Tuesday, November 30, 2010

Don't Hate the (Multi)player... Well, maybe a little...

I need to make my stance on something clear, because the clever among you may have noticed some omissions from my game reviews. I don't do online multiplayer. I know this is odd, especially in todays market, but I've always seen it as an addition. Please, allow me to explain my personal opinion.

Now let me get this point across, I am NOT saying that online modes aren't fun. I've put plenty of hours into multiplayer and I think it's entertaining. I just never considered it to be a main feature of a game because that's not where the value is for me. Granted, there are plenty of games where it is the main feature, but that is quite different from what I'm talking about here. Personally I find the intrinsic value of a game is its single player campaign. This is where, generally speaking, all the proper elements are introduced and executed. Thus multiplayer is a sort of game in a game (play Death Match or Capture the Flag) and while that is cool, it's ultimately novel, like a mini-game. All to often though online multiplayer is an after thought.

Whoever won the match has a lot to be proud of... right?

Not to sound harsh but the efforts put forward in online multiplayer are generally fruitless. This, in addition to the fact that the online community is akin to the Mos Espa Cantina, make me agree with the likes of Yahtzee that a game must stand on its single player campaign alone (For being such a mild mannered critic I find that I agree with him quite often). Extra Credits (a show you should certainly be watching if you read my blog) just posted an awesome video about the Skinner Formula of game design. Essentially games are designed for compulsive behavior rather than engagement and online games tend to be the worst offenders. Again, don't get me wrong, it's fun to play a few rounds with friends, and the tools we have now-a-days like voice chat make it even more personal if you can't be in same room as a buddy. However, Skinner-esque game design is lazy and does nothing for any genre.

There have been some games lately that attempted to stretch out the idea of what online multiplayer could be. Good examples are Resistance 2's robust multiplayer story campaign, which took elements from the single player side and added them to the standard multiplayer. This essentially added a whole extra game to Resistance 2. Also, Bioshock 2 made the multiplayer portion take place during the Splicer uprising, instead of just tacking it on. This tie in to the arching story of Bioshock made it just a step above being just another "Death Match" with a Bioshock skin. I'm also curious to try Assassins Creed: Brotherhood's multiplayer. Another great online multiplayer is Left for Dead 2. This series provides a sort of narrative lite while making you work together and face down a zombie apocalypse in "episodes". Again, it's something I prefer to play on LAN with my fiends, but it still is a step in the right direction.

You work together or you die.

While I feel that online modes tend to be like fish out of water compared to the single player proper, I absolutely love co-op games. Resistance: Fall of Man had an absurd co-op campaign in which one person plays as Nathan Hale, the protagonist who is introduced as the only American to survive this "alternate history D-day". Player 2 is assigned the role of a silent soldier who despite being attached to Nathan Hale at the hip is never mentioned once. This is the definition of tacked on multiplayer but there is a very simple joy to be found in playing through that campaign with a friend (splitscreen only). Even without having an impact on the story you experience it together, which is terrific fun.

Ultimately though I'm just stuck in a simpler time when multiplayer was a four person round of Golden Eye. I really have to praise Scott Pilgrim Vs The World: The Game for using local co-op for that true old-school vibe. Yes, I have a bias. I was lucky enough to find a girl who will play video games with me for the rest of our lives, so local co-op isn't hard for me. I get to enjoy games with my beautiful wife instead of some foul mouth 10 year old.

What really grinds my gears is that now-a-days online modes have gone from extra to standard. Just because some games are built around an online component doesn't mean that every FPS or action game needs them. It just seems ludicrous that a game can be scored down for not having this extra… it's an extra for a reason.

I'm certainly a minority in my opinion of online play, and don't worry, multiplayer isn't going anywhere. The fact of the matter is that publishers have a reason for including this mode now. Halo and Call of Duty have pushed this feature into the limelight. Online multiplayer is now the glue to keep you attached to your purchase so you don't trade it in. That's why community is pushed so hard: score, experience, rankings, leader-boards; all these things are in place to keep you coming back for more. So we have two choices, continue to be amused by Skinners Box, or introduce some forward thinking, and come up with a new standard for the "standard" multiplayer.

Now for the good. The key aspect of multiplayer is the Unique Experience. It's those unscripted moments that are so hilarious or so epic that you have to applaud the luck, skill, timing, or whatever elements took place in its coming about. Now, this isn't restricted to multiplayer, but the community aspect means that it certainly does it best. When crafting a single player campaign developers need to realize how important the unique experience is. Scripted events are nice, but to many of them and you end up with an analog controlled Michael Bay film.

