February 2002 Archives

 

A Beautiful Lie


Rhonda and I saw A Beautiful Mind last night... not out of any raging desire to see the film, but merely because we had free movie passes and it seemed the wisest choice. (Excluding Fellowship for the 5th time, which I'm for... but it's a milestone Rhonda has little interest in achieving.) Besides, if this is the film that's going to beat out Fellowship for the Best Film Oscar, I'd like to see it.

So we see it and we're all moved and stuff, and we're talking about it on the drive home and the next day. It is a great movie, despite an almost balmy need to somehow generate a happy ending. Mid-way through, there's all these important draining shots of the emaciated Jennifer Connelly as Russell Crowe's long -suffering wife... so you know the ultimate payoff is going to be some big happy sunshine scene.

On the way home, I'm even considering getting the biography. Amused as I am by anti-social mathematical geniuses who imagine anti-Communist warhawks recruiting from the shadows, I suppose. Plus, I found it pretty damn creepy to know that a real person lived throught this, is still alive, and is probably still a little off.

Thing is, it's all bunk. Now, you have to expect a movie - a Ron Friggin Howard movie - would take some liberties with the man's life, but after some quick perusals of internet bios of John Forbes Nash Jr., it's obvious that somebody wrote a screenplay about a tortured neo-Rain Man and then sloppily attached a still-living Nobel Prize math legend to it.

Now I feel kind of cheated, because you're led to believe that this Inspiring Story, however fictionalized, actually happened. And I watched it with that in mind; my wife and I discussed it with that in mind. You wouldn't think it was fictionalized *that* much, right? Well, his Princeton doctorate came from a thesis entitled "Non-cooperative games"... which is a math topic I could certainly get into but must have seemed too geeky for film audiences. He was actually married twice and has a child to both wives. Alicia (the "movie wife") was his second and she eventually left him, although she did continue to try to help him. I found no mention of Wheeler Labs. And according to one quote I found, his mania took the form of disagreeable voices in his head, not the form of Lovable British Schoolboy Rogue, Mute Adorable Ragamuffin, and Mysterious Threatening OSS Freedom Fighter.

I have to say, though, that I was totally snookered by the movie. 40 minutes in, I was thinking "THIS is the movie that's going to beat Fellowship? A sappy McCarthy-era piece about a social retard who becomes a spy?" I was happily surprised by the patented descent into madness bits. And by the time Russell Crowe's age makeup was applied and a young frosh eagerly approaches The Legend John Nash, I was quietly hoping to myself "Please let this kid be real."

One thing I did find. John Forbes Nash Jr's official website, hosted by the Princeton Dept of Mathematics. My guess is, he doesn't want you to contact
him.

 

Game Review / Grand Theft Auto 3 (PS2)



Now that I've finally beaten the majority of the game (although with still plenty of side missions and secrets to uncover), I feel adequately prepared to review Grand Theft Auto 3.

It's fucking amazing. (Actually, "fuck" is one of the words you won't find in GTA3, despite the promises of an M rating.)

It's a game about criminal acts, about dirty secrets and dirtier people. It's a huge leap over the previous GTAs, and a colossal standard for excellence on the PS2. It's consistently surprising, a personal ethical proving ground, and the perfect blend of third-person action and fast, exciting driving.

When the original Grand Theft Auto came out, it made the local news as part of the boring old What's Corrupting Our Kids stories (and this was pre-Columbine, remember.) I recall defending the game mainly because of it's poor graphics... firing little black pixel bullets at little blue pixel policemen was no more morally conflicting than guiding a yellow pixel pie-shape to eat frightened blue pixel ghosts. But most people were more concerned with the concept, rather than the execution (pun intended, I suppose.)

However, now that the worldview of GTA has gone 3D, I can make no such hasty excuses. And you'll note that barely anybody in the Crusading News Media even noticed GTA3... which I'll take as a sign of progress; video games aren't just for kids.

