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January 15, 2012

LTTP: Batman Arkham City

Filed in Games ,LTTP

Barring a few exceptions every now and then, I’m always perpetually late on keeping up with the latest game releases. Part of the reason why is due to my out of control and steadily growing backlog. The other reason is that when I play, I prefer to go at a relatively slow pace and take my time; getting the most out of one major game (probably retail) while having a couple of minor ones (smaller downloadables or indies) to play on the side. It is therefore rare that I spend more than 2-3 hours a day on the same game. Based on this routine, I’m going to hopefully make this the start of the LTTP (Late to the Party) series of posts with my thoughts about select games, months or years later when consumer hype for them has died down considerably.

“Batman: Arkham City” was released in October of last year and I stared it in mid/late December, so I’m only a couple of months behind this time. If you played the prequel: “Batman: Arkham Asylum”, it’s unsurprisingly along the same lines, bigger and better and all that, which is not a bad thing at all. As with the prequel, the presentation is fantastic and you really get the feeling that this is the best possible Batman simulator you could ever play, especially if you grew up watching “Batman: The Animated Series” like I did. Without spoiling anything, the game ends at a point that can be conclusive to the series, and that’s fine since after beating it, I felt like I wouldn’t say no to a follow up, but I would be okay if they decided to stop here since the story had good closure and a follow up may seem redundant.

I’m surprised by how enjoyable the combat can be in “Batman: AC” (and in “Batman: Arkham Asylum” too I guess), because it seems so pedestrian compared to something like “Ninja Gaiden” or “Bayonetta”. However, even though you’re only pressing one or two buttons at a time, the fighting is seamless and engaging. It’s simple to perform attacks, but you have to pay attention to what your enemies are doing or holding to determine what techniques to use, and the timing between combos tight enough to where the game doesn’t autoplay itself. You are rewarded for variation, so the game encourages you to mix it up instead of mashing the punch button all the time. Another thing I like is the impact of the hits, as they managed to capture Batman’s rough and blunt fighting style and combine it with audible booms as he slams into people, so it feels like your really hurting these random thugs coming after you in a badass way. I would sometimes get into random fights on purpose just because it’s so satisfying.

My only real complaint is the abundance of Riddler puzzles and trophies and whatnot scattered throughout the game. I don’t remember them being this numerous in the prequel, but they’ve seem to have gone nuts with these for Arkham City. Granted, it is optional to hunt for all this stuff, so it’s not a big determent, but I feel like they could have cut the amount of Riddler Trophies in half and it would have been fine. As is, I found myself still scavenging long after I had completed every other objective or side quest in the game, and it became very tedious since a lot of the trophies require you to do whatever iteration of the same technique, be it stepping on/gliding off panels, hacking terminals, throwing freeze grenades at steam pipes/water spots, etc.

The Jist: I enjoyed it. Good combat, but ease up on the collectibles.

December 23, 2011

BLOOP BLOOP BLEEP BLOOP Indepenendently Produced

Filed in Games ,Media

With the addition of this post, the grand total post count for 2011 stands at four. Here at Scramble Dash, the emphasis is always on dubious quality over quantity.

Anyway, since I’ve picked up a lot of indie game music soundtracks over the past year either as bonuses from buying indie games, or just buying the music directly, I thought I would make this post a mini sampler of what I’ve been listening to, as well as shamelessly promote the artists involved. I’ve always been a big fan of video game and similar music so I’ve been gobbling these up whenever I have a few extra dollars to spare (and you should too). If your wondering where to start, give the handful of albums below a listen, and go from there:

(Note: The tracks below are mp3 format and are down-sampled to reasonably shit quality. On the off chance one of the artists featured discovers this and has a problem with these being up, shoot me a note and I’ll take them down. OK, I’m done covering my ass.)

Sword & Sworcery LP – The Ballad of the Space Babies

Artist: Jim Guthrie
Where to buy it: Here

Sample Track Selection:

 Play – This track has a simple but good main melody and I like how it builds off the background beat/guitar notes.
 Play – I’d pick this one as my favorite. Very climatic and epic sounding.

Return All Robots

Artist: zircon (Andrew Aversa), Mike Worth
Where to buy it: Free Version Paid Version

Sample Track Selection:

 Play – Being a sucker for the 80′s style intense montage type of music, this stood out easily. The best track.
 Play – Pretty upbeat and feelgood. The 2nd half especially reminds me of Super Mario World.
 Play – The title is apt description of how this track goes. I dig it.

