Archive for June, 2009

The scene was tense. You and your party had just fought through to the center of the Forgotten City for a two-fold purpose. Aerith, a mysterious flower girl from the slums of Midgar, whom you had befriended, has run off into the Ancient ruins for some unknown reason. You must find her. On top of that, your arch-nemesis, Sephiroth, must be halted in his attempt to collect a Black Materia. Finally, you reach your destination and your heart leaps with joy when you find Aerith praying at an alter. She looks up at you and smiles, her face innocent and pure, like an angel guiding and protecting your ragtag band on their important mission.

Suddenly, a rush of wind sweeps over you and your eyes flinch for a moment. When you’re able to take in the situation, you see Sephiroth swoop down and impale Aerith through the torso before you can even react. You don’t know what to do or think. You sit in disbelief, speechless at the events that have just transpired.

That was one of the first scenes in a video game that actually pulled at my heart strings – realizing that Aerith (then known as Aeris in the original North American version of Final Fantasy VII) had been killed right in front of me. You had spent perhaps hours and hours leveling her up, honing her skills and abilities to become the perfect compliment to your party. Now, through a twist of evil genius, the Final Fantasy gods had taken her away from you. How did you feel?

Aerith's Death

For many, this was the first time a game made them cry. Others, perhaps, felt anger, betrayal, or, dare I say it, satisfaction. Her death in Final Fantasy VII had impact and meaning both in that game world, and in the gaming community worldwide. Yet, by today’s technical standards, that game was hardly the graphical masterpiece it was at the time of release over a decade ago. Are games today capable of conveying better emotion – with realistic character models and facial features – or is that iconic scene, and those like it, more than the sum of their parts? Are there more things at work here than just representing character emotion through the graphical components of a game?

Indeed, there are. I’ll state my opinion right here – realistic graphics do not necessarily, in and of themselves, illicit raw emotion in the player. They could, yes. In fact, there’s no reason they shouldn’t. But gamers feeling emotion came long before hyper-realistic graphic engines were mainstream, as in the case of Final Fantasy VII. Even farther back than that – early console role playing games such as Final Fantasy, Dragon Quest and The Legend of Zelda attempted to bring players face-to-face with their softer side. Back then, they didn’t have the awesome graphic capabilities we have now. No, instead of visual stimuli alone, they used a combination of techniques to bring out that emotion.

I was in GameStop the other day browsing, and during the short time I was in there, the employees were asked about three different games by three different customers. Every single question revolved around the graphics of these games. “How are the graphics?” “Is the game realistic?” In fact, this is an unfortunate trend I overhear quite often wherever I come into contact with other members of the gaming community. It seems that, to the typical gamer, graphics trump all. They want bigger and better graphics each new game, each new gaming system. This isn’t necessarily bad, but there are a lot more aspects that go into producing a great game than graphics alone. In fact, I’d go out on a limb and say that every successful or critically acclaimed game would not be that way if it weren’t for a combination of development techniques, not just the visuals.

No, it’s a combination of music, sound effects, voice inflections (in more recent times), lighting, mood, character animations and, yes, overall graphics, that spark emotions in the players and that is why games that didn’t have the best visuals based on today’s standards have stuck in our hearts all these years because of the strong emotional impact they had on us. There have been very few titles since Final Fantasy VII that have hit those notes with me, and none of them were AAA mainstream, sell-a-million-copies-in-the-first-week games.

I’d like to see more emphasis placed on mood and story in non-RPG titles. First-person shooters have the nasty habit of being hyper-realistic, yet only bringing out the emotion of “nerd rage” as the players litter each other with virtual bullets and trash-talk over Xbox Live. Many of the high-selling games as of late seem to lack story and, as a result, any emotional connection with the player. The visual impact of Gears of War 2 is amazing, yet the story was severely lacking in many gamers’ opinions. Too much focus is given to visuals and not enough to the other aspects of the game – arguably the more important aspects.

