Nintendogs. Even better than the real thing.

September 27th, 2005

Got the new pink DS on the day it was released! It was packaged with the Nintendogs of one’s choice: Chihuahua and Friends, Lab and Friends, and Dachshund und Freunds (just kidding). All the other dogs can be unlocked theoretically. Some require luck in finding certain items, most require winning lots of money in competitions.

I got Lab and Friends but the nice guy at EB threw in the cover of the demo Chihuahua because the (real) dog on it is sooo cute.

It’s only early days now, but I’ve taught my Elliott how to sit, lie down, shake, wave (like shake only higher up), play dead, roll over, play (shakes his bum – so cute!), jump and back flip (get it to jump when it’s sitting). It doesn’t have the most advanced voice recognition so if anything has an “a” in it, it thinks it’s saying “shake”. Apparently the trick is to use two or three words for your tricks but I’m not that creative. When your pet does actually respond correctly, it is strangely rewarding. And patting the little fellow, surprisingly, doesn’t get boring. It is so apparently happy and responsive (if you pat it enough, you can get little imaginary bones that the dog will eat) that it so hits the soft spot like a real animal.

On the first weekend home with my Nintendogs I also had to look after a real life Golden Retriever puppy. She ended up have a severe allergic reaction to an insect bite and had to be driven to the emergency vet at midnight which ended up costing more than the DS. Even before that incident, I was wanting her to go home so I could play with my Nintendog.

Waiting For Fahrenheit. Prophesy THIS.

September 20th, 2005

Where’s Fahrenheit? It was due out last Friday, but there’s no word on it yet. I hate living in the arse-end of the world.

Still Life the second: or, “Why I shouldn’t post rants without first editing them.”

September 7th, 2005

I have to retract some of what I said about Adventure gamers in the previous post. It seems that I’m not the only person in the world immune to the ‘charms’ of Still Life.

That said, they’re still a bunch of hopeless no-hopers, who would step over their own mothers just to get their next fix of adventuring.

Still Life. Baffling you with unnecessary roman numerals since 2005.

August 21st, 2005

Heady from the excitement generated from Syberias 1 (2002) & 2 (2003), developer Microïds has moved on to the similarly astonishing Still Life. Continuing their extraordinary talent for innovation and genre-blurring, Microïds have mixed together both ‘point’ AND ‘click’ in a stunning combination, sure to revolutionise the usually conservative genre of Adventure gaming.

Now we all know that Adventure fans are generally backwards-looking; considering gaming to have reached its apex in the early to mid-90’s Lucasarts games of lore. 2D graphic adventures are ‘where it’s at’, in case you didn’t know, and anyone who tries to revitalise the dead genre (and by ‘revitalise the dead genre’ I mean tweaking it to sell to people other than the core fanbase who’ve been playing them since the 90’s anyway) by, I don’t know, doing something new (”Eew! He said a dirty word!”) is to be spat upon as the corporate sell-out he truly is.

It’s because of people like that we end up with games like Microïds insists on making. Games like Syberia and Still Life, that appear to adhere slavishly to the genre, introducing nothing new but instead going backwards. What annoys me most about such slavishness is that the genre of Adventure games is so damned stunted because it is supposed to sacrifice everything in the interests of a good story. Microïds’ games, however, bizarrely lauded on account of “character development” (surely impossible without first the employment of “character”), are some of the worst writing seen in years. Syberia was perhaps an interesting idea that was unfortunately told in a most uninteresting fashion: over two long games. When I first began playing I was frustrated by the length of time everything took to accomplish. Moving from one screen to another was carried out by Kate Walker’s snail-pace meander or, alternatively, her snail-pace trot. Unlike games such as The Longest Journey, there was no option to hold down the Esc button to speed up the process and, as puzzles often required you to retrace quite a bit of the ground covered, this was extremely annoying. But I must come back to the actual writing itself and ask the question: why tell the story over two games? It’s not like a lot of the intervening filler was anything more than just that – filler. We could have been saved the time (and money), and gotten through it in one game, if Sokal had ever heard of a little thing called ‘editing’ or, better yet, ‘re-writing’. But no, his game was perfect from the first.

Similarly, Still Life is some of the worst writing I have ever seen. Starring new character Victoria McPherson and her grandfather PI Gustav McPherson (star of Microïds’ Post-Mortem, which I have not yet played), we revisit boring and offensive stereotypes we thought had died long ago. Supposedly spunky Vic Mac begins the game by bringing all the men at the crime scene a cup of coffee, and later she slides into fluffy slippers and makes her dad a batch of grandma’s cookies (a particularly annoying puzzle) which he proceeds to debour single-handedly. The first officer she meets at the scene is Afro-American and speaks like a white minstrel, not to mention swears more gratuitously than any other character in the game.

Speaking of swearing, in my online adventures in adventure game forum-posting I have discovered an unusual quirk: adventure gamers have an intolerance of colourful language. Now this may be explained away simply as ingrained American Puritanism (founded on dissident religious extremism as the country was), but undoubtedly in this game it would be accepted as in keeping with the painfully gritty ‘atmosphere’. It’s a paradox I don’t think I’ll ever understand.

