Nope, The Dust Forms Words is still dead, until further notice.
But I wrote some reviews the other day, and for lack of anything better to do with them, I'm queuing them up to publish here. They'll go up once a week, on Friday, until they run out.
For anyone still reading, I hope you enjoy.
Friday, November 27, 2009
Monday, April 20, 2009
Back In Canberra
I'm back from holidays. Swancon was excellent. Thanks to the convention organisers; thanks also to all the awesome people I saw over the last couple of weeks.
Regular posting will resume here just as soon as I'm caught up on sleep.
Regular posting will resume here just as soon as I'm caught up on sleep.
Sunday, April 05, 2009
1995 Called: It Wants Settlers of Catan Back
It appears Wired Magazine has only just discovered Settlers of Catan. Stay tuned for their groundbreaking follow-up article, "Computers: The Next Big Thing?"
Wednesday, April 01, 2009
Pull My Finger
This year's crop of April Fool's jokes are incredibly, incredibly lame. Shame on you, internet. Shame. You've managed to make my information feed useless for 24 hours without compensating with entertainment.
As a side note, April Fool's certainly brings into contrast the inherent strangeness of the game industry. I can't even tell if this is a joke or not.
As a side note, April Fool's certainly brings into contrast the inherent strangeness of the game industry. I can't even tell if this is a joke or not.
Monday, March 30, 2009
Final Fantasy Crystal Defenders

If you're not familiar with tower defence games, they go a little something like this: monsters troop across the screen following a fixed path, and you as the player have to erect towers to shoot them down before they reach the exit.
Crystal Defenders replaces the towers with characters from the Final Fantasy Tactics games, and replaces the monsters with... well, monsters. It's a strictly by-the-numbers affair. If you've played a tower defence game before, you've played this one.
The catch is this: the very best tower defence titles are Flash games, and are completely free to play. Crystal Defenders costs money, it has graphics which would look awkward on a 16-bit console, and it's significantly simpler and shorter than even the most basic of its web-based competitors.
For your money, you get twelve maps (fully half of which are little more than palette swaps), six deployable units, no in-game help or tutorial system, no unlockables, no story or victory animations, and an endless loop of some of Final Fantasy's worst crimes against the musical world.
It's also blisteringly hard. With no kind of guidance or strategy advice, even tower defence veterans will have a tough time clearing 30 waves on each of the maps. The strengths and weaknesses of your units aren't completely clear. Working out which units deal physical damage requires luck, guesswork, and some knowledge of other Final Fantasy games. Debuffs on enemies aren't marked, making it tough to assess the effectiveness of indirect damage, and survival ultimately requires not just killing the enemy, but correctly calling where you'll kill them, in order to allow you to deploy money-gathering thieves. Luckily, the availability of the internet will allow you to completely trivialise the game by playing a perfect round straight off the bat.
Crystal Defenders is available on Live Arcade, Wiiware and iPhone, and I understand it's exactly the same kind of garbage on each platform. It's emblematic of Square-Enix's general contempt for the casual and downloadable market and I urge you to avoid it as though it were made out of babies.
Sunday, March 29, 2009
Prince of Persia Epilogue

Following immediately after the game's powerful ending, Epilogue sees the Prince and Elika on the run from Ahriman's power. Taking shelter in a dusty mausoleum, they stumble across a series of tunnels that run under the hills, providing a path to an area of comparitive safety.
The Epilogue doesn't shy away from the game's ending; in fact, the consequences of the ending are the core of the downloadable content. Elika is understandably not impressed by what's happened, but the Prince finally gets the chance to tell his side of the story. Not content with taking victory at a price, the Prince has chosen to gamble everything in the hopes of a more lasting win. Or at least, that's how his rationalisations go; it's clear his real motivations are more emotional than logical.
The writing in Epilogue is some of the best in the game, and as with the original content the dialogue and interplay between the Prince and Elika is the real meat of what's on offer. However, to experience it all you're going to have to put up with some of the most frustrating gameplay that Prince of Persia has to offer.
The gameplay side has seen some small improvements. There's a new attack option available - a running charge - and a new plate to unlock, which opens paths by summoning phantasmal wall sections into being. Also, the horrible plate-initiated flying sections are blessedly nowhere to be seen.
Checkpoints are fewer and further between, though - trips between one area of firm ground and the next can take upwards of a minute, which makes forward progress significantly harder. The rise in difficulty brings into sharper relief the game's mechanical problems, which were more forgiveable when you weren't falling to your death quite so often. The camera is still horrid, for example, sometimes automatically angling to where you need to go next but more often stubbornly pointing at dead ends while you're trying to look up and down for a way to progress.
The levels are unnecessarily dark; distinguishing the lethal shadow-blobs from clean wall at a distance can be tricky. Also, the timed sections make a return, where you have to clear a certain are before black fumes kill you. This mechanic was used well in the original content but here it's frustrating - the dark screen filter cause by the mechanic exacerbates the existing vision problems, and often the effect doesn't give you the necessary time to work out your next move while you're clinging to a mid-wall fissure and struggling with an uncooperative camera.
You'll have to deal with the green plates again, too. Those are the ones that send you charging up vertical walls at high speed. They were originally fun just due to the sense of speed involved; however, late in the original game the cheap collisions with scenery and the requirement to learn the route in advance rather than react on the fly made them a lot less welcome. That trend continues in Epilogue and the twenty minutes or so involving green plates are easily the worst twenty minutes in the game.
A lot of what made the original content addictive is missing, too. The levels proceed linearly, for example. There's no option to choose your next destination or revisit a previous one. You don't cleanse areas, so it's a lot less satisfying finishing a level, and there's no hunting for light seeds. The new collectible item is the "light fresco", a portion of glowing wall that you need to run or slide across to collect. You'll only be rewarded, though, for your first light fresco and your last, and the linear nature of the levels means that missing one (such as by not being aware that they could be collected) removes the incentive to go looking for any others.
For all its flaws, though, Epilogue is a first-class piece of downloadable content. It delivers maybe three or four hours of solid play, it's a non-stop parade of new levels and new challenges, it's built upon the very strong foundation of Prince of Persia's generally excellent gameplay, and it features some of the best story and writing currently available in a videogame.
If you enjoyed Prince of Persia, Epilogue isn't an optional extra, it's a must-have. It's an excellent addition to an excellent game and it only makes me more excited for the next installment of the Prince's adventures.
Friday, March 27, 2009
Hope #2
Quick heads up: issue 2 of Grant Watson's bushfire-relief publication Hope is about to hit the virtual stands. I'm led to believe that there's something I wrote in it. Go get yourself a copy to find out if this is a true thing.
Thursday, March 26, 2009
Where The Wild Things Are
If you were wondering what Spike Jonze (director of Being John Malkovich and Adaptation) has been doing with himself, the answer is: this. Where The Wild Things Are, a faithful recreation of the book that has nothing to do with the book. I have no idea how this is going to play out on-screen but I have the very real sense that it works.
Thanks to The Angriest for the heads-up.
Squeenix Hits Virtual Console

Item the first: Sega, Taito and Nacmo are bringing some of their arcade hits to the service. The arcade versions, mind, not the dodgy console ports.
Item the second: Final Fantasy I through to VI are on their way to the Virtual Console in all their original non-enhanced glory. I assume that the ones that weren't originally released in the West (FF2, 3 and 5) are going to use the translations developed for the GBA / PS / DS adaptations.
Item the third: If you just can't get enough of Cecil The Death Knight from FF IV, you will be stoked by the appearance of FFIV sequel The After Years on Wiiware, alongside My Life As A Dark Lord, which is apparently a sequel to the poorly received My Life As A King.
Labels:
Namco Bandai,
Sega,
Square-Enix,
Taito,
Wii,
Wii Virtual Console
Wednesday, March 25, 2009
Wonderella

