August 2002 Archives

 

Your comments welcome.


Ever since I debuted this version of fourhman.com (the "red" version), I've been stymied by the division of sections. In previous iterations, I had bounced from having no sections to tons of sections, and I never liked either. Having a list of links seems like an obvious separate page, even if the concept of a link page is so overdone that you couldn't even order it at the worst steakhouse in Montana. That leaves me with card games and video games, which are the only two broad categories that I wanted this site to concentrate on (aside from this opening weblog.)

Unfortunately, I still don't particularly like either's layout. My big problem with card games is that there's very little reason for regular updating, so it always seems old to me. I've been trying to add some more Doomtown content, but that is sporadic at best. Video games is a different story; new content is generally not a problem. But the design was. Plus, it was all hand-coded, which made updating a chore.

But no more. I have integrated the magic of Movable Type into the video games page, making quick additions easy... by me or by anyone I've drafted for occasional reviews. (But, uh, card games will remain kinda lame.)

And, I'm happy to say, that finally includes you. All the Quick Reviews on the video games page allow user comments, so you can agree, disagree, add or argue whatever you'd like. The only downside so far is that there isn't a whole lot of Quick Reviews posted at the moment, but I hope the new ease of entry will make them much more frequent. Don't get too excited, because the whole thing is still in-progress, and I'll be tinkering with the layout formats and archiving structure as we go.

Now we can all bitch loudly. At each other.

 

What the hell just happened?


I went into this last weekend fully expecting to cuddle up to Apple's newest operating system release, Mac OS X 10.2. My wife and I planned on getting massive amounts of work done for our wedding reception / website / etc, but I justified any investment in 10.2 as time well spent. So I was jazzed about the whole thing.

The problem: I never actually bought it. Let me explain.

Saturday, we're working in our office. I'm in Photoshop scanning in pictures and working on web graphics. My wife, waiting for her turn at the Mac, looks over at me and says "This would go a lot faster if I had my own machine."

You gotta be kidding me. Like I'm going to say "No, that's a bad idea." I mean, I knew that we'd get her a machine eventually but I was thinking more along the lines of "Late Fall." Ahh, screw it! Screw the planning. Screw the expense, my wife wants a Mac! Let's go for it!

So, we go to Microcenter. We look at the machines. We narrow it down to an iMac (expensive), an eMac (cheap but big like a hippo) and an iBook (which I really want, but this IS for my wife). I spot an open box return eMac. I point it out. She thinks it's a little big. Too big? After much deliberation, we end up walking out with it and a tilt/swivel stand.

That sucker is heavy. It's big - it takes up a large slice of my wife's desk. It's also a nice machine... the screen is flat, the speakers sound good, and it's not too ugly. The only problem? After using it for about 45 minutes, the screen goes wonky. Oh, so there's a reason why the last owner brought it back. I should have known...

We quit working in disgust. We're way behind now.

Sunday, we go downtown for more errands (registering for the wedding/reception, since you're wondering) and when we get back around noon we tear the eMac down, box it up, and head back to Microcenter. Did I mention that thing is heavy? It's 68 lbs.

Microcenter. We go through the motions of returning the eMac and the whole time my wife is pondering it's extreme size. It DOES take up a lot of space. The iMac would almost certainly be a lot smaller on her desk. Don't I think so?

I suppose I do. More to the point - they're all out of eMacs.

So, in a weekend I just though I would be playing with a new OS, instead we end up with a shiny new iMac G4. Expensive? Sure. Did it COME with 10.2? No. (See, I got back around to 10.2.) So now you'll have to excuse me... I have to order 10.2 (19.95, thanks to the iMac purchase) and get some ram for the iMac (Apple - shipping the machine with only 128 megs? Criminal.)

Our work this weekend? Not even close to being completed. The budget? Shot to hell. Do we care?

Nah.

 

A Very Important Weekend


As far I'm concerned, the official Year in Gaming 2002 begins this weekend.

...because this weekend is the last weekend in my entire life that I will not personally know the glory of Super Mario Sunshine. That makes this weekend perhaps the longest weekend ever, although I intend to whet it down with a quickie purchase of Duke Nukem Advance. (My wife persists in rumors of some kind of "fabulous warehouse sale" this Saturday, which I know from experience involves a great deal of me standing in a long, long line while she continues to shop. Friend Duke will come in extremely handy.)

