P.S - Did I forget to mention there's a part where Raiden runs around naked? You can watch a short X-Play retrospective of this memorable incident.
Tuesday, December 23, 2008
Metal Gear Solid 2: Sons of Liberty (Kojima, 2001): The Mega Analysis
P.S - Did I forget to mention there's a part where Raiden runs around naked? You can watch a short X-Play retrospective of this memorable incident.
Monday, December 15, 2008
Update: Shoe Attack Already Turned Into Videogame
Not 24 hours since the incident occured a game company has already gone ahead and made a flash game based off of this soon-to-be-infamous event. Play it here. No respect I tell ya', no respect!
Update: Check out these animated .gifs, I really like the Matrix and Three Stooges ones.
Monday, November 24, 2008
Mega Man: The Movie!
Ok, so the above trailer isn't for a real film. It's just a fan made trailer for a fictional Mega Man movie. There's a lot of fan service going on, so if haven't played a Mega Man game in a while you might not get it all, but for a couple of fans working with zero budget it's pretty damn fun to watch and imagine "what if...". Now, it's nowhere near as good as the fake Legend of Zelda trailer IGN.com put out earlier this year, which looks so real that upon viewing it my girlfriend said "why don't they just make the real thing, millions of people would go see it anyways." Besides the ridiculous looking Ganon, it looks like a real trailer for a real film. Watch it below:
Wednesday, November 12, 2008
Monday, November 10, 2008
Skimbleshanks the... Dance Dance Revolution Cat??
Broadway will turn anything into a musical nowadays. ANYTHING. Legally Blonde? Check. ABBA tribute? Check. Dance Dance Revolution the musical? Check! Word on the street this morning is that everyone's favorite "let's watch the fat kid excel at the one thing he's good at" party game will be making it's debut on Broadway. It's about damn time I'm sure some of you are saying.
This adaptation of the popular dancing video game franchise will star Van Hansis of As The World Turns. And if that doesn't clinch it for you, perhaps the description of the musical will:
"Set in an Orwellian society where a dance prophet named Moonbeam Funk helps dancing youth gangs rebel against a fascist government. The company working on the show describes it as "like Footloose set in the future — but kind of scarier, and with 40 really attractive, barely-clothed young actors and buckets of free beer."
Footloose, in the future! Sign me up!
Friday, October 10, 2008
Time to Line Up (for a Wii)
With Nintendo Wii's still flying off the shelves (I've yet to actually see one on a store shelf and they've been out for nearly two years now), combined with Nintendo's heavy marketing focus on families and the casual gamer, plus the rise of HDTVs, it looks like more Americans are deciding to stay in instead of going out. And with the Dow dropping another 679 points today, it may be that way for awhile.
Thursday, October 9, 2008
Bungie Announces New Halo Game, Internet Asplodes
Late last night, or early in the morning if you were there at the Tokyo Game Show, Bungie announced that the new game they are working on is Halo 3: Recon. With an amazingly cool trailer and equally cool box art, the internet promptly asploded into a million bits. This time there's no Master Chief, it looks to have a darker tone (doesn't that Covenant ship look a lot like the ships from Terminator?), and it looks to take place on Earth between the events of Halo 2 and Halo 3. Well actually it takes place during Halo 2 since in the trailer you can see the slipspace rupture caused by the Prophet of Regret's ship entering slipspace which promptly destroyed New Mombasa which happened right after the first few levels of Halo 2... oh just watch the trailer here.
Thursday, October 2, 2008
Number 1: Super Mario Bros. - "World 1-1" (Nintendo, 1985)
Number 1 on my list of best first levels in videogaming is the first level of Super Mario Bros. This level is probably familiar to anyone who has had even the remotest contact with videogaming. It's also probably THE most played level in any videogame ever if you think about it. Who doesn't know those opening few steps, running up to the '?' block, the little Goomba which makes its way towards you, only to be squashed by Mario's jump, with a mushroom power-up as a reward? And then there's the memorable tune, the Super Marios Bros. theme if you will (not sure on the actual title or if it even has a title). It's so simple, yet so catchy, and ultimately very memorable. Nearly anyone who played the Nintendo Entertainment System (NES) in the 80's can hum along with it, it practically defined the sound of videogaming during that time.