What Online multiplayer lacks is the Core Experience. The ability to emotionally draw in and invest the player (Please note; MMORPGS are excused from this, but only slightly). Things like choice and consequence, emotional resonance, these are lost in an online match. Call of Juarez 2: Bound in Blood (a game I will be reviewing soon) had an incredible single player story. The end had me just about speechless. So did any of that carry over to the online mode? No. Such a wonderfully crafted journey boils down to a game of sheriffs and bandits when taken online.

So what needs to happen? Well, better design first and foremost. The current standard works fine, and there are those who might say if it's not broke don't fix it, but I feel like there is so much more that can be done with this side of the industry. If you read my blog regularly you know I push games as art, and that means every aspect of games, even the aspects I don't usually care for, like online modes. Millions of people love online multiplayer, and it is fun, but that doesn't mean there isn't room for improvement. And whatever you do don't use the argument that "it captivates millions of people, so it must be good right?" Because the same argument can be used for Baseball, Avatar, and Twilight.

Tuesday, November 23, 2010

Of All the Rotten Luck: A Review of The Zombie Island of Doctor Ned DLC

(An Only Slightly Delayed Review)


Well, I finished the first chapter of Borderlands DLC, the Zombie Island of Doctor Ned. Much like the core game I had very mixed feelings about it. So how mixed were these feelings? Were they mushy and weird like the zombies I so elegantly dispatched? Read on to find out.


The first thing that The Zombie Island of Doctor Ned (hence forth ZIDN) did right was narrative. Despite the lack of a blue-ish hazy lady Gearbox still managed to deliver more then the scraps of a story the core game gave us. ZIDN starts with a great narration from the burly Russian gun dealer who is telling a story to a small child about the exploits of the Vault Hunters after they found the vault. The banter between the two is great and the voice actor for the little boy really steals the show. That said, this still only barely qualifies as a story.


You start off in Jakobs cove, where all heck has broken loose. There is a zombie-apocalypse going down thanks largely in part to the evil Dr. Ned and the ignorant Jakobs corporation. It's up to you to set things right the best way you know how, a liberal application of bullets. The story doesn't evolve beyond this, it's really just a one note hunt for a mad man with a few side quests where you… well… hunt for other mad men.



As DLC goes it gets the job done. This is the same Borderlands just with a neat zombie esthetic, nothing more. The missions are brief and fairly simple and it doesn't go out of its way to shake up the formula, adding only a few new enemy units like the loot goon (who is basically just the incredible Hulk with a weapons cache strapped to his back).


The length of the game is ridiculously padded with combat. In Borderlands you didn't have to fight every enemy, you could speed past them in your car (by the way, no vehicles in Jakobs Cove). In ZIDN however, you're dealing with zombies, and you have to kill every single one. It grew to be quite ridiculous how many zombies I had to put down. You shoot one and they all start coming down on you, and if your objective is in that are you best hunker down and shoot, because if you blow past them you'll have an army on you in no time.


To be honest though, I really enjoyed this DLC. There were fewer bugs and issues, though I did still experience a fair share of unintended deaths from going down a non-designated path. ZIDN actually reminds me a lot of the old Duke Nukem expansions. It also shares the same humor as 'ol Duke. There's a lot of tongue in cheek humor in ZIDN, and they go beyond Mad Max jokes (a-thankyou). It's just a new skin, but in the end that's all it needs to be. Yes it rides the zombie trend (a trend I don't mind… too much), but it also takes another stab at a cohesive narrative and does a lot better then the core game. There's still more DLC to go though, so let's see how Gearbox does with DLC pack #2 Mad Moxxi's Underdome Riot.

Thanks Gaming

I have a lot to be thankful for; a roof over my head, a beautiful wife, a loving family, fantastic friends, and food to eat. Aside from the things we take for granted like shelter and food I thought I'd write a little nostalgic piece, here's an ode to the games I'm thankful for. Keep in mind this is more a trip down memory lane for me, but I will try to relate it to reasons why we [the industry] should all be thankful for these games.


Keep in mind these are not micro reviews, but don't be surprised if I do review them sometime down the road. So here it is in no particular order, my list of a few games I'm thankful for.


Deus Ex: The Conspiracy (PC/PS2)



Deus Ex was ported onto the Playstation 2 in 2002 (2 years after its PC release) and it was a game changer. Granted, even at the time the game may have looked dated, but it never felt dated. The open environments and branching paths made this one more than a little special. I hold this game up as the grandfather of modern "Nerd Person Shooters" Like Borderlands and Fallout 3.


The story alone made this one worth the price of admission. Luckily the gameplay was up to the task of matching the engaging narrative. While the voice acting, animation and graphics are somewhat laughable (especially by todays standards) this still stands as a testament to great game design. There is a prequel being developed now that looks to try and capture the same magic Conspiracy had (after one lackluster sequel).




