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The Year of Saying Yes (2)

9 Jan

I had been working on a post about my fears for 2012.  They come in two flavors: 1) After all the luck that happened for me in 2011, I fear I may be close to tapping out the natural luck reserves that were probably supposed to last me my entire lifetime and 2) Now that the Year of Saying Yes is over, have I learned any permanent lessons? Has my life truly changed, or was this an experiment in adjustments not shifts? I seriously started a rant that was full of self-paranoia and a renewed sense of urgency for taking action in my life.

I don’t want to be fat again.

I don’t want to be unhappy.

But before I could finish drafting the matter, an answer presented itself this very AM.

Gchat from Micah: “We should think about buying tickets to Pax East.”

Gchat from PrinceofWhy: ”Yes. Yes we should.”

And then tickets were immediately bought.

If anyone wants to join us for the nerdiest roadtrip of the year, we’ll be driving up to Boston on April 5, attending the Expo on Friday and Saturday, driving back on Sunday. Tickets are only $70 for the two days – not a bad deal at all!

So yeah, looks like I’ll still be making good decisions for adventure times this year.

 

Phew.

The Rules to Booty Bounce

28 Jul

First, credit due where credit is deserved: Beardsy and XYT were integral in the invention of this game, though I imagine others will also chime in for credit (Glynn, I believe, was also a major player). That’s what post-posting edits are for!

Second, I sent out word to those three, and received numerous and elaborate responses to my inquiry about the rules of Booty Bounce. Suffice it to say, while some of us only remember this game as something we did drunkenly and enthusiastically, clearly the progenitors know these rules down to their bones.

Finally, since I am going to quote him, I will say this about Beardsy: His writing and general creativity have never ceased to amaze me in all the years I have known him. Fine, he writes for perhaps THE most upstanding newspaper in the country – but this is exactly some of his best work (even beyond his ceaseless and talented DMing). I quote now from his email explaining the rules, replete with all of the subtlety these rules require. I only hope that we can play a game soon, and to a degree that would make them all thusly proud!

Rules to Booty Bounce:

(Editor’s Note: The song “Booty Bounce” by DJ Booty Bounce should be playing at the start, possible on infinite repeat. For every initial round roll, everyone rolling must chant BOOTYBOOTYBOOTYBOOTYBOOTYBOOTY-BOUNCE! with the BOUNCE part coinciding with dice leaving the hands)

Everyone rolls 2d6 together.  High rolls win. Doubles trump.

  • If you lose, you take a drink.
  • If you roll a carrickey (no idea how to spell that, it’s a 3, a terrible game, and the lowest possible roll in booty bounce) you auto lose and take an extra drink.
  • If someone wins by getting doubles, and no one else does, then the winner rolls the tripler, and everyone drinks what the tripler demands of them.
  • If double sixes are rolled it’s called a triple play. The player must yell triple play and then everyone gets judged.
  • If the initial roll-off is tied, there is a double-off. Both players frantically roll 2d6 against each other in a race to get doubles. All other players judge the double-off. Both dice must be rolled. They can be fumbled, but must be rolled in the same motion. A quorum of other players can declare any double-off roll invalid. The-double off is a race to get doubles. The winner wins and the loser is judged by the winner. Any double counts and there are no trump doubles. This is important because:
  • The same rules apply in a triple-off as in a double-off, but if you lose, you must seek the bauble.
Notes:
  1. The tripler is a d4 — it is rolled when someone gets a triple play and it makes demands of losers
  2. The judge is a d10 — losers are always judged by the victor
  3. The bauble seeker is a d12 — the bauble seeker is the refuge of the almost victor, it is an introspective place one goes when they have reached but failed.
And remember the second most important rule of booty bounce: it is to be played at high speed and and with good humor. There is no arguing and no ill-will. All decisions are made by the group (specifically those not involved in any particular roll-off) and it is highly encouraged that the group always favors results that result in further rolling and increased stakes. So even if a roll-off isn’t technically a tie, if it’s remotely close the group is encouraged to loudly proclaim it a tie.
And the most important rule of booty bounce: Booty bounce loves losers. If you lose you will drink small, comfortable amounts in a spirit of good humor. Booty bounce loves winners. Win and you only drink when you want to. Booty Bounce hates graspers and impostors. The worst thing you can do is get close and almost win. That’s when the big dice come out. So if there is ever a tie in a triple-off, and you are encouraged to fudge it so that  happens, keep adding dice, and keep increasing the punishment for losing.
And be boisterous. That’s the essence of the game.
Have I mentioned recently that I heart my friends?

Friday = YDL; or, Helping Me Make Important Life Decisions

22 Jul

Were I fit, tan and vapid I would probably wish to GTL today. Instead, I will be resting up for tomorrow with some YDL: Yoga, Dinner with the neighbors, Laundry.

You wish your life was this awesome!

I brought a bunch of trade-ins today and I am determined to buy myself something pretty and fun to pass the time. So I thought I’d try out a poll!

Here are he main games in the running, replete with reviews that make my nerdchops all moist. (Feel free to skip the reviews and just base your answer off of my brief summary)

  • Catherine - Touted as an “adult game” by Atlus, the game features the signature Atlus anime-style come-hither characters and an absurdist (read: very Japanese) sense of humor. Reviews have since stated that the game is less about a romance story and more about an exploration of the ruminations of being a decision-making adult. That’s when you’re not running around in your underwear solving gigantic box puzzles while weirdly violent imagery of parenthood and commitment come at you. Weird? Perhaps. But it sounds so engaging from a storytelling perspective, and it looks just as pretty as anything else Atlus puts out.
  • Shadows of the Damned - I heart Suda51. Heart him to pieces. No More Heroes was a masterpiece of nostalgia and crazy-ass-shit. Coupled with Resident Evil creative force Shinji Mikami, I can’t help but think this game will be some kind of otaku/fan service/suspense thriller/survival horror orgy. In other words, its combining a bunch of things I love into one complete package. I mean, I like buffalo wings and I like milkshakes, right …
  • Deadly Premonition - simultaneously beloved and reviled by critics and gamers alike, I get the feeling I will be on the “love it” side of this equation. Straight up survival horror with some quirkiness thrown in for good measure!
Hopefully this poll will work AND a few people will actually answer it.