Seriously, it is worth reading. You will find The Non-Adventures of Wonderella both compelling and hilarious. True story. I have obligingly linked you to the first comic so you can follow the funny in sequential order. It is the comedy of the human condition. Haven't we all been tricked by leprechauns that one time?
I finish this post on-topic with the following statement-slash-rhetorical-question: Halo Wars - you promised so much but delivered so little - what is up with that?
Tuesday, March 24, 2009
Max Payne 3

One thing you can count on: you push a man too far, and sooner or later he'll start pushing back.
New Max Payne game? Yes. Nothing to do with the movie? Thankfully. Developed by Remedy, the people behind the first two? Not so much. They're still "hard at work" on Alan Wake, which will be completed as soon as they solve the pesky problems associated with getting hell to freeze, so this one's being done by Rockstar Vancouver, the team who did Bully. (And, for that matter, Homeworld, under their old name of Barking Dog.)
I didn't like Bully. Apparently, though, I'm in the minority on that, and in any case I'm more than ready to fork out for a new installment of Payne-themed action-noir. For those not familiar with why Max Payne is awesome, go check out this page full of quotes.
Labels:
Barking Dog,
Computer Gaming,
News,
Remedy,
Rockstar,
Rockstar Vancouver
Monday, March 23, 2009
Peggle (Live Arcade)

Like most games by developer PopCap, Peggle's premise is simple. Part Breakout, part pachinko, Peggle sees you firing balls from the top of the screen into a field which is densely packed with coloured pegs. You're aiming to hit as many pegs as possible through a clever series of bounces before the inevitable tug of gravity pulls the ball off the bottom of the screen.
As with good games, the simple premise is easy to understand, hard to master. Your task is complicated by the peg colours. Blue pegs rack up points, but bring you no closer to finishing the level. Red pegs are the key to victory - clear them all to finish the level - and the more red pegs you hit, the higher your score multiplier builds, giving you an incentive to clear red clusters early rather than late. A single purple peg roves randomly around the field; hitting it results in a big point boost. And green pegs unleash special abilities ranging from the chaotic Multiball through to the awesome Zen Shot (wherein the computer subtly adjusts your chosen trajectory to maximise your points).
The Live Arcade version of Peggle is much the same as the PC version. The core experience is a direct port from the PC, identical level layouts and all. On the one hand, aiming your shots with the controller is slower and less precise than using a mouse. To compensate, the Live Arcade edition includes additional Challenge Levels, plus a lame multiplayer mode where players take turns firing balls into the same field. On average it seems exactly as fun as the original.
If you haven't played Peggle yet, you really should. Live Arcade makes downloading the free demo a breeze, so check it out and see whether you're one of the many people for whom Peggle is a horrible addictive drug.
Labels:
Computer Gaming,
Live Arcade,
PC,
PopCap Games,
XBox 360
Sunday, March 22, 2009
The Maw

The Maw is a title by indie developer TwistedPixel, recently released for XBox Live Arcade. In it, you play a little blue alien who's been captured by some big blue aliens. There's no speech in The Maw, and in fact no dialogue or text of any kind, so we're left to deduce what's going on by the frenzied muggings of the participants. A quick trip to the internet informs that your character's name is "Frank", and that his captors are "Bounty Hunters", although what Bounty Hunters might want from Frank is a mystery.
In any case, the Bounty Hunters' ship crashes within moments of Frank's capture, and as Frank stumbles dazed from the crash site, he comes across Maw, a purple globby-thing who is apparently a fellow captive. Frank finds a kind of electro-leash with which he can lead Maw around, and from that point forward the game involves escorting Maw across the countryside while feeding everything that moves into Maw's steadily growing pie-hole.
There's a central dynamic of "Maw eats things, Maw grows bigger, Maw can eat bigger things" which at first seems like a cheap knock-off of Katamari Damacy. Further time with the game reveals that first impressions are correct. However, none of Katamari's charm is present here. The number of things that Maw can actually eat is quite small, and the environments don't really scale up to match Maw as he grows, which eventually leads to levels where much of the proceedings are completely obscured by Maw's giant head, leaving you to wander around aimlessly in the hope that there's something edible in front of the the big purple noggin that's blocking your vision.
The problems involved in seeing past Maw are compounded by horrid camera controls, which refuse to allow you to look upwards. The levels are three dimensional, so looking up is often fairly important, but the only directional options offered by the camera are "look at Frank's feet" and "look at the grass ten feet in front of Frank".
Speaking of the grass, it's pretty horrible. Ground, mountainsides and sky are rendered throughout the game using only a single low-resolution texture each; it's strongly reminiscent of Nintendo 64 platformers, but without the liveliness and artistic spirit that made the best of that brotherhood sparkle. While Maw and Frank are detailed and well-animated, the environments they traipse through are eye-burningly ugly.
Not only are they ugly, they're small. All but the last couple of levels are aggressively tiny. The game compensates for the small environments by requiring Frank and Maw to move at an infuriating crawl. Never has a game been more in need of a "run" button. When you're moving forward in the level it's not too bad, but if you need to suddenly backtrack to the beginning of the level to find an edible you missed earlier it's controller-hurlingly awful.
As a pseudo-platformer it's obligatory for The Maw to have collectibles. Each level features a finite number of edibles, plus a "hidden" flying bug-thing. Finding these collectibles is never harder than destroying ever object and following every path, but the edibles are often quite small and stand out poorly from the background, so it's easy to miss one just due to the art design. At best, missing one means a long slog back across terrain you've previously covered; at worst, it means replaying the level.
Maw can gain a variety of powers by eating unique animals. These range from a fire-breath to lasers to a ramming horn, and getting the powers is usually more fun than not getting them. In most cases there's only a single power per level; on the few occasions when you switch powers mid-level it's more of a curse than a blessing as if you've missed any edibles only collectible by the first power, it'll take a replay to get them once you've moved to the new power.
It is impossible to die in The Maw. The very few things that actively attack only bump you backwards. Typically, this kind of design decision would be in order to allow you to enjoy sandbox-style play or exploration without the threat of failure hanging over your head, but in The Maw there's nowhere to explore and nothing to do, so it really just feels like you're wandering around a small padded room while wearing a straightjacket. In later levels, the game will literally play itself, with The Maw charging forwards and blowing things up while you as player find your controls suddenly non-responsive.
The nerf-bat level of danger, combined with tiny levels, few activities to engage in, and a miniscule amount of content overall, make The Maw tough to recommend. It's just non-intutive enough to frustrate the children who are (apparently) its target audience, and for mature gamers, even casual ones, there's simply not enough on offer to entertain for more than an hour or so.
Maw itself is a very likeable character, but one character is just not enough to lift this game out of the doldrums. Take your money elsewhere on Live Arcade. It's not as though the rest of the marketplace doesn't spoil you for choice.
Saturday, March 21, 2009
Saints Row