Jak and Daxter (PS2)



I remember seeing the first promotional material for Jak and Daxter in PSM (The unofficial Playstation magazine). From the distinct art style and beautiful environments to the platform driven gameplay I was hooked. When the game eventually came out I was not disappointed at all. Everything was exactly as a I wanted it, as though Naughty Dog read my mind and made my perfect game.


There's just something amazing about the world of Jak and Daxter. The voice acting and animation is spot on, and the interaction between the two heroes is priceless. This is a world that I can visit again and again. While I love the sequels, I must admit that the original will always be held highest in my heart.




Mega Man Legends 1 and 2 (PS1)



The first Mega Man Legends was probably my favorite game for the PS1 (until Mega Man Legends 2). Once again, it was the world that Infaune and Capcom created that drew me in. I've been a fan of Mega Man since the NES days, but this is exactly what I wanted. Legends is a story driven Mega Man game with a fantastic action/RPG feel. With plenty of weapons and equipment to unlock these games held my attention of a long, long time.


It was recently announced that Mega Man Legends 3 is being developed. Unfortunately, shortly after this announcement Keiji Infaune left Capcom. He is the creator of Mega Man and was extremely excited for Legends 3, even saying that he really had to fight for the game to get made because the Legends series isn't really a best seller. So it seems odd for him to leave at the beginning of the project, but Legends 3 is still in development. this game is at the top of my most wanted chart.




Sam and Max Hit the Road (PC)



I remember playing Sam and Max back in the day with my best friend Jake. We couldn't get enough of the irreverent humor and darn near impossible puzzles. Upon playing the game again I have found that it is now even funnier, not quite as hard, and wonderfully nostalgic.


The old Lucas Arts adventure games have certainly aged well, like a fine wine. The graphics might not be a crisp 1080p but it doesn't matter. Games like Sam and Max, Money Island, and Indiana Jones and the Fate of Atlantis are relics of a time when game design was more then something esthetic.



Final Fantasy VII (PS1)



This is the game. Final Fantasy VII absorbed my life. Looking back I can't believe how robust and full this game is. Everything in it elicits a memory, and I searched every nook and cranny of that world. The story is absurd (in a good way) and sometimes borders on silly, but it's something that is missing in todays market. FFVII is probably one of the most widely recognized RPGs of all time. Granted, it might not deserve all the praise it gets, but it still holds up as a fun and engaging story, full of melodrama and action. There are mini games and side quests to distract from saving the world (even a theme park!). The JRPG is dying, sadly, but luckily we will always have FFVII to hold onto.




Final Fantasy IX (PS1)



That's right, another Final Fantasy. IX was very different from VII, while VIII adopted VII's futuristic feel and added nothing but new, terrible elements. IX went back to the series roots. Final Fantasy IX was unique, it was a step forward for the series while paying homage to the past. It used a classic fantasy setting with a sweeping and absolutely gorgeous art style. IX was the optimism to VII and VIII's pessimism.


The story was, of course, one of global catastrophe that our heroes must end. Instead of being cliche, however, the effort in the story is primarily focused on developing the characters. It has probably the most credible love story of an Final Fantasy and certainly has the most moving and profound moments. One in particular is when you stumble upon the Black Mage village and your young friend Vivi discovers his heritage… It's… well, you'll just have to play it.



Ico (PS2)



Ico holds a special place in my heart because quite simply it is a game that is also a work of art. you could literally hang a TV in an art gallery and just let someone play it and I know people would begin to recognize that our medium has more then just some significance as art.


Ico is a quite game, there are not vey many enemies, most of the challenge comes through platforming puzzles. All you do is rescue a girl, then guide her by the hand out of an enormous castle. The sweeping vistas are breathtaking, and the close ups show a relationship between a boy and girl that doesn't need to be cluttered with dialogue to evolve. There is an HD remake of both Ico and Shadow of the Collosus (another stunning game that is proof of games as art, it didn't make my list only because it really isn't nostalgic to me). I can't wait for the HD versions of these games.



So there you have it, my short list of games I'm thankful for. This is not nearly all of them, and I tried to stick to older games for nostalgia's sake. There are plenty more like The Bouncer, Sly Cooper, and Ratchet and Clank. Don't worry though, faire reader, these games will get their treatment in time. Reviews are coming after I'm out of my Turkey Coma and finished recovering from Black Friday. The last generation of gaming (PS2, GC, XBOX) was incredible, and I aim to make sure no one misses out on these "oldy but goody" games. They're fun, fantastic, and cheap. So until I get around to that, I'll end by asking: what games are you "thankful for"?

