Wednesday, August 31, 2011

Hypebusta? Alpha Protocol

Hypebuster: Alpha Protocol

Mass Effect 2 and Final Fantasy XIII were two of last year's big RPGs. If Resonance of Fate was the anti-FF13, then Alpha Protocol was the anti-ME2. Mass Effect 2 was a third-person shooter RPG that started turning its back on RPG elements and Final Fantasy XIII was a traditional RPG that forgot it was a game to be more cinematic and automated. While those two existed in the light, Resonance of Fate and Alpha Protocol lurked about in the margins giving more traditional RPG fans the conventions they wanted while still offering genre-bending innovation. I originally planned to pick up Alpha Protocol in the "Summer of Sega" that involved Bayonetta, Infinite Space, and Resonance of Fate. In 2010, Sega made an effort to bring forth new IPs. It's a shame none of them sold well since they'll probably stop publishing new IPs and focus on licensed properties and Sonic. I would've further supported Sega's fostering of new IPs with the purchase of Alpha Protocol then, but I didn't want to pick up another RPG without having finished Resonance of Fate. Time went by, summer ended, Resonance of Fate was still unfinished, and the price of Alpha Protocol went lower and lower.Now a year later, I have picked it up for $12.Reconnaissance:
  • Espionage RPG? What a novel idea! Finally an RPG that isn't sci-fi or fantasy!
  • Good ideas, very flawed execution.
  • Guns blazing, melee, stealth, or talking my way through a situation? It's nice to have options unlike certain bat themed heroes. Let's go for a stealth focus with shotgun proficiency. That might not work out so well, but what the hell.
  • Obsidian is known for interesting stories that allow for dynamic role-playing.
  • Obsidian is known for making some janky ass games.
  • Dialog choices that have actual consequences. Much better than waiting for a sequel to see all a choice changed was a single line of dialog.
  • Even negative relationships have perks. What a nice carrot to get people out of the mind set of thinking of what conversation choice will yield benefits
  • Missing head shots due to invisible "dice." Gross. This ain't 2007.
  • Stuck as Michael Thorton. Can't make a female character. You're ruining my RP, bro! That's fine though. It's not a spy story with out a little misogyny. Gonna play Thorton as a giant poon hound.


  • Deep Cover:

  • Holy crap. The classic "Sega" sound bite.
  • Mike Thorton, a man of many poor animations.
  • The gameplay is ass!
  • I regret picking Recruit class, I have no starting points!
  • Better understanding of gameplay and systems, less ass.
  • Hubs, hubs, hubs, I love hubs. I want to give all these hubs hugs.
  • If the game didn't crash, I probably would've skipped dinner. Thanks, Obsidian.
  • Okay, skills leveled up. Gameplay much less ass, having loads of fun pumping stealth. Forced into a firefight where I had to protect a guy. Only time I regret not putting any points in weapons.
  • Crash number 2. And while it was auto-saving. Here's hoping I didn't lose that file.
  • Brayko is awesome! 80's obsessed Russian gangster with gold SMGs who cokes up and chases you with knives. "when you bleed like that, you remind me of my first girlfriend." Easily the best taunt of any game. Too bad it's one of those fights where they send endless goons at you. A glitch worked out in my favor though. I don't think I would've beat him otherwise. Note to self: at least put a couple points in your guns.
  • Stealth maxed, decent points in hand guns and melee, a couple in hacking and assault rifles -- Thorton is now a badass. This is leveling up: making significant changes in how your character operates. So very rewarding.
  • These boss fights would be cooler if they took the time to tune their diffculty up instead of just tossing in endless goons.
  • End game bosses are cool because I actually got to use my stealth against them.
  • I would've whipped up more notes while playing, but I was quite involved in the exerience.


  • Wet works or a sopping wet mess?

    As was established in the Batman: Arkham Asylum edition of Hypebuster, polish doesn't make a game. However, the severe lack of polish can break a game. Alpha Protocol, though rough at times and without coat upon coat of polish, is a gem nonetheless. Alpha Protocol is a captivating game. As of this posting, two playthroughs have been completed with the possibility of a third. The game's level of variation has me coming back. The choices I made in the two playthroughs had produced different results and I'm curious to see how I can further alter the events of the game through my decisions.

    Decisions matter in this game, and not just decisions made during dialog. From the order in which the missions are completed, how you respond to people, whether or not you killed certain enemies or knocked them out and so forth, most all decisions in the game carry weight. Unlike the previous hypebuster game, Mass Effect 2, decisions do not revolve around a binary system that limits the player's options when they don't adhere to the binary system. There is more complexity in the web of role-playing as decisions the player has do not always have obvious outcomes and there is an uncertainty as to how other characters will respond to choices you made hours earlier. Alpha Protocol rewards role-playing instead of the people pleasing for rewards type of role-playing that is in Mass Effect. Even having negative character relationships offers perks and other benefits, not just positive relationships. Anybody who loves role-playing should definitely check out Alpha Protocol.

    With such solid role-playing, it's the game that holds Alpha Protocol back. Though the game has cover based third-person shooting, it can't fully be judged by the criteria of that genre. Strictly by that criteria, Alpha Protocol is not the best shooter. Shooting requires a more tactical approach for it to be useful. Because of the RPG factors involved in shooting like passive abilities and active abilities, the combat more akin to a Valkyria Chronicles than say an Army of Two. Off the bat, weapons are weak and inaccurate. A weapon's effectiveness is a matter of lining up shots and waiting for the reticle to either charge or focus. Fortunately, the enemy is as awful a shot as Thorton which allows the player to charge their shots.