Beyond all the Shines I'm going to Get, we've got Animal Crossing and the savory e-Reader in September. Were I to suddenly create a child right this very now, I would christen him/her "e-Reader." And little e-Reader Fourhman would spend the rest of his/her days downloading NES games to my GBA and swiping Pokemon cards. Mere moments after that comes Starfox Adventures. Mario Party 4, Grand Theft Auto Vice City and Resident Evil 0 hit in October. And in November, Metroid Prime and the new Tomb Raider. The cumulative effect of these games is so potent that otherwise must-have games like Sly Cooper, NHL 2003, Superman: Shadow of Apokolips, and Super Monkey Ball 2 might just be relegated to second-tier purchases.

And then there's goddamn Kingdom Hearts (Sept), a game that brings me to literal tears every time I watch a demo movie. I've always been a big Disney fan, and this game seems to justify my continued existence. No, not "seems to." Begs to.

The warm up is over. What is past (Eternal Darkness, Warcraft 3, Medal of Honor: Variations on a Theme) is prologue.

 

Is it too soon to whisper Oscar?


When it comes to sports video games, I'm woefully ignorant. I've never stepped into Madden or Tony Hawk, and I can't even name a baseball franchise for the triple. The only "real" sports title I follow is EA NHL, and that's because I see video game hockey as an arcade game. For me, the players are instead mobile cannons, and the sole ammunition available is a single floating bullet, which I must fire at the enemy's netted weak spot. And as my hockey-savvy friends can tell you, it's only been a recent development that I can be reliably trusted to stay inside the norms of hockey... and not go offside right away or make insane power shots from across the rink.

Only one other sport graces my video game library, tennis. Represented by Wimbledon Championship Tennis on Genesis and Mario Tennis on N64, tennis is another sport I can actively understand in arcade terms. Smack ball so that the enemy can't smack it back.

But this month I took a leap into something new, and I picked up two GameCube sports titles. Here's my first thoughts on Aggressive Inline and Beach Spikers.

Aggressive Inline: I've always been afraid of "trick" games. I really wanted to get into SSX, but I have a problem there... I want it to be a racing game, not a trick game. But you can only stomach so many perfect scores for Tony Hawk before you need to take a bite. So Aggressive Inline became my test subject, mainly because I can and do roller blade in real life.

It took me quite a few runs to get even a newbie's grasp of the trick structure. I think my main mental block with trick games is that the button assignments are completely arbitrary. B does some kind of pose, Y does a grind, and there's tons of combos that only exist in the margins of my memory. I don't know if this is unique to AI (I suspect it is), but there's an ongoing experience-development thing going on here that made it very easy for me to learn how to trick. When you first start with a character, they have very poor skills. As you successfully perform the tricks and stunts, your character's skill increases, so the tricks and stunts become ever easier... opening up the ability to combo your tricks and bank huge scores.

Although now I am pretty confident in my blading skills, there are plenty of tasks and missions I have yet to crack. Each level has a bunch of choosable challenges, some of which seem outright impossible until you realize that your skills are constantly on the up. You have to complete X number of tasks to unlock the next level, hidden loading screens, blocked areas, and other expected goodies.

So far, it's good. Real good. The levels are huge, the stunts look cool; I wish I had more experience with these sorts of things so I could tell if this game is better than the average Tony Hawk.

Beach Spikers: Volleyball is essentially tennis. Which makes Beach Spikers into Mario Tennis with bikini babes. Let's get the girls out of the way: they look great and animate better. The make-a-player mode is amusing in its own right; you can create a pair of women to be your team in the Sega World Volleyball Federation and take on a reasonably long World Tour competition.

Given the beautiful beach volleyball arenas and all the options (hair, face, sunglasses, uniform) for create-a-chick, I'm surprised that the game itself doesn't have many options. I would really like to play with the camera... perhaps pull it out for a non-moving faraway view, or lock it into position behind my team. But you can't; the camera always floats, continually following the ball. Usually it does work very well, but it's not exactly the easiest way to learn the game.

Another problem I had was dropping my arcade instincts. Like Mario Tennis, you can't just jerk the stick towards the ball and hit the A button as many times as you want. Beach Spikers is all about timing and careful finesse. Leave the Super Smash Bros. skills at the front desk.

The voice announcer completely sucks. I don't think he read a single complete sentence. Every word he utters sounds like a separate edit. "Round... Two! USA! vs... Germany!" But get past the shitty sound, master the delicate controls, and you've got a great title. I imagine the sheer exposed flesh here may hurt the game in some quarters, but it should still stand as a terrific sports game.