Super Meat Boy

Artist: Danny Baranowsky
Where to buy it: Here, or special edition

Sample Track Selection:

 Play – Can’t decide if this or Can O’ Salt is my favorite track. I really like the 2nd half.
 Play – It starts off with a fairly intense beat, then slows down a bit in the middle, and picks back up to a great climax.
 Play – I wasn’t that keen of this one at first, but over time it grew on me.

Tree of Knowledge ~Chie no Ki~

Artist: yogurtbox (Ken Snyder, Steven Velema)
Where to buy it: Here

Sample Track Selection:

 Play – This album is a bit odd from the rest since the game it’s from technically doesn’t exist. It is meant to reference the FM soundtracks for the Japanese visual novel computer games of the 80′s and early 90′s. This track in particular is pretty nice for a somber sounding theme.
 Play – Pretty decent, a bit heavy on the J-Pop though. I feel like I’m listening to an Ys game ending theme when I hear this.

PPPPPP- The VVVVVV Soundtrack

Artist: Souleye (Magnus Pålsson)
Where to buy it: Here. Get the remix album too if you like it.

Sample Track Selection:

 Play – My favorite track. It’s pretty chill but it gets you going at the same time (if that description made sense).
 Play – I think of this as the main theme of VVVVVV. Few songs lift your spirits like this one.
 Play – Nice intensity on this song while keeping it catchy.

Imposter Nostalgia


Artist: Big Giant Circles (Jimmy Hinson)
Where to buy it: Here

Sample Track Listing:
 Play – As with Tree of Knowledge, this album isn’t technically from any video game either, but it’s definitely game music in style. If you especially like old-school chiptune music, this is a pretty hot album. Fight the Current is like a baddass Final Fantasy/Fire Emblem map theme.
 Play – I picked this one as my favorite. Megaman would be proud.

Cobalt EP

Artist: anosou (Mattias Häggström Gerdt)
Where to buy it: Here

Sample Track Selection:

 Play – As far as I know, the Cobalt game itself is unreleased as of now (it’s pretty cool looking), but the EP has this nice sounding Menu Theme and several remixes of it by guest artists.
 Play – The Capcom SNES-era Megaman X series-esque musical style of this remix immediately caught my attention. Very similar to the Chill Penguin Stage music from MMX.

Scott Pilgrim vs. the World: The Game Original Videogame Soundtrack

Artist: Anamanaguchi
Where to buy it: Here or here

Sample Track Selection:

 Play – Okay, I don’t think this soundtrack counts as music from an ‘indie game’, but whatever, I’ll sneak it in. The ‘spirit’ of the music is indie.
 Play – Very catchy and fitting for the beat em’ up format the game is in.
 Play – My favorite. I really like the foreground melody.

August 26, 2011

Summer Project 2011

Filed in Games ,Lifestyle

Finally done

I’ve decided to attempt to start something up each year that will involve me doing a random small side project for fun with the goal of completing it within a couple months. This will happen during the summer months, with the project time frame scheduled to start around Memorial Day weekend and end by Labor Day weekend. What you see above is the result of the first of these “Summer Projects”.

I wanted to try my hand at making a custom arcade stick since I had been interested in doing so for some time now, even though I already own three sticks (now four :p). I wanted to make this my dedicated stick for Shumps on the Xbox 360, since I have collected a bunch of them now. Hence, you can see where the inspiration for the design came from.

I’ll say that the process was split into three phases. The first part was just ordering different parts, namely, the joystick, the buttons, and the stick base. Not to go too much into the subtle details about the differences between arcade parts that you probably don’t care about, but I used the “Madcatz WWE Brawl Stick” as my base since Madcatz sticks are known to be the easiest to mod due to their easily interchangeable parts, and got a Seimitsu brand joystick with matching buttons. Seimitsu parts are tighter and less sensitive than other parts, so they offer more resistance when you move the stick or push the buttons, supposedly improving you accuracy with action/shooter based arcade games.

The second phase was designing the artwork, which involved me learning how to use Photoshop. This was mainly done in between ordering all the parts and waiting for things to arrive. To start, I printed out a blank arcade stick template and drew a rough sketch of what I had envisioned on it while jotting down ideals. Once I was satisfied with initial mockup, I grabbed a fairly high-res generic space background pic from Google. The next several weeks involved the tedious task of playing various retro shooting games via MAME or whatever emulator, and getting good screencaps of the sprites I needed. Then, it was importing the screencaps into Photoshop, ripping/pasting/resizing the sprites onto different layers of the space background, and repositioning them so that they wouldn’t be too obscured by the button/joystick holes. I had no Photoshop skills whatsoever when I started, so now that this whole thing is over, I’d say my skills have improved significantly from terrible, to bad. If you need sprites ripped from old video games, I’m your man.