    Stealth is also a bit wonky, at least at the outset. At first, especially with the Recruit class that has no starting points to allocate, stealth is tough to pull off. To make stealth effective, it's necessary to level up stealth to increase the effectiveness of passive skills and it also helps to equip the right type of armor and add the armor mods that enhance stealth. The game isn't a stealth game or a third-person shooter; for better or worse, it's an RPG to it's core. It's a mindset that takes a bit to adjust to, especially when one's standard to stealth is Metal Gear and when coming off a solid third-person shooter like Mass Effect 2. Becuase it's an RPG, the player has to consider the RPG elements. It's easy to forget that Michael has access to active skills and buffs that aid in combat. Playing without those skills makes the game harder to play and playing with those skills makes the game more fun and interesting, like the ability to cloak and sneak up to a guy's face and punch him in the neck.

    A small sore spot is the game's boss fights. The bosses have the potential to be more interesting, or maybe I've been spoiled by Metal Gear. The boss for Moscow, Brayko, is one of my favorite characters in a while. The other bosses also have interesting personalities, but nowhere near as fun as Brayko. Unfortunately for the bosses, the actual fights aren't as interesting as their character. Any potential for an interesting boss fight is swept away in frustration by the endless waves of goons that accompany every boss. The boss fights aren't game breaking in the least, I just thought I needed something to gripe about after gushing so much earlier. Alpha Protocol is a must play for any RPG fan, especially if they're bored with the genre's tropes.



    Next time on hypebuster... who knows? I'm waiting for El Shaddai to hit that $45 mark or for my buddy to platinum Shadows of the Damned so he never has to play it again. This is probably the end of the hypebuster series. Having Alpha Protocol in this blog series was a bit of a stretch. Until next time, keep your brains burning and those thumbs blistered.

    Tuesday, August 30, 2011

    Hypebusta 2: Die-bus-ta! Batman: Arkham Asylum

    Hypebuster: Batman: Arkham Asylum

    I played the first two hours of Arkham Asylum at a friend's house. I was not impressed. At first glance I wasn't impressed with the Unreal Engine and the plastic sheen it coated everything with. Combat was another thing that didn't impress me either. Spam square until one of the goons' head flashes, then hit triangle. Last week I got caught up on Scott Snyder's amazing run on Detective Comics and caught bat fever -- rabies as it's called -- and thought I should give Arkham Asylum a fair shake. Arkham Asylum is supposedly the best since the Sunsoft game that I played many years ago on my NES. I like Batman. I'm a little wary when Batman "fans" say that this is a great game. As someone who likes Batman and actually reads the books, I hate other people who say they like Batman. They don't actually like Batman. "Durrr, I like Batman because he doesn't have any powers and he's still able to be a hero." Shut up. Green Arrow, Ted Kord, half the New Avengers, and countless other heroes don't have powers. Where's your love for them? They couldn't tell you who Black Mask or the Black Glove were. They don't know the shittiness of Hush. They are the wanks solely informed by the movies and what big news makes it to mainstream media like Bruce Wayne's "death." Enough of my complaining. Nerd rage, a'hoy!. On to the game!

    Initial Impressions:
  • Great voice work. Can't go wrong with Conroy and Hamill.
  • Combat is well animated but very well automated. Same reason Ass Creed turned me off.
  • Getting gadgets that open up new areas I couldn't previously access a la Metroidvania? Cool.
  • Why is the first person at chest height?
  • Detective Vision takes all the detective work out of playing the game.
  • These Riddler nuggets all over the place are not going to get me to explore every nook and cranny of Arkham.
  • Zsaz is one of the few guys in the rogues gallery who can put up a fight and you take him out like that?! C'mon, give me a cool fight.
  • Batman should always be prepared. At least he starts out with most of his gadgets in Arkham City.
  • Christ, the stick is analog. A run button in this generation is ridiculous.
  • Stealth is okay so far. Having a gargoyle every 20 feet makes things a bit to easy though.
  • "Yeah, the Bane fight's real cool," I said in a biting tone.
  • Watched my buddy beat Killer Croc. Run away, throw a batarang. "Looks fun," I said with a dry bitterness.
  • Watched my buddy beat the Joker. An even lamer final boss fight than Mass Effect 2. How shitty are this game's bosses?


  • Detective Work:
  • Playing on hard. Removes faux spider-sense and you actually have to watch enemy animations for countering.
  • Watching the intro again. It really feels like a Batman story. Rocksteady nailed it on the presentation front.
  • No credit for Bill Finger. Not the game's fault.
  • Batman talks to himself too much. As if Detective Vision wasn't enough hand holding.
  • You know, I'd be more impressed with Scarecrow if I'd never played the psychological platforming of American McGee's Alice and its sequel.
  • Really vulnerable on hard. Makes every victory really rewarding.
  • God, that Killer Croc section is longer than it is interesting.
  • Hit a wall. Titan with wave after wave of goons. Oy, this is going to take Elvis-like focus. God Hand Elvis, not Presly.
  • Poison Ivy. Really? Throw batarangs while fighting off wave after wave of goons again?
  • C'mon!!! Another Titan plus wave of goons fight?!
  • Christ. Last boss fight is also the worst boss fight. Titan Joker and goons. Whoop dee fucking doo.
  • EXPLODING PUNCH!!!


  • Killing Joke or Just a Joke?

    Arkham Asylum is a well polished game. I would love to use the old standard, "You can't polish a turd," but I can't. It's not a quite turd of a game. Is it a AAA, killer app, gold medal game? It's a really polished piece of fool's gold, maybe a gleaming bronze. A dull silver at most. I'm not going to say it's a bad game because it's a well put together game. It's just a solid game that I didn't enjoy that much going through. It's a solid game that that I had no motivation to keep playing. It's a matter of taste. After playing this game, I think I have a better sense of my tastes. Arkham Asylum is a mechanically sound game. I'm just not fond of how it utilizes those mechanics.