The Secret to Successful Blogging …

7 Jun

As I have noted before, apparently the way to get tons of hits on my blog is to post about some personal hurt and/or drama – the spikes in traffic here are remarkable on such days!

But success, to me, is when readers enjoy the content and come back. As one intrepid reader put it, “less apologetic blog posts. More awesome blog posts.”

I didn’t say intellectual reader. Just intrepid. (jaykayheartyouMole!)

I don’t know that I have anything awesome to say at the moment. I was speaking to Henri* about WoW and how amazing it is how little either of us miss the thing. I think the general bleeding off of good friends as well as duplicitous content (read: hard modes) and a general sense of wanting to see the outside world really killed it completely for me. Henri’s motivations are different, but we both agree that good decisions were made, handshakes and harumphs all around.

Which reminds me, I am still infatuated with Business Cat, and often converse with Kir in ways leading to “wet food on top of the comics boxes…. YOU EARNED IT!” And based on her assigned goals of 1) Sleeping a lot 2) attacking my feet when I walk by and 3) otherwise ignoring the shit out of me,  she definitely HAS earned it.

I am also leaving dead mice on my coworkers desks as a way to build camaraderie and team spirit. They also earned it! Although I am fairly certain they have no idea just how awesome Business Cat meme is… or that it exists.

My life is currently devoid of any photographs. Between me being fat and me being gross-looking and also fat, there’s nary a good pic to be seen form the last 5 years or more. I’m thinking I just need one good picture of myself, which I will then ask Henri to photoshop to make it look like I have done extensive traveling in my life to everywhere I’ve always wanted to go – Chile, Italy, Spain, Krynn, Hogwarts and Endor all come to mind immediately. I think I’d rather do that then pay to get my diplomas framed, and hang my travels in my office. Because making ME laugh is the most important thing …

So besides loving my job and getting completely wrapped up in yoga, I’m trying hard to be open to new things and get myself off the couch and out into the world. Something I am finding out there – people in this city aren’t, on the whole, particularly nice to strangers. Or rather, perhaps I should say that outside of my own neighborhood (which is actually a delightful little small town in the middle of the big city), I find that the District is generally full of unhappy-looking people, scowling as they walk, head-down-headphones-plugged-in from each destination to the next. Don’t get me wrong, I can be as grumpy and curmudgeonly as the next person in DC – but where I am from, this kind of made me unique. I was the sarcastic, cynical asshole in high  school, too hip to kn0w that the emo-wave had already started and I was riding high on its intense sexual power.**

At any rate, my current plan has been to smile widely at all the scowling people, especially the younger and prettier ones in sundresses, and to try to get at least one person in this city to stop taking things so seriously.  So far, I think this is just making me the Creeper on the Metro.

After a most-uncomfortable moment reading a graphic and humiliating sex scene from The Wind-up Girl whilst on the Metro (and blushing uncontrollably as I read it), the book has moved more into the realm of Neo-Buddhism, post-collapsed economy and eco-disaster violence on a future Earth. Its a good piece of sci-fi, though I am not as compelled with it as I have been with other recent reads, such as the Etched City. Nonetheless, I would recommend it for a bit of actiony summer fun.

Next up for me, a tweener favorite!

Finally, all the E3 excitement reminded me fondly of my own E3 visit a few years back. I’m finding myself disappointed in the state and future of gaming in the event that “fad gaming” continues to be heralded as the norm. Inherently, I believe gaming has survived many years in part as a niche market. The advent of motion gaming made gaming seem more mainstream, for sure… Or perhaps “seem” is off-base, when everyone’s grandparents now own a g.d. Wii, and Rock Band/Guitar Hero became a fun Xmas activity with the kids (instead of the mid-point of a drunken debauch). But as I look at the offerings at the Expo this year, I am thoroughly disappointed in the ways we long-dedicated gamers are being thrust aside to make way for 3D gaming, or classic game types made ineffectual and likely broken by the use of Kinect/Move/Wii-U technology.

My kingdom for a game using a controller!

InFamous 2 is in hand (though tonight I will finish a second playthrough of 1 to have both a fully good and a fully evil character before I start 2). It is amazing to me how much I loved LA Noire at first, and how way-sided its used and bloated corpse has been cast… perhaps more on this later.

Recipe of the Week: Thomas Keller’s Ad Hoc Roast Chicken with Root Vegetables! (augmented by tidbits from my favorite roast chicken erver!)

* It should be noted that conversations with Henri and Sindy generally take place in tandem, one in the room and the other taking care of a not-so-sleepy baby. This requires amazing levels of proficiency and expertise in remembering exactly where I am in the conversation with one as well as the other, leading to transitions like “… and so he gave me a cream and the warts cleared right out of the crack…. oh, see ya Henri! Hello Sindy! So anyway, as I was saying, I’m really not sure the difference between the various types of yarns used to make a funeral sex quilt…”

** Almost none of this sentence is even remotely true. Except the part about emo being full of sexual power… I bet the Promise Ring got sooooo many handies back in the day. And also probably cried while receiving them, thinking about their ex girlfriends and their unmended hearts …

Impressions: LA Noire

20 May

With the Rapture impending, I am sure you, like me, are rushing to get done all of those Bucket List things you always thought you’d have time to do before the ground opened up and little red demons with pitchforks came out to poke you in the rectum and skullfuck your eyesocket for quietly endorsing gay marriage. Or something like that…  I know it involves magic.

Anyway, while there are plenty of important things to do between now and the beginning of the end, I would say that your soul, eternally damned or saved, will feel like a complete dick if you don’t play L.A. Noire before you go. Just imagine, all the other souls in Heaven sitting around, pointing at you with their harps, covering their faces with their wings to not-so-subtly gossip about you, because you missed the major cultural event of the universe, and now you can never go back, and suddenly all the other souls are going out to cool drinking parties and you keep sitting by your Heaven Phone waiting to get invited, wishing you could have just one friend in Eternity. But nobody likes you. And nobody ever will. Forever.