Then there's the story of a plumber named Mario and his brother Luigi, off to rescue the princess of someplace called 'the Mushroom Kingdom' from a giant turtle/dragon thing named King Koopa (the name Bowser would come later). Moving his way from left to right, Mario conquers his foes by 'stomping', or jumping, on top of them, encountering bizarre enemies such as large turtles, some of which have wings and fly, fireball spewing piranha plants that pop out of giant oversized pipes, flying men in clouds that drop spikey turtle things, hammer tossing turtle brothers, and all sorts of strange and bizarre creatures. Oh, and in order to 'power-up' the character Mario, he acquires giant mushrooms that pop out of bricks, which glide away unless Mario runs after them. Who the hell came up with this stuff??
The man behind this madness is Shigeru Miyamoto, whose name belongs in the above credits more than Nintendo does. A student of art and industrial design, Miyamoto was hired by Nintendo of Japan in 1977 as a staff artist. A few years later, when the newfound Nintendo of America was struggling to come up with a hit, Miyamoto was recruited to design a new game. This was rather unprecedented as nearly all videogame designers at the time hailed from the computer programming field, no one hired 'artists' to make games. He ended up creating two of the most enduring videogame charactes to date, a giant barrel-tossing gorilla, and a little mustachioed protagonist originally named 'Jumpman'. This of course was the game Donkey Kong. The name Jumpman was changed for the American release. The story goes that Miyamoto and the other designers were sitting around trying to come up with a name for this character when their landlord Mario Segale came knocking, asking for the overdue rent. And thus Jumpman became Mario.
World 1-1 is a great level because it does nearly everything right. Right off the bat it teaches you that you can stomp on your enemies to get rid of them. The '?' blocks invite you to 'hit' them from below, and the very second block contains a power-up, which is nearly impossible to avoid since it slides around and bounces off the pipe in front of you, coming back in your direction. The aforementioned pipe teaches you to jump over obstacles. What makes it all work is that the gameplay just feels right. Mario's controls are very tight and precise. There's a lot of nuance in his jump, so that with a good run Mario can leap over a long chasm, or with just a short press of a button he'll jump correspondingly shorter. Mario's stomping move is also well implemented. Enemies such as goombas are defeated with just one hit. Koopas require two hits to get their shells moving, but even then there's the danger that their shell will bounce off of an object and come flying back, sometimes resulting in a shell infininetely moving back and forth. The addition of the fire flower power-up allows Mario to shoot fireballs, with koopas now dying in one hit, thus adding another level of depth to the simple gameplay. All in all, everything from how Mario controls, to how the enemies behave, to the availability of power-ups, it all just works.
Gaming journalists often talk about a lack of a 'Citizen Kane' of videogames. Newsweek's N'gai Croal doesn't like this debate, in this article from Slate.com, he says this:
"Would you ask whether literature had produced a Guernica, or whether photography had produced an Oedipus Rex, or whether film had produced a Bizarre Ride II the Pharcyde? What's with this urge that many people have to compare games to other media—particularly movies—and find them wanting on those other media's terms? (Are we all Roger Ebert now?)"
I can see what Croal is trying to get at here, that every media should be taken on its own terms. Perhaps in comparing videogames to film we are missing the point, we should be looking at the genre of videogames as their own unique medium, it's just not fair asking for a Citizen Kane to come along and legitimize the form.