    There are two pillars on which Arkham Asylum stands: combat and stealth. The combat is well animated and fluid, but it remains stagnant through out the entire game. Part of that is the lack of enemy types. They introduce knife wielding and stun rod wielding foes, but they way they change combat is very insignificant especially with how few of these "different" enemies you encounter. Then there are the Titan fights. Big guy, throw a batarang at his face, dodge, hit him, fight wave after wave of thugs at the same time. That is the only other type of combat in the game, and it's an uninteresting change of pace when they have you fight that same fight multiple times through out the game. The "boss fights" were disappointing as well. I'm glad they're thinking outside the box for boss fights. I truly applaud their effort. The majority of Batman's rogues gallery don't hold a candle to him in fisticuffs. And with more formidable foes, Batman uses more indirect solutions. I just wish the solution wasn't always throwing a batarang at someone's face.

    With one pillar shattered, Arkham Asylum is standing solely on stealth. I have to say, I wish there was more sneaking than combat as stealth was much more dynamic gameplay than the stale combat. Though stealth can be handled with more variety than combat, stealth too got stale as every situation can be dealt with by glide kicking everybody from the gargoyles. The developers clearly realized that aspect hence they specifically created a room with exploding gargoyles.

    A problem with Arkham Asylum is how segregated the two core gameplays are. The player moves to a room where he has to sneak his way through and then the player is brought to a room where he has to fight it out. The master of stealth that Batman is, he should have the option to sneak past twenty thugs instead of facing them head on. Because Arkham Asylum fails to join the two types of gameplay by having either option available to players at any time, the game is either an action game that forces stealth upon the player or it's a stealth game that forces action upon the player. The player also gains all these tools and gadgets and they don't make a lick of difference on the two pillars of gameplay. They alter traversal and that's it. Traversal is inconsequential as Riddler trophies and what not are such hollow carrots to get you to explore past areas with new gadgets.

    I was very diplomatic in my write up, but in my heart of hearts I'm screaming that Batman: Arkham Asylum is an over-rated piece of shit game. As the game has more than failed to live up to the hype, I shan't be touching it ever again. Perhaps I'll download the Arrival for Mass Effect 2 while I wait for the next hypebuster game to come in.

    Next time on hypebuster: Alpha Protocol? Time to do some anti-hype hype busting.

    Hypebusta... Hypebusta! Mass Effect 2

    Preface:
    I will explain my conceit for my Hypebuster blog series through this excerpt from The Royal Tenenbaums.

    Eli - Let me ask you something. Why would a review make the point of saying someone's not a genius? You think I'm especially not a genius? I know w... You didn't even have to think about it, did you?
    Margot - Well, I just don't use that word lightly.


    Hypebuster: Mass Effect 2

    So I got the PS3 version of Mass Effect 2 for $30 new on Amazon. I don't mind missing the first game since I get that motion comic that sums it up and I get to make the choices that matter via the comic. I never cared for Mass Effect before. I became interested in the franchise after beating Infinite Space a second time and I was really jonesing for some sci-fi. From everything I've heard about it -- from blogs, reviews, podcasts, friends who've played it, -- Mass Effect isn't quite my cup of tea. If I want spactacular third-person shooter, I'll pop in Vanquish. If I want a story and characters, I'll hit up my bookshelf (which doubles as a DVD shelf). If I want RPG customization, I'll continue playthrough six of Final Fantasy Tactics. Is the sum of Mass Effect's components greater than the parts that comprise it? Plus as a hipster, of course I automatically hate Mass Effect 'cause it's mainstream. That and my friend/big ex's boyfriend has an N7 hoodie and he's a supremely lame dude. We refer to him as "potato" when we talk about him. Ideally I would be pirating Mass Effect and its sequel on my dad's fancy new computer, but I really don't want to deal with my mom kicking me off so she can check her facebook. So $30?! I'll buy most any game for $30.

    Thoughts prior to playing:

  • This gen's Bioware games are more focused on "role playing" than "playing game."
  • What lame box art.
  • Lame hair options for female Shepard.
  • Lamest final boss fight ever.
  • I'm absolutely not interested in romancing anybody.
  • Combat isn't anything to write home about.
  • Very limited customization for an RPG.
  • Bland and generic sci-fi/fantasy plot. Ancient evil returns and the peoples of Middle-Earth must band together!
  • Traipsing through sci-fi corridors with Legion and Mordin is very appealing and my main reason for wanting to play ME2.
  • The Asari should not have breasts as they are a feature of mammalian sexual dimorphism. With their longevity and lack of sex, I'd say the Asari are closer to sponges.
  • I find the idea of reprogramming the heretic Geth morally reprehensible. As a sentient species, it is not right to forcibly take away their sovereignty. It's bullshit that that's the paragon choice. I will give them liberty and give them death!
  • I'm fascinated by the geth. If I lived in that universe, I would try to study them and try to live with them. The Jane Goodall of Geth.
  • The Renegade/Paragon binary is not conducive to true role playing.
  • Thoughts while playing:

  • Played for 16 hours in less than a 24 hour time frame. Must be hooked.
  • It's loads of fun charging guys and blasting them in the face with a shotgun. Vanguard by the bye.
  • Mordin is more interesting than I thought he would be. Anyone who sings Gilbert and Sullivan is great in my book.
  • Jacob is a bigger tool than I thought he would be.
  • Illium's architecture is too generically futuristic.
  • Being a single sex species, the Asari really shouldn't be using female pronouns to refer to other Asari since the species has no females or males.
  • I wish the Normandy was deconstructed into a series of menus. I'm sick of moving Shepard's slow ass through the ship. Shepard's slow ass in general.
  • Diggin' the heist film formula for the game's narrative arc: gather a bunch of specialists for the big job.
  • Normal was too normal, bumped it up to Veteran. Veteran was too insignificant of a change. Hardcore.
  • Harder difficulty makes you play more tactically. Played balls out on normal with no risk. On a harder difficulty, you actually have to think about team composition and weapon loadout.
  • I understand now. Individual customization for your squad was reduced but supplanted by a larger party and the importance of squad composition. I dig it. Getting the right person for the job. Heist film formula.
  • "Tell me about (blank)." Bioware is supposedly known for good writing. Good? Kind of. 95% of the dialog is expository. Neat ideas and mythos presented through adequately written dialog? Yes.
  • Romancing Garrus had some funny dialog.
  • Man, Liara is a really lame Debby. Friend tells me she was a better character in the first game.
  • Mining is as boring as I thought it would be. There are more minerals in the galaxy than you will ever need.
  • Paragon Shep shouldn't have to fight the final boss if they're blowing the place up anyways.
  • Hit or miss? Hype busted?