Tuesday, November 16, 2010

Only Slightly Delayed: Borderlands Review

Two bulky stereotypes and two scrawny stereotypes? Check.


I managed to finish borderlands this weekend, and to be honest, I was disappointed. Now that isn't to say it's a bad game because it really is fun. No, much like a parent laying the guilt on heavy I am disappointed in what Borderlands was because of what it could have been. What follows is going to sound like a lot of ranting, and it is, but I want to start it by saying that I really did like Borderlands. There are bugs and issues but overall the game is incredibly addictive. I suppose I had to high of hopes, but Gearbox did a good job.


Borderlands starts out interesting enough, you get a bit of backstory about the planet Pandora (no, not that Pandora) and the elusive Vault. You see, the Vault is what the story hinges on in Borderlands, or at least that's what you would expect from the opening cinematic. The Vault is what you are supposed to be searching for throughout the game, a legendary treasure trove that may be a myth. Unfortunately the first place the game goes wrong is in the story department.


When the credits rolled I counted 8 writers that worked on this game (and 21 QA, but I'll get to that later). I find it completely unbelievable that they had 8 people writing for this. At first glance Borderlands is filled with personality, but that opinion will change the moment you play it. All missions are told through text descriptions given from a character or bounty board. Now I understand why a bounty board would just have a message, but honestly, the game's "crazy" characters don't even talk to you.


The moment that Borderlands fell flat on its face for me was when I reached New Haven, a small town populated by NPCs. Upon seeing these lifeless drones just standing (or sitting) unflinching in the same position only made me realize how dull and void all the previous areas had been. These NPCs were not an improvement over the dull and empty "town" of Fyrestone (where the game begins). The appearance of these lifeless characters was like eating a fistful of grass to make one realize the mud they had earlier wasn't quite so divine. It's kind of embarrassing that Shenmue, a game that came out 11 years ago, has a more vibrant and lively world than Borderlands. As a matter of fact, the only people you will come across besides the lifeless drones are hundreds upon thousands of freaks that want to kill for no reason other than "they're crazy".


Beyond a few generic lines of dialogue, these characters don't evolve at all


The character dialogue, what little there is, is delivered almost entirely through vending machines. Basically there is a machine for medical supplies, ammo, guns, and cars. Each one has a "quirky" character assigned to it that'll talk while you buy supplies, spouting the same five lines of dialogue over and over. The same can be said of Clap-trap, the resident robot guide and mission informant.


The true story elements are introduced by a bluish hazy lady that appears at the top right of your screen maybe five or six times over the course of the game to tell you where to go next and that it will be very difficult (despite the fact the missions tend to be Trivial in difficulty). There are vague references she makes toward the end of the game that she might not be your average run of the mill bluish hazy video girl, but that is completely dropped by the time the credits roll in what I am calling the worst ending of the year. I was amazed at how little care was taken with the end of the game. Here comes a *SPOILER* so duck and cover if you don't want to be spoiled rotten, skip to the next paragraph NOW. In the end you open the vault and a big monster comes out, you kill it, the video lady says good job. The end. That's it. You don't see what's in the vault, you don't get any character resolution, you get nothing. A little video showing a ninja clap-trap assassin that you have to buy DLC for doesn't count.


So yes, they dropped the ball in the story department, but what about the rest of the game, we're not playing a book after all. Well the rest of the game is quite addicting and belongs to a category I lovingly refer to as "Nerd Person Shooters" this is a new genre of shooter that includes games like Fallout 3, or going way back, Deus Ex: Conspiracy. In a Nerd Person Shooter the game focuses more on statistics than actual first person shooting skills. It's basically FPS meets RPG. Unfortunately for Borderlands there were more than a few hinderances to this formula.


When the enemy knows you're there hit detection is spot on


One issue I had was with the games hit detection. I am fairly adept at First Person Shooters, especially where sniper rifles are concerned. In borderlands, however, I was reduced to newb status through no fault of my own. I was a Hunter, which is a class specifically for sniping, but no matter how long I would take to get a perfect bead on an enemy when I fired that first shot if he was not aware of my presence it would miss 9/10 times. Regardless of how high my stats were I'd miss, this is an issue with hit detection, not my skills. Do not question my skills.


This is where I bring up my other major gripe. Quality Assurance. Now you see I do this for a living, I make sure that several websites are up and running with no bugs or glitches. Much like Fallout 3 this game is buggy as an entomologists office. There are a great many places that you can slip into and get stuck, which is especially frustrating around an objective. Aside from spotty hit detection at a distance there is also an issue with going out of bounds. Usually when a game has an invisible wall it will either turn you around or give you a countdown to flee the area. In Borderlands almost no warning is given and you'll find that stumbling into death happens a bit to frequently.