So get to it!

But Rapture comments aside, this is a game everyone should see in action at least once. I say it that way because, while the gameplay may rub some people the wrong way,  so much of this game’s win revolves around its presentation. Not just pretty colors, or smooth framerates. Not even just the amazingly detailed rendition of 1940s Los Angeles, or the constant stream of dapper suits and swank dames. Honestly, the much-touted facial technology used to make this game is no joke. L.A. Noire really has pushed the art of storytelling through video games forward, and has made the process of acting in video games so much more than the usual disjointed and ambiguous recitation or poorly written lines that has marred the industry for years.

To understand why this is such a breakthrough, you first have to understand how the game works. While people were lead to believe the game would play like a GTA clone, I can assure you that, despite the open-world free-form availability, L.A. Noire is mostly played on a track. This is not GTA. The city itself is there for you to explore, mostly for collectibles – or rather, I think, mostly to show off what an amazing job the design team did in bringing the metropolis to life. And there are certain mini-missions only accessible through this free mode, such as nearby crimes to stop via car chase, foot race or good ole fashioned gun violence. But most of L.A. Noire’s meat, so to speak, is in the form of the investigations.

Though over-arching and background plots exist and are explored throughout, most of the game is set in a series of possibly unrelated cases. The game tracks the career of an up-and-coming police officer who sets out to make some change for the better in a corrupt and violent 1940s Hollywood scene. So typically, this plays out in the following way: go to crime scene and collect all the clues (including music and vibration cues to help you know where clues are and when you’ve found them all without the game knocking you over the head with giant! exclamation! pop! up! messages!). Then follow leads to other locations and talk to people of interest. Collect more clues, interview more people. Eventually, you’ll hit on a big lead and then chase some em effer down, sometimes on foot over all sorts of terrain (and even movie sets), sometimes in a car, sometimes with bullets. Rest assured, the game throws you a fair bit of dumbshit asshats running from the cops, and the brawling system is truncated but quite enjoyable. So the investigating-to-punching ratio, heavier on the investigating, still gives you a decently paced procedural with action elements.

But interrogation really is the name of the game here. And this is where you see the beauty of the technology in action. At certain, frequent points in a case, an interrogation will start. Could be a child molester, could be an innocent passerby, could be the teenage daughter of a murder victim. Doesn’t matter – you’re here to get the truth! Or at least fail miserably trying. The game does not give you major hints. You must rely on the evidence you’ve gathered to choose whether someone is telling the truth, is being coy, or is outright lying. The majority of these decisions are made going from your gut and based on the facial expressions and gestures of the suspect.

Interrogations are not easy. In fact, the game is downright unforgiving at times. There are no checkpoints, for the most part, barring something ridiculous like tainting a crime scene or dying. Most of the time, you are stuck with the choices you’ve made, even if it means pinning a crime on the wrong suspect. As the gamer, you know you got it wrong. Even as the character you may know you got it wrong. But you have to live with it – unless you wish to do a one-off replay of a specific crime to try to right your wrongs. But honestly, part of the joy of this game is exactly that gray, that area of being wrong. The world of L.A. Noire is a cruel, unforgiving one. A world of choices made “for the better good.” At times the game gives you very direct options, such as put away a man innocent of this crime but who is guilty of far more, or let him go to put away the man who likely caused this death, but on the whole will likely disappear and never harm anyone again. But at other times, L.A. Noire is hitting you with a more subtle message – in a world of moral ambiguity, in a game full of choices, is it inevitable that all roads ultimately lead to the same place; and all men must, at some point, accept that forces larger than themselves, larger than Good and Evil, propel this city and this world down an inescapable path to damnation.

I like big questions in my games. I like big ideas. I think that L.A. Noire is doing it right, and recommend it to people willing to forgo the typical gaming experience to visit the other side of crime and violence.

Also, about every 30 minutes another actor will appear in the game and you’ll say HOLY SHIT I KNOW THAT GUY! Very often from Mad Men, no less.

Enjoy the Rapture friendos!

Review: Dead Space 2

2 Feb

As usual, go somewhere else for your bland reviews. I like mine focused!

Last week I had a sick day and two snow days at home, so it gave me ample time to rip through Dead Space 2, a game that, despite a middling and debatable “kinda sorta liked it I guess” of the first game, I found myself somehow really excited about. Perhaps the universe was imparting upon me some sense of distilled faith beforehand, like hearing the calling to become a man of the cloth. A gladiator, I mean.

And my faith was completely rewarded. But only mostly because I love Bioshock.

Don’t get me wrong, half the fun of Bioshock is watching a video game interpret Ayn Rand, finding ways to shoehorn heavier philosophies into the snappy dialogue of the supporting cast. And it works, too, in a weird Cliff’s Notes kind of way. But the other half of Bioshock that’s so fun (alright, gameplay gets a nod too …) is the created reality of Rapture. As the player explores the underwater City of Tomorrow, they run into different areas of the everyday, and whole unwritten histories (well – not written for the player to actually read anyway) begin to unfold. The New Years Eve Party massacre, the sadistic pleasure palace with its human “sculptures,” the transit ways of Little Sisters, the lavish ballrooms and living quarters, the exquisite and grotesque topiary of the gardens; Rapture was a complete imagined world with an immeasurable amount of detail and style worked in. The consistency of the game was unbelievable at times.

What Dead Space 2 has done is taken the solitary, dreary, and sometimes even boring drudgery of “alone on an abandoned spaceship” and completely changed course to “I wonder what Rapture would be like…. IN SPACE!”

Which is not to say the setting of DS2 is in any way intended to be some perfect society of any sort. But what you get, instead of different variations on the spaceship theme, is a fully functioning community existing on an asteroid … IN SPACE! And the touches of detail and style are everywhere, from the safety posters adorning the walls in the factory to the motion-triggered auto-flush toilets in the living quarters, the occasional sweeping views of the chaos erupting throughout the colony as seen from a distance, the creepy abandoned flowers and balloons from well-wishers at the community hospital, and more.