    After taking an hour long break when I finished the game, I started an Insanity playthrough, tied up some loose trophy ends and net me the platinum. I'm not some masochist who's going to keep playing a game I can't stand playing for the sake of my e-penis. So yeah, I like the game. A lot. But I don't think it completely lives up to the hype. Granted, there's plenty of hype for it to live up to, much too much for my cynical heart.

    Role playing in a well crafted world and interacting with interesting characters are a key part of Bioware games. My sad sack, cynical wank friend who wants RPGs to return to the Diablo and Neverwinter Nights days played the Mass Effect series assured me that none of the characters are interesting with the exception of Wrex and one or two others. I can't speak in regards to the first game, but I would concur with my friend to some extent. Japanese RPGs get a lot of flak for adhering to character archetypes, but Western RPGs adhere to archetypes as well. The Mass Effect art books -- yes, I liked Mass Effect enough to download the art books -- even state that they are adhering to certain archetypes.

    These sci-fi/fantasy archetypes are very apparent in Mass Effect 2 with its formula of going out and recruiting these specialists for the big job. These are characters we've all seen before. Only this time around, the repentant dying killer is a lizard spaceman and the badass chick who uses her badassness to keep from getting hurt has biotics. Some of the characters have more nuance and depth than others though. I was sold on Mordin, the manic brainiac, and the adventure through the morally gray minefield that is the ethics of the genophage. For a similar reason I enjoyed Legion and his loyalty mission as well as navigating the politics of the Migrant Fleet.

    I don't know about the first game, but the relationships in Mass Effect 2 are so superficial. From a developer that places a lot of emphasis on role playing, I didn't feel like I was role playing at all. It felt like I was playing office suck up in order to get people to play ball. For paragon anyways. If anything, I was punished for role playing in my first playthough. Choosing what I felt was an appropriate response for the situation resulted in not having enough paragon or renegade to amicably resolve the conflicts between Legion & Tali and Miranda & Jack which resulted in people's deaths.

    I can keep railing against things that irked me or spend my time penetrating the shallowness of the story and characters, but the bottom line is that I really enjoyed my time with Mass Effect. I'm still playing it even after the platinum. I will be getting Mass Effect 3 come March next year, maybe even the collector's edition. I might even download the first Mass Effect as well. With the exception of the Orange Box, Mass Effect 2 is best $30 I've spent on a videogame.

    Next time on Hypebuster... Batman: Arkham Asylum

    If you stuck with it until the end, thanks. Here's a treat, the true inspiration for hypebusta... hypebusta!!!

    Sunday, June 5, 2011

    E3 2011, In the Year 2000


    "In the year 2000... in the year 2000..."

  • The new Contra that has been teased will be an over-the-shoulder shooter featuring a cover system and regenerating health. It will be exclusively multiplayer with level ups and perks. It will also feature eight hours of cutscenes directed by Hideo Kojima.

  • Hideo Kojima will announce his first new IP in a decade. However, after the game's first chapter, Kojima pulls a bait and switch and the new IP turns out to be yet another Metal Gear game.

  • With their new console, Nintendo will announce the game packaged with the system as Nintendo Shovel Battle. In the game, the tablet control device bares the image of a shovel and players bash themselves in the face.

  • Sony announces rather than digital distribution for the NGP, the handheld will use a new format for games. NGP games will be played by inserting a roll of magnetic strip into the device. The storage media will be called AlphaMax!

  • For the Halo: Combat Evolved HD remake, Microsoft will release a beta for multiplayer and a campaign demo for Gold subscribers. The demo and beta turns out to be the original Halo and not the HD version, but Live members still believe they're getting a great deal.

  • Square-Enix unveils Final Fantasy XV. Yoichi Wada says fans of XIII will be excited for this title. The game takes auto-battle and linear locales one step further and removes gameplay altogether.

  • Capcom introduces a new character for Super Street Fighter IV Arcade Edition: Constipated Gouken.

  • EA announces their new Game Pass system. In addition to Online Pass, those who buy used copies of EA's games must purchase a $10/800 MS point code to prevent the disc from melting in their system.

  • In order to revitalize the Guitar Hero and Tony Hawk brands, Activision announces they will be combining the franchises into a single game. The game will astound critics with its perfect blend of skate boarding injected with innovative rhythm mechanics, but it will fail due to players having to purchase $100 of plastic crap and Activision's poor execution of hardware.

  • 2K announces a System Shock reboot. To the shock of many fans, it will be a strategy game.

  • Sega announces yet another Sonic game. It will suck.

  • Come on folks, let's hear your predictions for the year 2000.

    Thursday, April 21, 2011

    The Game of Art: An Interview with Michael Thomsen

    By Paolo Cosejo

    In 2009, when I was still young and naïve and had yet to fully form my own critical lens on videogames as artistic medium, I interviewed IGN contributor Michael Thomsen for a paper I was writing on the aforementioned subject. In “Citizen Prime: Is Metroid Prime Our Citizen Kane?” Thomsen wrote how gamers don’t need to wait for their artistic masterpieces to appear because they already exist, that videogames aren’t an emerging art form, they are already an art form. During the interview, Thomsen had very interesting things to say, things that I wasn’t able use in my piece. Here and now, I share with you all the thoughts he shared with me.