Once that was done, and all the parts arrived, the final phase of the project was just putting all this shit together and forming a usable arcade stick. I had to peel of the existing artwork of course, and that was a pain in the ass initially, since it left a lot of sticky, hard to remove, residue. A quick trip to K-Mart to get some Goo Gone orange crap made it much easier to remove all of the residue and clear up the front panel. Concurrently, I opened the base up from the back and removed all of the stock parts, which went pretty smoothly aside from disconnecting the buttons since the connectors were annoyingly stubborn to come off. I also had to take my finished, templated artwork to Kinko’s and have them print out a high quality sheet with laminate on the back, like a giant sticker. When that was done, I had to cut out the artwork and the panel holes with an Excato Knife, using the front panel as a guide; something that was a lot harder than I thought it would be. Maybe I just suck at cutting, but it was very difficult to cut out straight, smooth edges and to chip away at small points of paper edging without cutting too deep or damaging the laminate. Anyway, I then had to slowly and carefully stick the artwork to the front panel and then put in the new joystick/buttons. Some extra work was needed for the buttons since I had to trim the button cutouts I had from the artwork and fit them inside the caps of the button to create the transparency thing you can see in the pics. After everything was in place and connected, the last thing to do was to just screw it back up.

Pew Pew

All and all, I hardly did a perfect job of cutting the artwork and whatnot, and there are a bunch of little imperfections that were really bothering me at first, but I’ve decided to lighten up and bask in the overall accomplishment. Now I have to figure out what I’m going to do next summer. Cool project ideals anyone?

April 1, 2011

Go, Dexter Family Go

Filed in Games

I’ve been playing Strania: The Stella Machina since it came out on Wednesday, and I gotta hand it to the developer G.Rev. People who know me well know that I’ve always been a big fan of pew-pew shooting games. No, I’m not talking about Call of Duty or Team Fortress, but more along the lines of one spaceship being sent to fend off an army of enemies, lasers, and bullets against a scrolling background that have largely fallen from grace as of late. Of course, this makes me one of the five people left that still enjoy these types of games, and when you combine this fact with the relatively quiet fanfare this game has gotten, it will most likely translate into meager sales for Strania, but I digress.

Underneath the surface, there’s something different about Strania that sets it apart from most of the other shooters that have been recently released. The modern shooter, spearheaded by the influence of well known shooter developer CAVE, has shifted towards the maniac, “bullet hell”  style of gameplay, where the focus is more on dumping as many bullets on screen at you as possible and seeing how well you can weave through ridiculously complex and abundant bullet patterns. Not to say that I don’t like this style of shooter (I’ve been buying/importing them all regardless), but my preference lies in the more traditional style of shooters most prominently seen in the late 80′s-early 90′s R-Type/Gradius era, which Strania pointedly advertises itself as modeling after. In a traditional shooter, the enemies still shoot bullets at you of course, but not just to show up, spam a bunch of bullets out wherever, and leave. You’re more likely to see enemies and bosses with some unique attacks and behaviors that just make them feel more “alive” then the typical flying bullet buckets in manic shooters. Traditional shooters also tend to involve the environment more in conspiring to kill you, giving you obstacles and tight corridors to navigate through. Most bullet-centric shooters limit the environment to wide open and sparse areas, giving you little to interact with….besides bullets.

Another significant difference between the modern and traditional shooter is in their approach to the weapon system. The modern shooter tends to be minimalistic and limit armaments to one or two types of weapons which change depending how you press the fire button, along with a bomb for bailing you out of tight spots at the cost of your score. Power ups only exists (if at all) to strengthen the power of your weapon, but not to give you something new. Often, differences in weapons are subtle and dictated by the character/ship you choose at the beginning, but what you start with is pretty much what you go through the entire game with, and is something I find less appealing. In contrast, the traditional shooter usually gives you several extra weapons to collect in addition to your default pea shooter. Several may take it to the extreme and let you mix and match different weapon combinations and array configurations, or change the weapon layout entirely depending on what ship you choose (if there are multiple ones to choose from). They tend to place more emphasis on getting to know the strengths and weakness of the different weapons available to you, and finding out which ones work best for certain sections of the game. While it can get complex, part of the excitement of playing comes from discovering cool new weapons for the first time and messing around with them over subsequent playthoughs, which is something that the simplistic style of modern shooters often forfeit.

