Sunday, November 30, 2008

The Comparison Game



MTV sent me a Rock Band 2 bundle (!!!), but not before I had already purchased Guitar Hero World Tour -- don't worry, I only grabbed the game with guitars to replace a broken one, not the full package (I have enough plastic instruments, thank you very much). And now that I've spent way too much time playing RB2, I think it's time to compare them in my own words.

Both games do a lot of things right, and I will say right now that if the world were perfect, the two development studios would combine themselves into a mass of dense, pure awesome and all music games would be absolutely perfect. So, let's start with GHWT.

GHWT is still a Guitar Hero game, hands down. Yes, they have drums and singing and the obligatory bass, but really the only instrument that holds all the fun and fame is the guitar. The songs clearly focus on this because, let's be real here, Hendrix was not known for his drummer. Nor is Ozzy. Nor is...Sting? So, with that said, the guitar is done well, as usual, but that was to be expected, right? So let me explain why the drums suck ass in this game. Bear with me.

Apparently the people at Neversoft just aren't on the same (read: logical) page as the guys at Harmonix. It was nice of them to make the game rearrange the drum track and condense it down to 4 lanes instead of the game's standard 5, but even still, the drums are just mapped poorly. For one thing, you will hardly hit the green pad. I don't really know why, but that pad isn't a crash cymbal, ever. The condensing method they seem to have implemented goes as such: all yellow, raised cymbals of the GHWT kit are pushed into the yellow pad of the RB2 kit, and all the raised, orange cymbals are pushed into the blue pad. Okay, that's fine. But it makes certain songs unplayable on any kit (on expert).

"Everlong," by the Foo Fighters, has a very fast, constant high hat beat with an off-note hitting the snare every so often. The song is in both games. On RB2, the beat's mapped with the red pad (the left) getting the high hat, and the yellow (on the right) getting the snare -- this makes logical sense, because on a normal, right-handed kit the high hat is to the left of the snare. But in GHWT they have stuck to their guns with those raised cymbal things and reversed logic itself, making, for a right-handed drummer, the song impossible to play because the mappings are reversed. I understand their urge to be "different" with those raised cymbals, but when you're so gung-ho to your own design that you lose fun-ness... that's just, well, stupid. Case in point: I was able to finish the song in GHWT with lefty flip turned on, but not on the standard mapping. Hm.

The song list in GHWT isn't quite as good, either. Sure, they have the Doors and Hendrix and Tool (one of my favorite bands ever, and essentially the reason I grabbed this game), but aside from those few bright spots, I really have no desire to play the other songs. RB2 has me constantly wanting to play almost every song on there, with only a few falling (very) short of awesome (The Go-Go's? Ew.). And the virtually recreated GH artists and kind of cool and all, I guess, but I kind of question why they are there outside of being some kind of marketing stunt. Or, maybe to make up for GH3's kinda "meh" offering.

They have Billy Corgan for...one song, which is also in RB2. Ozzy is there as a singer (naturally), but any song outside of an Ozzy song puts him in a very, very weird place (he sings Dream Theater at the end...huh?). Travis Barker is there, again for...one song (which is downloadable in RB2). The chick from Paramore is there for some reason (again, one song). Sting plays bass for his single song offering (fun fact: I didn't know he played bass before playing this game), and no one cares. And Hendrix is awkwardly brought back from the dead for this game.

There are things GHWT does improve on, though. The sustained notes are a blast to come across, allowing you to hold one note down but still play other, single notes at the same time. And the open bass notes (where you only hit the strum bar, sans buttons) is really quite cool. RB2 has its new things, too -- drum solos and hammer-on chords. Both are welcome, but if all of these features were in both games, it'd be the best.

