended to enjoy the adventure aspects, and have almost universally panned the action/shooter sequences.

IGN offered Mike Levine (who worked on The Dig, Sam and Max Hit the Road, and The Curse of Monkey Island among others) a chance to respond to the negative reviews. The interview is available here, and reading it was one of the more disillusioning experiences of my gaming career.

Now I want to be clear. →  Read the rest

The promise of motion control

Who wrote this unspoken hardcore gamer law that we can’t enjoy a game that engages more than just our brains and fingertips? Just because our hobby has been sedentary in the past, a lot of people seem to want to treat this as some kind of necessary condition to enjoyment of a game. I’ve wondered why so many people scoffed at the notion of actually having to move their arms to play a videogame or, heaven forbid, stand up from the couch. I’ll be the first to admit this may not be conducive to hours long grinds or extended raid sessions, but Nintendo wasn’t looking to give you those kinds of experiences. Thankfully, it seems the emotionally mature members of the gamer demographic have realized this and accepted the Wii for what it is – something that’s striving to give us a very different kind of experience. →  Read the rest

The next gen consoles then and now

Folks, it has been some time since the “next gen” was actually the next. I think it is about time to call it the current gen, and on that note, I think it is time to re-evaluate the three major players in the race. Much has changed, and my opinion of each console has changed wildly. Note that this is not an attempt to analyze who is going to “win” the console war. I think that it is quite clear that so long as there are games like Wii Fit and Wii Sports released at the right times, Nintendo is going to be unchallenged in total sales numbers. Meanwhile Sony and Microsoft will claim the Wii is not a true competitor, and then spin the numbers to make it look like they were the true winners. →  Read the rest

Murdering children does not grant you magical powers – More thoughts on good and evil in games

I started to write this as a postview of one of my favorite games, Beyond Good & Evil, when it occurred to me that there has been a lot of talk over here at videolamer recently about, well, good & evil. Shota seems annoyed both that so many games are overwhelmed by universe destroying, Pure Eeeevil, and also about the preponderance of good characters that restore our faith in the good ol’ dependable U.S. of A. and its various institutions. I largely agree with his frustrations, but this post is an attempt to complain and moan about the recent spate of games that ham-handedly try to explore good & evil within the plot and structure of the game: such as KOTOR, Fable, and Bioshock. Also, I’m going to propose a better way of doing it. →  Read the rest

News We Care About Wrapup – 5.30.08

Beyond good and sequels
Beyond Good and Evil 2 was recently released much to the joy of gaming forums everywhere. Sequels are exciting because it means more of something good. That we long for sequels seems to stem from a few things but most of them point to problems in the industry. It means we expect crap and usually get crap and when a game that’s worth playing actually comes out we want more because the other option is crap. We want sequels because we do not trust developers to make good games. If Ancel is given full reign over his next project and allowed to do what he wants, then let the man create something new. Shadow of the Colossus is the perfect example – a great game by the same designer as a game you love is even better than a sequel. →  Read the rest

News We Care About Wrap Up – 5.23.08

Too early to declare a console victor
Ignore that Microsoft recently declared that history has shown us that the first system to 10 million historically wins the race, thus heavily implying their console is the winner as it’s sold a little over 10 million in the states. Their new PR line is that declaring a winner between the PS3, Wii and 360 will be impossible until one of them reaches 100 million in sales. By this logic the only systems to have ever “won” a generation are the PS1 (barely) and the PS2, and they did it after many years on the market, long after it became apparent to everyone who doesn’t work for Microsoft that Sony had won those generations.

The long term angle behind this absurd criteria for victory may be to prevent Microsoft acknowledging any victor this generation. →  Read the rest

I’m so sick of Noble Deaths, I could sacrifice myself for the good of others! — Part Trois

The only thing that frightens people as much as life without meaning is death without meaning. For some odd reason, we find it difficult to cope with the loss of a loved one to an open manhole. The fact that random, absurd turns of events can end life does not sit well with people because we do not want to think we are ultimately irrelevant. Our desire for purpose in death has pervaded art and culture as a whole.