Gears of War 2

Titles in the 8-bit and 16-bit eras seemed to be able to make us feel with just little character sprites and amazing soundtracks. I suppose this could stem from the fact that we didn’t expect it out of those sprites – we didn’t expect them to be realistic. When they ended up impacting us in such a way, it really stuck in our minds. Today, we have excellent realism, so you would expect a greater sense of emotion being transferred between the characters in the game and the players, yet you don’t. Perhaps now we expect it and are let down far too often, so it doesn’t even bother us anymore.

The conclusion of the matter is this: There is no reason why today’s graphically intense titles can’t convey a strong emotion to the player, much like gamers around the world experienced with Aerith’s death. On the other hand, modern technology gets overrated quite often. Its not needed in the least to be able to make the player feel more than the excitement of killing someone else’s virtual avatar. Those who think it is are just fooling themselves.

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Disaster Averted

The theme problems have been rectified…by a much nicer and simpler theme – one I can actually understand!

So, here’s what I’ve got coming up:

  • Review of Crimson Gem Saga (still want to play a bit more first – loving the game though).
  • Review of Dragon Quest V: Hand of the Heavenly Bride (played about 12 hours so far and loving it).
  • Review of 1 vs. 100 (played for the first time over the weekend and enjoyed it).
  • A couple pieces delving into certain aspects of game design and its effects on the player.
  • A column with my brother discussing different viewpoints of various gaming topics.
  • My thoughts on how the various aspects of WoW patch 3.2 will affect the casual player (like me!).

As new games come out, of course, there will be more reviews.  I’m rather interested in comparing/contrasting Infamous and Prototype.  Due to my time constraints, I can’t review every game that comes along, but I’ll pick and choose the ones I probably enjoy the most.

Now, off to work on another post and play some FFVII!

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Technical Difficulties

I screwed something up with my template and had to reset it.  Its too late tonight to try to figure everything out, so I’ll deal with it tomorrow after work.

*Wishes he knew someone who knew something about these things*

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WoW 3.2: New Druid Forms

I haven’t had the chance to play too much WoW the entire last week or two – I’ve been working on getting this site up and running, as well as spending time outside by the pool while the weather’s favorable for it.  This is regrettable in a way, since the Midsummer Fire Festival is in full swing and I still need to get a couple pets that I missed last year.  However, believe it or not, there are things more important than WoW.

That being said, I’m really looking forward to patch 3.2 for many reasons, but one of the main reasons is the redesign of druid bear and cat forms.  At long last, my tauren druid will have some rather nifty cat forms instead of the hideous abomination of a cat form that we’ve had for nearly five years.

Now, each form for each race of druid (night elf and tauren) have several different cat and bear skins, which is insanely cool!  The downside?  I think Blizzard should have just given in and let players choose whichever bear and cat skin they wish to use instead of tying it to their character’s skin or hair color.  For night elves its not such a big deal, since hair color doesn’t necessarily change your overall character.  Tauren, though, get the bum side of this deal.  We have to change our entire skin color to change the color of our cat/bear skin.  How lame!

Being an RP-er, and having written stories for my character that introduced them to Northrend, and his reason for falling off the radar for several months (during the time I had my account deactivated), I had an idea all planned in mind to have him use the polar bear and white cat forms, since he spent a lot of time in the cold of Northrend.  But no, Blizzard has to rain on my parade.  There’s no way I’m giving my druid the “albino” tauren skin color to get the white cat and polar bear skins, that would completely change who he is.

Needless to say, I’m rather excited anyway.  Here’s a video from wow.com showing the various tauren druid forms from the 3.2 PTR.

I’ll hopefully have more time to play around the time 3.2 hits the live realms to give mini-reviews of the various new features and content included in that update. Stay tuned!

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My Phobia of Xbox Live

It scares me. A lot. Its daunting and intimidating. Its kind of like a box of chocolates – you never know what you’re going to get. Of course, it’s “home” to millions of gamers out there and, if the last outage for scheduled maintenance a few weeks ago was any indication, many of them feel lost without it.