While Croal and others are arguing over this I think they're missing the Citizen Kane of videogames lurking right here in their midst. We've had it since 1985, and it's the game this article is about. I would say that Super Mario Bros. is the game these guys are looking for. Super Mario Bros. was responsible for arcade games transitioning into modern videogames. Until that point gaming was something you did at arcades, bowling alleys, and bars - something to pass the time away while you threw back some beers. The purpose of games like Pong, Asteroids and Donkey Kong was to provide the consumer with some fun while getting them to throw another quarter in the slot. There was no real concept of 'progress' within a game, there hadn't been born the idea that a game could be 'finished'. Have you seen The King of Kong? (highly recommended by the way) Only a handful of people have ever gotten to the end of Donkey Kong, and there's no real end, the game just sort of bugs out. With Super Mario Bros. gamers were invited to play a new kind of game, one where they could progress through a series of levels and ultimately defeat a big bad guy and win the game.
Super Mario had elements of arcade games that came before it, and through a combination of an amazing art style, memorable music, a bizarre world, and expertly crafted gameplay, it helped elevate gaming to something that hadn't been seen or done before. Gaming was no longer just about playing a game to see your high score, it was now about enjoying the whole experience, from the music to the visuals, familiarizing yourself with the layout of each level, and learning how to master the controls until you too could get to that final castle and save that damn princess!
Oh, and to take the analogy of films and videogames one step further, it would probably be better to compare Super Mario Bros. to The Godfather, with Super Mario Bros. 3 as The Godfather Part II.
For all these reasons, Super Mario Bros. World 1-1 is my pick for best first level of all time. Watch it here.
Friday, September 19, 2008
Number 2: Half Life 2 - "Point Insertion" (Valve, 2004)
What makes the Half Life games unique is that the entire story is seen from your point of view. There are no cinematic sequences, no cuts, nothing at all to remind you that you are playing a game. The games play in a sort-of real time, with everything being directly experienced by you as the player. This was best witnessed during the opening of the original Half Life, with Gordon entering the Black Mesa facility as if he were just going to work, with the characters around you greeting you, giving you your nametag and ID and showing you your office. There was a never a game as immersive, and the game laid the groundwork for many games to come, such as Bioshock, which was also featured on this countdown.
So why did I choose Point Insertion over Anamalous Materials? Well, Anamalous Materials was absolutely amazing for its time and Point Insertion definitely couldn't have happened without it. But I'm of the opinion that the opening of Half Life 2 provides for a greater gameplay experience, subtly teaching you the mechanics of the game while effectively showing the world and conveying the atmosphere better than its predecessor. Anamalous Materials could be faulted for its lack of gameplay. While the opening tram-ride scene has been lauded, it doesn't provide for much gameplay besides looking around and taking in the environment. Because of this, I find Point Insertion a better opening level, if only by a hair.
What is the story of Half Life you may ask? Well, Gordon Freeman, fresh out of M.I.T., arrives for his first day of work. He's invited to take part in some sort of experiment which utilizes his knowledge of nuclear physics when something goes wrong during said experiment, opening a dimensional rift, allowing trans-dimensional aliens to invade and overrun the facility. After a lengthy battle working his way through the facility battling not only the aliens, but also the military who've been sent in to "contain the outbreak", Gordon succeeds in stopping the invasion and is subsequently placed in some sort of stasis by the mysterous "G-Man", an unknown figure who pops up throughout both games who appears to be observing Gordon and his progress (think of the cigarrette smoking man from The X-Files).
As I stated in the beginning, Half Life 2 opens with you, as Gordon Freeman being awoken from your stasis by the G-Man who ends his opening monologue with the lines "The right man in the wrong place can make all the difference in the world. So wake up Mr. Freeman, wake up and smell the ashes."
You awake to find yourself on a train. There's just a small handful of people with you there. They're all wearing the same jumpsuits, with numbers sewn onto the chest, like something you'd see in a prison or concentration camp. One of them remarks that he didn't see you get on. The train pulls into the station and as you walk out the door you are presented with the grim nightmare world of Half Life 2. Apparently not everything went well after your success at Black Mesa. As you learn over the course of the game, an alien force known as "The Combine" has taken over the world. Having been attracted to Earth after you accidentally opened the dimensional rift in the first game, the Combine quickly took over in what became known as "The Seven Hour War", after which Earth surrendered. Apparently the Combine have decimated most of Earth's population, leaving only a handful of humans left to live in highly controlled city centers known only by their number.