 

I'm with Turok


"A marketing ploy to turn humans into living adverts is proving a hit with thousands of people who have applied to change their name to a computer game character in exchange for 500 pounds." (entire article)

Acclaim UK will pick 5 people out of those thousands... they will legally change their names to "Turok" for a year, and they win a bunch of Xbox junk, plus the money. I'm not entirely impressed by this. Seriously, what possible marketing value does a first name have? If my waiter's first name happens to be "Kleenex," I'm not going to become magically enamored of Kleenex products. I'm certainly not going to assume that the person somehow embodies all the positive qualities of Kleenex brand tissues, or vice versa. Particularly considering that people can and will name their kids/themselves absolutely anything... I'd probably just figure he was some punk trying to make a statement about the artificialness of labels in today's society.

No, the true marketing value is happening right now. It's the act that's the news, not the result. The story about this dopey gimmick will land on major news outlets, all the gaming magazines, and be forwarded all across the internet. Which isn't bad for a video game franchise that has pretty much died in the last two years. Nintendo would get the exact same benefit by holding a contest to change your name to "Mario," despite "Mario" not being a particularly exotic-sounding or uncommon name. And furthermore, if your product is worthwhile, people will adopt it without having to be coerced... like getting a Superman logo tattoo.

I'm more interested in the idea that somebody *patented* this concept. Since Acclaim isn't the first company to do this (or similar stunts like slogan tattoos), we can anticipate a couple of these to burn through the marketing zeitgeist until the World Public gets bored with it. Or until one of the name-changers commits some kind of atrocity, and "Pepsi Jones" goes down in the history books as a serial killer. Now that might affect sales.


It was the sanity effects that won me over.

Before I heard about those, Eternal Darkness wasn't even on my Maybe I'll Buy It list. The only screenshots I saw indicated some kind of Gladiator vs. Zombies thing, and the title: subtitle just cries of melodrama. Let me guess... ancient nameless evil seeks to enslave the world and you're the one guy that can stop it?

Sort of. The ancient evil has a name though. And there's three of them.

Eternal Darkness begins with Alexandra Roivas, who has just learned of her grandfather's murder. When the police have no answers, she vows to explore pappy's homestead herself in search of clues. What she finds instead is pages from an aged book made of skin and bone. These pages - supplemented by grandfather's research - tell the story of a growing evil and the efforts of humanity to stop it. When Alex finds a new page, the game turns the story into a level, with you taking over as the hapless person drafted into fighting the darkness. You'll control a Middle Eastern lothario, an Italian Renaissance architect, a WWI combat reporter, a 1990's firefigher, among others.

As you move through each person's story, you teach yourself magical spells and move certain plot points around so that eventually all signs point to Alex as the final savior. Since the focal locales for the Eternal Darkness don't change much over the 2,000 years covered in the game, you'll be able to visit several areas at various points in time... you'll see temples turn to ruins, and hallways fall to disrepair.

Enemies are pretty standard... but the way you combat them is not. Ignoring talk of magic for a second, Eternal Darkness has a very nice targeting system for hand-to-hand and ranged weapons. When you lock on to a baddie (R button), you can hold the stick in four directions to choose the part of the body you want to attack. Naturally, I favored going for the head; it seemed to be the fastest way to dispatch those damn grabby zombies. Quick-clicking the R button switches targets. One thing I did not like about the targeting system is how it highlights the selected body part (head, torso, r arm, l arm) a bright white. A more subtle glow would not have been so jarring. It wrecks the dark ambiance of many of the game's levels when you fire up a zombie head like a giant light bulb.

The absolute character control (right on stick is right on screen) is spotless, and it works extremely well with the dynamic camera angles. The old digital Resident Evil style just keeps getting outclassed! Some character animations take a little too long to resolve, notably the "finishing moves," but careful planning will keep you from being unfairly chomped while you're stuck in some long animation.

The puzzles are great. And that is saying something since most games of this type are happy to call box-pushing or item-fetching a puzzle. A few puzzles center on combining items... many more are sequence-based... but the coolest ones rely on your knowlege of spellcasting.

The "magick" here - "k" added for extra occult flavor! - is not just a throwaway excuse for colored lighting attacks and easy self-healing. Magic is cleverly worked into just about every level. There are three alignments of magic, red, green and blue... each color attached to one of the three ancient evils. The colors hold a rock-paper-scissors structure, so you often have to choose your spell's color alignment so it beats the enemy's magic. Like, using a green Dispel Magic spell to knock down a blue energy barrier. You can hotkey five spells to the extra buttons on your controller, so you have easy access to the best of the bunch. The most powerful spells come with a nifty in-game balancing function too: it takes longer to cast them, and you have to remain motionless during the spellchanting process. If a zombie or lightning bolt hits you, the spell fizzles. The boss fights require you to handle these sorts of timing issues very well... if you go for the obvious high level spell, you're likely to get fried.