    Paolo Cosejo: What is your definition of art? Do videogames fit your definition of art?
    Michael Thomsen:
    To me, art is simply an abstract expression created by a human being or a group of human beings. I think the idea of abstraction is essential to art, what separates poetry from instruction manual, and film from commercials. Art doesn't have a singular purpose so, in many ways, defining it conceptually is pointless. But my broadest understanding of the idea is anything that gives body or voice to all the experiences of living which we don't understand. To somehow formulate all the things we don't yet have words for here.

    PC: What are some games you would consider art? What’s artistic about them?

    Thomsen:
    Metroid Prime, for reasons I've already stated.

    Super Mario Bros. for its creation of the interactive journey and its formulation of communicating through interaction. SMB is a primal work, but it's implications are powerful. I intuit the experience of a journey, which to me seems awfully Homeric in purpose, episode, and imaginative setting, simply by moving through the world. As the backdrops change, the player progresses from hillside fields to sewers to mountain tops to ocean floors, to dark and dank dungeons. It is an Odyssean trek to save a woman from a monster. There's something primal and instinctually beautiful in that experience, a gravitational pull to brave the world's worst antagonisms to find an intimate partner. The joy of movement in the game, the adolescent thrill of running and jumping, combined with the hopeful quest of finding the princess is a perfectly optimistic expression of just how suggestive can be the simplest games.

    Electroplankton is a kind of interactive post-modernism, matching open-ended play with emergent emotional participation. The longer I play a particular mode in Electroplankton the more I find myself bending the shapes of its rule sets to render some emotion of my own experience, to find some solidarity of experience within the abstract creation of someone else, whose primary purpose was to provide that abstract emotional solace (joyful, mysterious, or morose -- the player decides, while the developer sets the terms).

    Killer7 is a brilliant embodiment of schizophrenia and guilt. It removes freedom of exploration and forces you to confront abstract phantoms that can't be seen, either because of the mechanical limitation of the camera angle, or because they're literally invisible. Instead of relying on your traditional sense of sight to go through each level, you have to listen for cues of confrontation and obstacle. It's a hallucinatory rendering of the collective weight and experience of violence and its attendant fantasies of the apocalypse, the antithesis of the hero-shooter. It's a concession of the animal insanity inherent in the act of harming another human being, imagined or otherwise.

    I don't want to say too much about Shadow of the Colossus or Ico because I think their function and theme are quite similar to Prime, but I would like to mention the wonderful poetry of command in both games. Especially the evolution of the R2 button, which in Ico is the command to hold Yorda's hand. In Colossus your companion is dead and you are all by yourself. The R2 button remains is still a "hold" command, but absent a companion's hand to hold onto, this becomes the desperate clutch with which you hang onto backs of the Colossi as they try and buck you off. In Ico the command is a comfort and reminder of companionship. In Colossus it dramatizes the extent to which you are alone and the intense length you must go through to bring back your companion. It's a beautiful use of control, made more beautiful through continuity between two companion-pieces.

    There are dozens and dozens of others. All games can be considered as art. The biggest distinction is in the player, not in the game itself. It's worth noting

    PC: Roger Ebert claims that interactivity hampers games as an artistic medium because “art is created by an artist” and player involvement interferes with art. What are your thoughts on that considering the strong emphasis on interactivity in “Citizen Prime?”

    Thomsen:
    Interactivity is the art form and the medium itself. Interaction is what mechanically defines games as art and is the essential expressive core that designers have to express themselves. It's not an impediment to artistry it's the essential core of it. Games are created by people just as much as films are created by people. Every member of the audience has a different experience in both media, but that's the nature of art throughout the ages. If we all reached the same conclusions then art wouldn't be art, it would be an instruction manual, a public service announcement, or an eBay page. Film is the act of creating association, of editing images together to give an abstract impression of something. The ultimate conclusion is dependent on the audience and the personalizing lens of their own thoughts, feelings, and experiences. In games, designers create limits and consequences to create these abstract experiences. The conclusions players make are their own, but the sensations with which they base those conclusions have just as much capacity for personal expression and artistry as film. Designers can affect movement speed, point of view, levels of environmental activity (e.g. can you do more than shoot? what happens when you shoot someone? what happens when you try and touch someone?). Cinema is the art of juxtaposing two disparate experiences on a linear timeline. Interactivity is the art of composing consequences to a selected choice of possible actions.

    PC: Although Ebert says videogames can be art, he claims they can never be “high art.” Do you make that distinction of “high” and “low” art?

    Thomsen:
    I wasn't aware that cinema had ever been officially claimed as high art. Is The Bicycle Thief really more nourishing than Proust? Does Orson Welles really leave us in a better place than King Lear? Are we better off for having traded poetry and language for reductive film dialogue and montage? Ebert's argument is simply invalid because it argues on conclusions that can't be objectively supported. His concept of "high art" is based on historical pomp, rather than the actual merits of different expressions irrespective of the weight and import of their canonization. It is enough to say something is art, all other distinctions are either personal or academic and his statement contains neither personal admission nor academic factuation (though his film criticism does a fine job of employing both).

    PC: Do you ever see videogames being held in the same regard as other mediums by the artistic community or mainstream society?

