Greetings Ramblees... er, people who read my blog (over a thousand views now by the way)!
Apparently Frictional Games (the geniuses behind the bestest horror title ever, Amnesia) have graciously let thechineseroom (the geniuses behind the bestest art/stroll-taking/tear-jerker of a title ever, Dear Esther) develop the follow-up to Amnesia; and are set to release it into our nightmares before Halloween this year! If you've played both studios' latest titles you should understand why this is (or isn't, depending on your point of view) such an exciting project. And if you haven't played both Amnesia and Dear Esther, then you really need to. Really. Need. To. Seriously.
I for one would like to see more developers do this kind of thing, and perhaps even do some crossovers. For the heck of it, here are some ideas that will probably never happen.
Naughty Dog and Insomniac - Clank and Daxter: Smaller is Better, OR,
Ratchet and Jak: Meaner Than They Look
Bethesda Softworks and Nintendo - The Plumber Scrolls I: Super Mariowind
All FPS developers - Battle-Cry of Half Resistance: Fear the Halo-Call of HonorZone
*I didn't say they'd be GOOD ideas
Monday, February 27, 2012
Monday, February 13, 2012
My Humble Attempt at Supporting Art.....Buy "Dear Esther"!
...or not. I mean, you don't have to do anything you don't want to. But, really, you should support this amazing project. Please, do read on...
I just booted up my Steam client to find that Dear Esther, originally a Half-Life 2 mod, is now finally to be released this valentine's day - tomorrow. I'll be honest, I didn't play all the way through the mod solely because I knew a superior treatment was being developed. In my short time with the mod, however, I was extremely impressed with the lone man's voice-overs and thought the music complemented the eerie setting and morose, but touching dialogue. Without question, I knew the "official" version would be worth the wait. And here it is.
For all you gamers out there, Dear Esther is basically an interactive walk through a mysterious island. By interactive, I basically mean you are able to walk around, and look around...and, well, I suppose that's about it. The exciting thing about this project isn't the gameplay, though. Come to Dear Esther looking for this: a dark, ambiguous narrative expertly told, and total immersion thanks to great graphics and a soundtrack that will have you weeping like mom during her "stories". Come to Dear Esther looking for this, and you won't be disappointed. Shadow of the Colossus, Flower and others have bore the "games as art" title proudly before - but Dear Esther is undoubtedly the closest I've seen to being more art than game, and this is just fine with me.
Just a note - all of my opinions are based on time with the mod and recent trailers and reviews I've read for Dear Esther. I haven't played it yet, so this isn't really a review. But, I think it's safe to say I know what's in store for me when I finally boot it up. If not, hey, I'll post a complete review and let you all know that I, Ye Old Game Rambler, was wrong.
Here are some links so you can judge for yourself, and perhaps you'll find it in your heart to support brave developers like this by purchasing a copy.
Developer website: Dear Esther
Game Informer review: Dear Esther Review
I just booted up my Steam client to find that Dear Esther, originally a Half-Life 2 mod, is now finally to be released this valentine's day - tomorrow. I'll be honest, I didn't play all the way through the mod solely because I knew a superior treatment was being developed. In my short time with the mod, however, I was extremely impressed with the lone man's voice-overs and thought the music complemented the eerie setting and morose, but touching dialogue. Without question, I knew the "official" version would be worth the wait. And here it is.
For all you gamers out there, Dear Esther is basically an interactive walk through a mysterious island. By interactive, I basically mean you are able to walk around, and look around...and, well, I suppose that's about it. The exciting thing about this project isn't the gameplay, though. Come to Dear Esther looking for this: a dark, ambiguous narrative expertly told, and total immersion thanks to great graphics and a soundtrack that will have you weeping like mom during her "stories". Come to Dear Esther looking for this, and you won't be disappointed. Shadow of the Colossus, Flower and others have bore the "games as art" title proudly before - but Dear Esther is undoubtedly the closest I've seen to being more art than game, and this is just fine with me.
Just a note - all of my opinions are based on time with the mod and recent trailers and reviews I've read for Dear Esther. I haven't played it yet, so this isn't really a review. But, I think it's safe to say I know what's in store for me when I finally boot it up. If not, hey, I'll post a complete review and let you all know that I, Ye Old Game Rambler, was wrong.