You are greeted on the overhead TV screens by a welcoming voice. "Welcome, welcome to City 17. You have chosen, or been chosen to relocate to one of our finest remaining urban centers. I thought so much of City 17 that I elected to establish my administration here in the citadel, so thoughtfully provided by our benefactors. I am proud to call City 17 my home. And so, whether you are here to stay, or passing through to parts unknown, welcome, to City 17. It's safer here. " This is the voice of Dr. Breen, who will become the antagonist of the game, and you can detect just a slight hint of uneasiness, or maybe it's weariness, in his voice. This is definitely not the Earth you left behind.
As you make your way through the train station you are treated to an amazingly life-like world. From the dilapidated buildings, to the way the "Civil Protection", in their gasmasks and creepy vocoder voices push you around, to the little scenes that take place (like where you can see the poor guy being interrogated through the slit in the door), the game effectively builds the atmosphere of a nightmarishly dystopian world, that perhaps recalls the horror of WWII ghettos.
You run into an old friend disguised as a member of Civil Protection (CP) who briefly catches you up on what's been going on. He's part of an underground resistance movement against the Combine and directs you to make it to a nearby safehouse. Soon you make your way outside to the main plaza, where you first catch a glimpse of the enormous Citadel, a towering alien structure many miles tall. You make your way through a few alleyways where you stumble across the CP in action, terrorizing and beating a few citizens inside an apartment building, apparently for no reason. This scene reminds me vaguely of the part in THX-1138 with the robot officer beating the person being broadcast on TV (also used as a sound sample on the opening track of Nine Inch Nails' 'The Downward Spiral'). This is definitely a grim world.
Eventually the Combine picks up that you aren't supposed to be in the city. Over a loudspeaker you hear a calm British female voice saying there's been a miscount of people in the sector. Soon the CP are onto you. They chase you across the rooftops, with alien-like helicopters on your tail. You make your way to another building only to find yourself surrounded by CPs. That's when you are saved by Alyx Vance, the comely daughter of one of your old work buddies, who becomes your companion for the remainder of the game.
This level does a lot of things right. It sets up the atmosphere for the rest of the game and it teaches you the basic mechanics of the game with nice subtle touches, like how it teaches you to pick up objects by having a CP officer order you to pick up a piece of trash and throw it away. It's also interesting how there's no HUD during this first level. With no life bars or ammo gauges to clutter up the screen it allows for a more immersive experience. For all these reasons this is why I've chosen Point Insertion as my number two pick.
Watch the level here, and if you're interested watch Anamalous Materials here.
(As a side note, I really enjoyed the ending of this game too. Though it could be said that it's exteremely abrupt, I thought it fit perfectly. Also, I haven't played through Episodes 1 and 2, so please no spoilers!)
Tuesday, September 16, 2008
Rock Band 2 Is Broken
Monday, September 8, 2008
Number 3: Resident Evil 4 - Pre-title sequence (Capcom, 2005)
And then as suddenly as it began - it stops. Church bells ring in the distance, the townsfolk turn around and leave, making their way towards the church, muttering something about "Lord Saddler". Leon walks outside. As Leon whirls around asking himself where everybody went the camera pulls away, moving to an aerial view of the town, and THEN, finally, the title of the game comes up, with the words "Resident Evil" and you realize that you've only just seen the intro to the game. Then you realize that you've just pissed your pants.
Watch a video here (sorry for the poor quality but it's the only decent one I could find).