In Strania’s case for example, people have comparing the gameplay system to that of Einhander’s. I saw one review specifically mention the Astraea Mk. I ship from that game. For those unaware, in Einhander, you basically have to steal new weapons from enemy space craft to use against them, and the Astrea had the ability to use two different weapons mounted on top and bottom of the ship at once and you could switch their positions at will. I’d say that’s similar to Straina but more like a cross between the Astraea and the Endymion Mk. II also from Einhander. In Strania you can use two weapons at the same time, but you have three (including those two) in stock at all times, and you can rotate between them at will.

There’s one other thing about modern shooters I find disheartening. Specifically, the shift away from cool looking spaceships as player avatars to more character-centric designs, which usually end up being over sexualized fanservice magnets and underage girls, but that’s something I could spend a separate post ranting about. It’s just refreshing that a shooter like Straina has come out amidst a see of others that seem focused on trying to one up each other for how many bullets they can make you narrowly squeeze by at once.

I also have to point out that I like what Straina is doing with their downloadable content. Generally, I don’t mind DLC expect for those who decide to hack off bits and pieces of their full complete game and pawn it off to customers as “item/weapon packs”, “costume packs”, “exclusive character packs” etc. for nickle and dime money (*cough* EA *cough*). For Strania, G.Rev is going to release a side mission (you can see a bit of it in that video link above) that lets you play as the opposing force. So you become one of those guys you were mercilessly slaughtering in the original game and you go through completely new stages, even encountering your player mech from the original. It’s something to look forward too and I feel I’ll be getting something that adds value to the original instead of something that I should have already gotten in the first place when I bought what was originally offered, and that’s how DLC should be handled. But anyway, between this, Hard Corps: Uprising, and Moon Diver (which I should get around to trying), the old school arcade gamer should be plenty satisfied.

 

March 6, 2011

Sometimes, A Man’s Gotta Have Boost Power

Filed in Games ,Lifestyle

I haven’t posted anything thing new in a while. Between then and now: Winter is finishing up. It snowed. A lot. It sucked. It still sucks to commute to work and back. I’m going to Boston later this week to play/talk about video games with a bunch of nerds. I’m a nerd.

Okay, I’ll stop with the brief sentence thing. I’ve noticed I’ve been playing my PSP a lot more than my DS lately. This is going to come back and bite me eventually, as I haven’t checked out any of the recommended DS games since (and including) Dragon Quest 9. It doesn’t help that Tactics Ogre came out a couple weeks ago and the only thing stopping me from losing myself into it is that I want to finish up Ys: The Oath of Felghana first. Oath of Felghana is one of the rapid fire Ys series releases that came out within a couple of months of each other, the latest being Ys I&II Chronicles. Yet another port of this game (or games) from among the 7 billion that came before it. It probably rivals some Final Fantasy games for most ports ever. Anyway, I first got into the series several years back by playing a fan translated version of one of the PC re-releases of Ys I&II, or by playing Ys VI on PS2. I can’t remember which one was first. For the most part, they’re pretty solid, if a bit archaic, action hack and slash games. What probably stands out the most about them I think, as it probably applies to all the other games from the same developer, is the soundtracks. This stuff is pretty jammin’ man.

In the mean time, I’ve been trying to decide on what way too long non-handheld RPG to start on next, to the point where they’re starting to become like taking on projects to me now. I’m at the mist of wrapping up Dragon Age in about 20 or so hours more of playtime, which I started in order to hurry up and beat before the sequel came out, only to realize that I’m probably going to wait for the next Steam sale or something to get it. Hopefully by then, EA will have most of their bullshit, add on content, nickel and dimeing done so I can sort out what to actually get and what to ignore. So far, It’s between staying on the WRPG path and playing something like The Witcher, going back and finishing up Devil Summoner which I started a while ago and starting the sequel, or checking out Resonance of Fate that I bought over the holidays during one of the many video game sales.

August 29, 2010

That’s It? (a.k.a Let’s Whine About Commuting)

Filed in Lifestyle

A little while ago, an old friend of mine gave me a pretty good ideal for a blog post that I’ve been too lazy to actually write about all this time. Perhaps it will materialize in the coming months, if I’m ever up for it, but not now. The last couple of posts have easily passed the tl;dr threshold for most people I imagine, so it’s time for a break.