It’s a survival horror shooter. If you don’t like shooters, stay away. But honestly, I loved DS2 in ways I never imagined I could love an EA game.

Dirty ways.

You know what I am talking about…

And also, this is the best reward in a game that I will never ever get

So anyway, I give this game my highly coveted “Maximum Number of Rating Units Possible” This is a game with depth that actually surpasses its predecessor in important ways while not changing the strengths it had in the first place.

Immersion and Storytelling in a non-art format

23 Nov

I don’t begin to imagine what qualifies as Art. For me, the extensive umbrella of “art” encompasses that which evokes emotion or understanding on behalf of the audience, through a deliberate process of creation. In that regard, I’ve considered video games to be art for a long time. And although I wasn’t one to cry when Aeris died (personally never liked her in the party and Tifa was clearly the hottie love interest!), the fact that the convoluted story of FF7 kept me on the edge of my seat (as well as forcing 3 subsequent playthroughs just to get it) was evidence that emotion can be evoked trough storytelling in any form. Ultimately, it’s the quality of the story that matters.

Games present a very unique experience in storytelling. The player is immersed immediately, having limited control over the actions of the characters and utilizing their own personal skill and thought process into the mere act of survival. Mario doesn’t make it to the wrong castle if the player isn’t capable of timing the leap just right to bounce off the koopa troopa onto the next safe ledge. In this way, games are inevitably an immersive form for storytelling, with the absolute base level of stakes being “if I don’t do this right, I don’t get any further!”

The Interplay of Difficulty and Story

The seeds of this post started months ago, while playing Gears of War on its most difficult setting. I noticed that the story itself was changed in believability levels once the challenge was impeccably hard. By way of analogy, let’s reference the Transformers movie from the 80s. After watching years of that cartoon, there existed a sense of safety for the characters. Mostly the Decepticons never hit a single Autobot with their clearly poorly aimed lasers (which is additionally absurd given the accuracy of current computer targeting systems – I mean, they’re fucking robots! We don’t have that kind of technology yet, but we can certainly hit the broad side of a barn from 5 feet back WITH A FUCKING LASER…) So it was simultaneously shocking, horrifying, sad and most importantly unbelievable when, within the first 10 minutes of the Transformers movie, the Decepticons literally kill a bunch of Autobots. Still, to this day, the whole thing made no sense.

I should say that typically when I play a game for the first time, I play it on Normal or even Easy difficulty. I want to enjoy the story, learn the challenges and understand the depth of gameplay before frustrating myself with tougher challenges. So the first time playing Gears of War, the characters are unbelievably awesome. We tear shit up, stomp faces, barely get shot and never die. We are an elite force of good, evidence of the superiority of human beings over grubkind, kicking ass and chewing bubble gum and generally mocking the feeble attempts at domination. Yet the limited storyline seems completely disjointed and unrelated to my making sex to the bad guys’ moms. The characters continually talk about the peril they face and the possibility of the annihilation of the human race. Characters get shot once in a cut scene and simply die, while in battle when I am occasionally hit I duck behind a wall and my wounds magically heal … frankly, it doesn’t make a lot of sense.

But try queuing up GoW on its toughest difficulty, and the story changes completely. Whereas before I was a one man killing machine, suddenly I am getting torn up by the most accurate snipers in the universe, spending more time reloading a checkpoint than actually playing. Suddenly this game truly is about survival, and the primary tactic changes from “run in guns a’blazing” to “holy shit fuck, how do I make it to that next crumbled wall to get a shitty shot at robin Hood over there without getting near enough for him to throw spiked chain grenades into my eye sockets?” In this way, the struggle and the desperation of the narrative has suddenly infected the way I play the game – everything is a near miss and a “barely made that one” and I can relate to the idea that we’re all totally fucked.

Another great example of this is the Halo franchise. Though used for many as a springboard to profanity-laced multiplayer hate speech and more teabagging than a Palin rally, I personally love Halo as a single player story. On easier difficulty settings, Master Chief is a fucking superhuman, tearing up alien baddies and mostly just running through levels killing anything that glows. At some points, the tiniest grunt aliens even start referring to MC as a demon and running for their fucking lives, and the player can feel exactly that awesome as he sticks a glowy explosive to a fleeing gruntling who stupidly runs into a pack of his friends before exploding into an array of glowy bits and glowy armor. But try it on the hardest difficulty, and the entire story changes. Suddenly, MC is barely a step above the cannon-fodder marines who fight, and explode, at his side. Suddenly the game becomes a slower, more meandering process and the sudden appearance of Brutes or, heaven forbid Hunters, will leave you desperately picking at their spikey armor with nothing but stones left as all your ammo was wasted earlier on taking out a fucking glowy tanks. Suddenly, MC’s survival is nothing short of miraculous, and humanity is almost assuredly fucked. And it suddenly feels like you’re playing the game the way its supposed to be played – an intense, frustrating collection of actions more about survival than domination. Look back at the story of Halo, and see what I mean.

So I will definitely say that the purest form of storytelling in games relies on the player actually playing the game on the hardest difficulty. It appears that in most cases, this is the game the developers want you to experience. This is the story they want to tell.

Pure Immersion Games

The idea of immersion as an element in gaming isn’t something new. Perhaps the greatest example comes from good old D&D, a system that requires a player not only to engage all action through a set of rules and rolls, but requires a certain level of character development and commitment for the wheels to even start rolling to begin with. I have often complained about the fluidity of storytelling capable in traditional RPGs and lost in the modern trend of “branching paths,” wherein the decisions made by the player ultimately lead to the very same plot points regardless of the choice made, thus rendering the “choices” completely nullified. At the time, it felt like a huge part of my complaint relied upon technical capabilities not even close to available in the current video game market.

The perfect middle ground for me comes from a mix of a driving, forceful, directed story arc and a depth of character appreciation. While immersion dominates the D&D world of storytelling, it also relies heavily on the cooperation of several people to commit to the vision of the DM. At its finest points in storytelling, D&D sessions might clip along with little table talk and a smooth understanding of combat mechanics without frequent breaks to look up rules for climbing a tree, finding a birds nest, balancing on the branch while throwing eggs from the nest, damage for the attack, vision-blurring effects of non-standard projectiles, and attacks of opportunity. However, most sessions of D&D fall into a more socializing aspect, full of distractions and table talk and out of character jokes; and this is, indeed, the very best part of a good D20 nerding session.