Now, the little, little things:

-GHWT loads between songs faster than RB2, but you can only make a 6 song setlist.
-The singer in GHWT's stage performance does a lot more than RB2's, but their drummer looks like a lost and scared child at a kit for the first time (still!)... ..or some kind of mentally challenged robot, if such a thing could exist (something that makes Travis Barker appear hilarious when he's on the kit).
-RB2
's drummer animations are fucking amazing (still), and I will never understand how they got them to be so fluid (and I'm guessing Neversoft won't, either).
-GHWT
offers much more song-breakdown stats between songs than RB2 -- WHY...WHY can't I at least know my note streak between songs, RB2? WHY!? You do it for individual songs, but not setlists? The hell? Ugh.
-The tour mode in RB2 still shits all over GHWT's, which is essentially a bunch of quick setlists. RB2 offers challange tours and "battle of the bands," too, which are pretty great, though I question their longevity.
- GHWT's "new" guitar has a slider bar thing, that (supposedly) lets you slide up and down notes to play them in certain parts of songs. This mechanic is broken and stupid. Not only is it awkward as shit to try and quickly use, it doesn't work nearly as well as you would think, with lag and inaccuracies making super-hard solos impossible to use it with. RB2's mini-button thing is still kinda weird, too, but at least it's usable.
- GHWT's menus aren't nearly as pleasant as RB2's. Song selection is bulky to say the least, and just doesn't feel...clean. RB2 has album art, a clean interface, and plenty of breathing room.
-And then, finally, there's RB2's content...all songs from RB1 can be transferred, and there's something like 350-400 songs available to download online. GHWT can. Not. Touch that. They never will, either. Oh, you have that shitty new Metallica album? Go fuck yourselves, I have motherfucking RUSH. And Foo Fighters. And The Red Hot Chili Peppers. They have nothing on the Rock Band guys. Their weekly song additions are the best, most awesome thing to ever happen to videogames. There, I said it.

What it breaks down to is this: GHWT is, like I said before, a Guitar Hero game, where you pretty much only want to play the guitar. It does some cool things, but really those things only make you wish RB2 had them, because that's the game you're going to be playing more. Everything about RB2 is better than what was offered in RB1, too. Everything. If something bothered you about RB1, it was probably fixed in 2. So, just go buy RB2, it will make you happier. It will make you enjoy life. It will make you smile. I promise.

Saturday, November 8, 2008

One Down.



A few weeks ago a good friend of mine and I placed a bet that I couldn't finish 3 games by X-mas. The victor would receive a 6-pack of excellent beer (though what that beer will be remains a mystery). So, I have started this journey by completing Fallout 3.

Let me start talking about this game at the same place that a lot of people seem to start: is it Oblivion with guns? Well, if you strip the story away, the atmosphere, the physical environment, and the characters, pretty much yes, it is. You have the same kind of enemies, who act essentially the same way, the same "I'M GOING TO TALK TO YOU SO ZOOM INTO YOUR FACE" speech system, and the same feeling when walking around in the D.C. wasteland as you did in Oblivion's Cyrodiil. Of course, whether or not this is a bad thing depends on whether or not such things annoyed you about Oblivion. They didn't annoy me, so, I was fine.

But adding back on all of the attributes I previously mentioned places this game in an entirely different realm that is not only brilliantly crafted, but a blast to sift through. I simply love the 1950's-future future that's in the game. Now, I didn't play the other installments of Fallout, but I did read on them extensively so to completely understand the universe I was getting myself into. Everything about this game is fascinating. You will find yourself saying "that's cool" pretty much constantly, which, aside from being a great way to pull you into the game's offered experience, really shows how much thought was put into this installment.

And even though I beat the game, I still know that there were probably several hours of other side quests I could have gone through. And if I wanted to explore everything, whew, that'd take me forever. This is, after all, a life-sucking RPG at its core.

