February 2003 Archives

 

Animal Crossing Log Entry 17


With February 25th marking an official end to the blanket of snow that has covered our village since mid-December, I thought I'd send you all an update on Adamsvil.

ITEM. We have a new human in town. His name is NESJoe and his responsiblity is to create the best NES arcade in town. In truth, NESJoe is a soulless automaton manipulated by yours truly, which allows me the dual purpose of finding out what the animals think of me and building a bitchin' NES arcade. Since I am covering NESJoe's debt to Nook out of my own vast bank account, I estimate that there will be a second lifesize statue by the train station within a few weeks.

ITEM. Groundhog Day completely sucked. I had heard that festivities began at 7am for the big ceremony at 9am (thank you, Nintendo Power Strategy Guide)... but in fact the ceremony was held at 8am. I showed up at the Wishing Well at 8:45am, and all I saw was the post-Groundhog afterglow.

ITEM. The winter Igloo experience was like pissing your pants. At first it's allw arm and great, but it soon reaches a saturation point where it just isn't fun anymore. After about two weeks of daily rimming from the villagers insane Igloo guessing games, we spent more time banging on the Igloo exterior with our golden shovels than actually going inside. We were extremely happy to see the Igloos disappear along with the rest of the snow.

ITEM. One winter trick we did master was building a snowman. Initially, it is a daunting quest: combine two snowballs from opposite ends of the map, crossing a terrain full of rivers, cliffs and questionable pathfinding subroutines, and get both balls in just the right size ratio so the resultant snowman instantly develops a healthy self-image. But once you get a handle on the size thing, it turned out to be not so bad. The reward for perfectly cut snowmen is random pieces of the snowman furniture series, of which we managed to collect eight unique items.

I also celebrated my birthday in February, receiving Donkey Kong from Olivia (I already had it), a birthday cake from Mom, and several thoughtless, common gifts from other villagers. And that was winter in Adamsvil.

 

That's Just Crazy


This past week has seen an entire shutdown of my county's educational system. Perhaps some more snowplows are in the budget for next year, no? Or at least a policy of dumping snow on the most troubling of students, now that would get passed by any right minded school board I know.

So what did I do with all this free time? Usual stuff of course, including dipping into the classics, which finds me reading The Jungle by our good buddy, Upton Sinclair. Interesting work of believable fiction that takes place in a pre-depression Chicago meat packing factory. If you love savoring Big Macs and Slim Jims, then please don't read this novel and continue to devour your carnivorous delights. Really, that stuff is so goood for you.

Anyhow, I was reading said novel when our phone rang with what I thought was a solicitation. Turns out it was a headhunter of a local Glen Burnie company that was recruiting teachers to train, educate, and instruct staff members on how to be stronger workers. Now I was rather skeptical of their idea, but I thought why not go and check out these chums? So I planned a Friday interview with their fearless leader who said she had found my resume on Monster.com.

My first impression upon waltzing into their tiny lobby was one of complete capitalistic disgust. Loud inspirational type music blarred from the back conference room, and in addition they had no idea who I was. Some ultra skanky male gel pimp type shook my hand which I immediately wanted to check for herpes. I thought of just leaving at this point, but decided to have a little bit of fun and check these skunks out. After waiting about ten minutes, I am called back to their conference room where about five employees and six other applicant saps stand around talking. I engaged in one very brief, very dubious conversation with a person who kept saying "cool". I had the distinct impression that no matter what I said her response would have been much the same. I'm from New Jersey. Cool. What is your job here? Cool. I can't move half my face. Cool. Arg!

So after this thorougly non-engaging conversation, our head prefect Nadia gives a ten minute speech about how this company is looking for people to sell health care products. Now that was odd. Didn't hear a thing about that in our phone conversation. Didn't hear word one about skin cream or other crap from any of the other employee zombie types. Huh. Nadia even included flow charts about how Nike Shoes cost $125 because there are so many middle-men, and other top secret corporate issues. But work for us she said, all that fluff is removed, leaving us to pay 50 cents to each employee for every dollar they earn. And so on and so on. My favorite lines she had were "Save the envirnonment in your wallet by working for us! That's just crazy!" and "Even after you quit your job with us you will be getting paid for two or more years if you recruit enough people to join our sales force. That's just crazy!" Gee, if I worked here my bosses would be named Cool and That's Just Crazy! Where is their good pal Christ Saves?