I'm not going to call GTA3 "unflinching" - which is a popular reviewer buzzword used for any supposedly shocking material, regardless of venue. Because GTA3 does flinch... yes, you can kill civilians, cops and gangsters alike, with a wide variety of weapons (not to mention vehicles). But the in-game characters are all heavily stylized, cartoony. Plus - despite cars taking semi-realistic damage - vehicle wrecks err toward spectacular. This is not a game focused on realism, content aside... it's focused on fun. Yes, shooting people is fun, but here's the catch, and it's something you probably didn't know about GTA3 if you're a casual (and concerned) observer.

You don't have to.

Being able to club bag ladies to death with a baseball bat is entirely your option. Carjacking an SUV and then backing it over the former owner is up to you. The game never requires you to enact violence against innocent, unless you consider making it easy to do the same as encouraging it. Actually, it's a fun challenge to play the game as straight as possible.

Take the policemen for example. While they are not as absurdly venomous as the cops from Driver, they will start chasing you if they witness a carjacking, or a major wreck, or activities more obviously illegal. If you have multiple police after you, the easiest solution would appear to be to kill them... but killing police only results in a higher Wanted level which just brings down more cops. The best solution is to find one of the hidden Police Bribe pickups to reduce your Wanted level.

Okay, okay, the game does require illegal acts, but if you have a problem with simulating such things in a freaking video game, I doubt you're ever going to enjoy any video game. The point is that the vast majority of the mayhem at your disposal is just that... at your disposal. Although I took out quite a few innocent civilians by accident (mainly through out of control vehicles), I rarely opted to randomly stalk one, kill him with my Uzi, and then steal his money.

Regardless, a concerned discussion of morality in video games is a jejune one, akin to arguing over the same in film. Given that the incredible majority of people can watch an R rated film with no ill effects, and that a majority of people enjoy an R rated film, why punish them to satisify a minority that ought to learn to control their own weaknesses?

In Grand Theft Auto 3, you begin as a low-rank thug with no weapons and the remains of a beat-up getaway car. At this point, you can choose to either pick up a Mission (assigned to you by one of the game's gang leaders) or just cruise around Liberty City. What is most surprising here is how alive the city feels... assuming you drive along at a careful pace, you'll witness throngs of people walking all over the sidewalk, the occasional street mugging, gang members going after each other, civilians hailing taxis, fender benders... and this is all completely without your involvement. Walk around on your own wingtips and you'll trigger sound samples from overhead conversations and the ramblings of crazy people. Unfortunately, you can't truly interact with civilians (aside from attacking them), but it does give hope for GTA4. Not that I'm asking for the kind of happy-go-shlocky conversation that you get from most RPG townspeople, but it would be nice to actually have passers-by look at you if you stop them, perhaps saying something more related to the current storyline situation than "Where's my damn tool" or "Young man, there's a place you can go."

The city is also packed with hidden events that essentially amount to mini-games... although they're so perfectly integrated into the gameworld that I wouldn't necessarily call them that. There are 100 Hidden Packages to find, and finding them yields various free powerup rewards. There are several ramp areas, where a fast car can be launched into the air for bonus style points. Jacking a taxi, ambulance, police cruiser or fire truck can trigger a mini-mission appropriate to the vehicle. Rampage points offer nigh-impossible killing sprees. Pay phones may ring as you walk by, opening up waves of secret missions. And some car collection businesses are open for you to deposit certain models, regardless of your methods in procuring them. Although they may at first seem like meaningless side levels, they all will generate some sort of sweet reward... as simple as extra cash, as needed as free weapon stashes, and as cool as a private garage stocked with any vehicle you could want.