The notable addition to the game's FPS nature is the inclusion of the "V.A.T.S." (Vault-tec Assisted Targeting System). This was something I thought would get annoying very fast. Essentially, you hit a button and time stops. Then, your view will zoom in on an enemy in front of you, and you will be presented with the option of firing at any of its various body parts (torso, arms, legs, head). Your decision will most likely be based on which part you have the best chance of hitting, which the game aids you with by telling you what percent chance you have to hit each area. Each attack launched on that area uses up "action points" which then need to be recharged before you can use the V.A.T.S. again. Oh, and the attacks are done in super slo-mo for maximum awesome. See how that can get annoying if you use it over and over and over?

Well, it didn't. Not for me, at least. There's something extremely satisfying about blasting a creature's face off in slow-motion that never seems to get old.

The real prize of this game are the options given to the player. You can be pretty much whoever you want to -- from Jesus to Satan. Want to kill everyone and wreak havoc everywhere? Go for it! Want to help everyone out? You can! Want to help most people but every once in a while shoot a shop owner? Kinda weird, but, sure! The options are yours and the story you can create has a ton of possibilities. This play through I found myself being nice to everyone and by the end of the game I was a "Wasteland Savior" -- like I said, Jesus. Maybe next time, if I go through it again, I'll be a total asshole.

Simply put, this game is great. Though I wouldn't recommend getting it if you don't like the color gray. There's a shitload of that here. Like, it's everywhere. I understand that the post-apocalyptic world is supposed to be dreary, but damn. Any other shortcomings can be overlooked. There were several times that the game sucked me in and I didn't want to stop playing not because the gun play was excellent, but because the particular story I was following at the time was so damn intriguing.

So, what's next? It's 12:40 on a Saturday...hm. I don't know. Someone leave a comment with what to play next: Metroid Prime 3, Wipeout HD, or Crysis. Eh, I'll probably just end up coming to a decision on my own.

Wednesday, November 5, 2008

To quote a reddit comment



Dear Rest of the World,

We didn't fuck it up.



Signed,

America

Thursday, October 30, 2008

On The Rain-Slick Precipice of AWESOME.



When the announcement that Penny Arcade's RPG was going to be released for the PSN I knew my patience had paid off. And last Thursday, that saved time was rewarded. Not only did I buy the monumental first episode, but I finished it in two sittings. How's that for never finishing my games?! BOOYAH!

I rather like this particular iteration of episodic content. Getting an extension of an excellent game every couple of months provides a somewhat consistent, warm feeling to the recipient. This is how you do episodic games. Half Life 2 has it all ass backwards, which has been addressed several times (the best, I'd say, by Yahtzee) -- releasing a game that only extends the story by a few hours every year or so doesn't make any sense at all. It's like a long-distance relationship with a whore -- you hardly see her, and sure, there's sex when you do, but it just doesn't make you feel good when you pay for it.

I like analogies.

Episodic gaming is something that's desperately trying to find its place in the gaming community, and I think there's a right and a wrong way to do it. The wrong way would be Valve's way of doing it. They release an episode without having the next completed. That's just lazy. If a TV show recorded and released and episode each week, the show would feel rushed and production would be crappy. Shit, I think I just described soap operas. Hm, well, the point remains. So, to combat the high probability of crappiness, Valve "takes its time" between episodes in order to release quality instead of, well, quantity. But isn't the point of episodic games the quantity (coupled with established quality)? Instead of releasing just one long, solid game, you release several short, solid games in the same universe? I understand that Valve may really, really like its HL2 plot and so want to keep it rolling for as long as possible, but releasing episodes of games in the same time that whole other games could be made is more of a gimmick. They might as well just call their episodes what they should be called -- expansion packs.

Then again, expansion packs tend to have additional weapons, characters, and environments, and while HL2's episodes have new characters, it's mostly lacking with the other two. Whatever.

Penny Arcade has done more than just properly release content, though. Their genre is much more adaptive to episodic releases. RPG's generally take large amounts of time to finish, so with an episode of an RPG, you're probably going to get something like 6-8 hours of solid gameplay out of it. FPS's are quick and action packed. A run-through of full FPS games can take only 6 hours if you know what you're doing.