If there’s one thing I learned from the job I’m at now, it’s that you just can’t win if you’re a road commuter in the Chicagoland area. Every year, the Triple Threat Awesome Team of road hazards conspire to find new and interesting ways to annoyingly make you sit idly in your car and curse under your breath for long periods of time. Of course it starts in the winter, and once the snow and ice hits the ground, it’s pretty much LOL to not leaving way early or actually driving at a decent speed. Okay, that only lasts 3-4 months, but wait! Once the roads clear up for good, the whole rest of the year the city kicks into action, with road construction. Lots of road construction. Thus, the highways turn into orange drum canned obstacle courses, and each day is a new surprise as to whether you’ll actually get to/from work on time or not, likely turning that 30 min commute into a 2hr one at worse. At least with the construction you can still actually drive on the roads in most cases, so that’s where the third power comes in, mainly during the summer: Flooding. Flooding is perhaps the worse because it completely disables any option of traveling through the affected road. You’re basically boned, and have to come up with some alternate route which is usually roundabout and time consuming. All and all, the road commute does a pretty stand up job of zapping up some of what little free time you have left when you’re not working.

Other than that, it’s summer. It’s hot. Stuff happens at work. Stuff happens at not work. I’m playing video games. There are too many to play. Blah blah blah the usual…….

This didn’t quite turn out as brief as I thought it would. Looks like the alternate title may be more appropriate. Meh, I’ll keep both and let you decide.

May 25, 2010

Stop All the Downloadin’: Media Center Edition

Filed in Lifestyle ,Media ,Tech

I think it’s been about two years now since I canceled my cable subscription. Initially, it came as part of a package deal when I moved into my apartment. Though I was lukewarm about it, and only really cared about getting access to the Internet, I gave Cable TV a chance to prove its usefulness to me. Over the year or so I had it, I realized how little time I spend channel surfing nowadays from the fact that I only actually watched it roughly five times total, and eventually I cut it loose. Since then, and even before, I’ve relied on my Internet connection to stream or download whatever TV shows/movies I’m interested in watching. My usual routine is to visit Hulu and other streaming sites sometime during the weekend and marathon the latest episodes of the TV shows I watch for the week. I also do the “queue up movies/shows to watch later on Netfilx every now and then” thing that many are very familiar with. What I love the most about this approach is that I’m not tied down by any TV schedule. I can basically watch this stuff on my own time without have to be concerned with being home *day*days @ *time*o’clock Central or trying to tape it on my DVR box or whatever hoping I don’t make a stupid time mistake or having to regularly clean the old stuff to deal with space issues. My activities aren’t regulated by the schedule, but rather, the schedule is regulated by my activities; the one caveat being that videos on streaming sites tend to expire, but I usually get to what I want to watch well before that happens.

In the beginning, I originally just set it up so that one of the outputs on my desktop PC video card would be wired to my TV and split the sound card audio so that it would output to my PC and TV speakers, which worked out fine for a while. Eventually, I decided that I should probably buy a dedicated media box so I could free up that second video card output I was using for a possible dual monitor setup later and out of consideration for future living setups where my computer may not be so conveniently close to my TV. Due to these justifications, it was never an urgent purchase, but rather something that would be bought if I came across an extra little pile of money, which happened to be a couple months back. Also, considering all the video game consoles I have sitting under my TV stand, I could have streamed videos with one of those and used PlayOn or something, but I reasoned that having a dedicated PC would be the best since I wouldn’t really have to worry about compatibility for supported formats and I could run other programs on it, like possibly some low level computer games for example.

Shopping around, I was looking at getting a Mac Mini, and almost pulled the trigger if it weren’t for the intervention of the Acer Aspire Revo 3610. This baby looks very similar to a Nintendo Wii, just a bit shorter, longer and thinner. Looking at the specs, the magic behind the box is that while the CPU is a bit on the weak side (though it is a dual core at least), it’s fitted with a Nvidia ION internal graphics processor that gives it enough juice to handle playing HD quality content smoothly where it would otherwise start chugging. I went ahead and got one because it seemed to be able to do everything I wanted it to do as far as HTPC capability for roughly half the cost of a low tier Mac Mini; it even comes with a wireless keyboard and mouse (they seem cheap, but they work). It came preinstalled with Windows 7 Home Edition and lots of bloatware, which was annoying, but a minor hurdle to jump. So, since I decided to keep the OS, I spent a few hours cleaning it up and reading Paul J. Roberts’s blog, which has some pretty detailed and insightful posts about the setup and performance of the Aspire Revo when used as a media center. Eventually, I settled on installing Hulu Desktop for Hulu stuff, Boxee for any other internet streaming (when it works, Chrome when it doesn’t), and XBMC for local videos on the network drive. Just to note, Boxee is powered by XBMC so you could use it for local files too, but it dumbs down XBMC’s features some and I’m pretty sure it has support for less formats, so I just decided to use it along with the straight up version of XBMC.