At this point I was well past my "let's see what kind of fun this is threshold" and had landed squarely on "capitalism sucks again". So I stood up, shook her hand (She spoke Russian too, did I mention that? Not only that, but as somebody in her group told me, she was from Moscow, which is in the very east of Russia.) and walked out of my first pyramid scheme encounter. Now isn't that just cool and crazy? My only question is, who has it worse: those immigrants in The Jungle, or the seven people who didn't walk out with me in the meeting?

 

The Emperor of Thieves


Cartoon Network recently added "Lupin the Third" to their Adult Swim lineup. This show has been lost in the recesses of my braincase since high school when a friend of mine was into anime and manga (well before DBZ and Pokemon made it mainstream.) All I really remember about Lupin was his slick monkeylike head and the unusual French name. In fact, I confused Lupin 3 with Golgo 13 for many years.

CN is running a modern redub of the show, which was originally animated in the '70s, I believe. I don't know much about it. Like DBZ, my only meaningful exposure to the show is whatever Cartoon Network places in front of me. A quick internet search reveals that there have been several animated series and movies, some lousy looking video games, and quite a bit of typical angry otaku response whenever anybody tries to dumb down the show for US audiences.

Lupin himself is a "Gentleman Thief"... his name and ouevre blatantly stolen from a 1900s French literary figure in the days before copyright law. He's also a skirt-chaser and a showoff. He's into theivery for the challenge of it as much as the outrageous riches. His gang consists of Jigen, an American gunman, and Goemon, a modern day samurai. Sometimes they work with Fugiko, a conniving sexpot, but she usually tries to double cross them.

Most episodes begin with Jigen and Goemon sitting on a couch when Lupin busts in to explain some crazy new scheme. If Fugiko is involved, Jigen will complain because he knows she's untrustworthy. Goemon averages about three lines per show; his main function is to use his incredible sword to cut something at the show's critical moment to save the caper... gladius ex machina?

Like most anime, here in the States we would consider it "ahead of its time," which means the show is full of swearing, violence and comic sexuality. This brings me the point often made that shows like this weren't made for kids. I've made it myself - often referring to the Warner Bros. shorts of the 30s and 40s. But I've been re-thinking that lately, primarily because Bugs Bunny and Lupin were made for kids. Just not kids today.

What I mean is, times have changed. In the 40s, it was acceptable to entertain kids (and adults) by having Bugs put on blackface. Today, it's decidedly not okay... leaving modern-day animation fans to defend cartoon racism by declaring it was not intended for children. When it obviously was. Sure, Mssrs. Jones, Freleng, Clampett et al threw in references that adults would appreciate - ration cards, mothers-in-law - but it was still a goddamn talking rabbit in seven minute shorts designed to make audiences of all ages laugh. In Japan, having a cartoon feature a man (Lupin) ogling a woman's (Fugiko) huge breasts was perfectly okay. In fact, the "dirty but harmless old man" stereotype has been a staple of anime for decades, most recently and widely evidenced in Dragon Ball Z's porno-mag voyeur Master Roshi. The Japanese culture is simply not as threated by sexuality in animation. We've always had minor ogling here in the US, but only at a comic level, not a sexual level. Lupin totally wants to bang Fugiko, it's not as innocent as Yosemite Sam getting distracted by a pretty saloon gal.

But US society has changed (for the better, I'd say) and today nobody would make a cartoon that features blackface and run it at 4:00pm on Nickelodeon. That's why I'm glad something like Adult Swim exists, so that I have a chance to watch Lupin, Cowboy Bebop, the old Warners shorts and new stuff like Sealab 2021 and Mission Hill. That's another change for the better.