The city itself functions as one huge open-ended freestyle level. Even without accomplishing anything, you can spend hours just tooling around, exploring Liberty City's three islands. Many interesting areas of the city never come up in the assigned missions, so general exploring is your best chance to cover the ground. (Plus, you'll teach yourself shortcuts.) The underground subway and the elevated train are two surprisingly detailed areas that you don't utilize much in the game proper. There are innumerable gag billboards, a few enterable buildings, and lots of general dirty-city feel that you might miss if you play too fast. Have I mentioned how beautifully the city transitions from day to night (when the hookers come out and the strip clubs raise there rollaway doors)? The many weather effects? The gloriously produced in-game radio stations, about which I could heap lavish praise to fill 4 reviews?

Notice how I haven't even discussed the missions yet. This is how big this game is... you can devote hours to it, enjoying the secret missions, the Crazy Taxi runs, picking up hookers... and still not have touched the game's central storyline. (Although actually the storyline does serve the important function of unlocking portions of the city as the levels progress.)

You'll start working for a Mafia-inspired family, taking easy orders from Luigi (voiced by Joe Pantaliano) and Joey (Michael Rapaport). After earning their trust, you'll take a few jobs for the family Don. Eventually you transfer yourself across town to work for Asuka and her Yukuza gang, and that's how the game progresses. A couple lesser gangs will also recruit you (mostly in the hidden missions), as well as a crooked cop and the town's Trump persona, Donald Love (Kyle McLachlan). The plot takes several gruesome twists, all following a basic subtext of deception and revenge.

Another one of GTA3's detailing strengths lies in how the city responds and changes to your advancing plotline. When the bridge from Portland to Staunton opens up, you'll read about it on the Times Square-esque digital newsline. After saving Maria from a run-in with the law, you'll hear her call talk radio to discuss her infatuation with you.

So are you convinced? I ranked this my personal Game of the Year 2001, atop even such masterstrokes as Conker's Bad Fur Day and Paper Mario. I didn't let it go toe-to-toe with Metal Gear Solid 2, because I really didn't get into MGS2 until January 2002. But I'd have to say that MGS2 stands as a better game (maybe 10.5 to GTA3's 10), and here's why.

GTA3 is a little sketchy at times... most noticeably when you're in a fast car and you start out-pacing the game's draw distance. Sometimes it just can't keep up with you, and you'll experience some popup and missing faraway polygons.

Sometimes cars will do exceptionally weird things, all in the name of sensational wrecks. I once had a Cartel Cruiser (a beefy blue monster truck) flip completely over after I raced straight across a runway light.

Your walk controls are unpolished. The character's jump is weak, and often you can't jump over something that looks perfectly jumpable. Falling into water is an obnoxious instant death (well, near instant... you're forced to watch your life counter roll all the way down first); how about a limited ability to swim? Weapons targeting (R1) is very touchy, thanks to a camera that will work against you if you let it. It is very common to target an offscreen enemy, but the camera won't swing around for a better view. You can alter the camera yourself (L1), but by the time you do that, any solid amount of enemy shootists will have pasted you to the pavement. I also hate the near-useless first-person look-mode (R3), which automatically snaps back to third person after 2 seconds of non-movement... making getting an uninterrupted view of a scene impossible.

Overall, these are minor detractions. Grand Theft Auto 3 is a divinely orchestrated game. The adult content gives the game its luring spark, but the perfected mission-based gameplay and rampant secrets are what makes GTA3 a winner.





GTA4 Wish List


As amazing as Grand Theft Auto 3 is, there's always room for improvement. Basically, in the next iteration, I just want more of everything.


More models. I want more car models and more people models, so that they don't repeat so often.


More interaction. I'd like to be able to talk to citizens on the street... maybe even people standing behind hot dog carts and at a fast food counter. I want to be able to walk into more buildings... a huge amount of interior missions would add another level to the game. And I'd like to be able to cause more destruction to environments.


More players. Imagine playing multiplayer, Toe Jam and Earl fashion. You and your pal sharing the screen (and cars) most of the time, but splitting up when the situation demands it. (I'm not entirely enthused about internet rumors making GTA4 a MMORPG, mainly because it's your personal ethical interactions that raise GTA3 above, say, Postal. And I don't want my avatar at the continual mercy of other people's personal ethical interactions.)