Death brings me to one aspect I greatly enjoyed about Borderlands, the "Second Wind" System. Basically, if you die you are given a small amount of time to "fight for your life" and by taking down a nearby enemy you will pop back up with full shield but low health. Since dying costs money (hand over fist by the end of the game) this system is greatly appreciated. There is just something awesome about being taken down, then getting a rebuttal, and a little revenge. Just be sure not to kill a guy at the same time you die.


One last gripe: yes, this is a loot whore game, I don't mind that. What I mind is having to pick up every bit of ammo and having the hot swap button the same as the pick up button. Several times I would unintentionally equip something without knowing (usually a shield, grenade, or class mod) that would severely stunt my character. If you're going to make us pick everything up then please don't use the same button for auto equip.


This is what co-op looked like for me, Lee is a Siren and I'm a Hunter


Despite all these complaints I must say that over the past few weeks I've really been addicted to this game. The multiplayer component is fun and intuitive and playing co-op is fantastic. I'm not a fan of online multiplayer, I love splitscreen co-op but not anonymous stranger stuff. That said, Borderlands will punish you for playing single player, honestly that's what it feels like. An example: Before a boss fight you will hit a check point, say you get him down to 1/4 health then die. You will re-spawn instantly right in front of said boss, you'll have no ammo, and they'll have full health. However, if playing with another player, you pop back into the battle and the boss will still have the same amount of hurt you laid on them before you bought the farm.


For the sake of beating a dead horse I have to say one more time that I really enjoyed Borderlands. The RPG lite leveling system is fantastic, with just enough room to make you feel like a bad@$$ without getting out of hand. The gameplay was engaging and addicting and despite my gripes I continued to play all the way to the end (and beyond as I'm playing through again with my wife), and on top of that I've already downloaded one of the expansion packs. It fascinates me that a game I have so many complaints against (remember, worlds worst critic here, that's a TON of complaints for me) could hold my attention and keep me so occupied. I plan on getting the rest of the DLC and reviewing each in turn to see what else Gearbox has up their sleeve. So as a final word I'll say this, play Borderlands if you think you fit into the Nerd Person Shooter niche, but don't come here looking for a good story… At least, not yet.


Will I be able to figure what keeps drawing me to this game?


Will the glitches and bugs get the best of my patience?


Find out in the next exciting installment of Only Slightly Delayed: Borderlands!


To be continued in: Borderlands DLC: The Zombie Island of Doctor Ned

Friday, November 12, 2010

Dr. Halo, or, How I Learned to Stop Being a Fanboy and Love Video Games

My latest blog entry has spurred me on to finish a piece I have had in the works for quite some time. You see, with the incredible reception of Black Ops there was a misunderstanding. Many people just denounced this as Fanboys doing what they do. The success of this game, however, reaches far beyond that. Here we will make a clear distinction between a fan, and a fanboy, and how a horde of fans can set a world record, and change our industry.

Lets start with the Fanboy/Fangirl (we have to be PC after all). Now then, it can be very easy to confuse a fan with a Fanboy. They will both say things like "This is the best game ever/of all time/is awesome/is epic!" In short, they will love the game. Where the two groups divide (unintentionally, mind you) is in knowledge. A Fanboys greatest weapon (in his/her mind) is the knowledge they hold of their beloved franchise. It's more than a game just being fun, they will defend characters, story, gameplay elements, even the development studio.

"It's 'Aerith' you troglodyte!"

This is the gap between a fan and a fanboy. You honestly can't believe that "Dark Knight" did so well because of fanboys. Yes, there are a great many Batman fanboys, but there are is an even bigger mass of fans. It was the fans that pushed the box office take of Dark Knight through the roof, and the same can be said of Black Ops.

Lets take a closer look at a fan. A fan is simply a person who enjoys something, they would 'like' the profile for Scott Pilgrim Vs The World on Facebook, but they wouldn't spend their spare time writing reviews for every product released (oh snap, what did I just say about myself). Fans tend to enjoy something for face value, and while they might encourage others to experience it, they won't attempt to convince in any way other than "It's really good, you'll love it"

To go back to fanboys, they take things to the next level. They dissect and evaluate, the good ones will criticize elements that deserve it and compliment those that are above and beyond. The flip side, obviously, are the fanboys that ignore all faults and praise the glory of their franchise to the ends of the earth. In short, they lack either reasoning skills or critical thinking. We need to put an end to the rampant fanboyism people, this is a detriment to the game industry. I don't have a problem with games that are "Middle of the road", but praising mediocrity will only result in mediocre games. It's ok to be a fanboy, but don't let it blind you.

