Play With My Box

Friday, November 28, 2008

Between the Covers: Edge Magazine

I bit the bullet and subscribed to a gaming magazine yesterday, something I have not done since the glory days of CGW and PC Gamer when they had just started packing in demo disc with each issue... a 3 1/2 inch floppy disc, that is.

But this post is not to prove just how old I am. No, I wanted to talk about my new, year-long subscription to Edge magazine, a publication that I have casually picked up at the news stands these past several months and one that I have thoroughly fallen in love with.

If you needed any proof of the vitality of print media in games journalism, you needn't look much further than Edge. Standing tall with authority on the store shelves, the magazine dwarfs all other gaming zines in both size, writing quality, scope of coverage and design aesthetics. Holding a weighty issue in hand, you'd wonder if you've picked up the video game industry's answer to Wallpaper. Edge publishes very large issues packed with articles, printed on very high quality stock. The sheer glossiness of it is almost off-putting were it not for the many nuggets of gaming goodness hidden within.

The articles themselves cover the usual gamut of interviews, developer spotlights, previews, reviews and news bites. They also have regular features dedicated to careers in the games industry, typically spearheaded by a lengthy examination of a current or burgeoning games development hotspot (eg. Singapore) as well as pages upon pages of local developer spotlights. This focus on the games workforce is a big indication of Edge's more holistic approach to the industry and makes the reader feel like an insider rather than an outside consumer constantly looking in. To wit, the overriding raison d'etre of Edge seems to stem from a real passion for the industry as opposed to a desire to push products and justify advertising dollars.

One needs only to flip to any Edge reviews section and find a palpable sense of restraint compared to the rest of the magazine. A few high profile reviews may dominate some full pages but the majority of reviews are packed together in tight columns. They are written with a amazing economy of words yet never wanting in insight. Unlike other video publications which showcase their review scores with splashy fonts and graphics, the Edge staff almost seems embarrassed to score games, relegating the numbers (they use a 10-point scale) at the conclusion of each review with zero fanfare.

Above all else, it is the style of the writing that has won my heart and made me a believer in magazines once again. The text can be impenetrable at times and annoy those who are not used to creative sentence structure. But let it be said that they don't treat their audience like idiots. They have the most unusual previews in that they actually include pointed, sometimes very critical observations of games still in development. Gushing first-looks are rare and if done, you still feel like their enthusiasm is well justified. It's not a style that would sit well with someone like Denis Dyack, but we the readers benefit immensely. We get our lovely screenshots, some hard facts and juicy promises, but the sobering reservations help us manage our expectations accordingly.

If you have any love for the printed word and video games, you owe it to yourself to sample an issue off the news stand. As a high-quality import, Edge doesn't come cheap ($15 Cdn) and they are usually only found in specialty magazine stores and book stores. To save some money, you can subscribe and save an impressive 30% off the cover price.

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Sunday, November 23, 2008

Points of Comparison, Screaming all the Way

Oh, the horror! Xbox 360 owners have been blessed, and perhaps damned, with a double-bill creature feature this autumn. I refer of course to EA's Dead Space, released in October and the newly available zombie opus from Valve, Left 4 Dead. I've finally been able to come up for air from my daliance with Fable 2, Fallout 3 and Gears of War 2 to swing the spotlight onto our season of horror and disect Dead Space and Left 4 Dead. What it is about these games that makes us gamers tick? And why, given the crowded holiday season avalanche of games, should a horror-minded gamer give either of these titles a serious try?

Emotionally, I think both games strive for the same goal and they both succeed tremendously in their own approach. They are here to incite terror, to thrill, to suspend and to make you dread the thought of stepping around that next dark, unexplored corner. From a design and game play perspective, the styles taken by EA Redwood and Valve/Turtle Rock could not be more jarringly disparate.

Let's dismiss the obvious differences right off the bat. Dead Space is set in the future aboard an alien-infested starship. Left 4 Dead deposits the player in Generic America, in the near if unidentified future, battling a zombie menace whose origins are intentionally shrouded in ambiguity.