    Thomsen:
    They already are. My non-game oriented friends, the 35 year-old gay interior designer, say, to whom I make the same Metroid Prime-Citizen Kane analogy takes me just as seriously and respectfully as if I were arguing that Kane is the Beethoven's 9th Symphony of cinema. The more important question is when will game culture be more open to talking about the artistic qualities of games, instead of building up a wall of reasons why no games deserve distinction as exemplary acts of human expression, that shouldn't yield to any other form in history. The answer is not when games become better, but when those who write about them and their experiences with them become better. So far, we've done worse than have game designers in validating the emerging art form. We're failing our colleagues by giving their work short-shrift.

    PC: What is your opinion on the ongoing debate of videogames as art? Are videogames making progress as a medium simply by this debate existing?

    Thomsen:
    The debate exists nowhere else but in the hermetically sealed culture of video game enthusiasts. I have yet to encounter a non-game player who discounts my point that games are art. They always concede this point, but that concession doesn't make them want to play games in the same way I could tell you Mrs. Dalloway is the finest novel in the English language but you'll still spend your time reading Harry Potter, Twilight, and the DaVinci Code. The debate is over. Games are art. No one seriously contests this. The larger question is why are games still thematically and aesthetically irrelevant to most people? It's not a debate of art, it's a debate of taste, and it's hard to argue that many games are developed in poor taste by people with the aesthetic aspiration of an adolescent. So why should anyone care about that?

    Tuesday, April 12, 2011

    Clovercast - PIRACY

    With Chris and Adil back in town during their spring breaks, the four leaves of Clover are once again together. For our reunion, we're at world's end talking about the loaded topic of piracy. We discuss the pros, the cons, Somalians, the nature of capitalism and videogames as a business, justifications for piracy, and the industry's response to piracy.

    http://www.mediafire.com/?bzqbx4e6hdbx61v

    PIRACY
    ==========
    Length - 45:43

    00:00 - Introduction
    02:29 - The Big Question: Is Piracy Detrimental?
    07:37 - Money Talks
    11:49 - Exposure and Japanese Rhythm Games
    15:10 - Why Control
    22:49 - $20 Is Too Much for World of Goo
    27:23 - Gamestop the Devil and Preorder Anecdotes
    32:07 - An Interruption from the Decibel Monster and Return On Investments
    36:48 - Chicken or the Egg?
    42:32 - The Bottom Line

    Thursday, March 17, 2011

    Okamiden Review

    By P

    Nick gave me his copy of Neverwinter Nights last night. I wanted to start it up, but I had to finish Okamiden. Now with Okamiden done, I couldn't be happier. Fuck that game in the mouth.That's a little extreme of a statement to make about a game, I know. But I feel like like I wasted three days of my life, days that I could've used replaying Okami -- one of my favorite games -- or playing a game that would be a truly new experience for me.

    If I was a cocksucking type reviewer, I'd say, "Okamiden is not a bad game, it's just a little too familiar." What it is is a boring, uninteresting game. In other words, it's bad. If you have Okami, just play that instead. Any sort of pleasure or fulfillment -- be it aesthetic, gameplay, or whatever else attracts one to gaming -- a player can get out of Okamiden, with the exception of chibi characters, you can get it better in Okami.



    I'm not butt-hurt that Capcom made an unnecessary sequel to something that worked so well as a stand-alone game. I'm not butt-hurt that Capcom made a sequel with none of the original staff, though it is a contributing factor towards why I hate Okamiden. I'm not butt-hurt that they made for the DS. The story was uninteresting and made lame contributions to the mythos of Okami, but that's par for the course for Capcom sequels. I was okay with the removal of certain features since it worked with Okamiden's smaller, simpler scale.

    Design and originality are what bothered me. In Okamiden, you won't make trees pop out of the ground to restore a girl's faith in the gods or your use wind to blow banners to create traversable platforms. What you will do in Okamiden is draw a line from x to y, maybe then connect y to z. Every dungeon is mechanically the same, save for small differences like conveyor belts or ice slicks. Every quest is the same, either a fetch quest or telling someone about Yakushi Village and then visiting them later. Touching back on x, y, and z, even though Okamiden uses a more natural interface via the touch screen and stylus, you do more simple and rudimentary things with this interface. The first game had more varied happenings with the brush. Okamiden failed to capitalize on using the Celestial Brush with the stylus.

    What I hate most about Okamiden is the failed potential. If I had to cram a design document for my perfect Okami sequel into a paragraph, here it is:
    The game follows Amaterasu and Waka as they restore the Celestial Plain. Using a setting like the Celestial Plain, the developer would have a different setting they can run away with and offer the player new enemies, new puzzles, new elements in general. Even though Amaterasu would start out with most her abilities from the first game, she would need to learn new abilities in order to overcome these new trials.

    What I hate about Okamiden is that it represents everything I hate about sequels. Okamiden doesn't refine or push the gameplay forwards nor does it make meaningful contributions to the mythos. Okamiden is a publisher making a quick buck off an IP created people they fired years ago.

    Thursday, February 24, 2011

    Can't spell "cartridge" without "art"

    Can't spell "cartridge" without "art"
    By Paolo Cosejo

    Author's note:
    This piece was originally written in 2009. It has been deemed insufficient/insignificant by the author and for that reason, it has not been published until now.

    Although being around for decades, brought to prominence with Pong in 1972, videogames are still a young a medium. Videogames have always been seen primarily as a form of entertainment. With the steps forwards videogames have taken as a medium in the past decade or so with narrative and production values, the legitimacy of the medium as an art form has come into consideration. Do videogames extend into the realm of art or are they limited to simply being entertainment in the eyes of the greater social consciousness? The conversation of videogames being art started a few years ago and is still going on today. It is a quiet discussion, one that most people are not even aware of.