More tech. Hopefully we won't have those screwy draw-distance problems and the polygon popup in GTA4?


More music. Although Chatterbox talk radio can go for over an hour without looping, some of the other stations aren't so lucky. This would be the first great example of a use for the PS2 hard drive... stick your own music in the HD and let the game select tracks and insert DJ segments.


 

We discuss World of WarCraft. (A True Story.)


It begins as Matt Instant Messages me a link to a GameSpy preview of World of WarCraft...


Matt: http://www.gamespy.com/previews/february02/wow/

Joe: I should get into one of those games.

Joe: Although I'm generally not thrilled with having to interact with other people.

Matt: when this one comes out, maybe I will

Matt: there's a monthly fee

Matt: so it would really have to be worth it

Joe: Yeah, there's always a fee.

Matt: it be like MUDDING the way it was always supposed to be

Joe: You are aware this will be turn-based combat.

Matt: Aye.

Matt: mudding is turn based too

Matt: kinda

Joe: To date, these games have unilaterally devolved into a strongest-player-wins, most-players-cheat scenario.

Matt: I still want my ultimate dream of gaming

Matt: you are fighting some evil beastie

Matt: I come running around the corner

Matt: he knocks you down

Matt: i throw my hands out and fork a lightning bolt into him, blowing him across the room

Matt: Why can't I have that?

Joe: Doesn't that happen in every fps we've ever played?

Joe: Substituting for the lightning bolt, obviously.

Matt: Not to my standards.

Joe: Co-operative play needs to have voice communication too. Keyboard macros don't cut it.

Matt: WOW looks like that scenario would work

Matt: there aren't 40 monsters on screen ala Diablo

Joe: Yeah, but it won't be action-oriented. You'll be selecting your lightning bolt off a spell list and then waiting for your turn to come up.

Matt: that's ok, I could deal with that

Joe: Which is how every other MMORPG works.

Matt: right

Matt: but this is full 3d

Matt: so it'll look better

Joe: So is Everquest, Final Fantasy 11, and a million others.

Joe: Anarchy Online, WW2 Online.

Matt: Why must you beat me down?

Joe: Because you're painfully uninformed.

Matt: I HAVE A MAC

Matt: I AM LARGLY IGNORED BY THE GAMING WORLD

Joe: But you're a PC owner at heart. You're extemely confused.

Matt: Nope.

Joe: By the way, I wouldn't anticipate a Mac version of WoW, you know.

Matt: Blizzard always releases a Mac version.

Joe: Yeah, but getting Macs and PCs to play together in an MMORPG is not very common.

Joe: Which is partly why you've never heard of these games before.

Matt: You're just cynical.

Joe: I'm pretty sure there's a Mac version of Everquest... I never heard if the Macs have their own server or actually interface with the PC players.

Joe: I assume they mix.

Matt: http://www.xpd8.net/downloads/wow_gameplay/

Matt: that's the gamplay trailer

Matt: i'm getting it now

Joe: You are in right in that, as a bigger company, WoW has much better odds for going bi-platform.

Matt: Woo woo.

(we watch the movie)

Joe: It looks like a 3d, third-person version of Diablo... or else they're masking the turn based stuff very well.

Joe: If the combat is opt-in, they could be going either way with it... straight turn-based RPG style or click and kill keystroke Diablo style.

Joe: I don't know... part of what I dig about WarCraft is the whole SimCity resource management feature.

Joe: Just being one guy in a horde of nameless rabble isn't WarCraft to me.

Joe: I would enjoy being sort of a town king, building the town, managing the peons, bringing in the money... and you could lead the armies... and together we'd expand an empire.

Joe: That doesn't fit with an MMORPG though.