Movies, books, and games – really any narrative-heavy medium – have fought this feeling of irrelevance by pitting heroes against their mortal enemies, giving the lowliest peasant a worthy cause to die for, and offering everyone in between the comfort of knowing the creator of the universe himself decides their fate (and unless they have some loser god, it just so happens that their fate is endless life). →  Read the rest

I’m so sick of Good Guys, I could arrest a pedophile! — Part Deux

After my rant about the depiction of globally destructive forces of Evil in video game plots, I should like to turn my attention to the other side of the ancient coin: the Good. That’s right, I’m sick of that too. I am sick of the way in which the depiction of the Good Guys in the majority of games, movies and popular novels, usually serves to reaffirm people’s faith in figures of authority.

Let me ask you a question: you know how at the end of a story, after the hero defeats an evil, all-mighty villain, in a lengthy battle that completely obliterates several city blocks or maybe even Paris, just before the credits start rolling, a fleet of cop cars swarm onto the scene? This is usually when they cut to a helicopter shot, slowly zooming out to reveal flashes of blue-red sirens of ambulances, police cruisers and black FBI SUVs speeding to offer aide that is no longer needed. →  Read the rest

I’m so sick of Evil, I could murder an innocent child! — Part Un

This post, like all of my ramblings, has to do with specific complaints about videogame plots and story premises in general. (Don’t worry, I’ll try to keep the use of the word ‘narrative’ to a minimum.) First, on my list of narrative annoyances: Evil. As the title of this piece suggests I’m sick of it. Every game, (and movie, or popular novel) it seems, features some sort of an ancient, newly discovered, supra-galactic, underground, Mayan, divine, satanic, it-was-man, undead, insectoid, magic, mechanical, cybernetic, EVIL force, character, or organization bent on destroying everything in existence. Worlds, galaxies, universes and parallel universes are ceaselessly under threat of obliteration. Existence as any one has ever known it or imagined it is constantly in jeopardy from some conscious Agent of Doom. This ensures that the stakes are always at their highest. →  Read the rest

GTAIV perfectly captures look and feel of fictitious city

When you get a postcard, do you look at the photo of the Grand Canyon or the Eifel tower or whatever and go “oh my god! It’s so lifelike! It’s like I’m actually there!!!!” No, of course you don’t. Similarly, I should have realized – before I shelled out my 60+ dollars yesterday – that playing GTA IV wouldn’t make me feel like I was actually in New York City (why I wanted that, when I know exactly what it feels like all the time, is beyond me). Unfortunately for me, I came to the conclusion that GTA IV would be an exact, block-by-block replica of the city in which I currently reside. I actually thought I’d be able to go over the Williamsburg bridge and continue going in the same general direction in Brooklyn until I found a street that roughly resembled my street and a house that looked sorta like my house. →  Read the rest

Discussion Review – Super Smash Bros. Brawl

Smash Bros Brawl is no doubt the biggest game to hit the Wii yet, and if history indicates anything, it very well could be the best selling Wii game by the time the console retires. Such epic expectations seem daunting, though we know that many fans are already more than pleased with the results. With experience in all three games, videolamer’s Chrises explore the world of Brawl.

Christian: Alright Chris, we’ll get right down to it. As a “love letter to the fans”, how does Brawl stack up? Personally, I am impressed with the sheer amount of content, but am shaky on the execution. The music is abundant, but too many of the tracks are straight out of the game they came from, and the newly arranged tracks are often a little too conservative for my liking. →  Read the rest

A design element that deserves to die: The time limit

Ahh, our old enemy the time limit. Is there a lazier way for a designer to increase the difficulty of a game?

The latest object of my scorn due to this lazy design element is Star Fox Command on the Nintendo DS. Before you get to the Star Fox part of the Star Fox game, you plot out flight paths for Fox and his allies on an overhead map of the planet, keeping in mind enemy squadrons that approach the Great Fox, cities that need liberating, and objects on the map that may assist you in your quest. The caveat? You have a limited number of turns in which to accomplish the planet’s mission objective. You can increase the number of turns you have remaining by liberating cities under enemy control. →  Read the rest