Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Monday, June 1, 2009

E3: The Beatles do the Rock Band thing/Minority Report is for realz yo

Today was the opening day of E3 in Los Angeles, the annual big electronics/video game expo. Among some of the highlights:

- Paul and Ringo came out to (somewhat awkwardly) announce/hype The Beatles: Rock Band (trailer here), which looks like it could be the most interesting iteration of the music instrument genre since it looks like you'll be living the career of the Beatles, from humble beginnings to the famous rooftop. I noticed that Yoko Ono was on stage for a moment at the beginning, except she conveniently disappeared a second before Paul and Ringo came out.

- Confirming all the rumors, near the end of the show Hideo Kojima showed up and announced that the Metal Gear series was coming to the Xbox in the form of a new game (not MGS4 as people predicted). Another huge blow for Sony, who now have lost all of their major franchises to MS the last few years (Final Fantasy, Grand Theft Auto, Tekken).

- Microsoft managed to get Steven Spielberg on stage to help unveil a brand new motion-style interface currently still in production egregiously titled "Natal" (which only makes me think of fetuses). It's obviously Microsoft's response to the Nintendo Wii, but what they showed looked truly amazing. They've gotten away from controllers completely, allowing you to use your body as the controls. This was shown in an almost Minority Report style way, where you not only control the menus with your hands, but the system uses facial recognition so that when it sees your face it logs you in. Watch here.

- Yoggoth's arch-nemesis, game developer Peter Molyneux, was there, showing off some insanely futuristic (and probably insanely ambitious/will never get off the ground) application where you interact with a virtual boy named Milo on the screen, who looks incredibly life-like, and he recognizes you and has regular conversations, almost like a whole fictional person that you interact with. Watch the video to fully understand.

Sony and Nintendo better step up their game tomorrow and Wednesday if they're to beat what MS had today.

Thursday, May 14, 2009

Ludology 101


Allow me to gloat for a second here. I just finished up another semester of school yesterday, finally free to run around and enjoy the sun for a couple of months. The final project for one of my classes was to create a guide to a particular subject of our choosing. Known as a pathfinder in the library biz, these guides are designed to serve as an introduction to materials describing a subject, any subject, from Shakespeare to Dada. Naturally, I chose to make mine on videogames. It's got links to websites, the Ebert/Croal debate, and call numbers for those book-things in case you ever found yourself in a real library. Since no one else is ever going to see this thing besides my professor, I thought I'd share it with you here, have fun.

Thursday, March 26, 2009

Why I Hated the 2008 Game of the Year

Last year a small title made it's way onto the Xbox Live marketplace. This small indie game named 'Braid' was developed by Jonathan Blow, a new pioneer in the games-as-art movement. The story behind the making of Braid is a tale all it's own. Blow worked on the game for three years by himself and funded the entire project with his own money. Jonathan Blow is of the new school of game design. From Wikipedia:

In a speech at the Free Play conference in Australia in September 2007, Blow suggested games were approaching the level of societal influence of other forms of art, such as films and novels. One example that Blow cites is World of Warcraft, which he labels "unethical", stating that such games exploit players by using a simple reward-for-suffering scheme to keep them in front of their computer. In his view, developers need to think about what reinforcement the games are providing players when they reward them for performing certain actions. He emphasized that there was a need for developers to design inspiring new games using "innovative, ethical and personal art.
When Braid was released last year it instantly won over nearly every game critic out there. It also found great success with gamers, becoming one of the most downloaded titles through the Xbox marketplace. It eventually won the Academy of Interactive Arts & Sciences "Casual Game of the Year". Everyone loved it.

Not me. I pretty much fucking hated it. As you're probably aware if you read this blog I'm a bit of a proponent of games-as-art. Braid was the game that was supposed to cross that magical barrier into art land and make Mr. Blow and all the other gamers feel that their medium had finally reached that magical realm of 'art' next to sculpture and cinema. But I would beg to differ. I thought the story was poorly written, difficult to decipher, and the game itself was just too difficult to derive any meaning from it. There were many opportunities for Blow to be more open with his narrative by giving the player an understandable and meaningful story, but it seems that at each opportunity to do so he purposefully hides the narrative through an obnoxious and pretentious writing style that only further obfuscates its intention. Why did Blow make this game and write this story if he didn't want anyone to see it? I think he might as well have just written the story in his diary if that's the case.

An annoying aspect about Braid is what's occured outside of the game itself. Because it's received such critical praise, because of the "Indie developer makes it big" story of its creation, and because of Blow's stature as an "Indie darling" most people seem hesitant to critique it. Critics think it's great because it has some sort of "mature" story and gamers think it's neat because it references older games such as Super Mario Bros. and Donkey Kong, but for all I care Jonathan Blow can just go... blow himself (ok, that one was too easy).