One nice aspect of the spellcasting thing is that you have to experiment to learn all the abilities of the spells. The game does not lead you by the nose here. For example, when you learn the Recover spell, the game will illustrate it under the red alignment, which will only Recover your health. Instead, you can choose to cast Recover under blue, which will restore your spell energy. Or green, which will restore your sanity.

The sanity meter is another standout area. You'd probably expect the two typical meters here, one for physical health and one for spell energy. The green sanity meter adds a third element for you to manage. When your character stumbles across a monster, your sanity level drops a bit... because the characters are all normal folk who never expected to turn a corner a find a fetid corpse staggering towards them.

When your sanity gets low, strange things start to happen. First the camera angles will tilt and the soundtrack will change slightly, mostly to faraway sounds of women screaming and babies crying. Then you might walk into a new room and find everything turned upside down. Or the walls will bleed. Or your character's head might pop off and start performing Shakespeare. Or the game will turn it's insanity attentions outward and start bugging you personally, by turning down your tv's volume, threatening to delete your saved game files, or rebooting the GameCube itself.

After a few seconds, the sanity effect stops and your character returns to wherever they were when the lunacy began. All of them are cool enough that you don't mind seeing them (very, very few repeat, and some characters are more prone to insanity than others); they mainly serve to disorient you. I enjoyed riding my sanity low just to see the various effects, but fair warning: if sanity drops all the way down, you start taking damage to your life instead. Cast a green Recover!

Eternal Darkness's graphics are very nice. Every area is wonderfully detailed, with almost no noticeably repeated textures! Although the camera angles are fixed, the game will change them around for dramatic effect, which brings a nice fluid nature to the levels. It definitely avoids the slideshow feel of some other games. Incidentally, once you're in the game, load times are non-existant, as the game hides them with movies and voice overs.

The only graphical glitches I found was uneven lighting in the Michael Edwards level (his flashlight doesn't always hit the surface it's pointing at) and some places where the 3D models aren't as smooth as in others (like on most peoples' ears, of all places.) But those are both very picky. The vast majority of the game is an early high standard for GameCube titles.

Horror game fans have had a huge year. With this following up behind Fatal Frame and the Resident Evil remake, we've had three unstoppably great games of suspense and story.





So rent it three times.


First time through, beating Eternal Darkness took about 12 hours. That's not that long a time, but the good news is you're supposed to go through the game three times to see it all. You see, way back in the Pious Augustus level, you're going to make a choice. That choice selects which of the three ancient evil elder god whosises is going to dominate the rest of the game. The evil you choose will also determine the types of common baddies and the artifacts that you have to jockey around through time. So, by playing three times, you can push each ancient up the food chain.


But, if you don't care much for all that.... and maybe only have one rental weekend to play... don't be afraid of Eternal Darkness. It is extremely accessible, far more so than Resident Evil. ED does not screw you with low ammo or present non-intuitive puzzles. The worst that can happen is that you'll be stuck in an area where you can't save, so always save when you're safe.


By the way, I had no idea there was a purple rune on my first time through.


(FYI. Beating the game a second time opens up a Chapter select menu so you can jump straight to your favorite levels. I'm looking forward to beating the game a third time... not just because of the secret alternate ending but to see how hapless Paul Luther bites it in the Chatt'urgha path. So far, in the Ulyaoth path he was stomped flat, and in the Zello'tath path his head was popped like a balloon.)


 

Defense of the Scrub, Defense of Fun


An interesting article popped up on Penny Arcade a couple of posts ago... an article about Playing to Win. At the risk of paraphrasing a summary, it's about how a truly great video game player will take advantage of any and all opportunities to win the game. The article uses Street Fighter as its visual aide, but the lessons here apply to just about any game, particularly multiplayer video and card games. Go read it for the full, true flavor.

Now. That guy is a dick.

His theory justifies everything that is wrong with the contemporary multiplayer gaming scene. In fact, taken one step further, his arguments would allow the use of cheat codes as long as all players have equal access to them. And you thought WarCraft 3 couldn't get any more fun. Let's start at his beginning.

His beginning is an insult. (That's why I started with one too.) He defines the term "scrub," which is "a word for players who aren't good." Scrubs, according to this gent, play games according to a arbitrary set of mental rules that prevent them from actually competing. There's an insult in that as well. I would more gently describe a scrub as someone who plays by the rules of the game at pure face value, and perhaps hasn't delved into some of the deeper structures and opportunites that the game provides. The author chooses to insult scrubs (non-good players) because he no doubt feels insulted by the scrubs' clarion cry: the word "cheap."