But without a more domineering force driving the narrative, the act of total immersion ends up somewhere closer to socialization, and this middle ground is lost.

Over Immersion – The Failings of MMO Storytelling

I should briefly add a note here. Many people talk about the immersive qualities of MMOs as one of their biggest strengths. As a WoW player, I can’t necessarily argue about the immersiveness of that particular game – given the wealth of achievements, classes, and “carrots” (even limiting those carrots to vanity pets and mounts), as well as the free-expression style of interaction with other players, there is no question that one can immerse themselves into the WoW for literally days upon days of play time. However, I would argue that MMOs, even those with heavy amounts of lore, are almost on the entire opposite end of the spectrum in terms of storytelling. Though quest givers and flavor text provide ample amounts of depth, these things are almost entirely avoidable and are certainly not integral to a player who merely wishes to level, grind rep, and raid. The very repetitive nature of MMOs at endgame eliminates much of the potential for storytelling, as the story is ultimately on a Groundhog’s Day infinite loop with rare significant world changes.

The truth about MMOs, based on my WoW experience, is that storytelling is a minor part of an immersive social experience. This is the modern day equivalent to the base-level of immersive storytelling I was talking about before – most of the “story” being experienced is told is really one of survival through use of buttons.

The exception, of course, comes from the availability of roleplaying servers, where players are required to remain in character in all interactions with the world. However, without a guiding force DM, the same failings of repetition and rudderless ships applies – immersive storytelling should be driven by a strong narrative, which is lost in the overabundance of player control regarding how the story plays out.

Still, I have never tried the RP servers, believing myself locked out from joining them for having been laid before.

[Editor’s Note: Yes, there is stratification within the nerd world, where even I, a confessed huge nerd, still hold unfortunate and unreasonable biases and prejudices against lower caste nerds – like people who roleplay in MMOs and LARPers]

The Importance of Mood

It’s surprising to me that more game designers aren’t aware of mood or how to execute it properly. The use of ambient sound, chilling sound effects and minimalist soundtrack can create the most frightening movie or game moment possible – clenched jaw, white knuckles, prone to jumping out of your seat. This describes anything from The Grudge to Walking Dead to Resident Evil. For the more action oriented, check out the mood created in Halo by soundtrack alone, or in Mass Effect to create a milling, contemplative universe with the silence and emptiness of space reflected by the minimalist repeated electronic score.

All of the best moments in gaming storytelling, for me, revolve around creating a mood so immersive as to bring the true intent of the story home. I readily admit to tearing up when finally reaching the ending of Final Fantasy 10, once that piano hits and Yuna reaches in for one last embrace from Tidus… sniff …

But my all-time favorite memory comes from playing Thief 3 on the Xbox, through an oddly removed level in a haunted insane asylum where strange robed monstrous humanoids hunted me in the shadows, and every few moments a loud and jarring creak of iron doors being opened somewhere else in the building gave the constant sense that while I couldn’t see anyone or anything near me, I was most certainly NOT alone. I got so anxious and stressed playing through this section of the game that when my roommates got home from a night of boozing and jokingly banged on my window to get me to open the front door, I literally jumped and yelped. A visceral reaction in the real world to an intensity created completely in an imagined one? That’s. Fucking. Mood.

A Great Example of Meshing Worlds: Assassin’s Creed – Brotherhood

For anyone who has never played any of the Assassin’s Creed games, a usually unreported plot device exists, unique and wonderful, passively immersive and compelling. While almost every ad for the game shows the kickass assassin protagonist (either Altair or Ezio), parkouring around anachronistic buildings and leap-stabbing guards, then slinking away into the shadows without being seen. The premise itself is enticing and seems hard to believe given the typical nature of stealth games (being mostly at night and in dark corridors, while AC is clearly all about sunlight and cityscapes). But for people who have never played, what you’re seeing is really only half of the plot of the Assassin’s Creed franchise …

The real, unseen in ads hero of Assassin’s Creed is Desmond, a young man living in the not-too-distant future. He is kidnapped by a mysterious group working for a company named Abstergo, and is forced to sit in a machine and relive these scenes from history, freely controlling the actions of the assassin. As the plot develops, it is revealed that Desmond is the ancestor of these assassins, and their memories exist within his DNA. And the Abstergo jerks are trying to unlock some secret hidden in Desmond’s memories of Altair’s memories, tied in to two warring factions from the middle ages – the Assassins and the Templars. So to reiterate, you control Desmond controlling Altair (or Ezio), and everything is related to a plot that has gone on for hundreds of years and relates to things going on in the modern world.

This is quite the setup for a game appearing to be nothing more than a visceral murderfest.

As enticing as that plot is, it’s the little touches that really draw the player into the story. Desmond’s ability to reach further memories relies on his becoming synchronized with the original; memories – the closer Desomnd (and you) get to a perfect synchronization, the more things get unlocked. This manifests in two important ways – first, instead of game overs, you have “complete desynch.” Altair, for instance, never killed innocents, so killing innocents results in desynchronization. Taking damage in fights results in a lessening of synch since Altair actually survived the encounters, and being detected during other encounters yields the same result. This idea, merely a variation of typical rule sets for games, is then visually implemented by cubed glitches in the screen, tweaked and jumpy breaks between cut scenes, and great loading sequences where entire cities are dropped into a blank and vacant background space similar to training scenes from the Matrix. The game completely fucks with your sense of reality at times, with occasional oddities like hidden messages from past Abstergo test subjects written in glowy invisible ink and located all across the expansive cityscape. These messages, for instance, though experienced in the past by Ezio, were in fact written from the present to Desmond, sitting in the Abstergo chair sometime in 2012 or so…. You with me?