Dead Space, when you get right down to it, is EA's attempt at capturing that slice of the survival horror pie so long loarded over by Capcom and its storied Resident Evil franchise. Although it is a new IP, the game is also not shy about borrowing play mechanics, stylistic cues and story elements from both movies and games we've seen in the last decade and beyond. As a creative endeavour, Dead Space is probably as derivative as it gets. It takes the player on a rollercoaster ride through a haunted spaceship. But for me to reduce the experience into such simple terms is by no means a way of criticsm. More to the point: Dead Space is one hell of a haunted rollercoaster ride. Just don't expect a brave hurtle into the unexplored realms of game design theory.

There's no denying its derivative roots and the design-by-committee feel of the overall game play. You play as Isaac Clarke, a space mining engineer sent out with a small security detachment in response to loss of contact with a behemoth "planet cracking" mining ship called the Ishimura. Naturally, what started out as a routine tech support house call quickly devolves into a nightmare, as you discover the inhabitants of the Ishimura are largely dead and in their place are mysterious, parasitic creatures known as Necromorphs.

With this basic set up established, the game propels you forward on a desparate fight for survival as you fend off monsters and attempt to repair the Ishimura, which has since fallen into a miserable state of repair. The deteriorating ship proves to be convenient mission-generation tool. Your surviving cohorts have separated from your position but maintain radio contact, perfect for sending you on various errands into the ship's underbelly to repair this or that. It's woefully transparent and gamey, but it is really all the skeletal storytelling you need to send me into the terrifying darkness, plasma cutter in hand.

The best way I can express my liking of the game is to sum it up in one word: polish. If it doesn't sound disgusting for me to say, Dead Space oozes polish out of every pore and orifice it possesses. It's almost as if the developers fully embraced their derivative approach as a challenge to themsevles. Yes, we may be shamelessly borrowing odds and ends from so many other games that came before, but we're also going to show you, using these same ingredients, what the perfect recipe looks like. The graphics, though limited in artistic scope and colour palette, are striking and fit the mood perfectly. All the animations line up, the effects are wonderful and the various monsters are suitable grotesque.

The sound design plays an equally important role, layering provocative ambient sound effects with a stereotypical horror movie soundtrack to alarming effect. The crispness of the audio serves as a playing aid, warning you to potential dangers and scripted sequences as well as keeping you well on the edge of your seat as you open the next airlock, fearfully anticipating the unknown horrors beyond.

As well as Dead Space nails down these aesthetic necessities, I don't think they quite compare to what's been achieved with the play control and UI design. In my experience, survival horror games tend to work on the premise that you never feel completely in control of the situation, beginning with the very avatar that is under your command. The protagonists in these games are often just regular folk thrown into extraordinary circumstances. As such, controls lean towards the sluggish side, with slower movement, cumbersome fighting mechanics and even a limited field of view. Never have I felt like I was controlling Master Chief while playing an older Resident Evil game or Alone in the Dark.

In a sense, Isaac Clarke is not much different from his survival horror predecessors. He is simply a regular man in a desparate situation. The difference is, Isaac has some incredible tools at his disposal in the form of modified (and actual) weaponry and a powerful space mining suit not unlike the environment suit worn by Half-Life's Gordon Freeman. Playing Dead Space, I never felt like a useless, fragile whelp. Isaac can perform two amusing, if weak melee attacks. The camer controls are extremely tight and responsive, which makes aiming a breeze. And the weapons... oh the weapons, they sure do pack a punch. Yet despite these defenses, the game succeeds by still offering me a challenge and making me feel threateend for most of the journey. My enemies are vicious and legion. Ammunition for my varios armaments are also sparse, forcing me to place my shots carefully. This can be difficult when you have a trio of screaming mutants bearing down on you from different directions. Isaac's space suit has a handy stasis ability that freezes objects in place, allowing you more time to land those killing blows, but this power is also an expendable resource and sensitive to overuse.