Hear no, See no, Speak no evil against your favorite franchise

So What does it all mean? This represents a change in the tide, this is the rock solid proof of the industry turning mainstream. What was once niche and surviving because of fanboys has grown into something that a great many people enjoy and appreciate. This happens with every medium and its about time it happened to games. If this sounds frightening, well… it is and isn't. This is growth, and good for such an amazing medium. At the same time it could represent growth in the wrong direction. We want video games to grow upward, strive for goals that are artistic and have value. Publishers (the people that actually spend money for a game to get made) want to see it grow large (think: fat instead of tall). This will result in the continuation of "Trend Gaming" where the publisher only green-lights games that are selling now (see any military FPS' set in current day lately? How about set in WW II a few years ago).

Fans have officially power-grind the game industry to a level up, and now you know what, in my opinion, that means for our future. We are at a cross road and must decide whether we will become bloated and stagnant, or push toward diversity and something better. So let's encourage publishers to take chances, and for developers to express themselves.

As an Endnote: If you're wondering about the title being Dr. Halo, that is because in my humble opinion, there are more Halo Fanboys than Fans. If you're insulted by how that sounds don't be. People love the games and they are quite good for the most part. Also, one more thing, it is perfectly acceptable to be a fanboy of my blog. In fact, you probably should. Go get a T-shirt made.

Thursday, November 11, 2010

Infinity Who?


As I mentioned in my last review (Scott Pilgrim Vs The World:The Game) I am currently three games behind on the Call of Duty series. This is not due to any dislike of the franchise. I genuinely enjoy the games and appreciate the over-the-top spectacle they've become. The only reason I haven't been able to keep up is financial for the most part, though one reason is because the games don't rank terribly high on my 'Need to Play' list.


So of course I was interested in Black Ops, I really do want to play it (though I want to beat World at War and Modern Warfare 2 first). Black Ops has held my attention recently, however, for another reason entirely. I wanted to see the sales figures. Sales figures often interest me, simply to see what people are buying, but this was different, there is a conclusion to be drawn at the end of this road about a group of folks known commonly as gamers.


You see, the Call of Duty franchise has traditionally been made by two separate developers. The power house 'Infinity Ward' put the series on the mainstream radar with Modern Warfare (Call of Duty 4) then Treyarch came in and used the same engine to develop an interim title World At War (Call of Duty 5). Now, Modern Warfare was such a huge success that Infinity Ward began working on the sequel almost immediately, while Treyarch's game was released in the mean time.


Don't look for this logo on any future COD games


World at War was a solid game but it was certainly not as polished as MW. This is due in no small part to the fact that Treyrch's development team was split in half the other half working on Quantum of Solace, which also uses the MW engine. To not get to much into the nitty gritty (this really isn't supposed to be a COD article) after the release of Modern Warfare 2 the head honchos at Infinity Ward got in a dispute with Activision (Owner of the COD license) and the big A cut them loose. Most of the MW development team followed suit and left, afterward Infinity Ward was essentially dissolved and all the power and glory of the COD franchise was placed squarely in the lap of Treyarch.


Now here's the thing, it really seemed like back in the day most folks knew that World at War was made by a different studio. If you look at the charts sales went down for World at War (Post Modern Warfare), and then skyrocketed for Modern Warfare 2. So that is why I was so interested in seeing the launch sales numbers for Black Ops, a Treyarch game. I figured at this point because of all the press coverage over the two heads of Infinity Ward leaving, more people would be aware that this Call of Duty was made by a developer different than the ones responsible for last years behemoth. So would this be the begging of the end for the franchise? A slow decline with the departure of Infinity Ward?


Well, no.


Sales figures just came back and Black Ops actually out sold Modern Warfare on launch… That's just staggering! This game raked in $360 million from 5.6 million Units Sold, almost an entire million more than Modern Warfare 2, and snagging the title of best first day ever (source). So what does this say about us?


Well, it could say many things to be honest. Perhaps this means the gaming community as a whole is somewhat less informed then previously speculated. The controversy over the departures and dissolving of Infinity Ward was no where in sight on launch day obviously. In hindsight, I highly doubt more than a fraction of the people who bought it are well read in industry news. Maybe people were just sick of World War II shooters and didn't want to play World at War.


No, unfortunately what we are probably seeing here is what Jeremy eluded to briefly in his blog, essentially; the masses. The masses are not here to promote video games as an art form, or push developers to make better games. The masses come for one reason only, a sick game of C-O-D bro. Ultimately there's nothing wrong with that, I mean, it's just people having fun and that's what games are made for right? But we can't forget that is not all they are made for.


Sick Game of COD BOP?... Actually, that sounds disgusting...