Cheap moves seem to exist in every multiplayer game. In StarCraft, the rush tactic is cheap. In Doomtown, playing the Shadow Man/Puppet combo is cheap. In any FPS, constantly jumping up and down is cheap. The author presents a Street Fighter example: doing a throw move five times in a row is perceived by scrubs as cheap.

The defense is that doing a throw five (or fifty) times in a row just may be exactly what you need to do to win. Winning the game is the only result that matters to this guy, and he proves it by nerd-permuting all the old testosterone-drenched NFL cliches... "I've never been to a tournament where there was a prize for the winner and another prize for the player who did many difficult moves." As if winning a tournament is the only valuable goal for gamers.

When I play multiplayer games - any multiplayer games - I'm more concerned with the ride than the destination. Sure, I *intend* to win, but I'd rather win through overcoming incredible odds or by some sort of ingenious play... not by taking the advantage in the first few turns/seconds and leading the game to an unstoppable conclusion. The best games, the most remembered matches, are the games where the "lead" went back and forth several times. These are games that told a story, an epic struggle between powerful forces. Blowouts should be boring for both players, and only the most immature of gamers will enjoy a quick, boring, landslide of a win.

Speed seems to be fuel behind the driving force of winning. Win as soon as you can so you can go win against somebody else. Fun be damned. Rise up the tournament ladder!

Paradoxically, the author also has posted an article about the problems of "slippery slope" style games, where one player can take the advantage early and thus make it very difficult for the losing player to bounce back - like Chess, where every lost piece is a lost attack option. In this article, the author claims that fighting games have little slippery slope... despite his recommendation in the other article that players should perform throws five times in a row (or whatever) so they can win as quickly as possible.

A major problem with his thesis (aside from absurd assertions like "But any close examination will reveal that the experts are having a great deal of fun on a higher level than the scrub can even imagine") is that he posits no real end to his plan. He only mentions game-stopping "bugs" as the ceiling. Some bugs - like Iceman's slower-fall trick in Marvel vs. Capcom 2 - are okay and acceptable strategies for that Big Win. But others, like Super Turbo Street Fighter's secret Akuma character, "are considered unfair even by non-scrubs." Or a bug that actually turns the game off. That's unfair too.

I have some tactics I'd like to use in my next Street Fighter tournament. I'm going to punch my opponent in his kidneys. His real kidneys. Or I'll knock his glasses off his head. Or I'll hire the Hooters waitresses to sit on his side of the monitor. I'm sure the author assumes that his argument only applies to in-game techniques. Hey, I'm "playing to win," fucker. You're the one playing under an arbitrary set of mental rules that do not include pinching your opponent's ass while he's trying to execute a throw for the fifth time in a row.

That's a facetious response, obviously. I wouldn't suggest stepping outside the virtual confines of the game any more than the author would. I hope. But by taking advantage in the ways he suggests, he's certainly stepping outside the viable use of the game and degenerating it down to a shadow of what it should be. Most of his article talks about how well he can defeat a scrub (congratulations, ace), and how his strategies ought to inspire the scrub to learn how to defeat them, not just complain about "cheap moves." I agree that progessive improvement ought to be a part of any serious, continued gameplay. But to what level is the scrub supposed to aspire? To become a player who can win in under two minutes by sending out his first six Protoss to demolish the opponent's base? To learn how to perform one of those big unblockable Custom Combos so he can hurry up and clock sixty wins by lunchtime? To build the exact same deck as every other player, so the game becomes a race to see who can get the first power card down on the table?

That last example is one of the reasons why collectable card games develop as they do. In games that have shown to have a degenerative metagame (Magic, Pokemon, others), the tournament organizers have to create changing sets of rules and card sets. If the Magic people had never enacted this plan, nobody would have ever progressed past the Power Nine cards of the game's first release... and I think we can safely assume that the game would not be the goddamn industry leader that it is today. Who wants to continue to play a game that never changes, because the top players are so venomous to win that they will perform the exact same plays as many times as possible? More importantly, what new players want to get involved when the bar is raised so impossibly high? ...either by requiring the bulk use of expensive, ultra rare cards ...or by mastering abusive unblockable combos that reduce the game to a coin flip if both players pull them off simultaneously.

At the least, this style of "playing to win" is not laudable or in any way impressive. No one enjoys a blowout Super Bowl. At its worst, it's the same argument that convinces professional athletes to use steroids. But as a gamer, it offends me to hear the so-called "experts" justifying their get-rich-quick skills at the expense of newer/younger/worse players. Games are supposed to be fun. Simplifying any game to a mere win-loss statistic, and therefore you must take whatever means to achieve a win, is an insult to both the games and the players.

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

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