The game itself is brilliantly funny, which is it's biggest strength. As an RPG, it has that real-time-combat style that I've actually never played before (but I think was in Final Fantasy X or something -- I don't know, I hate the FF games), so the combat is surprisingly not-boring (like other RPG's can be). The game just made me want to finish it. The humor alone was a major factor there. I mean c'mon, one of the enemy types -- clowns -- bleed rainbow-colored blood when you hurt them. That's fucking great.

When episodic gaming is done correctly, it really is a great idea. You get the feeling of a new game with each addition, you don't have to devote a week of your life just to finishing a game, and the injection of pleasure arrives at fair and consistent intervals. Good shit.



I also got a new TV. A 42" LCD TV. It has 4 HDMI ports. 1080p. It's a Philips. I love my Playstation 3 right now. I also got Dead Space. And Fallout 3. And Wipeout HD. I think it's time to make a video gaming schedule, because I have quite a catalog to finish before X-mas. And goddamnit, I'm gonna finish them all.

Impressions/discussion of Dead Space and Fallout 3 next time (maybe tomorrow? probably not).

Tuesday, October 7, 2008

Someone Cares...

A long time ago -- and I mean long time ago -- I would often, while spending time with a friend of mine who has long moved on to I-don't-know-what, dream of creating a video game. We had ideas, or what would appear to be the illusion of ideas, and with these we would paint on the canvas of imagination. At the time our obsession was a game called Total Annihilation. Some of you might know it as that game the guy that did Supreme Commander made first (Total Annihilation is still better than Supreme Commander, eye-em-aach-oh). But we were, in our 12-year-old selves, sold on the idea of somehow utilizing that game to create our own story, world, and universe. We even wrote down some unit stats.

Of course, nothing happened. We liked the idea of making the game much more than the work required to actually create it.

Last weekend I played through a good chunk of Timeshift, a game that I believe emulates my youthful ambitions rather nicely. The game is, at times, broken. And at one point in play, it froze -- sound loop and all. I have heard of console games freezing, but honestly, I never experienced it myself without a 5+ hour play session being a major factor. At another point in my time with the game, I got stuck in some corner that, physically speaking, no living thing could possibly have managed in to within the confines of reality.

And the story...the story yearns to be taken seriously. You can feel it. But its holes are so wide, and its delivery so muddled that, while playing, you wonder if the game might just be better without it. At one point a loading screen was used to explain to me who I was and what my character's role in the story was. I'm sorry, but complete characterization for an interactive experience such as a video game cannot be achieved with two sentences.

But the game itself is relatively fun. This is why I look at it the same way as I did that imaginary game concept I had so many years ago. Someone inside Timeshift's development team wanted this game to be something. Someone had an idea for something. But the effort clearly could not soar across the chasm of production. Put bluntly, this game fell short, massively.

There is a consistent feeling of satisfaction when you stop time, run through a landscape of suspended raindrops, blast three enemies in the face with a shotgun, and resume normal time to watch them all fall down together. Or, after an enemy throws a grenade your way, reversing time to dodge its destruction altogether.

A game like this makes me wonder if my assumptions are correct -- if there is honest passion buried someone in the development team, but it just isn't enough to make a full artistic construction. What does such a person feel after their dream is released and sold unfinished? Like publishing a book with chapters 4-8 lacking vowels? I know I would feel an overwhelming sense of disappointment in myself. Yes, maybe my bills will still be paid at the end of the month, but the money used to do so would feel dirty. Or, in a way, counterfeit.

I understand that companies have deadlines, and the longer a project is development, the more money that company loses until said project is released. I get that. But where is that line drawn for the passionate within the company? I think Blizzard is the best at handling said line's metaphorical existence -- remember their games are always done when they are done. And you know what? They make the best games (or, at the least consistently kick-ass games). I guess that at least seeing your dream realized in even a partial form is better than nothing, but that shouldn't be the accepted way of thinking. If Timeshift were done, and done right -- the way whatever mystery development person really wanted it to be -- I'm sure it would have been awesome.