Friday, August 29, 2008
Number 4: Bioshock - "Welcome to Rapture" (2k Games, 2007)
Bioshock is a fascinating game because the game tasks you with hunting down and killing 'Big Daddies' - giant 'men' (we never get to glimpse who or what is inside) encased in oversized old-fashioned diving suits. You need to get rid of these Big Daddies because they protect the Little Sisters, small girls who walk around and harvest a material named 'Adam' from the dead bodies strewn around Rapture. You see, upon Jack's arrival you learn that something has gone horrible amiss in Rapture, leaving most of its citizens dead or so drugged-up that they've become ravenous killers. What you learn is that in this "anything goes" objectivist society, a new sort of drug/genetic modification was developed, called 'Plasmids', which gave its users phenomenal powers over the elements, allowing for such things as shooting electricity from one's hands, or the ability to turn water into ice. But something went wrong. It's a bit of a conceit, but is well implemented in the story. Plus it allows for some great old-fashioned advertising, like the old cigarette commercials from the '50's that look so silly and antiquated nowadays.
When you finally get to one of these Little Sisters you are presented with a choice, you can either choose to 'harvest' them, taking all the Adam they've accumulated but killing the Little Sister in the process, or you can choose to save them, removing the leech thing from their backs and returning them to normal, but sacrificing the precious Adam in the process. The first time you are confronted with this option it can be almost terrifying as you see a little girl looking at you in fear with the two options laid out in front of you. It seems that most people are unable to kill the little sister the first time, opting to save her instead.
The game also has one of the greatest twists in modern gaming, and in perhaps all of gaming. I don't want to divulge what it is here, but it's a great example of the reader-response school of literary criticism and really leaves the player to question what their role is in playing a videogame. I honestly felt that my trust hadn't been so much betrayed by the characters in the game, but that it was the actual game makers themselves who had betrayed me. I wish I could say more.
In the "Welcome to Rapture" segment we, as Jack, wake up from the plane crash to find ourselves floating in the water with the ruins of the plane crash around us. Water has never looked so damn good in a game. The fact that you don't have any sort of display at this point leaves a lot of people sitting there for a few minutes not realizing that the game has started. You swim a short way and see some sort of lighthouse protruding from the water nearby. You swim over to it and upon opening the front door are greeted with the statue of a scowling man holding a giant banner that reads: "No Gods or King, only Man". A short trip down the stairs brings you to the bathysphere (a giant diving bell). Upon pulling the lever the bathysphere closes and you are plunged underwater to begin your journey. Giant art-deco statues, straight from the cover of an Ayn Rand novel, appear outside holding signs which say how many fathoms deep you are. A movie screen pops up and a small "Welcome" movie begins to play. You are greeted by the voice of Andrew Ryan, who sounds something like Orson Welles, and he delivers his manifesto for why he built Rapture in one of gaming's great speeches:
"I'm Andrew Ryan, and I'm here to ask you a question:
Is a man not entitled to the sweat of his own brow?
No, says the man in Washington. It belongs to the poor.
No, says the man in the Vatican. It belongs to God.
No, says the man in Moscow. It belongs to everyone.
I rejected those answers. Instead, I chose something different. I chose the impossible. I chose...
Rapture.
A city where the artist would not fear the censor. Where the scientist would not be bound by petty morality. Where the great would not be constrained by the small. And with the sweat of your brow, Rapture can become your city as well."
After this little movie you are greeted with the city of Rapture before you. An art-deco masterpiece entirely underwater, like something out of Jules-Verne. My favorite part is the giant humpback whale slowly swimming between the massive skyscrapers. Soon you enter Rapture and find that something terrible has occured.
There's no specific endpoint to the beginning of the game, but for this piece I'll say it's when you get knocked out and see a Big Daddy/Little Sister slowly trudging past you, with the Big Daddy sounding like some sort of whale. This level is not only a great introduction to the game, but it effectively introduces you to combat, plasmids, and how to use your environment around you. I could go on about this game, but I'll stop for now. I highly recommend watching the intro to the game, you can find it here.
Thursday, August 28, 2008
Can love bloom on a battlefield? - Metal Gear Solid Conclusion
Wednesday, August 27, 2008
Number 5: Doom - "Hangar" (id Software, 1993)
I remember the first time I saw Doom I was blow away. Was this real? Could I really just walk around shooting zombies and other creatures, watching them keel over in disgusting death animations uttering a dying moan as I pumped another round into my shotgun?? Would I get in trouble for playing this game??? For it's time it was an extremely violent game. This was back in the era when Bart Simpson uttering "Eat my shorts" was pushing the limits and offending Barbara Bush. No one had seen a game quite like this before.