So in addition to complexity of plot and visual clues to remind you of the depths of interaction, as well as two distinct storylines per game (one set in the past and one in the present) and in addition to the perfectly executed gameplay involving parkour exploration, leaps from great heights, and GTA-style missions around the city, Assassin’s Creed – Brotherhood (the third entry into the series) also offers some great collection and perfection style side quests reminiscent of the difficulty challenges and MMO staples named above.

In one mission, I was tasked with accompanying a man in a gondola to gain entrance to the dungeons of a castle to destroy some blueprints and generally kill a bunch of shit silently. Touching or in any way interacting with the gondola would result in immediate desynch. In order to beat the mission, I needed to destroy the blue prints. In order to gain 100% synch, I needed to complete a single unique challenge – in this case opening a certain door instead of having the guards open the door. I played through the mission first just getting a feel for where the door was and how I could complete the mission properly…. Then immediately reset the mission and tried my hand at perfect synchronization. These perfect synchs often require speed and precision, or perfect concealment, killing a guard from a hidden location, taking no damage through the entire mission, or using only a certain weapon throughout the mission. None of the challenges every get frustrating, but they provide a wonderful sense of immersion into the story as well as the game – not only must I complete the tougher goal in order to get a check mark leading to later unlockables and achievements, but I am also caught up in understanding the difficulty of the main character regarding the plot – thus forcing me to recognize the character and the story as the designers wished instead of turning this subtle and creeping game into a run-and-stab murder race.

Some of my favorite moments in ACB have been in experiencing this perfectly executed mood and immersion into the world. I feel the intensity of the chase as guards look to end my life. The intense music continues when I leap into a pile of hay, as the red arrow marking a searching guard approaches. I pull him into the pile and end his search the old fashioned way, and the music returns to a calm ambient track as I leap out of the hay, brush myself off, and meld back into the crowd, searching for my next mission or collectible.

I am an Assassin.

And storytelling has never been better executed in a video game.

Review – CoD: Black Ops

12 Nov

NERDS!

That’s my warning to those of my friends not so inclined towards nerdery … Beware, o ye who enter here!

Now, on to the nerding!

Black Ops is the newest installment in the money-printing Call of Duty franchise, and it seems like Activision-Blizzard has finally caught a lucky break! Because after playing online for an hour last night, I can assure you that every racist, homophobe and 11-year old in America got a copy of this game this week, and online play has never been a more horrifying illumination of the disconnect between myself and the rest of America.

But first, the single player campaign…

In the breakdown of COD games, there is a ping-pong between two developers, Treyarch and Infinity Ward, who share assets and engines and each put out new games every two years. This year is a Treyarch year, their previous game being COD: World at War, a WWII jaunt through the pacific and the Nazi assault on Russia. It should be noted that I count myself to be in the Infinity Ward camp, as their last two entries have been Modern Warfare games, which revolutionized or at least defibrillated the FPS genre and moved it out of the whole World War rut in which it had been mired.

And while BO certainly has its charms, its starting to feel like Treyarch is attempting to compete with their more talented older brother, and in trying to find original ways to impress and appease the masses, a lot of the qualities that have marked the COD series on the whole are now being chipped away to present a new concept – off years and do-not-buy COD games.

Which is not to say we’re there yet… but it will happen soon enough if Treyarch keeps along this trajectory.

The sad thing is, BO presents a wonderful concept, an original time period for COD, and a psychological aspect not before seen in the series. BO is firing on all cylinders from the get-go, as the team of main characters (one voice by Canada’s favorite son, Ice Cube!) enters Cuba during the Bay of Pigs Invasion and attempts to assassinate Castro. Events fall into place, storylines merge, yadda yadda yadda… which is not to say the plot was not as thrilling as ever before, but I certainly don’t want to spoil anything. I will promise, things get interesting right away and stay so as the characters end up all over the globe in 1960s Cold War covert battlefronts.

But the problems here are a combination of insecurities and sequelitis on behalf of Treyarch. The insecurities manifest in constant shout-outs to the Infinity Ward Modern Warfare games… remember the slow-mo finales of MW? The shocking deaths of masses of people, or even main characters? Black Ops has these things in spades, especially the slow-mo and the concussion moments. Sure, these things have been around since the original COD games, but COD had a knack for using these sorts of things sparingly. Black Ops ordered an entire buffet of “great moments” and more frequently than you’d believe the game turns from intense to “groaner.” One moment of attempting to capture the magic of MW comes during a mission where a ground team is infiltrating an enemy base, and the player switches between the role of the infantry and a pilot in a stealth plane above the action, guiding the team using infrared radar. Sounds kinda great, sounds kinda like the bombing run mission in MW, right? Well for some reason, the BO team gives you a momentary taste of this tactical gameplay, and then takes it right away. Done flawlessly, this section amounts to possibly 3 minutes of airborne control, never amounting to much besides “they made it! Woo?” Such schizophrenic pacing and lack of clearly developed content makes BO seem at times like it was rushed, or that its simply trying to show off every single trick it can think of so you’ll walk away and say “well, MW did it first, but BO did like 50 different kinds of it!” Only as usual, quality would be preferred over quantity. It’s a shame, because without these unnecessary overdone moments, Black Ops stands out with its own unique and wonderful world. Also Ice Cube!

The sequelitis idea is really takes hold when you’re experiencing your 5th slow-mo moment within the first 10 minutes of the game. Or the overdone explosions. Or the inclusion of an exploding crossbow. Or the even more explosions. Or the more slow mo, and crashes, and concussions, and the graphic de-limbing (with grin-inducing gore effects reminiscent of Akira). It all culminates in an Eminem song during the rolling of the credits, and then a “twist” in the post-credits ending that even know makes me a little embarrassed for the whole company. But it’s all here, and more! Additional unlocked modes including a Zombie Attack mode, an additional and different overhead zombie mode similar to Smash TV, and the inclusion of a full DOS version of Zork (so I am told).

And yet, I still highly recommend this game. In addition to the gameplay remaining fun, and a whole new time period (and weaponry) to explore, the story is well told and the action, though frenetic, is intense and driving. The multiplayer is everything you expect from COD, and remains a perfect example of implementing player ideas with wonderful utility. Just expect the occasion N-bomb or glitchy lagger.