It was dialogue that snapped, that rippled, that drifted across all that followed it like a silken banner blown by distant, heroic winds. In my mind, it raised the bar for speechmaking - the very science of speaking had been evolved. If Franklin Delano Roosevelt had had this technology, we might have realised that we had nothing to fear but fear itself, bitch. Had it been in possession of Churchill, we surely would have fought them on the beaches, bitch, fought them on the landing grounds, bitch, fought them in the fields and, bitch, in the streets, and so forth.
It is with unleavened delight that I discovered the good Mr Banner had delivered the title track to Saints Row. The anticipation of this musical masterpiece seasoned my early experiences with the game. Like all things worth having, acquiring this tune required work; it required unlocking, and by golly I unlocked. Collecting the last hidden CD from within the virtual city of Stilwater, I fired up the in-game music player, turned the relevant knobs to "Banner" and sat back to bask in the glory.
I was not disappointed. The lyrics to Saints Row's flagship tune - itself named "Saints Row" - proceed largely as follows:
"Holla bitch / holla bitch / y'all know me
Mississippi ho / I'm a real O.G.
If you're sick of being sick and you're tired of being broke
Go and get your guns and bring your ass to Saint's Row
Saints Row, bitch!
Saints Row, bitch!
(mumble mumble mumble mumble mumble), bitch!"
I'm telling you this story in order to warn you that had David Banner saying the word "bitch" been the sole redeeming feature of this game, with the rest being an unholy mashup of Gauntlet: Dark Legacy and Imagine Babyz, I would still have given it an enthusiastic pass mark. The man can do no wrong and, if Fight for NY is to be believed, he is not averse to throwing those who anger him in front of subway trains.
It is to Saints Row's enormous credit that it is possible to completely overlook the work of Mr Banner amid what may well be the greatest open-world game ever created by human beings.
Saints Row is a copy of Grand Theft Auto. If the box had borne the GTA logo, it would have been forgivable to mistake Saints Row for another entry in that august franchise. The thing about Saints Row, though, is that it is better.
Grand Theft Auto is the squalid third-world country squatting fetidly on Saints Row's borders. Saints Row is modern; in Saints Row they can afford luxuries like a user interface, a pathfinding overlay, and consistent mission difficulty. In Saints Row even the most ill-made vehicles are fun to drive, few if any cars engage in 360-degree rolls under normal driving conditions, and the whole game can be played from beginning to end without reference to a FAQ, hidden collectibles and all.
It's hard to imagine people who are unfamiliar with the Grand Theft Auto formula - possibly they exist in the darkest depths of Africa, or in the less popular homes for the aged - but for the purpose of refreshing memory it is this: you are set loose in a large virtual city, in which can be found guns, cars, innocent civilians, and police officers, and you are left to your own devices to cause havoc. In and amongst the creation of havoc you may find time to complete "missions", which advance a central storyline, and "side-jobs", which are allegedly optional and reward you by unlocking new weapons, abilities, and customisation options.
In GTA the havoc was great, but the difficulty of both missions and side-jobs would waver between "trivial" and "controller-snappingly infuriating" with all the predictability and grace of an inebriated hobo. Saints Row decides that too easy is, on the whole, a better place to be than too hard, and while you will certainly need concentration and focus to make progress, it's rare to need more than a couple of tries to finish any of the game's challenges.
That's great, because it lets you really concentrate on the game's strengths. The havoc-causing is front and centre, and it is almost exactly as good (in fact, almost exactly the same) as what Grand Theft Auto has been serving up for years. You smash cars into other cars, gun down civilians, blow things up with explosives, and then play cat-and-gun-toting-mouse with the cops until you eventually go down in a blaze of glory. The cops are noticeably more wussy than their GTA counterparts; they're slower to anger, easier to evade, and they're missing the auto-arrest-if-they-catch-you-prone power that made the GTA fuzz so effective. That's fine, though, because you're also able to piss off Saints Row's various rival gangs, and gangbangers are vastly more dangerous than their GTA equivalents.
What's better than all the havoc, though, is the story. If you've played GTA, you'll know that the story there is little more than an excuse to carry you through a succession of unlikely psychopaths who'll make awkward double-entendres while telling you to kill hundreds of innocent civilians (which you invariably do without question).
Saints Row, by contrast, sets you up as a fledgling member of the 3rd Street Saints, one of the city of Stilwater's four major gangs. Pushed into a corner by their rivals, almost completely stripped of territory, Saints leader Julius instigates a campaign to save the Saints from extinction and retake the city. Naturally, you get involved in the fight, and as the battle against the competition heats up you rise through the ranks, eventually taking a lead role in the final onslaughts against Stilwater's key gang figures.
Rather than linking missions to caricatured madmen, Saints Row carefully and efficiently introduces you to Julius' lieutenants - Dex, Tony, Lin, and Johnny Gat. It also brings the leadership of the rival gangs on-stage at any early point - each gang has three well-realised characters in its upper ranks, whose internal politics as shown through surprisingly well-written cutscenes offers a real personality and immediacy to the missions you'll be undertaking.
These aren't just questgivers - these characters have interrelationships. The history and brotherhood between Julius and rival gang-leader Benjamin King gives poignancy to the final missions against the Vice Kings gang. The mixture of hero-worship and frustration that the cool-headed Dex has for the violence-prone Johnny brings him to life as a character, and offers understandable reasons for the often circuitous missions he tasks you with. Lin, sent undercover with the Westside Rollerz, is in danger of coming off as a one-note bitch, but ends up a surprisingly memorable and powerful part of the overall story. Minor characters take surprising twists, becoming tragic heroes or unlikely villains.
Don't get me wrong - this isn't fine art. It's still a violent cops-and-robbers story about two-bit hoods with a dubious moral code. It's derivative and it's contrived and it's frequently crass. But it takes itself seriously, and it's not afraid to occasionally do things just a little better and deeper than it strictly had to, and after the narrative famine that GTA has been offering for years Saints Row makes for a feast of awe-inspiring proportions.
The combination of sandbox and story is supported by a whole host of fine detail that really lets the game shine. You can plot courses on your minimap; you pause the game and set a destination, and the game sketches out an optimal route in glowing blue dots. The pathfinder tool isn't aware of the many shortcuts across private land, and it gets a bit muddled with Stilwater's labyrinthine aerial overpass system, but it's still a vast improvement on trying to memorise the streets of the city's 36 distinct districts.
You've got a cell phone; I've heard a lot of people making a big deal of this feature in GTA IV but Saints Row got there first. You can call friends to back you up in combat, you can call taxis to ferry you quickly around the city, call ambulances for medical attention, and of course call a number of "secret" numbers for short humorous pre-recorded messages.
You can customise your character's clothing and appearance, setting racial type, hairdo, and outfit, with (naturally) more customisation options unlocking as you progress. There's a stupidly large number of radio stations to tune in to as you drive around, although (David Banner aside) the quality of the licensed music is vastly inferior to GTA's typical offering. The hip-hop collection is probably the highlight, featuring Wu Tang Clan, De La Soul, Ghostface Killah, and Xzibit, among other recognisable names.
Saints Row is the game that Grand Theft Auto has always wanted to be. It's loud, it's memorable, it's addictive, and most of all it's incredibly fun and if you're an XBox 360 owner you've really got no good excuse not to have your own copy of this game. Bitch.
Friday, March 20, 2009
Update

Gaming in brief:
- I finished the original Saints Row. It may unashamedly copy Grand Theft Auto lock, stock and barrel, but it's entirely excusable seeing as how it's exponentially better than any GTA up to and including San Andreas. (I haven't played GTA IV yet but I have a sneaking suspicion I'm still going to like Saints Row better.) The user interface is worlds beyond what GTA offers, the mission difficulty is set to "fair" rather than "infuriating", and - the biggest surprise - it has a fully fleshed out plot, complete with intelligent dialogue, characters you really care about, and subtle relationships you'll be thinking about long after you finish the game.
- Caught up some of the XBLA titles I've been meaning to try. The Maw is highly cute but so aggressively small-scale and challenge-less that it feels more like a demo or a toddler toy than a real product. Final Fantasy Crystal Defenders is one of the worst tower defence games I've ever played and it has the added insult of costing money to buy. Peggle is almost exactly the same game as the PC version, which is to say still totally awesome.
- I went back to Mirror's Edge to try to get more achievements, which is practically a first for me. In my house, once I put a single-player game back on the shelf, that's the last time I'll ever touch it, no matter what my intentions might be at the time. I'm speedrunning the story levels, and if the levels were thrilling the first time around they're even moreso when you play them this way. It feels like playing the game as intended; the only thing that stops it from being a perfect gaming experience is the punishingly high difficulty involved in getting a qualifying time at these things.
Labels:
Computer Gaming,
DICE,
EA,
Live Arcade,
PopCap Games,
Square-Enix,
TwistedPixel Games,
Volition Inc,
XBox 360
Sunday, March 08, 2009
Don't Look Back