    Art is subjective. One man’s can of soup is another’s masterpiece. In the same respect, one man’s arrangement of interactive pixels can be another’s work of art. Trying to construct a definite meaning to art is problematic. It is impossible to find a definitions of art that applies to each and every person. Art has different meaning to different people. At its most basic, art can be defined as human expression through a medium be it paper, a lens, or an amplifier, the artists body through dance, etcetera. Defining art is complicated enough, but whether videogames as a medium can constitute as art is still discussed almost exclusively in niche circles.
    Complications in defining art has led art historians to use the term “visual culture.” “A lot of the time [videogames] are lumped in with other things like advertisements and television in the realm of ‘visual culture,’” says Lindsay Hutchins, an art history major at UIC and an avid videogame player. “That way, no on has to make the ‘art argument.’” Just like the definition of art, “visual culture” is just another socially arbitrary constructed term which is open to as much discussion and complications that first spawned the term, which only further muddles the conversation on videogames as art.

    Alex Giersch chimed into the conversation of videogames as art with “Harnessing the Medium” for the UIC Inferno in October. To Giersch, videogames as they are now are artistically inferior to other mediums. Giersch believes videogames have the potential to be art but has yet to achieve that status. Although he recognizes the unique aspects of videogames, Giersch argues that the understanding of what validates other mediums is necessary to validate the artistic integrity of videogames. Giersch argues it is the single thematic purpose of the other mediums that makes them more valid as art than the hodge-podge medium of videogames. According to Giersch, videogames can never be held to the standards of Shakespeare or Beethoven. In his piece, Giersch makes the implication that art and entertainment are two separate entities.
    There’s been a misunderstanding in the debate on whether or not videogames can be constituted as art. By making a definite distinction between art and entertainment, it is implied that the two are mutually exclusive. By making that argument, people like Giersch are saying something as artistic as Shakespeare’s sonnets or Beethoven’s symphonies, examples Giersch uses, cannot be entertaining just as something as entertaining as the plays of Oscar Wilde or the music of the Beatles cannot be artistic.

    In 2006, Chicago Sun-Times movie critic claimed that videogames could not be art. The following year Ebert said that games could be art but added, “Games could not be high art, as I understand it.” Ebert argues that the uniqueness of videogames, the interactivity, keeps the medium from being truly artistic. What constitutes art is the control over production by the artist. The player choice and ability to alter aspects in a game separates games from art because “art is created by an artist.”

    Hutchins says Ebert has a “weak argument.” Ebert’s argument uses only a small example of games to represent the whole. “Most of the literature out there is on Second Life and The Sims series,” says Hutchins. “Art historians seem to be slow on the technological uptake. They talk about cybersex and the availability of pornography online like they’re new concepts.” Most games are in fact linear narratives, with players moving through what the creators want them to with most choices only being the illusion of choice. Videogames are scenarios based on set algorithms and scripted events. The videogame developers still maintain the level of manipulation, both in design and in manipulating the player through that design, that other artists have.

    “Art is such a broad thing these days,” says Hutchins. Contrary to Roger Ebert’s stance, it can be argued that interactivity is what makes art. Hutchins defined art as something that “shapes us or we shape.” Even with looking at a painting, the viewer interacts with it by processing what they’re looking at. Connecting a painting with past events, critical analysis, even by forming a simple opinion, the viewer is interacting with the art piece. Interactive installments, art pieces that encourage literal audience interaction and involvement, are seen all the time now in contemporary art museums throughout the world. “[Interaction] is not an impediment to artistry, it’s the essential core of it,” says Michael Thomsen of entertainment website ign.com
    To Thomsen, the debate on of videogames as art is over. “Games are art,” says Thomsen. Differing from Giersch who sees the games/art situation as games needing to further develop, Thomsen sees the situation differently. “The answer is not when games become better, but when those who write about them and their experiences with them get better,” says Thomsen. “So far, we‘ve done worse than have game designers in validating the emerging art form. We‘re failing our colleagues by giving their work short-shrift.” A major problem in the videogames-as-art conversation is the lack of conversation about artistic quality of games in game culture.
    Last month, Thomsen wrote a piece that garnered attention from ABC news. His piece, “Citizen Prime: Is Metroid Prime Our Citizen Kane?” compares Nintendo’s Metroid Prime (2002) to Orson Welles’ Citizen Kane (1941). “The game industry is not waiting for its formative masterpieces to materialize from the hazy future,” writes Thomsen, “They're here, right now, walking among us,” quite contrary to what Giersch wrote.

    In Giersch’s piece, he mentions Heavy Rain in the hopeful future of videogames as art. Heavy Rain comes from French videogame designer David Cage. Heavy Rain is the spiritual successor to Cage’s previous game Indigo Prophecy (2005). Cage’s previous game was hardly anything more than an interactive movie with a diverging storylines that suffered from narrative as well as design flaws. The interaction for the most part consists of “quick-time events,” which are button prompts that appear on the screen that must be followed in order to progress. Heavy Rain looks to adhere to that formula but looks to add more flexibility, which Indigo Prophecy promised but lacked, and has arguably the most realistic graphics on a videogame console.
    “Modern videogames are only a step away from cinema in terms of production values and presentation,” says Hutchins. Cage certainly goes for a cinematic approach in his games. Cage’s interest in creating a cinematic experience in gaming goes so far as the tutorial for Fahrenheit taking place in a studio. By making the association to Cage’s games, Giersch further implies that videogames need to adhere to the standards of other mediums in order to be art.

    Another major misconception in the art/videogame debate, one that critics such as Ebert and Giersch make, is to assess videogames through the standards of other mediums. Videogames do utilize elements from other mediums, cinema in particular. One is open to criticize a games cinematography and use of sound in the same way that one criticizes film since they are used in the same way in both mediums. But one wouldn’t judge sentence structure in Beethoven or the use of recitative in Shakespeare. Videogames are a medium all its own and has elements all its own with which to be judged. Videogames should be judged on their own merits, not solely on the merits of other mediums.