Here are some links so you can judge for yourself, and perhaps you'll find it in your heart to support brave developers like this by purchasing a copy.
Developer website: Dear Esther
Game Informer review: Dear Esther Review
Sunday, February 5, 2012
We Need a Trophy Room
Imagine yourself a professional bowler for a moment. You've been bowling for many years now and have built up quite a collection of trophies, as well as a handsome sum of money. While the money has either been spent or put away for Junior's bowling lessons, you have each and every one of your trophies displayed in a room built special for this purpose. You love your room. You love the trophies within this room. You may not go in there every day, but when you do it's nice to reminisce about the moments each trophy represents. Now imagine that, after earning so much money from winning tournaments, you had the opportunity to move into a much bigger, more attractive house. Your family wants to move, your friends and family want you to move - you basically have no choice but to move on. Unfortunately, for no other reason than "just because", you cannot take your beloved trophies with you. They must remain in your old house, into which no one will ever move. You can go back and visit them if you want, but the drive is a long one, and no one will be there to dust them off regularly. Basically, you'll probably never go back to visit them, despite all the work you put into earning them.
Okay, now step back into your own shoes - sorry, your pro-bowling days are gone now - and think about the above situation. It's a little silly, right? Why shouldn't the bowler be able to take his prized trophies to his new house? Simply put, he should.
Can all three of you readers see where I'm going with this? Sure you can! But I'll spell it out anyway: What happens to our achievements/trophies once the next generation of consoles releases? Should we even care?
Sure, not every gamer cares about these extra, perhaps meaningless, virtual trinkets; but many do, and I can see the possibility of losing these as a hot debate point for many gamers in the next year or so.
For my part, in the grand gaming scheme they really are worthless, and I would certainly still play and enjoy games withouth them. However, I still enjoy having something to take out of each game I play as a sort of reminder of what I did. Also, they offer their own unique challenges and actually change the way I play a lot of games now. I find myself being pushed harder to complete that FPS on veteran difficulty, complete more of the side quests in certain RPG's, and even pay more scrutiny to the levels as I search for that last collectable item - and all of these are due to the added replay value trophies/achievements add to games, which in the end means I'm getting more for my money. This alone makes tro&chi's (which heretoforth shall be my word for you-know-what's) worth having around. And, you know what? I think I would be a little upset if I had to leave them all behind once the next generation of consoles land on store shelves.
I don't expect the next Playstation or Xbox to be backwards compatible (though I would prefer them to be), but I think some sort of consistency is reasonable. And by this I mean being able to carry over our gamertags/PSN accounts, our tro&chi's, and perhaps even our downloadable games/DLC - the latter of which some of us have paid mightily for.
Here's what would make me happy: Let us carry over our accounts to the new systems (which I think is highly likely, anyway), and offer some space on the dashboard for a sort of library/trophy room for our past played games. It doesn't seem like much to ask - just as it may not seem like much to worry about one way or the other; but, hey, I earned those little digital bastards, and I wanna keep 'em!
Personally, I think this is really the only way to go if Sony and Microsoft let us keep our tro&chi's, as an ever-growing gamerscore would get a little out of hand in some cases, and (I don't know about anyone else) I'd rather start as a level 1 gamer once the PS4 is upon us - it just seems like the right thing to do.
Actually, now that I think about it, here's an even better suggestion for Sony and Microsoft: Gamerscores 30,000 and above net the player a year of free Xbox Live on the new system; and for Sony, gamers level 12 and above get a free year of Playstation Plus on the PS4. Get on it, ladies and gents!
Okay, now step back into your own shoes - sorry, your pro-bowling days are gone now - and think about the above situation. It's a little silly, right? Why shouldn't the bowler be able to take his prized trophies to his new house? Simply put, he should.
Can all three of you readers see where I'm going with this? Sure you can! But I'll spell it out anyway: What happens to our achievements/trophies once the next generation of consoles releases? Should we even care?
Sure, not every gamer cares about these extra, perhaps meaningless, virtual trinkets; but many do, and I can see the possibility of losing these as a hot debate point for many gamers in the next year or so.