Terry Cavenagh's Don't Look Back is a reimagining of the Orpheus myth via the medium of the browser game; as the player, you'll descend into hell (this time with a handgun), and retrieve your beloved. The catch: once you've found her, you have to return to the surface without ever looking back.
This is not an easy game but it's not unfairly hard. Each individual room is very tricky, but you've got unlimited lives and a checkpoint at the start of each room, so you'll never have to replay an easy bit to get another crack at the hard bit. If more platformers were like this I'd be inclined to spend more time with the genre.
Don't Look Back is thoroughly entertaining, and an early contender for many of next year's indie and casual awards, so go check it out now before you're the only kid who hasn't.
Saturday, March 07, 2009
The Sound of Awesome

Actually I never visited a video arcade in 1982, what with being only two years old, but it's pretty much the same experience as a video arcade in 1988, which, coincidentally, also sounds like nostalgia.
I say this because someone excellent at coinopvideogames.com took it upon himself to record himself playing games at various arcades between 1982 and 1988, on audio cassette (itself almost prehistoric), and then, more than two decades later, convert those cassettes into MP3s that you can listen to through your web browser.
This is even more awesome than it appears. You may have forgotten that arcade games were loud, and you can hear every sound effect coming out of the machine clearly, including the surprisingly catchy theme to Jungle King. If I had these on a CD I would play it as the background music to my house.
Go check it out! (And thanks to Dinosaur Comics for the heads-up.)
Friday, March 06, 2009
Breaking Stealth

It sucks. It always sucks. Stealth is the game element most likely to ruin any game that includes it.
Metal Gear Solid is a huge success. Splinter Cell and Thief and Tenchu have all done more or less okay. They have not succeeded because of their stealth gameplay; they have succeeded in spite of it.
The reason is this: stealth gameplay is broken. It is inherently bad gameplay.
Stealth avoids conflict
Avoiding conflict is not fun. More importantly, it is bad drama. The key to drama is conflict born out of the natual drive of the narrative; good story happens as a result of how that conflict changes those who participate in it.
You could say that the conflict in stealth is the player's desire to not get caught versus the desire of guards to catch the player; however, in most stealth gameplay the guards are not actively looking for the player, meaning they are not dynamic participants in the conflict. Neither protagonist or antagonist are changed by the activity.
Games that succeed in spite of stealth use stealth as a means to build tension, leading up to cathartic confrontations against boss characters or set-piece action scenes.
Stealth does not offer resolution
Stealth does not resolve problems. When you sneak past a guard, the guard is still there. The problem still exists, and may even complicate your further advancement. Your activity has made your situation more dangerous as a result of your activity, rather than increasing your mastery of the situation.
Games that succeed in spite of stealth use stealth as an element of assassination, rewarding your successful stealth activity with the elimination of the guard and a correspondingly less fraught game space.
Stealth removes the ability for the player to pace gameplay
Stealth gameplay proceeds at the pace of the guards. Your motions are dictated by the patrols of non-player characters. This disempowers the player and removes their ability to customise their game experience to their tastes. It creates periods of downtime in which the player can take no meaningful action without causing mission failure and thereby reduces the player to the position of an audience to their own story.
Games that succeed in spite of stealth offer alternative routes for navigating an environment, with each route offering a different pacing and a different level of risk. They also provide meaningful things that a player can do while waiting for guards, or offer a level of environmental detail that is inherently enjoyable to experience during enforced pauses.
Stealth mechanises NPCs
Stealth activity involves the player moving through the gaps in the enemy guard pattern. To successfully engage in this activity, the player requires three types of information: the location of the enemies, the cone of sight of the enemies, and the manner in which the enemies move. This is, obviously, a significantly higher level of information than the enemies have available.
In the most poorly designed games this information is not well revealed to the player; however, when it is available, it renders the guards no better than machines, bound to understood rules of behaviour and possessed of unfeasibily low levels of awareness and intelligence. It can be difficult to respect such enemies and take them seriously. Contemptible opposition isolates a player from the game world and inhibits their ability to become immersed and empathise with their avatar and other characters.
Games that succeed in spite of stealth take steps to equip their predictable NPCs with personality quirks, idle animations, a wide range of context-appropriate spoken dialogue, and patrol patterns that are believable and effective in relation to the environment. These games have NPCs who are inherently intelligent and effective, whose ability to spot the player is limited by the nature of the level design and the competencies of the player character rather than their own inadequacy.
Stealth is binary
You are seen, or you are not seen. You are alive, or you are dead. Where shooting games can include health metres and driving games include finishing times, there is no "almost stealthy". In a worst case scenario, being detected results in death, and you move back to the last checkpoint (or, worse, the start of the level). In a best case scenario, being detected sends guards into an "alert state", where they deviate from patrol routes and possibly even actively search for the player. The player must hide (which involves standing around in an isolated spot and doing nothing, a form of punishment itself.) If the guards find the player, though, we return to that problem - being found equals failure. Not "a bit of failure" or " a portion of failure" - just failure. If you're lucky the stealth game ends and you're now in a fighting game. If you're unlucky, it's back to the checkpoint.
Games that succeed in spite of stealth attempt to make failure non-binary by including multiple alert levels and allowing players to "fight their way free" of guards, effectively making their health meter a substitute "stealth failure" meter. They also make the process of hiding from alert guards a game in and of itself and minimise the "waiting for the all clear" downtime.
----
There are good stealth games; there are good stealth segments inside some games. But it's fighting an uphill battle. You're trying to bring fun to the player, instead of bring the player to the fun. Stealth is inherently broken; don't treat it as a gameplay staple, don't go there unless you know what you're doing, and for heaven's sake don't mix it into an otherwise un-broken product.
Thursday, March 05, 2009
God Hand