Gamers have had the ability for voice communication while gaming for years, well before Xbox Live was introduced. The majority of my experience with voice communication over the Internet has been with Ventrilo. I used to use it quite often while playing WoW, especially back in my hardcore raiding days. Even after that, I used it quite frequently to talk to other friends and guild-mates while playing around in Azeroth. Voice communication in general isn’t the issue. The problem, for me and I’m sure many other gamers, is that, with a service like Xbox Live, you come into contact with complete strangers all the time.

Unlike a close-knit group of friends, such as a guild in an MMORPG, Xbox Live thrusts you into a world of mostly strangers. I used to be a very shy person. I still am, to some extent, but its gotten better over the last several years. I’m very cautious about jumping right in and talking shop with complete and total strangers, even in a semi-anonymous setting like this. But that, in and of itself, isn’t where my true phobia originates. What’s worse than dealing with a different set of total strangers in each different game and setting that you can find yourself in on Xbox Live? Being at the blunt end of a nerd rage attack that happens more often than not because of the aforementioned semi-anonymity of these services.

Basically, people don’t really care who they’re yelling at and don’t take anyone else into consideration, because its all about them and what they want and what they feel. True, there are rating systems in place, and if its too bad it can be reported and/or you can ignore the offender. That still doesn’t change the fact that nerd rage conniptions happen far too often. That, my friends, is why I tend to steer clear of Xbox Live communication.

Now, I’m not the sort to be offended by every little thing that someone says or does. One time, some friends and I were playing Halo 3 and, to be honest, we weren’t very good. We were playing online in the “newbie” games and having a lot of fun. Of course, even in the “newbie” games, veteran players tend to come in just to show off and stroke their own ego. In one game we finished, there was one such person with quadruple the number of kills that the best player of us four friends. We didn’t do a thing to him, besides be on the opposing team. A few minutes later we had a voice message from him telling us that we sucked. In fact, according to him we were so bad we should never play Halo again and take our game down and sell it. Now, we got a good laugh from this. It was both funny and sad at the same time.

I would like to know how lame someone’s life must be that they have to take time away from perhaps more game play or whatever, to record a voice message to send to us to tell us something we already knew – that we weren’t that good at Halo. Seriously people? How much easier it would have been to just ignore us low-scorers and continue on with your gaming. No, but this dude had to stroke his own ego by sending us a voice message telling us that we sucked.

This one instance we laughed it off. It was all the rage the rest of the night, that’s for sure. It helped matters a lot that he sounded like a 12-year-old. But, I can only imagine that it has to get to a person who is on the bum end of a nerd rage rant on a fairly frequent basis. It gets hard to laugh off eventually. And, this isn’t the only time I experienced a similar scenario.

Nerd Rage

Experiences like that are enough to “scare” me away from spending much time with my headset attached and in free-for-all voice communication with the randomness on Xbox Live, or any similar service. What can be done to curb this? Nothing, really. Jerks will be jerks, especially when given a mostly anonymous way of communication with other human beings. There’s no force in the world that can stop a stupid person from doing what it is they do. I speak from experience.

I would definitely enjoy being able to communicate verbally with those I’ve befriended, but I don’t play multi-player online games enough to have a very large friend’s list. Besides playing with friends, I tend to stay away from these experiences because the bad apples ruin it.

I’m not saying all this to diss Xbox Live, definitely not. It’s a great service and has proved quite useful on many accounts. Its boosted the gaming industry overall and helped usher in a truly new generation of how we play and experience games. However, I can’t imagine I’m the only one who feels this way – I’d rather just avoid the voice communication aspect of the service in most cases, instead of finding myself upwind from a pungent dose of nerd rage.