And last, but certainly not least, I would be remiss if I didn't heap some praise onto the ingenious ways EA Redwood has handled the user interface in Dead Space. It really is a perfect storm in this case. There is no HUD in the game. Essential player information such as health, oxygen and statis energy levels are displayed on the back okf Isaac's space suit. Since you spend the entire game above and slightly behind his shoulder, this data is always in plain sight. Ammunition read-outs are simply displayed on the weapon you are currently wielding. The real crowining achievement with the UI, however, is the way menu-driven displays are handled. Nearly every type of map, menu or inventory display is presented as a holographic projection either from Isaac's suit or from a computer terminal (inexplicably, there are store kiosks stocked with weapons and medical supplies in every section of the Ishimura). This may not sound like such an amazing feat now. In action, this HUD-less presentation is slick, attractive, practical and just even a little bit sexy. Granted, not every game will be able to cop the same kind of tricks to achieve a HUD-free interface, but we now have a standard against which to base similar, future efforts.

Now I have gone on far too long about Dead Space and left no room for the new belle of the ball, Left 4 Dead. Join me in the next post as I breakdown all of that game's special qualities and provide a post-mortem on the impact of two stellar horror games in the span of a single month.

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Sunday, October 19, 2008

Hard Times Equals Hard Choices

So this global credit crisis is really throwing a wrench into the works for me. It has put the temporary brakes on my job hunting campaign, narrowed my chances of getting a raise, put the boot to some of my investments and yes, it's making an already difficult winter game release season an even more arduous excercise in cost management.

Before the economy decided to keel over and take a prolonged No. 2 on my face, I pretty much had all my ducks lined up as follows:

Rock Band 2
Dead Space
NHL09
Fable 2
Fallout 3
Gears of War 2
Left 4 Dead

That list of goodies has now been decimated to:

Dead Space
Gears of War 2
Left 4 Dead

I suppose whenever you're forced to tighten the wallet, you begin to prioritize and soul search a bit more than usual. I've got Dead Space in my hot little hands and so far I do not regret this purchase at all. It's got a meaty enough campaign to tide me over until Gears of War 2 drops in November. I still very much want to grab Fallout 3 on day one, but I've now relegated that title to a "read Metacritic and forums first" status. My rationale is that it's a single-player game, so it's not like it's got a freshness timer on it like a lot of multiplayer-focused games do.

Keeping Gears 2 on the list was easy. Even though the hype had not sunk in until the last couple of weeks, I know that I am guaranteed my bang for the buck. Like the first game, Gears 2 is one of those rare "total packages" that comes around only once or twice a year: full-featured multiplayer, co-op and a full story mode to boot. If I'm going to bet on any sure-fire hit this winter, it's got to be Gears.

Rock Band 2 and NHL09 were both pretty easy to cut. For me, they represent known quantities, with one of them saddled with the disadvantage of being a sports game, which have always ranked very low on my list of buying priorities. Rock BAnd 2 has been getting some great buzz but... I can hold off. Rock Band 1 still keeps me entertained and it's not like I"ve been clamoring for the new set list or planned to purchase the new instruments right away. I've got enough plastic instruments cluttering my space, thank you. If push comes to shove, I will at least wait until the start of January to pick this up, seeing as a couple close friends will be in town and RB2 will be the perfect bonding activity for us.

Last but not least, we have Fable 2. How did I decide to cut that but keep Left 4 Dead on my list? Simple: I love zombies and I hate falling for Peter Molyneux's hyperbole. The latest Fable 2 article in Edge magazine has made me quite excited to see how this epic action-RPG has turne d out. Since I've never played the original Fable, however, I see the sequel as too much of a wildcard to gamble on until I've seen a bevy of positive, nay, outstanding reviews. I'm well aware of the poor reputation that Fable 1 has garnered over the years, so I'm sitting this one out as an interested observer for the time being!

So you see, in uncertain economic times even the hardest buying decisions like whether to stock up on instand ramen or Kraft, or Left 4 Dead or Fable 2 can be resolved with a little mental Pro/Con checklisting. Weighing out the pros and cons, plus asking yourself what truly gives you the greatest amount of joy, goes a long way to saving the wallet and your sanity.

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Wednesday, August 27, 2008

Too Human: Top 8 Title Update/DLC Requests

The reviews are in and the fans have spoken. If you can say the dust has settled now that the game's been out for a week, then yes, I guess the brouhaha is essentially behind us. Players who are taken with the game, present company included, are quietly enjoying what is likely to become the most critically savaged one-million plus seller this console generation. The skeptics will have moved on to other pursuits, perhaps compiling a "Best Of" mashup of Denis Dyak video clips for posterity sake?

