To Waggle or Not To Waggle?

That is actually the question. With the recent release of some concept shots for the PS Move inviting a glut of mixed internet people reactions from the logic failing PlayStation fundamentalists’ “this is all Nintendo’s fault” to the long suffering Wii forumite’s “how do you like them apples?”, motion controls seems to be the hot topic at the moment in the internet video game blogosphere. Which reminds me, we really need a catchier name to describe that paper thin veneer of people to whom proper discussions like this might make sense. Video Game Historians a la Art Historians sounds too formal and elitist although subjectively and endlessly explicating something we are passionate about instead of doing useful things for the greater benefit of mankind are common to both ‘occupations’. Hardcore gamer isn’t correct at all either. Anyway. Onto discussions of motion controlling.

In the valley we ain’t. Recently, at least one author I respect and one, deep, no-frills douche have tried to elucidate on motion controlling as the ‘Uncanny Valley’ of interaction. →  I’ll read you, my pretty, and your little dog, too!

Nuggets of Wisdom – Slime that Designer!

As a gamer, I’m often puzzled by decisions game designers make. This most often occurs with MMOs, where the eternal question of “poor decision or lack of resources?” seems to apply, but many console games come to mind, like the Gears of War magic chainsaw. Of course, as a gaming consumer, I am simply the target of disdain, condescension, and of course greed of the gaming industry. I sat pondering my frustration with the lack of two-way communication about design decisions in an era where second guessing the experts is the norm: we can go on WebMD and diagnose ourselves, yet I can’t get a straight answer out of a game designer. I’ve often wondered what it’d be like to sit down with a game designer and get the real scoop on why they did something in their game that makes absolutely no sense.

And then it hit me. The answer is, of course, a game show. The concept is simple: envision a game show, likely on Spike, where famous game designers are put on the stand. →  God of War: Readnarok

Valve Be Trippin’

I think of Valve as both the most interesting and depressing developer we have.  Interesting because they are a shining example of what can happen when you give time, money, and freedom to developers.  Depressing because they are an increasingly obvious outlier.  If armchair analysis of the industry were a fighting game, Valve would be the character banned from tournament play.   It just wouldn’t be fair.

That being said, we can still admire their most recent bout of antics.  Earlier this week, the company released a series of parody images that inserted Valve characters into classic Apple advertisements.  That might not sound entirely clever, but this is Valve we’re talking about.  They always have tricks up their sleeve.  Each of the fake ads was sent to just one news site, and the one that has actual text in it is an incredible homage to the rambling copy Apple used in the 80’s (90’s too?).   While we don’t know the details, there is little doubt that the company is preparing to announce Mac compatibility with Steam, or at the very least the Steam client with just Source Engine games.  →  It might come in handy if you, the master of reading, take it with you.

Ragin’ Again

The God of War 3 demo is out.  Let’s discuss!

– Dear Sony – screw you.  I understand that you wanted to put a demo out right before the game is released.  Everyone does it (or at least they should do it).  But you’ve got a lot of guts to then go ahead and tell the world that yes, this is the same thing you showed at E3 2009.    I might be reading too much into this one, but I think this is quite a daring bit of marketing psychology.  Sony knows that “core” gamers would kill to be able to attend E3 and feel like they’re actually a part of the industry.  Putting this label on the demo is a great way to convince this audience that, through their benevolence, Sony is giving them an opportunity to be part of the Secret Fraternity of Real Games Journalists, if only for a few minutes.

But I think a lot of gamers are smarter than that.  →  What can change the nature of a post?

SNK A-OK

If you’ve ever read any of my reviews of SNK games, you will know that I had an absurd fascination with the firm’s US branch.  For the most part, they were a complete and utter mystery.  The quality and frequency of their releases fluctuated constantly, and since they barely talked to the press, any and all rumors about their status were allowed to fly around.   I finally stopped trying to keep score  sometime last year, when suddenly every SNK game was being released by other publishers.  Ignition handled the localization of Metal Slug 7 and King of Fighters 12, and Atlus just released Metal Slug XX this week.  I figured that the US branch was finally done for, and that the folks in Japan were now just cutting deals themselves with interested publishers.

Turns out I was wrong.  SNK PLAYMORE USA CORPORATION still lives!  I just found out that their once dead website (filled with broken links) has been revamped. →  I am become game, destroyer of words.