For my part, in the grand gaming scheme they really are worthless, and I would certainly still play and enjoy games withouth them. However, I still enjoy having something to take out of each game I play as a sort of reminder of what I did. Also, they offer their own unique challenges and actually change the way I play a lot of games now. I find myself being pushed harder to complete that FPS on veteran difficulty, complete more of the side quests in certain RPG's, and even pay more scrutiny to the levels as I search for that last collectable item - and all of these are due to the added replay value trophies/achievements add to games, which in the end means I'm getting more for my money. This alone makes tro&chi's (which heretoforth shall be my word for you-know-what's) worth having around. And, you know what? I think I would be a little upset if I had to leave them all behind once the next generation of consoles land on store shelves.
I don't expect the next Playstation or Xbox to be backwards compatible (though I would prefer them to be), but I think some sort of consistency is reasonable. And by this I mean being able to carry over our gamertags/PSN accounts, our tro&chi's, and perhaps even our downloadable games/DLC - the latter of which some of us have paid mightily for.
Here's what would make me happy: Let us carry over our accounts to the new systems (which I think is highly likely, anyway), and offer some space on the dashboard for a sort of library/trophy room for our past played games. It doesn't seem like much to ask - just as it may not seem like much to worry about one way or the other; but, hey, I earned those little digital bastards, and I wanna keep 'em!
Personally, I think this is really the only way to go if Sony and Microsoft let us keep our tro&chi's, as an ever-growing gamerscore would get a little out of hand in some cases, and (I don't know about anyone else) I'd rather start as a level 1 gamer once the PS4 is upon us - it just seems like the right thing to do.
Actually, now that I think about it, here's an even better suggestion for Sony and Microsoft: Gamerscores 30,000 and above net the player a year of free Xbox Live on the new system; and for Sony, gamers level 12 and above get a free year of Playstation Plus on the PS4. Get on it, ladies and gents!
Sunday, January 22, 2012
Review Quickie: Crysis 2 (PS3)
I've been drooling at screenshots of this for awhile, and as always, seeing it in motion is even more impressive. Most everything about the PS3 version of this game looks great, but most striking is the realistic lighting - sunspots and lens flares are like candy for the eyes. Later in the game, when the setting turns to night, is (pun intended) when the lighting effects really shine. The story is thankfully decent and intelligently written for a FPS (we need more of that, please). Set in a crumbling New York City, the game tries to feel somewhat open, and only succeeds mildly before ushering you into a building and down various hallways. This is only mildly disappointing, since the gunplay and suit powers are extremely good and always entertaining (I beat the game in ten hours and started again right away). Enemy types are few, but once again fun to take down. My biggest gripe is that I wish the game was a bit longer, and that there was a hulking, mean alien beast for a final boss instead of four, invisible and annoying grunts to take down before the credits rolled. Do yourself a favor: put down Modern Warfare for a day and play through Crysis 2's single player campaign.
Thursday, January 12, 2012
Review Quickie: Castlevania: Lords of Shadow
Just a note: I'll probably do more of these quickies, so think of them as long twitters or whatever. Just want to get a few quick thoughts out there for the hell of it. Here we go:
Castlevania: Lords of Shadow
I first thought this would be yet another God of War clone. Nope, folks, not really. First, it's lengthy. Second, its combat becomes deep and satisfying once played long enough - similar to God of War, but I actually enjoyed this title much more than GoW III. Graphics are stellar. Music is gorgeous. Platforming segments can be tedious thanks to strange camera angles, but this is a small complaint. Play this game to kill monsters and you won't be disappointed. Also, the ending packs quite a surprise and I can't wait to see what comes next. A brave move forward for Castelvania, and let's hope the next installment sets it apart from the GoW clone-isms.
Saturday, January 7, 2012
No Gerfect Pame
I've played a lot of video games over the years, and despite my overall fascination with the medium there has always been a downside. Call them what you will: bugs, glitches, hilarious; they are present in nearly all game releases, be they AAA or indie titles, yet we keep supporting these games and will continue to do so. I had to ask myself recently - why? Why keep spending money on imperfect products?