In terms of the actual level "Hangar" it's a great little introduction to the game. You start out with the wimpy pistol but in no time you get the shotgun, a highly effective weapon which also produced some of the more grisly death animations. Fighting through a small group of gun wielding zombies the player is soon introduced to the fireball-spitting Imps. An experienced Doom player can get through this level in under thirty seconds, but there's a surprising amount of depth if you take your time. There's a couple of secrets to be found, including access to the outside courtyard. This also makes this level the perfect level for the introduction of the "Deathmatch" mode.
Doom popularized Deathmatch mode for thousands of kids across the country. It seemed so revolutionary at the time - instead of shooting the monsters, you connected up two or more computers and shot your friends! The introduction of Deathmatch helped lay the groundwork for the online deathmatches that you can play today in hundreds of games, from Counterstrike to Call of Duty to Halo. In fact in most games today some sort of "multiplayer" mode is practically mandatory. But there was nothing like it at the time. In fact, once you got a taste for fragging your friends it could be hard to go back to the normal game. For all these reasons, this is why "Hangar" from Doom takes number 5. To take a look at actual gameplay footage click here.
Tuesday, August 26, 2008
Zrbo Presents: Top 5 "First Levels" of Videogames
As you probably know I'm a connoisseur of videogames. There's a certain enjoyment that comes with playing a game that can't be found through film or music. Especially when a game is new, there's nothing like getting home, ripping off the plastic and popping the disc/cartridge/floppy disc in and firing up that game for the first time, taking in the graphics, the music, and, most importantly, the gameplay.
The following posts will highlight those opening moments of videogames. More specifically I'll be looking at those great first levels of videogames. The top 5 "first levels" I've chosen are ones I believe effectively teach the player the basics of gameplay, give the players a taste of what the game is about and what's to come, and in cases where the game has a story to tell, introduce players to the story and leave them wanting more.
This list is not meant as a nostalgia trip, though you may find a whiff of it here and there. Also, my knowledge of videogames is not nearly complete and there would practically be no way for anyone to have played every single game out there, so please excuse me if "your favorite game" didn't make the list. The following list is composed of games that I have played, though that was not necessarily a criteria of mine. I hope you enjoy what's to come, and I'll try to make it as easy to read as I can for the non-gamers out there. Lad-, er, gentlemen, the top 5 first levels of videogames...
Friday, August 15, 2008
More Parodies
There's a new Viva Pinata game coming out soon (Viva Pinata being both a game series and kids show on TV). The Viva Pinata ad campaign delighfully parodies the faux-gravitas the "Believe" ads try to achieve, with the cleverly titled "Believa Pinata" diorama parody taking the cake in my opinion. Watch both ads below:
Thursday, August 7, 2008
Top 10 Forge Art Halo 3 Screenshots
E.T.
Batman
Alien
Thursday, July 24, 2008
The Saga Continues (part 2)
Here am I back with part two of my analysis of the Metal Gear Saga. Since our last outing with our hero Solid Snake, Snake has infiltrated a warehouse full of nukes. He was told by the now-dead weapons company exec that he needs to find Dr. Hal Emmerich, creator of the Metal Gear project. After facing off against a ninja-cyborg (who seems to know Snake from somewhere else), our hero finds Dr. Emmerich. The Doctor, who prefers to be called Otacon, explains just what the Metal Gear project is. The project is to create a giant bipedal walking battle tank fully armed with nuclear warheads, able to fire its nukes from anywhere on the planet. Unfortunately Otacon thought the Metal Gear would be used only for defensive purposes, only now realizing that his project will probably be used for more something more nefarious. There are many parallels here with the guilt behind those who took part in the Manhattan Project. Not fully realizing the implications of nuclear technology, some of those scientists felt regret the rest of their lives. It's actually layed on pretty thick here, with Otacon revealing that his grandfather had been involved in the Manhattan Project and that his dad also just happened to be born the same day as the bombing of Hiroshima. Kojima seems to enjoy laying things on thick. As we saw with the eight minute long speech against nuclear weapons in our previous outing, Kojima really likes to drive the point home, perhaps even overshooting it a bit. It's like he wants us, the player, to know that he is specifically addressing us. This goes against the writer's adage of "show, don't tell". Sometimes it seems that Kojima would just rather tell us. It can definitely pull you out of the game.