Resident Evil 4 Revisited

Recently, a brand spanking new copy of Resident Evil 4 for the Wii caught my eye. Reduced to clear and put in the shop window of a generic electronics shop in London’s laughable ‘electronics mile’, I couldn’t face the heart break over the thought of that particular copy of that gem of a game slowly yellowing and fading in the shop window, destined to be ignored by the people looking to buy new headphones or a replacement ipod nano charger.

So now I have two copies of Resident Evil 4. One for the PS2. One for the Wii. I should buy the Gamecube version to complete the shelf. Feeling slightly embarrassed in my hideous capitalist material ways with the realisation that there are people in this very world who struggle to have potable water or enough food to survive and here I am, Cunzy “two copies of Resident Evil 4” they call me now. I’d played the PS2 version to death but in order to ease my pig-dog conscience I decided to fire it up at least once and see how one of the best games of the last decade and in theory, therefore, of all time, translated to the Wii. →  Read more? No, I’ll read it all.

NISA, no sir

I haven’t played any games localized by NISA, save for the 15 minutes I’ve spent with Disgaea on PSP.  Yet I find myself fascinated with the company, thanks to the many stories of I hear of the mind boggling mistakes and blunders they have suffered over time.  Here are a few that I have heard of, complete with links to disappointed gamers discussing them (warning – links may contain dangerous doses of weeaboo).

– Ar Tornelico 2 features poor translation, loss of vocal work, and a crash bug for one of the last bosses.

– DLC for Disgaea 2 on PSP pulled, then returned after being buggy.

– Disgaea visual novel officially announced with a typo ridden, horribly awkward sounding  comic.

– Holy Invasion of Privacy Badman! (What did I do to Deserve This?) leads to a lawsuit from Warner Bros. for its similarity to a classic catchphrase coined by Batman and Robin.  The second game will be delayed by two months, while the original version will be pulled from the Playstation Network until modified, thus creating one of the first examples of a digital collector’s item.  →  Europa Universalis IV: Articles of War

Why I Like Playing Games at my Desk

I like to think of myself as above silly things like console wars, but let’s face it, we all have our certain preferences. When we were kids our preferences came from the fact that our parents would only buy us one console, so whichever one we got was automatically the best. Nintendo’s exclusives were always better than Sega’s exclusives. Sony’s exclusives better than Microsoft’s. Of course if you happened to be the kid who got a Genesis or an Xbox then the reverse became true. As an adult I’m mature enough to understand that each piece of hardware has its own strengths and weaknesses, and each deserve the same amount of respect. But I’m also a human, and I have certain tastes and preferences. They aren’t based on exclusives or brand names anymore, just my personal style. I’ve always been a PC gamer, even when I didn’t label myself as one. It was always the platform for me, and here’s why:

The PC has the most diverse and oldest available library

I can play games that came out in the 80s with no problem. →  Welcome to read zone!

Weekend in Review

Pat came to town last weekend and we took a break from our regularly scheduled God Hand and Shining Force 3 to play a bunch of games we had but had yet to really play. Our backlog is daunting so spending 30 hours skipping from disc to disc felt productive, even if we only finished two titles.

Superman 64
Superman 64 is a landmark game by French developer Titus. No other Superman title has focused primarily on flying through hoops while Lex Luthor laughs. Widely regarded as unplayable, we began our weekend here with high hopes.

Pat: Over the past several months, Jay and I have been stockpiling a collection of the worst games ever made (guess how many Sega CD games we have) and of course this would have to be among them. The developers made some inexplicable decisons (like having Superman spend much of the game struggling to fly through hoops) but when you aren’t flittting around like Tinkerbell, at least you are ugly and difficult to control. →  While there is a lower class, I am in it, while there is a criminal element, I am of it, and while there is a soul in prison, I am not gaming.

Building a Mystery… I mean a City Builder

Growing up, I was a huge fan of Legos. Loved the damn things–I think I spent time after grade school every day building Legos and watching old Batman reruns (POW!). Now that I’m an adult, it’s not really appropriate for me to build Legos, but it is OK for me to play video games. This is probably why I gravitate towards city building games: I like the act of creation, and seeing the fruits of my labor, even if not a damn street in the city goes in a straight line because I am a creature of impulse.

While recently lamenting the lack of new city builders (triggered by playing Roller Coaster Tycoon 3 and associated expansions yet again), I decided to dig around for some of the “golden oldie” city builders. Immediately what came to mind were Tropico and Pharaoh, two very different, but very entertaining city builders. Imagine my shock when I found that both had additional installments in their series. →  Now bear my arctic post.