As I alluded to earlier, as long as the GPU is doing the work, there won’t really be any problems with video playback on the machine. As many Internet steaming sites use Flash, the latest beta of Flash 10.1 is being advertised to take advantage of GPU rendering (on Windows only last time I checked), so you need that to have smooth playback. The first few beta versions were still kinda choppy for me, but things have gotten much better with the later release candidate versions and thus web streaming/Hulu Desktop has been pretty solid. Boxee however, is still hit or miss depending on the site, but that seems to be more of an issue on Boxee’s end. As far as local files, everything I throw at XBMC works like a champ and the XBMC interface itself in particular is pretty awesome. I even started throwing some emulator stuff on the box as a secondary thing (MAME + 360 Fightstick Tournament Edition = Win). The only concerns I have with the box itself is that it doesn’t have a disc drive of any sort, so if you want to read from disks or have Blu-Ray functionality, you have to either have start ripping or go buy an external disc drive. Not a huge deal, and for me, the PS3 already makes the Blu-Ray situation a non issue anyway. Also, I heard that the wireless Internet capabilities were a little finicky, but I haven’t test that in person for now since I have it directly hooked to my router.

There are a few drawbacks to the Internet TV setup I suppose. If you’re the type that likes to randomly browse through active channels and happen across that one episode of the show or movie you like watching “when it’s on”, a random show on the Discovery/History/Fine Living/DIY/etc. channel type of guy, then you probably won’t like the more selective nature of TV via Internet. Sports and similar live programs are slowly becoming more accessible over the Internet, but in my opinion still do not quite match the live broadcasting offered on cable and broadcast channels. I’m also not sure how well the ideal would take in a family setting, especially for children who are less specific about the content they want and would be less willing or capable of putting up with some minor tech fuss to get it (and the same can be said for many adults). Frankly, depending on your situation, your mileage may vary. For me, I’m pretty happy with the way things have been working out and haven’t felt the absence of cable at all. A somewhat strange shift since I grew up in a house where the TV was always running and set to a random cable channel and there was someone at least passively watching at any given moment.

January 16, 2010

Nintendo Hard vs. Easier than Easy

Filed in Games

I’ve been wanting to post about this topic for a while now, I just wasn’t sure if I could articulate it well enough. Oh well, here goes.

Among the many things the gaming media tends to ramble and discuss upon, one of the subjects that pops up occasionally is the alleged observation that today’s typical video game has become a lot easier than those of the past, out of necessity due to the tastes of the modern gamer. I’m sure you can find articles and forum posts about this with some quick Google searching, but from my observations, the majority seem to imply a common stance: that challenge in a video game is seen as a negative and that something needs to be done to degrade or buffer the difficult aspects of a game to in order to make it fun. Hence, your average big-budget, mainstream, moneymaking title made for a wide audience is likely to include a myriad of incremental checkpoints, instant saving and continuing at each checkpoint upon failure with no loss of anything (and in some cases freebies get handed out upon restart),  and some form of hint or tutorial snippets that basically tell you flat out exactly how to beat the game. This practice of rewarding without really challenging allows the player to experience everything the game has to offer with the least amount of stress; getting to the end of the game is basically guaranteed, and the only thing that really matters is putting in the time it takes to get from point A to point B in an X hr game.

I can understand why this has become the accepted practice in an ideally designed video game. Speaking from the context of a 20-something year old, when my fellow gamers and I were kids, one thing we generally had in abundance was free time, but conversely due to our incomes being reliant solely on our parents/guardians or our low-wage, part time job in our teen years, we had the ability to obtain a limited amount of what was out there in the gaming world. This often meant having one console per cycle and having a handful of games that would have to carry you for long stretches until you could conjure up enough savings to purchase another game. In result, even if a game was seemingly impossible, it was more likely to be tolerated since you really didn’t know when you would be getting your next game and you had time on your hands to replay it over and over until you mastered it as much as you could.