Artistic ability is always better when given liberal amount of space to work in. The more confined the creator feels, the more rushed, unfinished, and unpolished the end product is going to appear. So I will use my little corner of the internet here to implore video game developers to cater to that guy that wants it done right instead of done fast. It's a fairly well-known demand, but still. Crappy games are still made despite such a phrase's understanding (Haze?). At least Timeshift is good enough to make me want to finish it.


Oh! All this talk just made me think of a game that should be made....okay, hear me out........

Friday, September 19, 2008

I got nothing.


I've finally taught myself photoshop. My first actual effort is above...it's a fictional box art for a fictional game that was for an actual contest on Kotaku. I know I won't win because mine is "serious" or whatever. And Kotaku's elite editors will surely go for the totally retarded for the sake of getting attention. That and I have no confidence in my noobishness. Whatever.

Not much to talk about this week, as I haven't really been playing many games. Rock Band 2 is out and happily being enjoyed by what I hope is millions of faux rockers across the nation. Do I have it? Nah, still waiting on MTV to ship me one pro-bono. Money is extremely tight for me, so I'm planning on finishing the games I still have sitting untouched in my game-rack (Mass Effect, Metroid Prime). And I still haven't finished Twilight Princess, and it's been, what, almost two years? Three? I should be ashamed.

Actually, if I really think about it, there's a good chunk of games I haven't finished. And I probably never will. Which is a shame because most of them I've invested many, many hours into already. This is a problem for me, I guess. Others have talked about this-- I'll call it "syndrome"-- before. Maybe it's because of the amount of games I have. Maybe I just lose interest in trying to complete a 20+ hour game (Usually the unfinished ones are RPGs). Who knows.

I seem to go through gaming phases. For bursts of time I'm zeroed in on one particular game, or, in some cases, genre. Two months ago I played Warcraft III constantly. Now I can't remember the last time I touched it. Nine months ago it was Diablo II. Seven months ago, CoD4. These are games I hardly even think about now. But then, after much time has passed, I find myself back in these games' doorways, broken umbrella in my hand and soaked with rain, begging for another chance. Of course, they always accept me, and hold be tight for another stint.

I still to this day wish I had beaten Dragon Quest VIII. That would have been the first real, solid RPG I have ever beaten. I've blasted through countless shooters...but RPGs require real attention. You dedicate a section of your life to those games. Just once, I want to know what it's like to lose that section for something so monumentally...digital. Hrm.

I don't know. I'll try to play something new this weekend, so that, ya know, I can actually talk about something here next week.

Saturday, September 13, 2008

On MMO Fun.


I've been playing around in the Warhammer Online: Age of Reckoning beta and I must say...bit disappointed. Is it like WoW? Well, sure, pretty much any MMORPG from now on will be in some way. And it is interesting...the new skills, the new game mechanics, the new classes...it all goes to proclaim that though it is like WoW, it's still its own beast. I personally love the atmosphere. There are no gay-looking elves dancing around giant cow-creatures here. Things are always on fire, screams can constantly be heard bellowing across the seared landscape, and the bad guys really like to watch blood flow like ravenous rivers. One thing this game doesn't lack is tone.

But is it fun? Well, it's still an MMORPG, so, whether you think those are fun will heavily bias your opinion. The quests are all still massive grind fests, albeit with a little more flare. But one thing I noticed in my 5+ hours with the game so far is the extreme lack of human interaction. Now, later in the game I'm sure this will be more rampant, but even at the lower levels I expected to see
some kind of otherly human presence. The chat airwaves are virtually vacant, and even in towns no one is asking for groups, help, directions -- nothing. No one is selling low-level gear. No one sees that you're doing the same quest as they are and offers help. Once, one time, during a public quest someone decided to make an open group for it. And it was cool and all, but everyone was still stark silent -- like an 8th grade dance where everybody is too awkward to talk to each other.