 

Tap two islands.


I finally tackled a small re-design of the card games page. So it certainly looks prettier, even if the Doomtown and Pokemon decks are still fairly old. Here's a breakdown of what lives in the new page, now that it includes some non-card tabletop games:

  • Doomtown fan art by yours truly, suitable for desktops everywhere. (More coming.)
  • Doomtown and Pokemon decks and links. The decks are fairly old, but maybe my renewed graphic vigor will inspire me to update them. (Or make Mike and Scott post their decks, hurm...)
  • My Doomtown custom cards: the Mob Justice home and the never-before-available Town Square. Printable and generally game-legal.
  • My Lord of the Rings help sheet. It's built for the full version of the board game, including both expansions.
  • Frag Deadlands character sheets, based on Doomtown characters.

And I threw together a hasty list of some of the current games we currently own (and may or may not actually play.) Although I didn't bother to "rate" each game, I did separate them out so you can see what we like and what we don't.

 

Game Review / Jet Set Radio Future (Xbox)



Are gamers really this stupid?

I honestly have no idea why people would want to play this. I thought PaRappa the Rapper, while not my style of game, had an honestly novel concept, and was amusing as far as that concept could go. Ultimately, however, it was hitting buttons to a beat. I could just go and buy a drum pad for that. In Jet Set Radio Future, you're supposed to be rollerblading around spraypainting stuff. Well, gee, I think I can afford some cans of spray paint�

The Plot: I think it's the plot that turned me off of this game the most. Imagine the hellish offspring of Final Fantasy (any of them, really) and Skate or Die, and you pretty much have the plot. The Rokkaku corporation has corrupted the local police militia, and are driving the soul out of the streets. Your job, as a member of the Rrs or Jjs or whatever the hell group you're supposed to be a part of (Gg, now that I think of it), is to go rekindle the "soul of the street" and fight the Man. You do this by tagging places with graffiti.

Now I can tolerate the whole soul of the planet crap that Squaresoft RPGs seem to love to invoke, and how EvilCorp Inc. with their hateful technological ways are somehow stabbing at the heart of a noble, dying, magical world. Sure, every Final Fantasy more or less winds around this idea, but at least you have fun getting through the story, and the action is fun enough. But this? You get this washed out plot sprayed at you in the first few seconds of the game while talking to somebody named Corn (oh, there's a street tough nickname for ya) in a cutscene with one of the more shameful inclusions of a black man in a video game I think I've ever scene. I'm glad he said "Yo" and "the Man" a lot, that really helps establish his DJ character. Hell, give him a watermelon slice to eat while you're at it, and he can wash it all down with a fourty of Colt 45.

So there's this megacorporation that's ruining everything. Now, I'll be the first to admit that I got horribly bored by the game within the first half hour and never bothered to get past the first few missions, but I never saw any evidence that the Rokkaku group was doing anything untoward. At worst, they chase you away from areas you shouldn't be rollerblading around, spray painting things. Additionally, they don't really explain how you spraypainting helps fight the Man and releases the Soul. Particularly how only spray painting in preset locations helps fight the system from within. Ooh, that's real rebellious there, Corn, let's skate politely up to defined points and keep our tag within those boundaries. I wouldn't want to deface any property that wasn't sanctioned for graffiti, now.

If you ever have a face off with Mr. Sinister or Dr. Malevolent or Professor Evil von Kittenmangler, whoever the hell the CEO of Rokkaku is, I sure hope at one point they ask, "Um, yeah, what the hell good did you think you were really doing spray painting some crazy ass ornate design on the brickwork in this unused access staircase?" Then, while you're stammering, they call mall security and have you scrubbing stain remover late into the evening before they yell at you one last time and let you go.