And it would seem that Kojima likes to pull the player out of the game. Continuing on, Snake meets up with Meryl (pictured above), the Colonel's daughter (it's a long story but the Colonel who's giving Snake the orders has a niece who joined Fox-Hound before they went renegade). What's interesting here is Kojima's use of "self-reflexive awareness of the game as a game" (I stole this from somewhere else, excuse me). After meeting up with Meryl you exit out into a hallway. Meryl calls attention to the fact that guards are no longer patrolling the hallways, which she finds odd. Then Snake replies, "What happened to the music?" It's then that you realize as the player that the game is talking to you, because in fact, the music in the game really has stopped. The tense spy-action background music, something the player probably never paid much attention to before, has ceased playing. I had trouble finding a good clip of this, for now go all the way to the very end of this one to watch.
Imagine in a film if during a particularly quiet scene one of the characters mentioned that there was no music. How odd would that be? Then, just a few moments later, when you enter a new part of the building the music starts back up again. When you get a call on your radio, one of the characters working with the Colonel specifically asks you if you've heard any strange music lately, and Snake responds with something along the lines of "Yeah, when I entered this part of the building I started hearing a little tune". Kojima seems to enjoy playing with the person playing the game, and not just the characters involved in it.
There are a lot of humorous moments in the game too. I'll get into that more next time, along with a discussion of the lengthy cutscenes as I promised last time.
Wednesday, July 23, 2008
Me and Louis Wu? Yeah, Weez Tight
Friday, July 18, 2008
Bungie-gate
This week, in the middle of the videogame industry's largest showcase, the Electronic Entertainment Expo (E3), a tragedy befell the videogame community. For the past few months Bungie Studios, creator of the Halo series of games, had been teasing that something new was in the works. Many speculated that it would be another entry in the Halo series. Last Friday Bungie put up a countdown clock, ticking down to Wednesday morning. Fans were ecstatic, on Wednesday they would get to see something new, something marvelous. That day never came.
With just 12 hours to go, the countdown stopped. A message appeared on Bungie's website from Bungie president Harold Ryan, it read:
"For the last several months, we've been building toward a reveal of something exciting that Bungie is working on. We were looking forward to sharing that with our fan community during the week of E3. However, those plans were changed by our publisher.
We realize that many of our fans are disappointed by this turn of events. Members of the Bungie team share that disappointment."
So Microsoft, the 'partner' mentioned above, decided at the last moment to pull the plug on the reveal. Fans went nuts. Websites went nuts. Even the LA Times went nuts, interviewing Don Mattrick (the strangest portmanteau of a name ever), head of Microsoft's Xbox division, who claimed that the reveal was pulled "...to help trim its E3 presentation to under 90 minutes, from 2 1/2 hours, to accommodate attention-challenged reporters. 'We had an embarrassment of riches', said Mattrick." Thanks Don.
So it looks like we'll have to wait to see what gaming goodness Bungie was going to reveal. In the meantime, please enjoy this video above - it's the funniest thing I've seen all week.
Friday, July 11, 2008
Herr Zrbo Calls It
Wednesday, July 9, 2008
The Saga Begins
I've recently taken it upon myself to try out the Metal Gear series. Just a few weeks ago the final chapter of the series, Metal Gear Solid 4, was released. As I've posted before, it's been receiving rave reviews, with some reviewers calling it one of the best videogame narratives ever. After procuring (on-site?) a Playstation 2 and a copy of the original Metal Gear Solid (1998) I've begun my journey.