Tuesday, November 9, 2010

Scott Pilgrim Vs The World: The Game: The Review


As of today I am currently 3 entries behind on the Call of Duty franchise with the release of Black Ops. Unfortunately for the good people at Treyarch my money belongs to one man today, Scott Pilgrim. Today, November 9th, is the release of Scott Pilgrim Vs The World on Blu Ray and DVD. What better way to celebrate the release of this incredible movie (which you all need to go out and buy, now!) than to review the game!


Before I start this review let me first explain just how bias I am. First and foremost I love Scott Pilgrim, both the books and movie. Second I am a sucker for retro style 8-bit stuff. That said, Scott Pilgrim Vs The World: The Game is like a perfect storm for me.


A brief synopsis: SPVTW: The Game is based on the 6 graphic novels that the film is based on (Note: not based on the film). Basically the graphic novels themselves are set up like a video game in which our hero, Mr. Pilgrim, must defeat his new loves 7 evil ex boyfriends. The world of Scott Pilgrim is easily one of its most fascinating aspects. Bryan Lee O'Malley crafted a comic book world with heavy video game influence. So how does that translate to an actual game?


The art style of SPVTW is reminiscent of the books, but at the same time is injected with a delightful bit of nostalgia. Levels play out like a side scrolling beat 'em up with quirky 8-bit graphics. But it goes beyond just the look of the game, small nods to classic games can be found at every corner. Bosses blink when low on health, giant blocks with question marks deliver coins upon impact, and there are these "subspace highways" you can find that perfectly emulate NES glitches, and my personal favorite: a world map. Simply put, it's fantastic.



On top of all that the game never feels old. It takes massive strides to invoke nostalgia but all the while feels fresh and new. Contributing to this is the leveling and shop systems. SPVTW features a RPG lite level system from beating baddies and collecting experience. This can be further augmented by stopping in the various shops and spending your hard earned cash on items (most of which are cleverly named after new and oldschool games/characters).


The gameplay itself actually improves as you improve. The game starts out a bit on the sluggish side, your characters hits a bit slow and you'll be taking a lot more punches then you dish out. As you level up you you'll get faster and unlock sweet new moves to ease the pain of getting constantly beat down by nameless thugs, which brings us to the difficulty.



The game starts out a bit difficult, and it's tough to beat the first level without dying at least once. The game is made substantially easier with proper mastery of the block button, seriously people, learn it love it. After you gain a few levels though, you'll be right on your way to Gideon, especially if you have some help. Like all the old arcade quarter eaters SPVTW is made to be played with friends. 4 of your favorite people can play at a time as either Scott, Ramona, Steven Stills, Kim Pine, and the newly downloadable Knives Chao (Mr Chao and Nega Scott are also unlockable).


Co-op works as expected and one of my only gripes, no drop in drop out, has been fixed with a recently released downloadable ad on. Friendly fire can be turned off, which is greatly appreciated as sometimes higher level characters can toss an item the will bounce on the edges of the screen and do some serious damage to a lower level friend. The only other aspect I didn't quite like in co op was whenever you play with a friend the "Guest's" levels and stats don't get saved.


Another aspect of SPVTW I have to gush on is the sound and music. Again, I will admit to nostalgia, but this is the best gosh darn soundtrack I've heard since World of Goo. As you might have guessed the music follow suit with the rest of the game and goes for an all out assault of chip-tunes goodness (a soundtrack I now own in full, thank you Amazon). The music is attributed to Anamanaguchi and is entirely original. This stuff is classic, it was made based on the oldschool philosophy of gaming and something that almost no one could pull off today: How to loop a track for an entire level without it getting repetitive or annoying. I could play these levels over and over with the same track playing in the background and still be humming the tune long after I turned off the game.


Fun old school game play with catchy music and slick retro visuals; In the end all of these elements come together to form one spectacular package. This game has it all! Anyone can easily justify the $10 for this one, so do yourself a favor and pick it up. Scott Pilgrim's game is no less awesome than his books or movies, and you should know how ridiculously awesome those are.



Friday, November 5, 2010

Buy! Sell! Trade! Putting Stock in What We Do With Our Games


The world of used games seems from the outside to be a tumultuous one. For years I have heard nothing but complaints from friends selling games. Chief amounts these complaints is that you never get enough money for your items. People go into stores to sell their games and honestly expect to get a return of 50% or more. The logic behind it is obvious, they paid good money, and the store is going to sell it for way more then they're buying it back for. So what's the deal? or rather, where's the deal?



Lets start this journey in the past, with the age of the Game Store. Back in the day the average consumer generally had several stores to choose from: Gamecrazy, EB, Gamestop, or perhaps just a local store (Games 4 U, Game on, Game *insert pun*). Sadly in many areas this selection has dwindled significantly. Now in this glorious age of Game stores you could go just about anywhere and get a somewhat decent price for your games, so what happened you ask? You Happened my friend.