Now that we’ve all become adults, many of us have full time jobs and the means to purchase the necessary hardware along with the quantity of games that would be unimaginable to our kid selves. However, though the volume of video games obtained have increased, the responsibilities that come with being an adult, be they work and/or family related, continue to eat away at our once abundant free time. Thus within these parameters, the grown up gamer who was once tolerant of difficulty, has become impatient with it and more likely to be easily frustrated. The ultimate goal is to utilize the limited free time to get through the current game as quickly and painlessly as possible in order to move on to the next game in a desperate attempt to stay current with the often rapid fire new releases. A difficult game that takes more skill than usual to beat will disrupt this cycle, and so they have since become frowned upon by the masses.

The problem I have with this mentality is that when you put in the mechanisms to make games easier to beat, you lose the sense of accomplishment that comes from beating a video game that was more prominent in the older days. This sense of accomplishment is one of the reasons I became so attracted to video games in the first place, and its something that I still look for when I play games today. It’s why I still gravitate towards the arcade style games and harder titles that have mostly become niche now. Don’t get me wrong, I’m not against playing the more casual, toned down stuff, but it always seems like there’s this feeling missing when I play them. For instance, a couple of months ago I played through Uncharted 2, one of the big games of the moment at that time. Like several games of this nature, I basically played by going from checkpoint to checkpoint as recklessly and haphazardly as possible, not really caring about how well I was doing. Because you’ll immediately come back to life at the last checkpoint (which were frequent, almost like save states) with no penalty whatsoever, all the threats the game has to offer become non-threats. I had this detached, indifferent feeling every time Nathan Drake and his buddies were in a tense, dangerous situation or a harrowing, life or death, quick-time event cut scene, softening the thrill and suspense they were meant to ignite. Nothing’s on the line so why does it matter? Even if you up the difficulty setting, little changes. The enemies are harder to kill, but the lack of consequence for screwing up remains.

Even though games like Uncharted may have some entertainment value at the time I’m playing them, later on, when I look back on all the games I’ve played, those are the ones that are likely to become largely forgettable experiences. Like the movies that you may enjoy watching at the time, but have not the slightest inkling of ever wanting to watch again. Instead, I tend to think more fondly of the games that challenge me. Games that encourage, or even outright force me to develop my skill at completing them if I want to reap the rewards it has to offer and doesn’t hold my hand through the process. Where despite the sting of setback and penalty being aggravating, the failure to succeed is merely your own fault and the game won’t feel bad for you because of it. When you eventually develop the skill to overcome a particularly troublesome obstacle, the sense of triumph is much more fulfilling then some brute force grind through sequences with minimal risk and skill involved.

The thing is, many games today seem to polarize at one extreme or the other. The more casual ones tend to go for the overly accommodating game mechanics, and the games with punishing difficulty are usually marketed to specific, niche audiences. In the future, I would like to see more games that try to balance these aspects. Of the few recent ones that come to mind in which this is attempted, I liked the way that New Super Mario Bros implemented its hand holding feature, where if you have enough trouble getting through a stage and lose a substantial amount of lives, the subtle solution block shows up that you can hit and it will beat the stage for you. It helps out the people less skilled at old-school Mario platforming who want to enjoy the game, but it doesn’t feel as intrusive about it for people who don’t need it. Bayonetta is interesting in the fact that it really does try to appeal to all groups. The main story mode has the typical checkpoint to checkpoint type game play of a mainstream title, but encourages skill based game play in regards to scoring and getting unlockables (though mostly averted since you can get most of the same unlockables through relativity mindless currency farming, or even cheat codes). Of course, you can’t really clumsily button mash your way through the game and expect to win, but even if that becomes intolerable, you can lower the game’s difficulty setting and become a master of Bayonetta’s myriad of moves and combos by pressing ONE BUTTON. I also suppose you can do it the upcoming Mega Man 10 way and put in an entirely distinct easy mode where the stage design is purposely rearranged to accommodate the less skilled, while leaving the core challenging platforming the series is known for as is in the default mode.

Of course, I’m sure there are many viewpoints I didn’t touch upon here, so (if anyone’s still reading) I’d love to hear some thoughts. “Are games easy/hard enough?” “What do you consider too hard?” etc.

January 14, 2010

Ultamate New Year’s (Repost)

Filed in Games ,Lifestyle ,Media

(Note: Originally this was posted on the 1st, but had to dig up it from the cache. For some reason, database shenanigans recently happened and I had to restore a backup copy).