In God Hand you punch people so hard they fly over the horizon. In God Hand you punch people so hard that they fly into buildings and then the buildings fall down. In God Hand you punch people so hard that their soul comes loose from their body and then you have to punch that as well.
Also, sometimes you kick things hard, too.
This is a winning formula. This is something you can write on a white board and underline a few times and then sit back to watch the money roll in. If I were to write a book on designing "fun", this would be the first chapter, the case study, and most of the conclusion. I would write, "And in conclusion, in God Hand you punch people so hard that your fist breaks the sound barrier, and then the person you have punched flies off into the distance, also breaking the sound barrier."
So what really baffles me is why God Hand isn't fun.
Disclaimer: I didn't finish God Hand. I didn't come close. I just wasn't enjoying it, so I haven't seen the whole game. It's hard to imagine a second act, though, that would redeem the five hours or so I spent with it.
God Hand is a PlayStation 2 title by (now-defunct) Clover Studios, the same clever fellows who made the amazing Okami. Where Okami was the transcendent poster-child of the "games made art" movement, God Hand is something born wholly crafted from the mind of an illiterate 14-year old. It is crass, it is gratuitous, and it is crude in every sense of the word. In God Hand some of the villains are gay men and you punch them so hard you make them straight.
God Hand is clearly influenced by Capcom's action franchise Devil May Cry. There's a deliberate emphasis of style over substance. The plot is incoherent, the dialogue and voice acting are horrible, and your combat moves bear little to no relationship to the laws of physics. However, where Devil May Cry boasted smooth controls, deep tactical combat, strong level design and above-average graphics, God Hand instead opts for hand-twisting button maps and repetitive brawling in a series of unattractive linear corridors.
Unattractive may be an understatement. God Hand looks God Awful. One could be generous and say that level and enemy designs are "inspired by" such brawling classics as Golden Axe and Streets of Rage, and it's true that there is more than a little deliberate homage here, but the reality is that both Golden Axe and Streets of Rage had significantly more art in a single screen that God Hand can muster over the course of a level. Everything's done in pallets of dull brown. Enemy designs are so generic that even the villains of a Dynasty Warriors game could put them to shame. Ground surfaces are a flat brown while skyboxes are a flat blue. Every wall is set at right angles to another wall and the camera is not afraid of clipping right through surfaces to show you that they have no depth or substance.
The gameplay is standard brawler fare. You punch, and you kick. There are some 100+ punches and kicks available, and you can ultimately map up to 11 of them to your controls at one time, so there's some tactics involved in picking your repertoire. Most enemies are largely similar though, so once you've got a set-up you won't need to change it much. You run around a 3D level, and enemies mosey up you singly or in groups, so as to allow you to punch and kick them.
Every few punches or kicks, enemies will block. When they block, you'll need to back off, as hitting them while they're guarding allows them to do a dangerous counter-attack. So you'll get used to the pattern of punch-punch-punch, wait, punch-punch-punch, wait. Later on you get special "guard-break" moves which simplify the process. You yourself are unable to block, although you can dodge. Blocking was presumably inserted to pace combat and stop players from self-combusting from the sheer awesomeness of non-stop punching.
Defeated enemies sometimes drop money; money can be used to buy new punches. In God Hand you punch people so hard that they turn into currency.
Also, you have a rage meter, which when full allows you to turn invincible and unleash the titular God Hand for 10 seconds or so, and "roulette slots", each of which will let you pull off one of your particularly awesome super-punches. Using a super-punch empties a slot, which you have to refill by finding a magic card dropped by a defeated enemy.
God Hand is really hard, even on the easiest difficulty. Not consistently hard - you'll go from an enemy that just stands there as you punch him straight to a hell-demon that moves faster than you can see. Not interestingly hard - enemies you can't see because of the horrible camera will cheerfully punch you in the back of the head and follow up with a combo that kills you before you can recover. Just hard. Stupidly hard. Death usually means a trip back to the start of the level and up to twenty minutes of play erased. In God Hand people punch you so hard you travel back in time.
I've mentioned how the voice acting is horrible, but it's really just fitting into the overall audio standard. Pretty much every in-game sound effect is some variant of explosion, which at first glance seems to possess a certain kind of awesome but in practice really doesn't. There appears to be only one piece of background music, a kind of surfing-guitar reminiscent of Hawaii Five-O that loops endlessly. Enemies yell "Come on!" at you a lot, and "Oof!" when you hit them, and that's about it.
Actually the whole game feels more like a prototype than a finished game. There's the bare bones of a gaming experience, and a whole mess of awesome punches, but everything else feels like placeholders rather than final product. I can see that Clover were trying something worth trying, a kind of re-invention of the brawler as a genre, but that intention is in no way manifest in what they actually released.
There is a certain class of people who will love God Hand, and these people are not to be ridiculed. There is a genius located deep in the core of this unlovely software, a genius that knows that it is absolutely impossible to ever punch a videogame villain too hard. But those who can look past the eye-gougingly horrible aesthetics and the nun-punchingly torturous gameplay to find that genius will be few and far between, and for the rest of us it's worth mentioning that this game came out late in the PlayStation 2's lifespan, almost no-one bought it, and it's practically impossible to find a copy.
Wednesday, March 04, 2009
Hardcasual Is Mocking Me

That's it, Hardcasual - you're going on the list. Also Leigh Alexander. The list.
Loops of Zen

It's a browser game, and it's simple. You get a board of tiles, each with lines and connections to other tiles, and you rotate the tiles until there's no dead ends on the board - every line must curve back on itself. Surprisingly satisfying and easier than it initially seems.
Go play it now.
Tuesday, March 03, 2009
Vote In IGF Audience Choice Award

Only those games with a playable public demo are eligible; that does, however, include games that are only playable on Live Arcade or PSN, so very few voters are realistically going to be able to try out all the finalists.
The Audience Choice finalists are:
*Mightier
*Coil
*Cortex Command
*Retro/Grade
*You Have To Burn The Rope
*IncrediBots
*Dyson
*The Graveyard
*Between
*PixelJunk Eden
*Brainpipe
*Carneyvale Showtime
*The Maw
*Musaic Box
*Osmos
Notes: (a) please don't vote for You Have To Burn The Rope just because it's the easiest one to find and play - only vote for it if you actually think it's the best! (b) please don't vote for Musaic Box, at all.
Go cast your vote!
Labels:
Computer Gaming,
Independent Games Festival,
News
Wednesday, February 25, 2009
Beyond Good & Evil