The Gameplay: Two year olds could figure out this game. Quite frankly, the only advantage being on rollerblades gives you is that you can go much quicker through areas than you would have otherwise. You skate, you jump, and you spray, and that's all you can do. If you jump on a rail, you automatically slide until you jump off. There's no skill to it whatsoever. Hell, in the opening training course, you slide around 90 degree turns what appears to be 15 feet in the air, and when you reach a curve, you seamlessly transition to the next lump of track. I would at least expect you to have like a balance meter, and you need to carefully tap the control pad against the way you're leaning without overcorrecting, or you topple off. Nope. Tony Hawk's the biggest poseur in the world next to you and Corn; you all make it look easy while he actually seems to exert himself.

The biggest disappointment about this whole exercise is the graffiti. Very literally, the only thing you have to do is skate leisurely up to weird triangular icons on the wall and press the spray button. You immediately produce a section of a tag. Some graffiti spots are small, some are large and made up of multiple tag icons. If you don�t start spraying until the middle of the area allowed for it, that's ok; you'll flawlessly and instantly produce the appropriate section of graffiti. You can come back and finish the rest of it (in fact, I guarantee you'll have to; invariably you'll miss a spot and trawl all over the damned level to find that last bit of icon you missed) and what you've done will seamlessly blend in with your later addition. Apparently, if you're a trained master in the art of Graffiti-fu, you need only tap a button for one second, and you can produce a small but meaningful section of Da Vinci's Mona Lisa. You don't have to move your hands, there's no skill to it whatsoever, and the fact that you can produce these ornate designs while just driving by the icons at whatever speed you happen to be going at is completely insane. At least let there be some sort of creative aspect here!

This more or less goes in aesthetics, but I'll mention it here � you can customize your designs, using a tool more crude then Microsoft Paint. I have no idea why you would do this.

Mostly the game is about skating around, looking for graffiti spots or other NPCs you can interact with. There are NPCs littering up the map, usually civvies, and the only thing you can do to them is skate real close to them; they panic and scream and dive out of your way, which is funny once or twice. The NPCs you do get to talk to are invariably rival gang members, and each of them have some insulting task they want you to do, usually to get them to join the Ggs and be playable characters. Frankly, I couldn't understand why I would give a crap about playing another lifeless spray painter, but these aren't optional characters. You havta get 'em. The first one you meet challenges you to a race; if you win, you get him, if you lose, I guess you're supposed to clear off or wash his underwear or be his sex slave or something. I purposely threw the race just to see what the penalty for losing would be, and it wasn't anything at all! I could race him again. Well, hell, if that's all it took to make my own slave empire, I'd be challenging people left and right. Sure, I'm not the fastest guy in the world, but I bet I can win against some of you. Then I'll do nothing but rechallenge the zippier among you until I win the majority. The plot halts until you've cleared an area, meaning rousted all the useful NPCs and sprayed all the useful spots. Yeah, take that, Rokkaku. I'm assembling an army of character models and skins to play against you. And you know that outdoor patio restaurant you like so much? I totally kicked over one of their tables.

The Aesthetics: I don't think I've heard worse video game music ever. Even Tetris has music that doesn't grate this badly. I presume it's supposed to be rave/techno; it makes me want to hurl things at the speakers. You can put your own music tracks on the Xbox, but given the somnambulant pace of the game, I don't think me putting any music on there would help. I've already mentioned DJ Stereotype Q. Blackman, but if it's his fault that the music is so wretched, I hope the Soul of the street is ground up into decorative snow globes and sold at the Rokkaku corporation's foyer gift shop.

The graffiti editor is a steaming pile. The further you get into the game, the more pre done graffitis you get to chose from, but they're all hieroglyphs to me. Actually, real life graffiti is hieroglyphs to me, I have no idea what they're supposed to mean, but there is an artistic style to them that I can at least grok. I recognize it to be graffiti, even if I don't know what it's supposed to say or mean. So, given the option of making my own graffiti, I could try, but I don't know what I'd create that would be meaningful. It's sort of like trying to write your own French play when you don't speak French. And, given the crude tool you use to make your graffiti, imagine trying to write that play when you have no ability to write letters.