At it's core Braid is a platformer, like Super Mario Bros. You play the character 'Tim'. The one difference is that you have the ability to manipulate time, by pressing a button you can rewind everything in the game world, like hitting the rewind button on a VCR where you get to see everything happen in reverse. This is also where the game derives its story. Tim is looking for 'The Princess', and there's a story told through books at the beginning of each world describing Tim's journey. Each level is basically a puzzle where you're trying to obtain a hard to reach jigsaw puzzle piece to complete a puzzle which reveals some aspect about the story and allows you to move on to the next world. These puzzles become increasingly difficult as you progress. By halfway through the game they're Grade-A Mensa level difficult. I'll admit, the puzzles can be fun and there's a nice rewarding feeling when you get when all of a sudden a puzzle 'clicks' in your head and you're able to solve it. It's akin to figuring out that really tough crossword clue.

This would be fine, but there's many problems. First off, the puzzles can be excrutiatingly hard. I stared at some for hours trying to figure them out. I think Blow went a little overboard with some of them. He's also quite adamant that the player figure out the puzzle with no help. On the official walkthrough there's basically no walkthrough. Blow only says "Figure it out for yourself". Like I said though, the later puzzles are really, really tough. I'll admit watching a few Youtube videos for some of the answers.

What's worse though is that some of the puzzles are just finicky as hell. For example, one puzzle piece is tucked away up high. If you jump off of a ledge there's a cloud that looks like you should be able to land on it and make your way over to the puzzle piece. I tried jumping from this ledge multiple times but was always just a little too far away from the cloud to land on it. I thought, "Well it would be too easy if all I had to do was jump on the cloud to get the piece", I mean, that's not really much of a puzzle. So I tried for hours to find some other method to get that puzzle piece. Finally I gave up and went to Youtube... only to discover that I was right all along, it's just that the game demanded you be standing on the very last pixel of the ledge in order to land on the cloud. Oh come on! That's not a puzzle, that's just overly demanding game design.

Hey it looks like Donkey Kong, it must be brilliant!

But that's not the worst aspect of the game. The worst part is the story. Critics said it was a mature story that really made you think. The story, told through the books, is written in this completely obnoxious prose that sounds like it came out of a high school writing class. Yes, it's trying to be deep, but it comes off as pretentous. Here's a typical passage:

“But to be fully couched within the comfort of a friend is a mode of existence with severe implications. To please you perfectly, she must understand you perfectly. Thus you cannot defy her expectations or escape her reach. Her benevolence has circumscribed you, and your life’s achievements will not reach beyond the map she has drawn.”

And it doesn't get any better. After completing the game I still have no idea what the game was about. Was the Princess even a real person, or did she just represent some sort of ideal? The problem is that Blow leaves the story so open to interpretation that it ceases to have any real inherent meaning. There's really no concrete aspect of the story that you can point to and say "This is what I think the story is about." Is it about the loss of a relationship? Is it about the perils of nuclear weapons? Is it about the loss of innocence? Is it a commentary on the state of the medium? Only Jonathan Blow knows.

There's an interesting disussion over at The Brainy Gamer between the writer of that blog and another about the meaning of Braid. I have to say, I was delighted when I read Mr. Brainy Gamer's response where he too wasn't the biggest fan, and he's a much better writer than I. Check out what he says. Braid comes to the PC on March 31st.
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Well blogging friends, I'm off to Reno to celebrate my 30th birthday with a bunch of friends (LE was too cool for school to come). When I get back on Sunday I'll be 30, so you'll no longer be able to trust me, as I'll now be part of 'The Man' trying to keep those young rapscallions 'down'. If you want to join the party we'll be at the El Dorado in the Player's Spa Suite (sounds awesome, eh?).

Thursday, October 30, 2008

Beatles the Videogame

Maybe this will convince Little Earl to partake of the dark art:

Beatles Version of Rock Band to Offer Unprecedented Gameplay

"A Beatles-branded interactive music game along the lines of Rock Band and Guitar Hero will give gamers and music lovers a chance to play songs from every stage of the Beatles' storied career, from the sweet simplicity of "Please, Please Me" to more sophisticated fare like the songs on Abbey Road.

Unlike previous editions of Rock Band, this one will exist as a "Beatles game" rather than as a branded version of Rock Band. The basic gameplay will be familiar to those who have played other versions of Rock Band, said Harmonix co-founder Alex Rigopulos, but the Beatles' version represents "a unique opportunity for us to forge into new creative terrain in the music game genre and do things that have never been done."