This is a game from Michel Ancel, the creator of Rayman. At the time of its release, it sold poorly, but it's picked up steam as a cult classic and the general consensus on the blogosphere is that it's time to revisit Beyond Good & Evil with kinder eyes.
I'm glad I did. The game is excellent. After playing through the recent Prince of Persia I had been thinking to myself, "I want more like this," and now I'm feeling a little stupid because it turns out I had "more like this" sitting on my shelf for the better part of two years, completely unplayed.
In Beyond Good & Evil you play as Jade, photographer and surrogate big sister to a gaggle of assorted orphans. When Jade's adopted planet of Hillys is attacked by the militaristic DomZ armies, Jade is pressed into service to find out what the DomZ are up to and why, exactly, the local defence forces aren't doing much about it.
I say that it's a bit like Prince of Persia, and by that I really mean that it handles relationships between the core characters well. Jade is aided by her "Uncle Pey'j", an avuncular pig-man with a gift for mechanics. (Actually, Hillys is populated by all manner of animal-people, although it spurns catgirls and bunny-women in favour of antropomorphic sharks, rhinos and goats.) Later on you'll also team up with "Double H", a likeable resistance fighter who's forever quoting his role models "Johnson & Peters". These characters are really enjoyable to be around, and when the game makes you go solo you'll really feel their loss. The interactions with Pey'j and Double H form the emotional spine of the game.
Really, though, the gameplay is more like Metal Gear Solid meets Pokemon Snap. Jade's role as a photographer isn't a mini-game or sidequest - it's the core of the game. All your efforts are ultimately directed and getting access to places where you can take photos which reveal the truth of the DomZ plan. You compose and shoot your photos yourself, and the game stores the photos you've taken and weaves them into the game in unexpected places, notably to excellent effect in the game's final scenes.
To keep you busy between plot photographs, you're also challenged to photograph every animal species on Hillys, of which there are I think 50-something. Some of these are ubiquitous but others will require finding some very specific environments. The animals are beautifully unique and make sense in the context of the biosphere; finding the rarer specimens can be really breathtaking, whether it's turning out the lights in a deep cave to capture an unrecorded bioluminscent algae in full glow, or catching a giant blue whale in mid-leap as it breaches the waves. The nature photography is so excellent that I found myself wishing that it could have been the main plot.
Sadly, the other half of the game is stealth. Despite my love of Metal Gear Solid I've never enjoyed having to be stealthy, and I like it best as a vehicle for getting myself in the prime position for completely eliminating every guard in sight. Beyond Good & Evil does a pretty passable job at this type of gaming - the controls are tight and responsive, for example - but it still doesn't quite get it right.
The camera doesn't give you anywhere near enough information. It's not clear how many guards are around, where they're walking, or where they can see. This turns the stealth sections into frustrating trial-and-error processes where you'll proceed halfway across an area, realise there's an extra guard you couldn't see, get caught, and have to restart. Thankfully checkpoints are extremely generous and well-placed. Also, the consequences of detection vary. Sometimes you'll merely end up fighting the guards, which is an appropriate punishment as you'll usually win but at a severe cost to your health. On other occasions, however, detection results in immediate death from a previously-invisible hovering laser orb that can apparently shoot through walls.
Were it not for the stealth sections, this would be an extremely casual-friendly game. Nothing anywhere else in the design comes close to replicating the frustration and repetition of the sneaking missions; every time I started into a guarded area I came close to giving up the game for good and I ended up playing with a walkthrough in hand to minimise my negative experiences.
Everything other than the stealth is perfect, though. You can cruise around the watery surface of Hillys in a hovercraft, compete in suprisingly entertaining hovercraft races, discover hidden nooks and crannies, collect valuable pearls, and explore the pedestrian district of Hillys' main city.
That city, by the way, is a triumph. The main canals that connect everything are packed with an amazing variety of water-borne and airborne vehicles moving in every direction at once, while giant television screens hovering in the air boom out propaganda messages. This kind of business is something we've seen in videogames elsewhere, but the fact it intrudes out into the player's space - the other vehicles are using the same areas that you can use - makes it feel real and immediate and alive. It has an effect something like the cantina from Star Wars, giving you the impression of this being a real, diverse world, through the use of only a single scene. The city also grows and changes as you play, with the propaganda messages changing to reflect your exploits and growing numbers of citizens protesting in the streets as you take more photographs and uncover more of the truth.
The graphics are gorgeous. Despite being rendered on a last-generation system I had no cause to fault anything visual about the game. This is largely because it relies less on technical prowess than it does on genuine art; good aesthetics is good aesthetics at any level of resolution. These are clearly deliberate choices - for example, the art uses simple lines and blocky, childlike shapes for all the Hillyan characters, while making the Domz significantly more visually complex, with assymetries and irregular silhouettes. (The only Hillyan to copy this design style is Pey'j, presumably to reinforce him as a "grown-up" and set him apart from the "child-like" Hillys. It's worth noting also that, story-wise, he's not a Hillyan native.)
Jade is a textbook example of how to do a modern female protagonist. She's dynamic, interesting, competent and attractive, without being sexualised, gimmicky or shallow. Part of what makes her work is that she's "just a person", and a late-game twist that sheds new light on her background feels weak precisely because it violates her identity as someone "normal".
The music is fantastic. I've had it stuck in my head for days after I've finished playing the game, and the main theme is a genuine gaming classic.
I love the story, I love the art, I love the characters, I love the thrilling unexpected action set-pieces (in particular an amazing rooftop chase), I love that the action facilitates the story rather than vice versa, and I love that after such a long hiatus it's finally getting a sequel.
Finding a copy of Beyond Good & Evil is easy. It came out for every last-gen system, it's available
Labels:
Computer Gaming,
Game Reviews and Post-Mortems,
Gamecube,
PC,
PS2,
Ubisoft,
XBox,
XBox 360
Tuesday, February 24, 2009
Trailers, Trailers, Trailers
- Capcom have announced Lost Planet 2. I'm not sure who, exactly, was clamouring for Lost Planet 2, as the original was pretty dire. Its biggest problems were its clunky controls, horrible scripting and terrible voice acting, so it's pretty funny that to "fix" the franchise they've given it to the Resident Evil 5 producer.
- Bioware have announced Mass Effect 2. You'll recall that the original was my Game of the Year 2007, so I'm pretty hyped about a sequel. I understand you'll be able to port your save game from the first game and continue the same character, so that's pretty awesome. I'm not sure how that squares up with this trailer, though.
- I've been quietly enjoying the rise of "disaster survival" as a new genre of game, and while none of the entries in it have so far been particularly great, I figure it's only a matter of time. Ubisoft's I Am Alive will probably not break the mold, but you never know. (This is actually an old trailer but I figure you probably missed it in the E3 buzz so it's worth digging up now.)
- Bioware have announced Mass Effect 2. You'll recall that the original was my Game of the Year 2007, so I'm pretty hyped about a sequel. I understand you'll be able to port your save game from the first game and continue the same character, so that's pretty awesome. I'm not sure how that squares up with this trailer, though.
- I've been quietly enjoying the rise of "disaster survival" as a new genre of game, and while none of the entries in it have so far been particularly great, I figure it's only a matter of time. Ubisoft's I Am Alive will probably not break the mold, but you never know. (This is actually an old trailer but I figure you probably missed it in the E3 buzz so it's worth digging up now.)
Monday, February 23, 2009
Simple English

Today's xkcd directed me to the Simple English Wikipedia. A cursory inspection has reminded me that Simple English is disturbingly close to Newspeak, which I note with amusement is a concept that doesn't have a page in the Simple English Wiki. Fifteen things described as "good" and "very good" in under a minute was enough to scare me off the whole Simple English movement. We have a complex language so that we can express complex thoughts; sometimes simpler really is dumber.
I'll probably swing back to simplicity eventually but in the mean time I really want to revel in the fact that I have a whole rainbow of words for expressing approval above and beyond "good".
Sunday, February 22, 2009
Hope
Hope is a new multi-part fanzine raising money for bushfire relief in the Australian state of Victoria.
It is edited by the awesome Grant Watson, with contributions donated by writers, artists and fans in Australia and from overseas. It is supported by the Western Australian Science Fiction Foundation (WASFF), and has received assistance from the Film & Television Institute of WA, Supanova and Big Finish Productions.
Issue #1 is now available in a PDF edition in return for donations. How much you donate is up to you - Grant recommends a minimum of AUS$5.00. If you wish to subscribe to the entire five issue series, make it AUS$20.00 or more.
Hope #1 contains contributions from Mo Ali, Sophie Ambrose, R.J. Astruc, Lyn Battersby, K.K. Bishop, Matthew Chrulew, Stephen Dedman, Mark S. Deniz, d.n.l, Paul Haines, Simon Haynes, Kathleen Jennings, Ju Landeesse, Damian Magee, David A. McIntee, Simon Petrie, Andrew Phillips, Gillian Polack, Robert Shearman and Daniel Smith. The cover is by Rebecca Handcock.
I can personally testify that almost everyone on that list is like a loaded shotgun ready to fire entertainment in your direction; I say "almost" only for lack of exposure to some of the authors rather than any dissatisfaction with their shotgun-like qualities. Personally I'd buy the thing just to get Rob Shearman's contribution; he's the guy who did the Christopher Eccleston Doctor Who story "Dalek" as well as most of the best Who audio plays and the amazing short fiction collection "Little Deaths".
Also, I'm led to understand that an upcoming issue may feature content by me. You should therefore buy the whole series in order to find out.
For information on how to donate and obtain your copies of this excellent project, head on over to Grant's LJ and get out your credit cards or PayPal accounts. I mentioned it's all for charity, right?
It is edited by the awesome Grant Watson, with contributions donated by writers, artists and fans in Australia and from overseas. It is supported by the Western Australian Science Fiction Foundation (WASFF), and has received assistance from the Film & Television Institute of WA, Supanova and Big Finish Productions.
Issue #1 is now available in a PDF edition in return for donations. How much you donate is up to you - Grant recommends a minimum of AUS$5.00. If you wish to subscribe to the entire five issue series, make it AUS$20.00 or more.
Hope #1 contains contributions from Mo Ali, Sophie Ambrose, R.J. Astruc, Lyn Battersby, K.K. Bishop, Matthew Chrulew, Stephen Dedman, Mark S. Deniz, d.n.l, Paul Haines, Simon Haynes, Kathleen Jennings, Ju Landeesse, Damian Magee, David A. McIntee, Simon Petrie, Andrew Phillips, Gillian Polack, Robert Shearman and Daniel Smith. The cover is by Rebecca Handcock.
I can personally testify that almost everyone on that list is like a loaded shotgun ready to fire entertainment in your direction; I say "almost" only for lack of exposure to some of the authors rather than any dissatisfaction with their shotgun-like qualities. Personally I'd buy the thing just to get Rob Shearman's contribution; he's the guy who did the Christopher Eccleston Doctor Who story "Dalek" as well as most of the best Who audio plays and the amazing short fiction collection "Little Deaths".
Also, I'm led to understand that an upcoming issue may feature content by me. You should therefore buy the whole series in order to find out.
For information on how to donate and obtain your copies of this excellent project, head on over to Grant's LJ and get out your credit cards or PayPal accounts. I mentioned it's all for charity, right?
Cell Warfare