Too Human has easily eaten up over 20 hours of my personal time since its release last Wednesday. Like with a certain brand of India pale ale, those who like Too Human, like the hell out of it. It's a divisive game for sure and that's to be expected for a game that's stewed in development hell for so long, it's become the stuff of legends or myths. Compounding the extended development cycle has been the dev studio's very outspoken president, Mr. Denis Dyak, who has never met a mic or camera he didn't like. His unquestionable passion for his game has both helped and hindered the public's perception of TH, although I'm inclined to feel that there was a not long ago, maybe around the time the last GDC ended, when Dyak could have zipped up and just let the demo and the final release truly speak for itself.

But I'm focusing on the mundane, the superficial and superfluous. This is just gaming press and Internet drama cranked up to 11 when all you really have at the end of the day, is one humdinger of an addictive Diablo clone... for the Xbox 360. Finally. Fuckin' finally.

I'm loving this game. It's fast becoming my favourite title for the 360. And you know what? The game is rather chock-full of glaring flaws and design oversights. I have a few ideas, sort of a wishlist, for what I'd like to see addressed in the inevitable title update and DLC. I'll begin with the bug fixes:

    Title Update fixes


  1. Graphical Glitches: Minor stuff, like Valkyrie feet sinking into the ground and floating bodies. Smoothing out the cutscene animations would be nice but I realize that may be too large of an undertaking.


  2. God-Awful Menu SFX and Sound Loops: the Equipment and Stats menu screens make my ears bleed. 'Nuff said.


  3. Sound Options: This omission puzzles me to no end.


  4. Advanced Online Matchmaking: Let me search for games based on other players' levels and include a message for the type of game that I am hosting, such as doing a level run or playing to get an Achievement.


  5. Coat of Polish: This is harder to put my finger on. Menu navigation needs to move faster. I also really wish there were notifications for completing rune quests and finding the last piece of an armour set. Show me the most recent batch of loot that I've picked up in the Equipment screen, sorted from most powerful on down. Little things like this...


  6. And on the DLC side of things:

  7. Expand the Number of Players in Co-op: If not 4, then at least experiment with 3. Even playing 2-player, I've noticed that the action can reach intense levels and kill poaching can be a small issue. With 4 amped-up Level 50s sliding around, I'm sure that would present some design issues... readily fixed by scaling up the difficulty of enemies but, how would the frame rates and net code be affected? With Denis Dyak slyly hinting at the possibility of increased co-op fun, it's likey not as big a design problem as some make it out to be. I'm keeping my fingers crossed.


  8. New Enemy Types: A new critter doesn't even have to be that unique. Do a nastier variation of the trolls or driders or goblins. Do a minor palette swap but give them a cool new ability to combat.


  9. Bonus Challenge Areas OR a New Stage to Beat: I would love to continue Baldur's adventures just a little bit longer before warping back to the Hall of Heroes and having to do it all over again. A fifth bonus act doesn't have to be that fleshed out or large... just make it memorable and fulfilling for players to fight through.



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Friday, August 15, 2008

Podcast Spotlight: GFW Radio

I love this podcast. Jeff Green and the 1UP PC crew bring the funny in so many different ways each week. It's a shame their print magazine didn't survive Ziff-Davis' cost cutting. Not for want of trying: I loved the GFW magazine when it was Computer Gaming World, a publication that, as sad as it sounds, helped me get through high school. GFW magazine had it's heart in the right place and would have thrived were it not for the steadying decline of PC gaming and Microsoft's own lackluster initiatives to boost PCs as an attractive gaming platform.

I'll wipe some tears away for CGW another day, but for now, I want to raise a toast to some quality podcasting. If the GFW Radio podcast is to be the sole remnant of the CGW/GFW legacy, then I say that's a fine way to go out, friends.