Matt: the combat faq said something about "click one to start combat, then during combat you can click specfic things to do combo moves"

Matt: something like that

Joe: Sounds turn-based, but looks more dressed up than that.

Joe: Judging from the movie, it manages to avoid the turn-based standard of having 4 heroes standing in a single row, facing 10 villains standing in another row.

Matt: that's nice

Matt: PKing might be fun in this game

Joe: PKing is never fun, you ass.

Matt: sure it is

Matt: if you're the tough guy

Matt: you wussy

Joe: That's why they all suck. Because some super haxor cheats his way to level 1000 and kills off anybody he sees.

Matt: well, cheating sucks

Joe: Plus, even without cheaters, it completely sucks to be walking around trying to find a quest or sell items, and then have some Johnny Axeman start raping you from behind.

Matt: that's why you travel in groups

Joe: You'be obviously never played these games.

Matt: no, but I spent years mudding

Joe: You'll excuse me if I don't count that as actual experience.

Matt: It's the same damn thing, just without graphics.

Joe: Not in the least!

Matt: How is it not?

Joe: Same concept, but totally different format.

Matt: Right. I said that.

Joe: Different gameplay too. It's not just graphics-oriented.

Joe: It's not wait-for-the-tick based.

Joe: It's quite a bit more complex.

Joe: Otherwise, people would still be playing MUDs.

Matt: I'm just simplifying it.

Joe: The key is how combat is handling... because you can't have an open door system where combat happens anytime, anywhere, in the same walkable world as regular gameplay.

Joe: Aside from the obvious tech problem of how a game could handle millions of people in one shard all doing a million things at once.

Matt: I'm sure all these piddly problems have been addressed.

Joe: Combat generally means that your characters/enemies sort of warp into a separate combat world.

Matt: Eeew. I hope not

Joe: That's how they work, goof.

Matt: I hope not this one.

Joe: You can't be having some huge 4 on 40 battle in one corner of the map, while an uninvolved played just saunters through, trying to chat! It's separated.

Matt: I hate that.

Matt: It wrecks my whole jump-in-the-middle-of-the-game-to-save-Joe idea.

Joe: Not if we're already both in the combat when it starts.

Matt: I guess.

Joe: Plus, you'd have sniper players who would just sit on outskirts of a battle and then jump in at the end to either A) gain
experience without doing much or B) loot the dead of either side without
actually fighting and earning it.

Joe: Or vendetta players who jump in solely to wreck your game.

Joe: This is why that Heroes game talked about those separate Quest type missions... once you and your band are in a combat/mission, it's yours and no one else can join.

Matt: I see the logic.

Joe: Because again, the entire world is filled with assholes. Particularly when the average age of the player is 12.

Matt: A simple phone call to the offender's parents should straighten them up.

Joe: What would be interesting would be a Not-So-Massive MOPRG. We'd get the entire world to roam, but limited to only 10 or so active players. Need a lot of NPCs to fill it out, but then you wouldn't have the tech problems, and you wouldn't have the Unknown Random Asshole problem.

Joe: Unless your friends are assholes.

Matt: Hrm. Yeah.

Joe: Then you could jump in at any time, because you're considered friendly.

Matt: AKA diablo II

Joe: Yeah, but without all the suck.

Matt: Right.

Joe: Taking the Not-So-Massive idea, I'd like to see a gameworld operated by the company... so they can enforce storyline events that would happen in everyone's little game world.

Joe: A persistant universe, open only to those you allow in.

Matt: I say let them all in. The strong will cull the weak.

Joe: The Massive Multiplayer paradigm causes too many problems to be worth the excitement of having a million real people walking around.

Joe: Because the million real people are always the problem.

Joe: I should post this discussion as a website update.

Matt: hehe

Joe: Quick, say something meaningful so you won't look like a dope.

Matt: Uhhhhh

Matt: Too late.

about this archive

This page is an archive of entries from February 2002 listed from newest to oldest.

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