Cell Warfare is a shameless attempt to recreate the winning formula of Amorphous +. Simple gameplay? Check. Coloured globular enemies? Check. A constant stream of badges and achievements? Check.
It wants to be a dual-stick shooter in the style of Geometry Wars. The arrow keys fly you around the play field, and you click the left mouse button to shoot in the direction of the cursor. It's initially a clunky control scheme but with some practice you'll develop surprising precision. The basic gameplay is fun, but as always with this kind of thing the real hook is trying to score all 78 achievements.
In the end it's more accessible than Amorphous +, if such a thing is possible, although not quite as tactical. Definitely worth a bunch of your time but I can't see myself racking up the four hours or so that I did with Amorphous.
You can play Cell Warfare at Kongregate, or alternatively at Newgrounds, if that's more your thing.
Friday, February 20, 2009
Sex and Violence - Never The Twain
Okay, I originally wasn't going to touch this, but Leigh Alexander (who I recently discovered to be awesome) has posted on it twice in a week and I think it's probably something that deserves a wider discussion.
If you are reading The Dust Forms Words, the chances are you already have an opinion about violence in games. Probably you think that violence is a legitimate element to include in videogames, it can be fun, and it would be a sadder world if every videogame was non-violent. Certainly violence does not automatically enrich a game, and occasionally it subtracts from the fun. On some occasions violence can be completely tasteless and worthy of condemnation - but we express that condemnation by not buying the product, not through censorship.
For some reason people feel differently when it comes to sex. We're all excited about Madworld, where you can skewer someone with a streetsign and then push them into a meat grinder, but games about sex are in a different realm. Perhaps the debate is murky here because of the domination of the market by Japanese hentai titles, which cheerfully confuse consensual with non-consensual and have no particular bar against including incestuous or underage scenarios at the drop of a hat.
Does it matter, though? These games neither victimise real people nor encourage the consumer to do so; they have no more real-world impact than Wile E. Coyote getting hit by a falling anvil. We make a judgement as to whether we're amused, and if we're not, we simply choose not to reward the creators with money and attention.
But sex in games is not limited merely to the overtly erotic. Indie game Dangerous High School Girls In Trouble, a mature and clever title currently winning all sorts of praise for both its gameplay and writing, has been de-listed from Big Fish Games over complaints about a scene where the player prevents the rape of a friend. Is this worse than saving a friend from being eaten by zombies? Is it worse than any of the various murders that happen in something like Grand Theft Auto?
And then there's a rank further again; Leigh reports on the delisting of RapeLay from Amazon.com. This is a game where the gameplay is, effectively, the violent rape of fictional women. People who would defend Madworld to the death are surprisingly ready to erase RapeLay from society.
What's the line? Isn't fiction fiction? If Madworld doesn't encourage or condone real-life murder, how does RapeLay advocate rape? Can we not agree that fiction can be tasteless without also saying it should be forbidden?
If you are reading The Dust Forms Words, the chances are you already have an opinion about violence in games. Probably you think that violence is a legitimate element to include in videogames, it can be fun, and it would be a sadder world if every videogame was non-violent. Certainly violence does not automatically enrich a game, and occasionally it subtracts from the fun. On some occasions violence can be completely tasteless and worthy of condemnation - but we express that condemnation by not buying the product, not through censorship.
For some reason people feel differently when it comes to sex. We're all excited about Madworld, where you can skewer someone with a streetsign and then push them into a meat grinder, but games about sex are in a different realm. Perhaps the debate is murky here because of the domination of the market by Japanese hentai titles, which cheerfully confuse consensual with non-consensual and have no particular bar against including incestuous or underage scenarios at the drop of a hat.
Does it matter, though? These games neither victimise real people nor encourage the consumer to do so; they have no more real-world impact than Wile E. Coyote getting hit by a falling anvil. We make a judgement as to whether we're amused, and if we're not, we simply choose not to reward the creators with money and attention.
But sex in games is not limited merely to the overtly erotic. Indie game Dangerous High School Girls In Trouble, a mature and clever title currently winning all sorts of praise for both its gameplay and writing, has been de-listed from Big Fish Games over complaints about a scene where the player prevents the rape of a friend. Is this worse than saving a friend from being eaten by zombies? Is it worse than any of the various murders that happen in something like Grand Theft Auto?
And then there's a rank further again; Leigh reports on the delisting of RapeLay from Amazon.com. This is a game where the gameplay is, effectively, the violent rape of fictional women. People who would defend Madworld to the death are surprisingly ready to erase RapeLay from society.
What's the line? Isn't fiction fiction? If Madworld doesn't encourage or condone real-life murder, how does RapeLay advocate rape? Can we not agree that fiction can be tasteless without also saying it should be forbidden?
More Of McGee's Alice

Still, Electronic Arts seem to be willing to give him another shot. Completely ignoring the evidence of Bad Day L.A., Scrapland and Grimm, they apparently think good old American can make a bestseller, and they're therefore producing another Alice-themed title for consoles and PC.
I'm not sure what this goes to show, but I'm personally confused whether to groan, sigh, or roll my eyeballs. Protip: don't do these all at the same time or people will think you are having a seizure.
Wednesday, February 18, 2009
Inglourious Basterds Trailer
If you want to be a serious director, there comes a time when you have to make a movie about Nazis. We can all trust Quentin Tarantino to do his in a tasteful and historically accurate manner, I'm sure.
Above is the trailer for Inglourious "Not A Spelling Error" Basterds, and as someone who's loved a lot more Tarantino than he's hated, I'm quite willing to say: hell, yes.
Sunday, February 15, 2009
Battlestar Galactica: The Board Game