    Player interaction is an inherent element to videogames from Pong to Heavy Rain. Saying interactivity keeps an actively interactive medium like videogames from being artistic would be like saying cinematography keeps film from being artistic. “Interaction is what mechanically defines games as art and is the essential expressive core that designers have to express themselves,” says Thomsen. It is an aim of videogame developers to further interactivity, especially in this current generation of videogame consoles with the introduction of motion based control schemes such as the Nintendo Wii and DS.

    Whenever the case of games as art is brought up, Japanese developer Fumito Ueda is usually mentioned. Ueda’s publisher Sony Computer Entertainment gives Ueda free reign to work on his games, which usually take four years to make, double the development time of the average modern videogame. Ueda is allowed to exert complete creative control over his projects, similar to auteurs in the film industry. Ueda is the games’ director as well as the conceptual artist and a primary programmer.

    Ueda’s games Ico (2001) and Shadow of the Colossus (2005) are the most used examples of videogames as art. Internationally acclaimed director Guillermo del Toro considers Ueda’s games to be “masterpieces.” Ueda’s games convey a feeling of isolation. Ueda creates large, empty locales with designs that reflect the influence of pre-Surrealist Giorgio de Chirico. A feeling of isolation is conveyed by having these expansive environments occupied by a single character. Ueda furthers the feeling of isolation by having the audience explore those locales through their own control, something only the medium of videogames can do. Ueda also uses the connection between the characters as a means of developing a connection between the player and the game. His games tend to evoke an emotional response in the player through the player’s actions as well as the music and sounds, cinematography, and overall visual design. Ueda willingly sacrifices gameplay over visual fidelity to maintain the presentation in his game.
    At the Evolving Game Design panel, of which Ueda was a panelist, during the 2009 Game Developers Conference in San Francisco, Ueda claimed that his games are not art. "We're making a game to entertain people… It might look like art, but it is a game to entertain people. That kind of feedback is welcome but it's not what I'm trying to achieve," said Ueda.

    "Early films were meant to entertain and became art along the way,” remarked Emil Pagliarulo, another panelist and lead designer for Fallout 3. “I think the whole Roger Ebert 'are games art' thing gets taken a little too far. We don't have to push the issue… I think game developers should concentrate on making good games. The art thing will happen naturally."

    To the people playing those videogames, the “art thing” has already happened and has been happening for quite some time. The internationally renown reviewer or filmmaker or game developer or journalist may come to their own individual conclusions on the artistic value of videogames, but is not their prerogative to ultimately decide such a matter for all of society. The individuals experiencing the game are the judge and jury.

    Cinema and videogames’ similarities extend beyond form. The games that garner the largest audiences are the big, multimillion dollar spectacles like the blockbuster summer releases in the movie industry. When the average audience member refuses to or is unable to look beyond the pure entertainment value of the medium, it makes legitimizing the medium as art to the mainstream more difficult. When most gamers are silent in the issue of videogames being art, the conversation still exists and their silence speaks volumes.

    Saturday, January 29, 2011

    Revisiting the Bitch List 2010

    A while back I wrote up a Bitch List for 2010, a list of games I was anticipating but knew I would find them disappointing though I would get them none the less (thus making me a bitch). Now that 2010 has passed, I figured I should revisit the Bitch List.

    Front Mission Evolved:
    This game exceeded my negative expectations, meaning that it was worse than I was predicting. Who is this game for? It fails from a fan service standpoint. It fails from a shooter standpoint. It fails from a customization standpoint. The game does nothing for either shooter fans or RPG fans. The story is terrible, the gameplay is terrible. With Final Fantasy XIII, Heavy Rain, and Front Mission Evolved, 2010 has to be my worst year as a gamer.

    I threw my money at this game with the hopes that Square Enix would do something with the franchise. At the very least, I'm hoping they bring Border Madness for the DS to North America (very misplaced hopes). But if Evolved is the crap Squeenix plans on continuing Front Mission with, then I hope this game sold bad enough for them to kill the franchise.

    Valkyria Chronicles 2:
    As bummed as I was for this game, I played the hell out of Valkyria Chronicles 2. Not counting Infinite Space, I spent more time with VC2 than any other game released in 2010.

    The game met my expectations. The generic characters that populated VC2 are the very reason I stopped watching anime and the smaller battlefields with the portal bases weren't as satisfying as the first game's battles. Not only that, there's only 6 or so maps in the game and you just play different parts of those maps, which became very noticeable and quite annoying as the hours went on.

    The game was par for the course of what I was expecting, but something really annoying came out of left field: the Tech class. I loved the balance of the classes in the first game and VC2 messes that up for me. They removed some of the Engineers functionality, making the class practically useless, and gave it to the new class, the Armored Tech. Techs, when they become Fencer and it's upgraded classes, are also broken with their high attack and defense. Their low AP is completely negated with the game's addition of Armored Personel Carriers.

    How mediocre the story and characters were didn't matter much because the gameplay kept sucking me in, even with the annoying changes. I am now hotly anticipating Valkyria Chronicles 3 with Sega's promise of making it feel more like the first game. My excitement for VC3 is follwing the opposite arc that I had with VC2. When VC2 was first announced I was excited, but that excitement dwindled as details about it came out. For VC3, I was ambivalent when it was first announced by my excitement increased as details came out.
    Okamiden:
    I've come close to replaying Okami this winter, but I reminded my self that Okamiden would give me my Amaterasu fix in a couple months. Since it seems that the North American release of Okamiden isn't going to have the balls-out Special Edition Japan got, it seems that I will be pirating the hell out of it with the flash card my buddy got me for Christmas. My feelings about Okamiden haven't changed in the months since I drafted my Bitch List, but the lack of a sweet Special Edition and a free flash card have made my wallet happy and I am waiting for March. Until then, Marvel vs. Capcom 3 should satiate my Amaterasu fix.