Posting more on the blog you haven’t updated in months is the new New Year’s resolution that you probably won’t keep. So suck it people suddenly at the gym today.

With that said, I do need a topic to actually talk about so here we go. There was a Final Fantasy Concert in Chicago earlier in December, and for the heck of it, I decided to go to see what it was like. Really, should have wrote about this while it was still fresh in my mind, but meh… Anyway, the concert took place at the Rosemont Theatre in the suburbs, which is not too far from my apartment, and was pretty nice considering I ordered the crappy balcony seats and still had a pretty good view of the stage. In case you’re wondering, there weren’t that many people there in cosplay, but I did spot a Yuna in the front row and a Rydia (or at least I think that was Rydia…) after the show. Also, Nobuo Uematsu, the main FF series composer was in the audience in this funky ninja-esque outfit, so it was cool to vaguely make him out from the top row.

As for the music itself, I suppose this would be the case due to their popularity, but most of the music choices came from later Final Fantasies; FF7 and onward. It’s not that the compositions in themselves were particularly bad, it’s just that I generally prefer the music from the earlier FF games, the Super Nintendo era in particular, so I couldn’t get into the musical choices as much. There was a lot of music from FF8 and FF11, which happen to be the two Final Fantasies I’m least interested in, but if you like them and FF7 and FF10 (and one song from FF12 since Uematsu didn’t really compose for that one), there plenty to enjoy here, and the crowd was getting into it. There were a few songs played from the SNES era however, “Dancing Mad” from FF6, “The Theme of Love” from FF4, and “Terra’s Theme” from FF6. That was cool, but none of the three are my among my favorite tracks.

I think the best track they did composition wise was J.E.N.O.V.A from FF7, which they mentioned was a first for the concert. Another general highlight was the world debut of a track from the upcoming FF14 even though FF13 isn’t even out yet. I have to say, the track they chose was a bit underwhelming because it was over before it even got started. At the very end, Uematsu came on stage and joined the orchestra and The Black Mages: Chicago Edition in doing everyone’s favorite last boss theme, “One Winged Angel” from FF7. The kicker is that they did it once, and then right afterwards they did it again. They even got the crowd to chant “Sepiroth” at the appropriate parts, but otherwise, it was the more or less the same song you’ve heard a hundred times already.

Overall, it was nice experience for a one time thing, but I doubt I would go back again. Especially since I heard that largely do most of the same songs for every concert.

Rating: 7/10

P.S. – There’s an actual, professional review and tracklisting here.

February 11, 2009

Go! College Awesome Team Squad!

Filed in Random

(9:49 AM) scubabean7: i think John and I have too much fun with Twitter
(9:49 AM) Paul Brownlee: y?
(9:50 AM) scubabean7: check out our twitter icons
(9:50 AM) Paul Brownlee: oh i saw bean is a butt
(9:50 AM) Paul Brownlee: but john is a good guy just refreshed
(9:50 AM) scubabean7: lol
(9:51 AM) scubabean7: it was my re-butt-al
(9:51 AM) Paul Brownlee: but you guys always loved abusing things on the internet
(9:51 AM) scubabean7: what else is it for?
(9:52 AM) Paul Brownlee: well moreso than anyone else in the college awesome team squad
(9:52 AM) scubabean7: i like my mouse handwriting
(9:53 AM) scubabean7: CATS?
(9:53 AM) Paul Brownlee: haha
(9:53 AM) Paul Brownlee: thats pretty awesome actually
(9:54 AM) Paul Brownlee: im finding that way funnier than it should be
(9:54 AM) scubabean7: lol
(9:55 AM) scubabean7: wait, which one, CATS or my handwriting?
(9:56 AM) Paul Brownlee: CATS
(9:56 AM) scubabean7: ah
(9:57 AM) scubabean7: indeed it is
(9:57 AM) Paul Brownlee: im still chuckling
(9:57 AM) scubabean7: tweet it
(9:57 AM) scubabean7: like everything else in life, you must tweet is
(9:57 AM) scubabean7: *it
(9:57 AM) Paul Brownlee: alright
(9:59 AM) Paul Brownlee: i dunno
(9:59 AM) Paul Brownlee: i think it would be better to just post the chat log for context
(10:00 AM) scubabean7: lol
(10:00 AM) Paul Brownlee: but twitter doesnt really facilate that
(10:00 AM) scubabean7: oh wells