The latest episode was so good, I had to listen to it twice. Yes, I was incredibly bored at work as well, but the content of the podcast was simply too good to let it pass through just once. Often described as the "brodeo", the GFW Radio podcast is best defined by its all-male cast of 1UP PC gaming editors. Show are usually lead by former GFW magazine EIC, Jeff Green, who aside from being a hardened old vet, also possesses one of the most immature sense of humour this side of the age of 40. He's also got a hilariously shrill voice for podcasting.

The other members of the crew are also funny in their own way. Although he has a habit of dominating segments and seeming to enjoy the sound of his voice a bit too much, Sean Elliot always provides the laughs with his exagerrated impressions, voices and unique terminology. His "Heroes of the Web" segments are sorely missed and they just don't seem to do them very often any more. In these, Sean hunts down real gaming forum posts written by the most hard of the hardcore, and reads them aloud, funny voices and all, to hilarious effect.

Episodes tend to follow only the loosest of structure, which will frustrate listeners who are more accustomed to more organized podcasts like KOXM or the Major Nelson show. On the plus side, you'll be treated to side-splitting, inappropriate tangents such as furries, fan fic love and suckling Yoda's milk.

That the actual topic of PC gaming is so tangential actually helps the podcast keeps its flavour. PC gaming news hardly registers with me anymore, yet I can listent raptly as Jeff Green and co. discuss at length things like WoW addiction, Steam, software piracy and many other PC-centric items that I cannot really relate to. It helps that they're also flexible enough to talk about console games as it relates to PC gaming or their own personal gaming activities of the week.

I can't recommend this podcast enough. Ditch the amateurish, prattling podcasts spawned from blogs and resist the structured, toe-the-line quasi-pro broadcast nonsense of "official" podcasts. GFW Radio straddles the line perfectly between these extremes to deliver an experience that may not be relevant or concise or understandable, but will still keep you entertained.

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Wednesday, August 13, 2008

The "Waiting for Too Human" Playlist

Too Human has won me over. I ran hot and cold with the demo on my first playythrough but 1.5 replays later has made me a believer. I've come to terms with the apparent weaknesses with the game's design, put them aside and now eagerly anticipate what will surely be a phat loot-dropping extravaganza. The pre-order allure of unique armour sets I have resisted and now I'm counting on just picking it up at the local Future Shop on Day One.. or Two or Three. There's no big rush, seeing as I've got a pretty full dance card lately.

Mass Effect
I am having a surprising amount of fun using my fresh Shepard on a brand new playthrough. This time around, I've switched to a female Vanguard on Veteran difficulty and I'm exclusively using Ashley and Garrus for my ground team. My original purpose for playing through the story again was for Achievement-mining, of which I've secured a handful already. But my superficial intentions have been rewarded quite well, as I'm appreciating the character development and combat systems so much more this time around.

It's come to the point where I regret using a Soldier class on my first attempt with the game. I'll say it right now, the Soldier class is boring and cuts out a lot of the sublteties inherent in BioWare's elegant, if simple, RPG-action hybrid design. You can basically bulldoze your way through all the mission as a Soldier and there aren't really a whole lot of interesting skills to develop. Distribute your skill points into assault rifle and armour and go to town. I even continued using my original soldier Shepard on a Hardcore difficulty playthrough and it's still rather easy. Barring a few unlucky sniper or rocket hits, I'm invincible, and the game REALLY comes across as a third-rate 3rd-person shooter.

Things are a little different as a female Vanguard. First off, Shepard is so much sexier and the female voice talent is quite a bit more professional and unique than the stock macho male voice. Secondly, I'm actually using my skills and putting more thought into advancing skills and crafting my team. Since I'm not a pure fighter, enemy encounters are actually intense and in some cases quite difficult, since I'm constantly juggling skill recharges for all member of my team. The biotic skills, though a rather poor imitation of Star Wars force powers, are still very fun to use and work great in conjunction with the shotgun, which is surprisingly fun to use in comparison to the assault and sniper rifles.

So yeah, having loads of good times with this old game and really hope the second pack of DLC gets announced soon. Although I wasn't terrible impressed with Bring Down the Sky, it was still a much needed break from the insufferable, boilerplate design of all the core side missions.