COD for me has always been about the realistic portrayal of the horrors of war. As realistic as a game can be, anyway. They were often morose and brooding, and never celebrated so much as attempted to accurately portray the morality of people caught in the middle of terrible decisions, not of their own making. Black Ops, on the other hand, likes to make shit go boom.

Fable 3: Not the (r)Evolution you’re expecting

28 Oct

So as not to mislead with the title, let me say this on my impressions (not a review, Logain!) of Fable 3: I heart it. I heart it for its whimsy. I heart it for its concise and apt story-telling. I heart it for its gorgeous graphics and its unique setting (think Industrial Revolution Middle Earth). I heart it for its streamlined “non-menu” systems. I absolutely heart this game.

But it has its flaws. More on this in a bit. For now, the history of storytelling in RPGs …

The History of…. snoooore….

Editor’s Note: for the uncool among you, RPG =Roleplaying Game and JRPG=Japanese Roleplaying Game.

Back in the day, JRPGs were actually the evolved form of RPGs. Sure, the characters had spiky hair and outrageously oversized swords, but JRPGs brought something to the table that Americans had not yet invented – stories. I believe that when American game companies started putting out RPGs, they came from a D20 background, where the player imagines much of the tale and how his character reacts to things. In fact, the Western tradition of RPGs, to this day, relies more upon the player developing the role his character plays.

JRPGs, rightfully, considered their players to be inbred drooling ninnies without enough sense to staple their diaper shut after the urine makes the sticky part no longer sticky.  Well, sticky in a different way…. but I digress. See, JRPGs let the player control an otherwise fully fleshed out character. And for much of the Western game market, this was wonderful, like playing through a movie or reading a novel. No imagination required!

JRPGs flourished in America on the PS1, and there was much rejoicing! Meanwhile, snobby American “gamers” hid in their garages rolling dice to determine their character’s fate, and using their big ole brains to mock each others’ misunderstanding of attack of opportunity rules for halflings. And the world was happy to be rid of both sets, as Seth Cohen had not yet come and made being nerdy somehow hot.

Then came Xenosaga. And everything went wrong.

The world of JRPGs BX was one in which storytelling got a front row seat, along with gameplay and inventory systems. This became the norm – play an hour in a dungeon, you get rewarded with dialogue and plot advancement as well as gaining levels and getting a kickass new 16-bit rendered sword. Instead of requiring players to randomly talk to every NPC in every town, village and cave, players were given actual plot to follow, and locations that made logical sense to that plot. Suddenly, all 40 hours of a game made complete sense and even, on the rare occasion, had a narrative arc and actual character development!

Xenosaga, and the end of JRPG Feasibility

Xenosaga was touted as the most cinematic JRPG adventure of all time! And while I ultimately found that title to be misleading, it certainly wasn’t for the cinematic aspect…. there was barely a scrap of game on those discs! Xenosaga presented the equivalent of a movie, with occasional interspersed game moments. I literally had one session where I watched almost 2 hours of footage, cutscenes and dialogue and was only able to move my character ONCE! That’s not a game – its a GD punishment!

To make matters worse, the story made very little sense, was completely convoluted, and over the course of a 60 hour game, was impossible to keep tabs on.

To make matters ever worser still, (possibly the worserest!) the critics and the Japanese effing loved this shit. Its probably because the main character was a sexy android wearing a bathing suit and with lazerz.

Soon every JRPG had a mandatory 3 hour opening sequence before the player got to take actual for real control and start doing things. I can only imagine that every Japanese film school “artist” decided their opus, about giant robots and futuristic school girls and a panty-loving alien dog, would make an awesome JRPG!

To this day, “story” is now the driver of the bus, and things like “activity” and “fun” are stuck under one of the rear wheels.

What the fuck does this have to do with Fable 3 …

Getting there, trust me.

Western RPGs – A Reaction

For brevity, I will point to my favorite example of what we now call a Western RPG – The Elder Scrolls.  For those who haven’t played Morrowind or the sequel, Oblivion, (or any of the others for that matter, but that’s my familiarity) here’s the gyst: Unbelievably large open world, literally hundreds of unique NPCs, literally hundreds if not thousands of available quests, and a “main” storyline that’s easily abandoned after 10 minutes. These games reward the player for action by allowing a player a complex variety of gameplay variations as well as letting a player etch out their own voluminous history through exploration. One friend, obsessed with Morrowind, would occasionally show me his vampire lair and all of the unbelievable amounts of treasure he’d collected, so much so that he’d needed to buy additional houses to house all his wealth. To which I replied “how the fuck do you become a vampire,” and then saw that he’d logged over 120 hours of gameplay and I don’t believe he had even beat the actual game on that particular character.

Because yes, he had multiple characters.

So while JRPGs tended toward movies with the occasional impossible fight and no customization options, Western PRGs started becoming nothing but gameplay with a negligible story tucked somewhere between the unbelievable hoarding simulations and the vampire cybering.

Fable 3 – An Evolution

Fable 3 is through and through a Western Style Action RPG. There is freedom to travel and to explore, and a complete smorgasbord of opportunities beyond following the story or even fighting anything at all. One could enter the world, find some gold, buy some property, enter into a homosexual marriage, adopt a child, become a landlord, get a midlife crisis tattoo, buy a dress shoppe, and generally watch the profits come in while the world around you remains in some sick stasis – and it would be a wonderful good time. But to keep things interesting, Lionhead Studios seems to have hearkened back to the mid-90′s in tempering their gameplay-to-story ratio.

By following the main plot, which is easy to follow and well written, the played can expect about an hour of dungeon/forest/cave/overrun town monster slaying followed by a few minutes of story (give or take the ratios). And unlike Fable 2, which suffered from terribly generic heroes and a plot full of “meh” and “wait, did that really happen? I honestly don’t remember the story of that game at all.” Fable 3, instead, gives you a character that you will genuinely care abut, and a plot full of both heroic and villainous opporutnities.