I loved War of the Ring, I was an enthusiastic convert to A Game of Thrones, and now I am thrilled to bits with Battlestar Galactica.
This is, naturally, a game based on the modern incarnation of the show rather than its prehistoric origins, and most of your favourite characters are involved. You can play as obvious choices like Adama, Starbuck or Baltar, or some less overexposed characters such as Tyrol, Zarek and Helo.
Gameplay focuses on the first season-and-a-half of the show and, although the box art shows the bearded Baltar of Season Three, you won't find anything in the cards or rules that spoils stories further along than the discovery of the Resurrection Ship. Every player is, at least notionally, a human, and the co-operative goal is to guide Galactica and her civilian fleet safely to Kobol (not Earth).
However, every player is dealt a "loyalty card" at the start of the game, and another one halfway through. These cards can reveal to a player that they're secretly a Cylon, at which point they begin discreetly sabotaging the fleet either alone or in conjunction with another Cylon player. The Cylons, naturally, win if Galactica runs out of any of the key resources: fuel, food, morale and population.
Play revolves around the handling of crises, one of which is randomly drawn from a "crisis deck" each turn. These are problems which typically involve a choice between two unappealing options (lose 1 food or lose 1 fuel, etc), or a "skill test". In skill tests, players play numbered and coloured cards from their hand secretly into a pool. Cards of the correct colours for the test count towards a goal and cards of other colours subtract; if the total goes over the difficulty of the challenge, the humans pass, but otherwise they fail with disastrous consequences. Cylon players, of course, will normally be secretly playing aganist the vote, masked in their schemes by the contribution of a "destiny deck" which adds random cards to every vote and thereby obscures any toaster shenannigans going on.
The real hook to the game is finding and identifying the Cylons; this can be a really gripping political challenge, with everyone prevaricating as though there is no tomorrow. There is no way to test for Cylons (barring a quirky ability of the Baltar character), so if you think you've figured out who the robots are you'll have to send them to the brig - an action that involves a skill test. Brigged characters are essentially powerless until voted out.
The Cylons can also reveal themselves, which results in them getting shot in the head and sent to the Resurrection Ship. Once revealed, they gain new powers but lose the opportunity to sow dissent; it's clearly intended to only be a valid gambit once the jig is well and truly up.
Looking for Cylons is great fun. This is the core of the game, and it's what brings you back for more. The characters are also really interesting, each one packing unique and surprisingly well balanced abilities. Baltar, for example, is more likely to be a Cylon, but has the ability once a game to test if one other player is a Cylon. Saul Tigh can steal the Presidency and give it to the Admiral. Helo, the ship's "moral compass", can turn a traitorous decision upside down when pressed.
Unfortunately, if there are no Cylons in the first half of the game (because they're coming up in the later "Sleeper" phase) or if all the Cylons have been revealed, the game gets quite dull. With the "possibly a Cylon" factor eliminated, there is generally a clear "best" move in any given situation - the game can practically play itself. Playing a revealed Cylon is also not terribly exciting.
The game also uses a "Sympathiser" mechanic in games with even numbers of players as a way of balancing out the game - Sympathisers join whichever side is losing at the halfway mark - but this mechanic doesn't seem to work very well or be much fun for anyone. Another role that isn't much fun is being a pilot, who's typically expected to fly around Galactica shooting Cylons, but this gameplay is far shallower and less fun than what's happening on ship so few experienced players will volunteer for it.
There's a lot of pieces in Galactica, and the setup time is about 10 minutes, but the profusion of components is generally justified. The pieces are high quality, starting with a really excellent board and moving on to full-colour cards featuring art assets from the show. You get little plastic Cylon Raiders and Human Vipers, and the tokens for each character are a thick piece of card wedged vertically into a plastic base.
Battlestar Galactica isn't a perfect game, but it's still a strong game, and the thrill of playing something which captures the feel of the show so well more than compensates for its mechanical weaknesses. Trying out different characters provides a lot of inherent replayability, and the dynamic also substantially changes with different numbers of players, so there's always something new to see and do when you sit down for a round of Galactica. If you're not a Galactica fan the game is strong enough on its own to support you for two to three playthroughs, and it generally makes sense without having to understand the scenarios and characters involved.
If you're a fan of boardgames and of Battlestar this is a must-buy. It's excellent. For everyone else, it's still strongly recommendable, and a steal if you happen to see it at budget prices.
Labels:
Board Game Reviews,
Board Gaming,
Fantasy Flight Games,
TV
Saturday, February 14, 2009
WTF Theatre Presents: Major Minor's Majestic March
The guys who did Parappa the Rapper are at it again, trying for the WTF Theatre Award For Excellence In The Field Of Sweet Jeebers What The Hell.
If this doesn't sufficiently blow your mind, the Destructoid guys did their own trailer, featuring their own "music". Some might say it is better than the real thing.
Friday, February 13, 2009
Midway File For Bankruptcy

Bad news (unless you work at Midway) is that they're nevertheless going to continue trading rather than going into liquidation. That allows them to keep perpetrating Mortal Kombat vs DC upon an unsuspecting world, and, if we're extra unlucky, maybe even keep releasing new games.
None of these developments have suddenly taught Midway how to create things that are fun, so the future almost certainly involves some winding-up at some point. Hopefully such talent as they have employed there will wash up on sunnier shores, and the villains responsible for Gauntlet: Dark Legacy will flee to Argentina to escape the wrath of the International War Crimes Tribunal.
Fine, Star Trek Online Looks A Little Bit Awesome
Okay. Everyone being the captain of their own ship - that's bollocks. Playing a small part of something big is what brings out the very best in MMOs, in my book. I was really looking forward to working in engingeering and saying "She just canna take it" a lot.
But - play any race in Star Trek canon or create your own? Brilliance. It embraces the idea of the Star Trek universe as this vast and infinitely diverse place, it pokes subtle but loving fun at a franchise where a million alien races are differentiated only by skin colour, forehead design and nose architecture, and in the unlikely event that two players make characters who look identical it's not immersion-breaking - it's cultural solidarity.
STO is coming from the guys behind City of Heroes so it's probably no surprise that a robust character creator is front and centre, but still, bravo.
Thursday, February 12, 2009
Loose Morals And Go Fish

These probably came about because people bought playing cards whose contents were not adequately classified. The inherent difficulty in keeping unclassified boardgames out of the hands of children is a real and ongoing issue in our modern society.
Excerpts:
State College, PA: Man plays board games with a few guys, and then one of them later breaks into his apartment and wakes him up by molesting him.
Winona, MI: Sex offender charged with molesting a 6 year old girl during a game of Go Fish.
Chicago, IL: Four women beat and stab a man to death after he breaks one of their cigarettes at a card game.
Alameda, CA: Man stabs to death his friend over a game of chess.
The Genius of Tails

I love this game. It keeps the speed, the simplicity and the gorgeous graphics from the original, notches down the difficulty so that everyone can enjoy, and makes the whole thing work as a two-player co-operative experience.
One of the ways that Sonic 2 works is that it doesn't try and make the two characters equal and separate. Sonic is the same hedgehog we know from the first game, with a couple of new moves aimed at helping him retain momentum. He's powerful, he's vulnerable, and he has to tackle the levels in the way intended.
Tails, by contrast, is cheerfully broken. He is a fox who flies. He can helicopter around wherever he likes, completely oblivious to the jumping sequences and the avoidance of enemies. The only catch is that the screen is locked on Sonic, so if Tails gets too far ahead or behind, the player will lose control and Tails will magically come flying back to wherever Sonic is.
Sonic 2 is a game built for its demographic. When it imagines two players, it does not see two trash-talking 15-year-olds exchanging yo momma jokes over XBox Live. It sees parents playing with children and older siblings playing with younger siblings. It envisages a skilled player, and their friend.
Only one player is challenged; only one player is called on to perform. The other player merely has to join in; they can be useful, but never a liability. They can interact without detracting from the fun. It is a roadmap for bringing together the hardcore and the casual and for facilitating intergenerational play that will create lasting memories for the participants.
This is a lesson that Sega had learned in 1992 which most developers (including Sega) have forgotten today. It is perhaps ironic that Nintendo, once Sega's chief competitor, has wholeheartedly embraced this strategy while Sega struggles to find even a single audience, let alone two to bring together.
Wednesday, February 11, 2009
The Valedictorian's Death

This is by Paul Czege, the guy who did My Life With Master, and it is both stomach-churningly creepy and awe-inspiringly brilliant. It is a game about looking through the real-life yearbooks of people you don't know, roleplaying the graduating class, and working out who is the culprit in the fictionalised murder of the year's valedictorian.
It's co-operative storytelling, where player stats are entirely about influencing narrative rather than resolving conflict. These rules are actually solid and gamelike, rather than vague and wishy-washy, and at the end a winner is determined in a way that promotes both competition and storytelling. Also, it is 100% free to the public.
You have to check it out right now. Right now, dammit. I am five kinds of envious.
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