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Developer: Ascaron
Publisher: CDV Software Entertainment, Deep Silver
MSRP: $59.99
Console Release Date: 5/12/2009
Platform Reviwed: Xbox 360
Also Available On: PS3, PC
I’ve never been much of a PC gamer beyond a few select titles, so I’m not really used to the third-person, top-down view RPGs that follow in the footsteps of DiabloSacred 2 originally interested me because of previous Western RPGs I had played that had sandbox-style game play, such as Oblivion and, to a lesser extent, Fable 2 and Mass Effect.
Sacred 2 Box Art
From the beginning I was amazed by Sacred 2 – the visual and audio presentation is really well done.  The bright colors and contrasting locations popped right off the screen.  The spell effects, character and NPC animations and overall general visual style draws you right into the game.  The audio tracks seem to match the mood of your situation and smoothly transition from one to the next depending on what is happening on-screen.  This works as much for immersion as it does to notify the player to remain alert, because enemies are near.  Granted, if you were actually traipsing through this fantasy world you wouldn’t necessarily hear music playing, and some might argue that it detracts from immersion.  However, I feel, in this particular instance, it helps you get lost in the world and draws you into it.  Isn’t that what a game soundtrack is supposed to do?

I was a bit disappointed with the class and customization options the first time I booted the game up.  You’re tightly bound to one gender for each class and you have very few customization options to change, especially for the males.  For example, if you want to play a High Elf (mage-type character), you have to be a female, if you want to play a Shadow Warrior (melee type), you have to be a male.  There are about two or three hair styles for the females, and none for the males, which is very disappointing.  However, once you actually get into the game, you’ll probably realize that the superficial doesn’t matter much in the grand scheme of things because your character’s skill and attribute customization is extremely deep, oftentimes too much so, if that’s even possible.

Let me explain what I mean by that.  Usually, you want a “battle system” to be deep and you want there to be deep character stat customization features, right?  This game has that and, truth be told, if you were given better tutorials for every game feature and what all attributes mean, I wouldn’t even be complaining about this.  However, the game has a very unforgiving learning curve because you’re told next to nothing about how things work outside a few basic tutorial pop-ups and a couple tutorial-type quests.  It is very confusing if you’ve never played this type of hack-and-slash, loot-whoring, action RPG before.  I can only imagine how confusing it would be to someone unfamiliar with the RPG genre in general.  Its even difficult to see what loot dropped, what its benefits to you are or even if you can wear it.  I really have to take points off for that, because I feel the developers should have done a better job explaining how everything works to provide a smoother experience and a smaller learning curve.
Sacred 2Sacred 2Sacred 2Sacred 2
Usually the first thing I mention about an RPG is the story.  I didn’t here because, well, after many hours of game play I still couldn’t figure out what the story was supposed to be about.  Granted, I didn’t finish the main story, and that’s likely because there’s so many other things to do, however you would think in the first dozen quests or so, the story would have a general outline…and I just didn’t see it.  In other open-world RPGs like Oblivion, if you follow the story quests, you’re presented with the main crux of the story very early on so there’s usually no question as to what you’re up against, at least initially.  In Sacred 2, either the story takes so long to get rolling that, unless you’re extremely persistent, it would take you hours and hours of main-story questing to figure out what’s going on and get involved in it, or the story is just so “all over the place” that its not even worth it.  In either case, it’s a failing of the overall game design, regardless if the main point of the game is the story or not.

I did play local co-op with my brother a few times, and it worked out pretty well and was fun.  I would have liked to see more camera adjustment in co-op, as well as better looting and inventory systems (a general complaint of this game, really), but overall, the co-op experience is a decent one and factored greatly into my motivation to buy the game.  With so many titles of all genres supporting only online co-op, its nice to see a title, especially an RPG, where you can sit down on the sofa with a buddy and get lost in the adventure together, side-by-side.