Soul Calibur 4
I was really digging this game but recently got very frustrated with it like I eventually do with all fighting games. The controls are pretty tight, but there are just so many moments where I think I've executed a move and it doesn't come out. And when you're trying to defeat The Apprentice on Arcade mode, that just equals a seething pit of white hot rage in my gut, causing me to curse like a mad sailor and abuse my poor controller. I'm taking a break from SC4 for fear that I will send my gamepad sailing out the window and into traffic one of these days.

Everything Else
Yeah, aside from Mass Effect it really is a mishmash of games. I was hooked on Oblivion for a while in July and managed to make some more progress with my sub-level 20 Crusader. The my birthday rolled around and I picked up a load of games that I briefly flirted with: Shadowrun is fun but very esoteric and I barely find time to meet up with a good group to play with; TMNT is a nice "cool off" game and great for Achievement farming; Burnout Paradise is surprisingly fun and I've managed to forgive it's somewhat wedged in open-world design philosophy. Some of the races are very difficult and the game's stubborn inability to not let you replay a race instantly has quickly put the game on my backburner list. Still, the Cagney came out last week and I'd be willing to give it another whirl when I tire of Mass Effect.

What else? Bionic Commando: Rearmed, of course. Havne't played too much of this yet. I was too tired to really appreciate the game when I downloaded late last night but I hope I'll be able to give it a fair shot tonight and post some impressions or a quasi review.

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Wednesday, August 06, 2008

Price Schemin' and Braid

I played the Braid demo today, sneaking it in between an obsessive play session with Soul Calibur 4 and my impending departure for work this afternoon.

I wholeheartedly recommend you try out the trial for Braid if you haven't already done so. The game's visual design is charming, surreal and more than a little artistic. The core gameplay, a clever rethinking of the standard 2D platformer, hooked me in initially with it's interesting time manipulation feature. Being able to rewind time at any moment makes the game incredibly forgiving, but forms also the crux upon which the games levels and puzzles are designed.

The only things that turned me off about Braid was the silly, overwrought writing and the price tag.

I think at any other time, I would have happily plunked down the Microsoft points for this game. What is the standard for new games these days? 800 points. I could imagine myself paying 800 points for Braid. However, XBLA titles have seen an upwards price drift in the last few months and I'm beginning to question the cynicism behind such a trend.

A couple of months ago I laid out my cash -- 1600 points, was it? -- for the Penny Arcade Adventures and I've barely touched it, let alone finish what is purported to be a mere 5-hour romp. The game is no doubt fun and has fairly high production values, in hindsight I just fail to see why the game justified a 2x price hike over the usual Arcade fare. It just seems to me that Microsoft's digital download service is headed in the direction of Canadian telcoms, where standard services rise in price inexplicably with no supporting improvement in the actual quality or quantity of service. Recently, the pricing structure for SMS messages was changed so that customers now pay a fee for receiving phone messages along with the usual fee for sending. Why? I never got to read any press releases on the subject, but I am sure a well-worded explanation was given to obfuscate the simple fact that telcoms were just interested in higher profit margins on what is franky a very a popular, ancilliary feature.

So getting back to why I decided not to purchase Braid... it's a fabulous piece of work by indie developer, Jonathan Blow and I wish him the best of luck with his debut XBLA release. I sort of let myself fall into the price hike trap with Penny Arcade, however, and I'm not about to let that happen again. I just feel that, on principle, the game is not deserving of a price hike, as good as it is, and this serves as a test bed for the Xbox team to calibrate their pricing and see how much more we are willing to pay for our Arcade games. And let's not be naive here. Braid, just as much as Penny Arcade Adventures, was a highly anticiplated game. It was written up in gaming blogs and showered heaps of critical praise months before release and those sort of good tidings give a company a lot more room to charge a premium price.

Maybe I will change my tune later on, when I find myself bored and without a stack of retail games to keep me occupied. I may remember Braid, think "what the heck" and plunk down my precious points. There are worse things in the world than over-paying $5 for a good piece of entertainment. But for now, I'm quite content to vote with my wallet and not contribute to the sales figures for this game. Greedy execs don't need any more encouraging if you ask me.

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