Will this change with the game's official release? Hopefully, yes. I found it a little disheartening that the public quests -- the new MMORPG additions meant to
bring people together -- had little to no effect on doing such a thing outside of slaughtering monsters and waiting for loot. Yes, instances in WoW in can be the same way, but people will at least talk to each other throughout the endeavor. I view MMO's as a different tier of human interaction -- after all, that's essentially what you're paying for with that monthly fee. Sure, the game is kinda fun and all, but really there are other ones out there that offer you more, better, faster, and better-looking rewards for less money. The human interaction is what makes the MMO. Now, this may be somewhat of an "O RLY?!" kind of thing, so just bear with me for a second. Take that same tier, and apply it to other, non-MMO games, and think about which ones are more fun.

Team Fortress 2
, with it's team-based gameplay and diverse array of characters (each with a fantastically developed personality) offers one of the best social-rich planes to interact in. Counterstrike is the same way because death is more than a stat penalty -- it (though temporarily) ends the game. Games that offer the slightest bit of originality to the player will often receive the benefit of being the most fun. Which is almost a shame, because games that, mechanic-wise, are really fun can spiral into nothingness because of this lack of diversity and interaction. Warhawk, for the PS3, suffers with this. I think the game is extremely fun. But, again, you're playing with a whole mess of people with no actual interaction there, and, aside from the paint-job of your Warhawk or clothes, everyone really seems the same. Unless everyone has microphones, of course, but that is rarely the case.

I guess, then, if you're going to make a game based around thousands of people being in the same gamespace at the same time, only to have the people not talk to each other, it's going to be somewhat of a problem. But going a step beyond that bit of obviousness, something that makes this interaction even more important is the MMO's lack of player-importance. Let me clarify what that means. In WAR (or WoW, or any number of games like those), you accept a quest to destroy an enemy camp, and rid a friendly city/town of constant murders, rapes, and desecration. You do this, get some XP (maybe an item) and move along. But, if you were to stick around for 4 more minutes, you would watch all of the enemies you just slain respawn and gear up for the next "hero" to come, save the day, and gain the same rewards. Kinda stupid (and exasperating), isn't it?

Now, many would argue that there is no way to overcome this stupidity because so many people play that same game, and, well, how else are they supposed to level up? How else is the story of the game world supposed to unfurl? Okay, those are valid points. But! If you, the player, are forced to accomplish the same extraordinary tasks that thousands before you have just completed, despite the (misleading) veil of worth being placed on such tasks, what, exactly, makes any of this worth the time? Other people. Doing such monotonous crap over and over by yourself borders the realm self-defamation, because ultimately you're unimportant. But with people, it's having a good time. It's socializing. It's accomplishing something as a team. And again, it's this interaction that you pay that monthly fee for.

I think WAR is trying some new ways to push this sense of worth further. The constant sense of war and forever good/evil changing battlefields certainly makes things feel important. And the public quests, in theory, are a great way to bring people together in order to achieve a common goal. But until people step away from that 8th grade awkwardness, help each other, and talk to strangers, these mechanics aren't going to do much. I remember back when I first played WoW (I don't play it anymore), even at a low level people were offering to help me, extending group invites and pointing me it the right directions. These feelings of interaction, although virtual, speak worlds for these games. It's no surprise that games like TF2 manage to tap into this sense of personal teamwork and succeed so well.

People in these respective gamespaces know each other even if they don't, and that's the kind of stuff that games should be known for. Years from now, most people will remember Warhawk for it being a good time, but not so much as being a social bridge. WoW, despite its soul-capturing abilities, will be mostly known as a social continent. I think so, anyway. Hopefully WAR is fun enough to do the same. We'll see.