If I went out today and purchased The Lord of the Rings on blu-ray and found that the Balrog morphed into a seizuring hippopotamous in a tu-tu halfway through the battle with Gandolf, I might be inclined to spout a few curse words at Peter Jackson and his "let's do things half-ass because people will still buy our crap" crew. Okay, first I'd probably laugh, exclaim how awesome it was, post it on Youtube, and then let the wounded consumer in me have his way with bashing such a shoddy product. Still, any lack of polish in a triple-A movie would more than likely be caught and fixed before being released for mass consumption. So why aren't the vast majority of people who bought... oh, let's just say... Skyrim for the heck of it - why aren't these consumers crying from the mountain-tops and steering everyone they know away from this flawed product? (Not to single out Skyrim, but at the time of this writing it's pretty much the elephant in the room. Am I wrong?)
It would be interesting to go on a roadtrip and interview thousands of gamers on their particular opinions regarding this matter; but as my job doesn't allow for much distance between me and the time clock, and even when at home I feel the presence of some fell barrier keeping me from such a frivolous pursuit, we'll have to settle for what I've surmised and/or made up from trolling online and talking to my very small handful of acquaintances who game. Excited? Let's go!
Seriously though, Skyrim is an amazing experience and I can't recommend it more to anyone who considers him/herself a gamer - and this leads me to my first discussion point. I have been an unwavering fan of Bethesda since Morrowind released for XBox and PC. I've learned that, in a console-heavy environment with numerous mindless FPS's, third-person cover-based shooters, the Wii's unfortunate shovel-ware, I can always find a rich, immersive, satisfying experience within The Elder Scrolls. So, in my case at least, I've come to accept, even expect, the flaws found within these games because I think the trade-off is worth it. I enjoy Gears of War and Call of Duty very much as well; but I tire of them both, and games of their ilk, quickly because shootin' dudes just isn't as satisfying as the personal link I eventually feel with my Elder Scrolls (or any other solid RPG) characters. And if Dammit the Dark Elf wants to get stuck in between some rocks every once in a while then so be it - I suppose.
So, while long-time fans of the series have come to expect the occasional glitch, what about those who are just discovering the series? Why do they put up with the glitches? Surely, some don't; and are likely some of the people posting complaints on Steam's and Bethesda's forums, demanding their money back or some other form of restitution. So here's a "but" for you... But, considering the millions of copies of Skyrim that have sold so far, I'd be willing to bet a large chunk of money that most of those millions are not voicing their frustrations on forums or via angry emails. In fact, most of those millions probably do the same thing I do: grumble about glitch, keep playing, grumble about glitch to gamer-friend next day, smile when turning on Skyrim after a day at work, rinse, repeat.
Here's an analogy: Games (games being: glitchy, but still beloved to certain gamers) are like a rich, adventurous friend who likes to take us places and pays for everything. Unfortunately, this friend likes to pick his nose and eat the results. He doesn't do it on every outing; but enough that you wish he would just freaking stop it. Just when you think you've had enough, and are about to tell him, "Dude, I made other plans for the weekend," he calls you up and offers to take you to a Tool concert on the back of a T-Rex (yes, a real T-Rex) and that afterward you'd both be raiding a town he had custom-built for the sole purpose of tearing it down Rampage-style with your choice of either a real T-Rex or a really big monkey. And you say to hell with it, he can pick his nose all he wants.
I don't think there's a definitive answer as to why we accept our favorite games' incessant nose-picking; but it's become increasingly obvious to me over the years that the majority of the time it's a case of tolerance - tolerance for two reasons: We tolerate the bad because, in some cases, the good far outweighs it; and also because we've been indirectly conditioned to the point that we're just used to it. Think of your favorite NES-era games and what happened when the on-screen action got a bit too busy... we had moments of massive slow-down, not to mention flashing/disappearing sprites. We got used to it back then, and now we just accept it when NPC's fall through floors and dragon bones drop out of the sky.
I suppose an appropriate way to end this post is with a question then: Should we, who pay top dollar for one of the most expensive hobbies out there, continue to just accept these flaws? Or are some of us tired to the point that our spending should become more discriminating? Would you rather purchase the next glitchy installment of the Elder Scrolls, or a game you know you may enjoy less but that is guaranteed glitch-free?