So the writing is terrible, which doesn’t even begin to go into the derivativeness of it all. The atmosphere is Se7en, the story is a mix of Jack the Ripper and Gabriel Knight (right down to going through Granddad’s trunk in the attic – but not before solving an unnecessarily puzzling lock), and to commit a crime of spoiling: there isn’t an ending! We have to bloody wait until the next game which – not because they’re good games, but because it will be one of the only 2D Graphic Adventure games released that year – the core fanbase will buy.

What I don’t understand about the Adventure genre is that there has been a growing underground movement for some time that produces games in the style fans know and love, a kind of online security blanket, that they can download for free. But they still bemoan the lack of games they can buy in their favourite (only) genre. I know this adventure fan, because I… *shudder* I used to be one.

And no doubt I’ll buy Still Life 2: Animated Life. *sigh*

Warioware: Twisted! Not stirred.

August 17th, 2005

Having just recently bough a GBA SP (the limited edition gold Zelda one!), I thought I’d get a game my girlfriend would also like to play (she now has a ltd ed. Pokémon Emerald one herself), and she suggested Warioware: Twisted!, presumably in preparation for the DS and copy of Warioware: Touched! she plans to buy in a month or so, presumably in preparation for the Australian release of Nintendogs.

Despite the annoying bulge the cart comes with (only adding to Wario’s burlesque persona) that makes it hard to store, this game is ‘fun’ with a ‘ph’ (i.e. ‘phun’). The bulge is a necessary part of the game’s twist mechanism, which imbues it with the ability to respond to your turning the GBA like a little steering wheel (indeed, this would be an awesome mechanism to exploit the unconscious gamepad-turning people employ when playing driving games).

In typical Warioware fashion, this feature is used to assist you in a series of minigames, involving such gems as shaving a man’s face, ironing a shirt, or dunking a basketball. As the game progresses you may need to also employ the depression of the A button in combination with this feature. There is a slight ‘rumble’ feature that adds to the tactility of the overall game experience (although it is so small it should be called ‘rattle’). Each level has a different feel, and allows you to unlock ’souvenirs’ that are usually non-game oriented (such as sawing a violin for no better reason than shits and giggles). Once an area is finished and the next one unlocked, you can also replay an area to up the high score there.

I say: bring on more games with twisting! I say: bring on Warioware: Touched!, and the Brave New World of gaming it ushers in! I say: steal my driving game idea, but give me a whole lot of money!

SW: KotOR: Because sometimes once ISN’T enough.

July 21st, 2005

I picked up KOTOR for $19.95 the other day at EB and, I have to say, the graphics aren’t quite as good as I remember them. In contrast KOTOR2, while maintaining the look of the KOTOR universe, is a vast improvement.

Things I forgot to mention about KOTOR2. 1) Some of the menu layout is much better than KOTOR. For instance: inventory management in KOTOR was organised according to a bizarre taxonomy, i.e. you could organise according to ‘recently acquired’ items, etc. 2) KOTOR had a feeling (perhaps somewhat illogical) that most things you were encountering in the game were as new to the characters as they were to you: alien races, planets, technology, and so on. This proved immensely satisfying for Star Wars nerds such as myself (’Ohmigod, Tattooine has only just been colonised?!’). This wide-eyed innocence is lost in the second game: everything is old hat and nothing is explained. It makes a hell of a lot more narrative sense, but I miss that naïvete. 3) There is a y-axis, when you hold down the right mouse button. 4) The writing really is excellent.

JBTN: Sorry dude, I didn’t mean to jump on your button.

June 29th, 2005

Just reading back over my last post, it does come out a little more vitriolic than I intended. Don’t get me wrong, I stand by everything I said. It’s just a little one-sided in it’s representation of my opinion on the mag is all.

I’m not really jealous of American magazines, they suck almost as much as ours (not quite as much, because they at least have original copy); but I am envious of the UK because they have Edge. Why can’t we have a decent mag out here in Aus? I’ll ignore the Australian edition of Edge: I mean, who wants regurgitated UK content a month after it comes out (besides, obviously, readers of GamesTM)? I’ll pay exorbitant air-freight prices, thank you very much.

There’s a challenge for you JBTN: give us something like/better-than Edge.

JumpButton: The Art and Substance of Videogame Culture: Issue One: Insert Coin. Coin inserted: hey, where’s my substance?

June 29th, 2005

JBTN, as they would – apparently – like to be known, are a new, hot-off-the-press game magazine. “So what?”, I hear you ask, “I’ve already got a wide variety of Australian gaming mags to choose from, just bursting with US/UK content/reviews/idioms (GamesTM, I’m looking at you). Why would I want another?”. Well, there isn’t a single review, preview, or cheat inside: only interviews with installation and comic book artists, news on upcoming game to film adaptations, AND – and this is where it gets annoying – constant reminders that we Gamers, the avant garde of postmodernism and pop-culture, the Great White Hope of Humanity, are a subculture.

Did I mention that Gamers are a subculture? Because Gamers are a subculture. Gamers are real people with real feelings. If you poke them, do they not say: “I’m telling Mum”? This is a magazine for us, the Gamers. For us. Gamers. Us. La-la-la.