The man behind the MGS series is Hideo Kojima. He is both the creator and director of the series. One of the problems with videogames not being taken seriously as an art form could probably be attributed to the fact that games are made my many, many people, so there's usually no one identifiable person who leaves their distinctive mark or stamp on a game like there is with movie directors. This is not the case with the MGS series. Hideo Kojima, who is seen as a sort of auteur, is the driving force behind MGS. Some people think of Kojima as a visionary- a complete master of his craft, able to tell amazing, complex (actually, really complex) narratives. Others see his games mimicking cinema so much that they say he's in the wrong business, that he should be making films instead of videogames. For an interesting look at Kojima check out this article at the Brainy Gamer which compares and contrasts him with D.W. Griffith.
Metal Gear Solid starts out with the main character, Solid Snake, being given a mission to infiltrate a nuclear waste disposal facility in the Bering Strait which has been taken over by a rogue private military contract group called Fox-Hound, of which Solid Snake used to be a member. The game relies on you, as Snake, to sneak around and figure out what's going on.
What makes the game interesting, at least for me, is that the story is basically an analysis of the American military-industrial complex told from a distinctly non-American perspective. First off, the whole gameplay revolves around stealth. Fighting is usually a last resort, with sneaking around making the game much easier than if you try to fight everyone you see. I find this in contrast to most American made games, which usually have you shooting anything and everything, with violence being the easiest, if not the only answer. Whole books could and have been written on America's fascination with violence, but I think it shows here when your character doesn't fight all that much, even though you're told you're a top tier secret agent with deadly skills.
The other observation I've made so far is just how anti-violence prone this whole game is. There have been increasing anti-war/anti-violence themes and messages cropping up as I go along. Currently I'd say I'm a quarter of the way through the game. After rescuing a kidnapped weapons company executive (think Halliburton) the player is treated to an 8 minute long cutscene which goes into a whole history lesson about post-Cold War nuclear weapons disposal, how much nuclear waste is created each year, out-of-work Russian scientists looking for a job, and a whole diatribe on the evils on nuclear weapons. Watch it here (skip to 5:15 to get the real history lesson).
As the length of just this cutscene shows (and there are many more lengthy cutscenes), Kojima is fond of fashioning his games like they were movies, and that's what I'll explore next time.
Wednesday, July 2, 2008
Im in ur internetz
From Gizmodo comes this great idea: Why have your wi-fi router named something mundane like '2Wire5420' when you could name it something more clever. Some of the examples they include are here for your enjoyment.
- YourDaughterIsaWhore
- Keepthatnoisedown
- Thosepeoplein1583lookliketerrorists
- YourWifeCheats
- IHaveYourMail
- GetYourOwnDSLCheapskate
- MyNetworkIsLockedJackass
- ISawYouNaked
So many options to choose from! Anyone else have any good ones?
Tuesday, July 1, 2008
The Greatest Game of All Time
Thursday, June 26, 2008
Microsoft finally fixes Xbox 360 DRM Issues
Tuesday, June 24, 2008
The Smuggler = Chill Out = Cold Storage
Monday, June 23, 2008
Parodies of Parodies
Thursday, June 19, 2008
Beastie Boys' Sabotage video recreated using Halo 3
Tuesday, June 17, 2008
PS3 or not to PS3?
Sunday, June 15, 2008
In a more perfect world
Bungie announces new Halo 3 map
At the MLG tournament in San Diego this weekend, Bungie showed off a new map, 'Cold Storage'. It's supposed to be a remake of Chill Out from the original Halo, and it looks a lot like the area from the final cinematic of the game, the one where Master Chief is taking a snooze (probably where the name Cold Storage comes from, hint hint). I don't have much experience playing Chill Out but apparently it's a fan-favorite, especially among the competitive MLG types. It's also not certain whether Cold Storage is one of previously known new maps, codenamed Purple Reign, Moonbase Alpha, and the recently revealed 'the Smuggler' (complete with it's own mini-ARG ). I, for one, welcome our new Chill Out overlords.