As someone who likes to have fun, I'll choose the option that provides the fun as long as there aren't any game-breaking glitches. I'm just hoping that, as the medium ages more over the years, developers can more easily clean up their code and/or amp up their QA efforts to provide the product exactly as we see it advertised - engaging, beautiful, and perfect enough to pay the sixty-dollar entry fee.
*PS: Traffic on my blog has been surprisingly good the past couple of months. So, go me! Anyway, if you're not stumbling by here on accident and actually read my posts, don't hesitate to comment on something. There is a Comment Fairy. She is real. And she'll tuck a dollar under your pillow when you're sleeping tonight. Her dollars are very small, however, so good luck finding it - but it'll be there, I swear!
Thursday, December 8, 2011
Hell is...
Satre's famous line "Hell is other people" from his short, existential play No Exit recently floated out of my subconscious the other day and I spent some time pondering its relevance to me. Sure, there are days at my place of work (which, sadly, has nothing to do with creativity, games, or much else that is fun) that I can certainly identify with this phrase. I'm also not exceptionally social, as I greatly enjoy my time alone to write fiction and play my games. In fact, most days I don't feel the need for social contact (I don't even have a facebook profile) - but not always; I recognize the benefits of being with friends and when a good opportunity arises I'll find myself having a few drinks and laughing with these other humans. So, as amusing and thought-provoking as Satre was, I wouldn't tattoo "Hell is other people" to my forehead and avoid humans like the devious little devils they can be. No, to me hell is not other people...
It is this: I'm in the seemingly alluring Ovei gaming pod:
but once I close the side door I realize the ultra-comfy lounge seat has been replaced with a pole sticking up from the floor, and on the pole is a disturbingly skinny, and nearly cement-hard, bicycle seat. I grudgingly sit down, knowing that what awaits is complete gaming immersion - crisp audio, beautiful colors from the monitor, and all of this enhanced by the lack of outside stimuli as the pod closes me off from the outside world. But, wait...
There is no monitor to dazzle the eyes, only a 13-inch black and white television, the kind my grandparents used to have in their family room. I used to hook up my Sega Genesis to this and attempt to play Sonic and Phantasy Star in tight-lipped denial that I wasn't having a horrible time. But there is not even the luxury of the Genesis' 16-bit glory in this gaming pod, only an NES, one controller, and a game cartridge with no label. The air in the pod grows slightly warm and I tug at my collar as I try the door, which I find to be locked tight. I decide I can handle playing a classic NES game, and I smile as I realize by the light of the static buzzing on the small television that the blank cartridge is Zelda-Gold in color. I cringe as I sit on the bicycle seat, and find myself deep in the ritual of blowing on the cartridge and turning on and off the NES as I wait for the static to give way to some classic gaming.
Finally, my labor is rewarded by a black screen and... the Sunsoft logo? My eyes widen in terror as I realize Zelda this is not. The title screen for Fester's Quest greets me, nay, mocks me in the dim and now stifling hot gaming pod from hell. I curse at the prospect of playing this horrible game once again. I once rented it from a small video store down from my home and spent a couple of days trying to mine some amount of fun from its deviously futile gameplay. I found no fun; and, in fact found my mood extremely dreary after having played it so much. And now it stares me in the face, after all those years of trying to forget its horrible effect on me. I attempt to throw down the controller and find it impossible, my hands having fused with the flat grey plastic. I weep and look around for something awesome in this dismal pod. I find nothing awesome. I weep some more, the bicycle seat becoming uncomfortably familiar with my backside.
Then, from all around me comes the sound of rock and roll! My mouth gapes in hope that I might hear Black Sabbath, or Motorhead, or, for god's sake, anything but the Fester's Quest theme song! It is none of these, it is Ted Nugent's awful, awful, awful "song" Wango Tango. Wherever the unholy speakers are in this pod, they are all at full blast and I begin to feel my head pound like a Jack Daniels hangover. My hands begin shaking as the song comes to an end, and to my horror begins to repeat ad nauseum. Nausea. I feel the need to vomit but can't quite make it happen. Wango Fester. Tango Quest. Head pounds. I begin to play Fester's Quest, and start chewing my bottom lip in hopes that I bleed to death before my ears cave in. Hell is not other people... it is the worst parts of the things you love dearest coming to a head. Wango.
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