Guys, if you have to keep pointing it out, you aren’t really representing a subculture. That kind of stuff is supposed to be assumed knowledge. Individuals in a group have no need to reaffirm their own identity to others (within the group) in such a way. Who’re you trying to convince: us (whoever ‘we’ might be), outsiders (whoever ‘they’ might be), or yourselves (or, more likely your publisher)?

I hope to see more from JBTN (and you just know they agonised over that abbr. “JMPBTN”? “JMBTN”? “JPBTN”? Well, I would have …) because, frankly, I expect more from them. This issue smacked of being scraped together from whatever they could get their hands on. I mean, c’mon people: a short story from the POV of a cat who’s ignored by their game-addict owner? Hel-LO Filler! If there really is a need for such a niche publication, then why isn’t there sufficient content to fill it respectably?

My girlfriend pointed out – when I voiced my initial disbelief that this wasn’t just a US/UK reprint – that there’s literally a surplus of such niche magazines at the moment. These guys have a few things going for them: the inclusion of your artists media (à la design magazines) is neat, and the gaming industry is coming into its own, even in Australia. There was only a single ad in here (for Splinter Cell, inside the front cover) so, maybe once they’ve gotten a handle on this whole “magazine” thing, we’ll see ourselves a damned interesting publication. Good luck, guys.

Star Wars: Knights of the Old Republic 2: The Sith Lords. Revenge: Of the Subtitle: (s): .

June 29th, 2005

Obsidian’s follow-up to Bioware’s respectably subtitled Star Wars: Knights of the Old Republic (2003), SW:KOTOR2:TSL is more of the same, although this is not in itself a bad thing. I hadn’t bought a copy of KOTOR myself, so I was unphased when I read reviews of KOTOR2 which said it was no different from the first one. This way I could play the second one and (basically) own the first, at the same time. Diabolical!

And you know, at first my theory worked and I didn’t mind. Then, as time – and the game – wore on, I began to get bored with the RPG-ness of it all. Don’t get me wrong, I’m a big fan of the whole: “do this for me, hack!/slash!, thanks, now do that for her” way of life, and wish my real job simply consisted of doing a whole bunch of stupid little things for other people I barely know (… hey, wait a minute!). But the Art of RPG’s is to fool people into NOT getting bored with their banal tasks. And it is here that KOTOR2 fails miserably. By the end you don’t care that you had seen the ‘twist’ coming since the beginning of the game (because it was pointed out to you then); or that the villain on the cover looks quite menacing despite seeming to have quite a large bosom (it’s supposed to be a man) and his vocoder voice makes him sound like a reject from a Daft Punk song; or that the main villain’s name belongs in Chronicles of Riddick (although Crematoria at least had those evil-looking tendrils of sunlight going for it).

There are some good things going for it. The dialogue seems to read better, or at least more sophisticated. Kreia’s grey-area philosophy is interesting (I’m yet to try and play it that way) and, unlike KOTOR which I also played immediately after Star Wars: Jedi Knight: Jedi Academy (SWJKJA: Raven, 2003), I wasn’t particularly perturbed by the fact that it had no y-axis (you can’t look up or down). But Obsidian really needed to make the thing play, feel, hell – even look different to Bioware’s one to make this franchise worth continuing. And with the latter developer’s release of Jade Empire this year which, from what I’ve heard, is more or less the same as KOTOR anyway, there’s some stiff competition for KOTOR2.

American McGee Presents: Scrapland. Claims: “I’m bigger than Jesus … AND Tarantino.”

June 28th, 2005

I can stomach Quentin Tarantino’s “presentation” of Zhang Yimou’s Hero, because I saw it 2 years before theatrical release on a Hong Kong bootleg. If he hadn’t done anything, who knows when/if it would have ever come out. I can understand the rationale behind distributors not wanting to release something as out-there as a Chinese martial arts epic, what with the way Crouching Tiger, Hidden Dragon – originally ditributed in Australia as art-house, then picked-up by mainstream cinemas – was received. God knows you wouldn’t want to make money by cashing-in on a new trend. That’s the last thing film distributors like to do.

So when I saw that Spanish developer Mercury Steam Entertainment’s Scrapland had been released in the West – oops! I mean the Anglophone world – not long after its release but with the American McGee Brand™ stamped all over it, I was unsurpised, if a little annoyed. This annoyance was further compounded by an interview I read with Mr McGee, in which he said “I didn’t just translate and distribute. I added shit to this game. It’s mine now. Screw the Spaniards!” – or words to that effect. Yeah: and American McGee’s Alice was such an original idea. I mean: who’d'a thunk of making Alice in Wonderland ‘dark’ and ‘insane’? Little goth kids had been into that idea since the Disney film which, might I add, was a hell of a lot more sinister than McGee’s. Now we can look forward to American McGee’s Oz, and the no-doubt brilliantly titled American McGee’s Alice: The Movie, starring Actress Sarah Michelle “I killed Angel!” Gellar, whose vast acting range has been described by a friend of mine as including both ‘angry hands’ AND ’sad hands’.