There are a few other issues I had with the game, but I don’t want to get too nit-picky; I mentioned my major issues.  It would be nice if Sacred 2 did at least one thing exceedingly well even if everything else was left at the wayside.  Unfortunately, I can’t say it does.  Overall, it’s a solid title, with gorgeous visuals and audio – in fact, those are its two best features (although, no sky makes me a sad panda, but that comes with the top-down action RPG genre).  If you’re looking for a good, mindless action RPG where the sole goal, it seems, is to advance a character and get phat loot, then Sacred 2 is your best best on a console.  It’s fun to play, but if you focus too much on non-game play areas of the game, you’ll be disappointed at its deficiencies.

Score: 6.5 (out of 10)
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Massive Backlog

Oh Noes!I want to become a better writer, and the more I write, the likelihood that I will become better is greater.  In this case, I have a bit of a back-log of games for which to write reviews.  Will I get to them all?  Eventually.  Hopefully before fall hits and I’m buried under a landslide of new games.

Here’s a list of what’s currently on my plate:

Sacred 2: Fallen Angel
Dragon Quest V: Hand of the Heavenly Bride
Crimson Gem Saga
Infamous
Flower

There might be a few other XBLA and PSN games thrown in there, as well…I’ll get to them eventually.  Good luck to me finding time to write all these, when the days are so nice and I’m sitting out by the pool after work.

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I posted some Borderlands wallpaper yesterday.  Today its Final Fantasy XIII’s turn.  Here’s some nifty wallpaper from that game that I’ll be using to spice up my desktop here at home.

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Another summer, another Mt. Dew gamer-related promotion. Last time it was Halo, this time its World of Warcraft. While I think it’s a cool idea in theory, especially awarding everyone who even bothers to go to the Mt. Dew game fuel promo site with an in-game vanity pet (assuming you have a WoW BattleNet account), I think the idea of using the promotion to sell Mt. Dew failed miserably.

The goal of any promotion like this is to sell related items on both sides – bottles/cans of Mt. Dew and copies of World of Warcraft. In my opinion, Blizzard has the upper hand in this deal. Copies of WoW and its two expansions are everywhere. Dozens of copies line the shelves of any Best Buy, Wal-Mart, GameStop, Target or any number of other software retailers, local and nation-wide. There’s no problem there and, perhaps, Blizzard might sell some copies based on this promotion.

On the other side of the coin, I can’t find either of the two WoW game fuel flavors anywhere – not at Wal-Mart, Target or two other fairly large, more localized chains. I’ve checked a few gas stations, as well…nothing. How exactly does Mt. Dew expect to sell more products if their products aren’t on store shelves? I do realize that the stores themselves determine what products they stock and the quantity, but you would think Mt. Dew would work with any retailers who get their regular products to make sure these promotional drinks are on store shelves. This also goes for special or seasonal flavors like their new Voltage and Live Wire. I don’t drink much Mt. Dew, but the Voltage flavor is my favorite ever, and I can see it disappearing because it doesn’t sell well enough. Why? Because its incredibly hard to find.

To switch gears a tiny bit, I think it’s a sneaky move by Blizzard to require everyone to convert their WoW account to a BattleNet account to be eligible to receive the in-game Battle-Bot. With as many issues as they’ve been having with these converted BattleNet accounts, it’s a bit premature to force people to switch their account over.

Taking everything into account, I feel this is a failed promotion, mostly on Mt. Dew’s end of things (or, perhaps, the stores that sell Mt. Dew?). Mt. Dew should have done more to convince the retailers stocking their regular products to also carry a decent amount of the promotional drinks. Blizzard seems to be able to sit back and watch the cash come in, not having much to do besides designing the Battle-Bot and a few other behind-the-scenes web-based connections with the Mt. Dew site.

There’s always next year, right? I wonder what game they will team up with then? Any guesses?

[Disclaimer: I don't live in a large, metropolitan area, but I don't live in hicksville, either. Its possible large areas like Chicago or St. Louis will see a larger influx of the promotional drinks just because they will be exposed to more people. This article is just from my point of view based on my location.]

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PSA: If you’re looking forward to Borderlands and want to spice up your desktop with some new wallpaper, check these out. I think I might be using some of these at home and at work.

[Via Borderlands Guide.]

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