You see, one of the major turning points in the industry was when it was decided by the suits that nostalgia was no longer profitable. All the chain stores started liquidating their back stop and replacing the old NES cartridges with shiny new DVD cased games. People were only clamoring for the new games, retro was out dated and thus was seen as something just taking up shelf space. This is when the biggest bite from your buck was taken.


Not to long ago I was making one of my rare appearances in a Gamestop when I overheard two employees talking about how glad the where to "finally be getting rid of the last gene stock" that is to say: Completely removing the inventory of Gamecube, PS2 and Xbox games. This is just plain insulting. Do NOT claim to represent the video games industry if you are so quick to boot out one of the greatest generations we've seen. The legacy of PS2 is astounding, and to treat some of the greatest achievements in game development (hello, Ico and Shadow) as yesterdays garbage? No. I say good day to you sir, good day!


Back to the topic at hand. After a while Gamestop rose to power as basically the largest (read: most well known) Game retailer. Many folks tried to follow suit and many companies folded or were bought out. Sad to see really. Now Gamestop controls the game and, to be honest, they are playing as fair as they can. As much as I rag on this store they usually do the best they can with their buy-back prices. That said, you shouldn't go into anyplace thinking you'll get near retail for a game you bought 2 years ago. Just keep this in mind: Gamestop is the easiest solution. You are trading a better price for the convenience of not having to sell your game online.


A while back I worked at a store that specialized in buying used books and reselling them, so I know what a touchy subject "buying back" is. People want top dollar because they paid top dollar, but that's not how the economy works. So in that regard give game stores a break, even Gamestop (besides, there are far better reasons to loathe them) they're doing the best they can to scratch a profit out of your Madden 2008.


All that aside there may be a shift in power coming to the industry. It seems like all the heavy hitters are throwing their hats in the ring. Walmart, Target, Best Buy, Redbox, even 7-11 are rolling out used games programs. What remains to be seen is whether or not this is a good thing for us as consumers. A little healthy competition can sometimes end up hurting in the long run.


This news, while very nice indeed, doesn't affect me. I really don't sell my games, ever. I am more of a collector (that's why I'm against digital downloads for everything). I love having the box and artwork. On top of that I get attached to just about every game I play. As I have said before I still play games with a… child like mindset so to speak. Each game I play gets some memories and then a few years down the road I will replay it, and relive it. I know this is a pretty unique perspective, but it helps me add a personal touch to my games, even something to reflect on.


Concerning the corporate giants of Wal Mart and Best Buy jumping into used games there is another thing we mustn't forget about; the impact on the industry. Now, as a personal policy I don't buy used games unless they've been out for a while. I'm the type of person that would gladly spend an extra $5-$20 bucks to get the game in cellophane. That said, the industry survived back in the 90's when computer gaming was a bit more mainstream then console gaming and "Sharing Games" was the popular thing (be sure to note, that is not to say piracy, which was less prevalent).


There is one thing that has rung true throughout the ages though, and that is the self entitlement 'gamers' have. People spend years and make huge investments in these games and we don't give them a cent because we can get $5 off if we buy it used. I've heard it said that "Games are not bought to praise the developer, but to be played" How sad but true that is... I'll let the guys at Penny Arcade handle it from here:



Listen my loyal blog readers, this comic speaks the truth. This economy of used merchandise we've made is almost entirely unique. Yes I'm aware that you can buy just about anything used, but it is very different for games. While often compared to the film industry there is a crucial difference. Yes, you can buy a used DVD, but you would have to wait until after the movie was out of theaters and on DVD. Movies have a theatrical release, while games have nothing like that. Some larger titles may get a launch, but it's nothing close to the wide release of a film. Still, publishers continue to look to film as a sort of road map to measure the success of a game.


So here are some cliff notes for you on the topics we discussed today:


1. If you're trading in (selling) a game In-Store remember that you will probably get next to nothing for it if it's more than a week old.


2. When this happens DON'T COMPLAIN. You can get more money for it on the internet (probably). Don't throw a temper tantrum or get indignant.


3. When buying used try to wait a while. Don't buy a game that came out last week used for $5 off. Honestly that goes straight to Gamestop's pocket. Remember, we want to support the developer so they will continue to make the games we want to buy.


4. Please buy new if you can.


5. This is most important of all. We need to work on our sense of entitlement. Please, it only lends to a label of immaturity.


I feel like there is still a lot I want to talk about, perhaps I'll do a vlog at some point. So please, put some stock in your games. I'm not saying that buying used games is wrong, just remember where your money goes, and don't let used games use you.