Interspersed, of course, is the humor the Fable franchise has become known for. Only this time around, everything is beautifully interwoven; whether its a child running up to you giggling and asking for you to fart gloriously while you race around town, or the confused gentlemen stopping you in the middle of beheading a pack of hobbes to ask dating advice for the woman you’re in the middle of returning him to, Fable has a trademark sense of humor, some would say childish or lighthearted, that makes every step into the world a potential for grins and even laughter.

The combat is, as usual, fun and simple to master. My only real complaint here is the actual combat moments can at times seem sparse, though this is likely a reflection of how much time I personally dedicate to growing a huge empire of housing and commerce with which to create vast piles of gold coins to swim in a la Scrooge McDuck.

The game is gorgeous to watch, a more subtle blending of realism and cartoon, with mood-heavy zones becoming positively immersive at times. The enemies, in particular, seem to vary much more and reflect a darker tone and color palette than previous titles. Of course, since I made a similar observation about Halo: Reach, perhaps this has something to do with my TV settings …

The game has its flaws, for sure. Screen tearing occurs occasionally, slowdown occurs more than occasionally, one achievement seems particularly difficult to reach (and auto save eliminates the margin for error), your dog is less helpful than in the previous title, and the music and sounds appear to have been lifted straight out of Fable 2.

But I digress …. you can read about these sorts of trivialities elsewhere. Here’s the end of my rant:

Fable 3 is the evolution of roleplaying, a hybrid of the Japanese style and the Western. It is chock full of mythology but puts players in a more modern setting, making for a novel experience and a groundbreaking sense of world-building. The combat is addictive, the interactions with NPCs are humorous, the insulting lawn gnomes provide a welcome and viscerally stimulating side-obsession, the empire building is perfectly simple in its implementation, the weapon “leveling” provides wonderful distractions and old school FF endgame-like bonuses to gear …. there are a billion things to say about this game!

This is not just the evolution of the Fable series. This is exactly where I want all of my games to be – rewarding on multiple levels. I think sometimes, in the mix of making games “impressive,” sometimes developers forget about why so many people play games in the first place … so I will leave it with merely this:

Fable 3 is fun to play.

Call of Halo: Modern Lazerfare

16 Sep

I will keep this succinct (as possible), as the last time I wrote up a game, one intrepid fan (Emmett’s Dad) immediately checked my gamerscore and then called me out for not having actually finished the game.

Please note: this is a “write-up” of my “impressions,” not a review.

So you’re on the fence about Halo: Reach …

I’d love to lie to you here, and tell you I get it, that your apprehension makes sense, that your entertainment money is possibly better spent on something else (well …. it is possible; see upcoming review of Mieville’s Kraken …). But to be honest, coming form a group of gamers who have almost religiously and dutifully devoured every Halo main-franchise game since inception, I’m kind of shocked at the apathy out there.

My theory is that ODST really threw a lot of people off. That game, originally conceived as an add-on for Halo 3 but later pressed into its own unique disc, was contentious, controversial, and may have scared people away from subsequent Halo games. And while Reach does echo many of the ideas of ODST, rest assured that Reach is a for realsies Halo game.

But Master Chief …!!!!!

I like throwing this warning out there for people – you do not play as Master Chief in Reach. In fact, you are a unique and new Spartan joining an elite team of Spartans during the Covenant siege on Planet Reach. You can (and I in fact do) play the entire campaign as a female Spartan.

The game is the very direct prequel to the first Halo game, so you can expect some familiar faces and such, but you are not Spartan John-117.

So its, like, BEFORE Halo?

Just before Halo. Leading directly up to Halo. And if you’re not terribly interested in Halo lore, a brief primer (believe me, sans spoilers for Henri and Maryanne-ah) …

Reach if a planet inhabited by humans. The Covenant want to get to Earth and kill all the humans. Reach is their next stop, and has a lot of humans on it. The Spartans exist on reach (were in fact created there), but it doesn’t look like there are enough of them to fend off the entire Covenant Armada.

Genocide ensues.

Sounds pretty dark, eh?

Excuse the pun here, because the plot is very dark, for sure, but more importantly the art style is significantly darker. This is a game played in shadows, and the enemies are more sinister and fiercely drawn with heavy shading and dark color palettes. In order to create a much more somber and desperate mood, the enemies are now less comical, more entirely frightening. Everything is crafted to be harder to see, and completely vicious when closely examined. Not that Halo was ever the FPS equivalent of a Kirby game, but previous entries had bright and shiny palettes and nearly everything glowed, including the enemies. Not so much this time around, and the change is so engrossing, conveying the mood so perfectly.

So what’s this about Modern Warfare then …

Speaking purely of the single player campaign, and without spoiling anything, this game is HEAVILY influenced by COD:MW. You play as part of an elite precision squad with the typical squad make-up: heavy gunner, sniper, tech expert, head-case with a skull painted on his gear. The interactions between the team members in the field and over coms tell the plot as it happens. Standard issue stuff.

But where you really see these touches are in the gameplay itself – duo sniper missions, shifting objectives, the crafting of the occasional cutscenes during combat, the tactics required for objectives … I don’t want to give too much away, but I will say that if you liked the MW games, you will like the new additions to Reach.

Um …. its a Multiplayer Game, Dummy.

Yeah, I guess it is. Honestly, I typically reserve my online multiplayer for groups of my own friends. Its much easier to deal with getting completely dominated by the racist homophobic 11-year-old when I have a few friends on my team to commiserate with. Also, this.

Besides, I mostly play these games for the single player. True story.

What I can say is this: the online campaign allows UP TO 16 PEOPLE! And before you start claiming overkill, the maps in this game (yes, campaign!) are large enough to easily accommodate 16 people. Add in variants like the ever-present skulls, limited or no respawns, and in-game-challenges (think MW’s leveling challenges), and you’re suddenly looking at a very complex system that certainly felt challenging with 4 people.

Hoping to hit up a 16-man campaign with all skulls on legendary.

And once you (yes, YOU) pick this game up, I will be happy to go online and be called a “fag” repeatedly while the prepubes teabag my corpse!

Look, this game is a no-brainer. Don’t be so stupid, stupids. Get this game and add my gamertag ASAP!

Incidentally, it’s “Prince of Why” – add yours here for friends!

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