Jet Set Radio Future uses cel shaded characters, and facially, at least, they look ok. Characters have sprites for eyes and mouths, the same way that characters did in Nintendo's Ocarina of Time, and it works well enough. However, when you see the rest of their bodies, the effect is laughable. Now, in the future, if skateboard and rollerblade punks look like mincing drum majors spliced with homeboy, I'll bow humbly before the character design artists and beg for forgiveness. However, I can't understand how wearing an angular, starched felt jacket and the Pope's hat will either earn you any street cred or help you grind down stairs spraypainting. My main regret is not being able to stand the game long enough to unlock the other playable characters just so I could play the game as the most preposterously garbed one. Maybe one of the gang members I can have is a unicycling, tutu-wearing panda with a rainbow wig glued onto his head. That I would actually enjoy playing.

As far as game engine graphics go, they work just fine, but I stopped paying attention to draw distances as my jaw finally pulled itself off the floor. When you're faced with a game concept this insipid, it's hard to notice the good details. Load times are a little long, but I guess that's an Xbox thing.

Final Thoughts: Turn off the video game console. Turn off the TV. Lock the door as you leave. Go outside. Move around, maybe take up rollerblading. I like it, it's good exercise and it's fun to feel the wind on your face as you tuck up and roll down a hill. Take some chalk with you, and from time to time, stop and draw arrows on the side walk in the direction you're going in. Maybe stop for a while and make a design you like, whatever you fancy. Then, having enjoyed your afternoon in the sun, go home, and relax.

Or, you could play Jet Set Radio Future. For a real life simulation, go to Kinkos and get a copy card for like 10 bucks or something. Pour ink on a piece of paper and let it dry. Make $10 worth of copies of it. Now run around throwing copies of your ink blot at random sections of walls. If you see anybody else out enjoying their day, make sure to go up to them with a copy of your masterpiece and say, "Hi! I made this! Do you want to help me spread these around?" If they refuse, challenge them to race over and over until they hit you.

I appreciate video games simulating real life activities, particularly if the real life thing is too dangerous or expensive to take up on your own. However, when the real life thing is either insipid or trivial, I don't really see a niche for simulating it. Perhaps we'll get to see another sequel where you build playing card houses while riding the bus. Take that, Rokkaku! Word up, DJ Stereotype! Hollah!





My main regret is not being able to stand the game long enough to unlock the other playable characters just so I could play the game as the most preposterously garbed one. Maybe one of the gang members I can have is a unicycling, tutu-wearing panda with a rainbow wig glued onto his head. That I would actually enjoy playing.


 

Game Review / The Simpsons: Road Rage (GameCube)



A game you dust off, show your Simpsons fan buddies, and put right back on the shelf afterwards.

Simpsons Road Rage is one of those titles that gets ported to every system. These usually suck; after all, the developers need to make it as non-envelope pushing as possible for it to work on every system, and they probably had to cough up some bucks to Nintendo just to let 'em liscence for their competitors (or at least would in the olden days; read The Making of Mario if you want to find out how dirty the Big N could be). So it's with some bit of incredibility that I say Simpsons Road Rage is pretty fun.. at least, for small stretches.

Essentially, if you don't like the Simpsons, read no further, this game has no appeal to you. Crazy Taxi does the concept of picking up fares and driving like a hoodlum so much better anyway, there's no reason for you to even look at this game. If you do like the Simpsons, or at least enough to laugh at a character you recognize getting run down like a dog, then there's some fun to be had here.


The Plot: It seems silly to even bother with a plot write up here, considering the Simpsons, but I'll try. The opening cinematic explains it perfectly; Monty Burns, the plutocrat villain in much of Springfield's shenanigans, has unveiled a system of nuclear powered busses. Homer sees this as a good way to make a buck off of those unwilling to sit in an irradiated uncomfortable bus seat, and he and the rest of the clan pick up fares, aka the rest of the cast of the Simpsons (excepting, of course, Burns and Smithers).

To complicate matters (marginally), Burns is on to you and will occasionally drive into you or harass you. Likewise, the busses are a major road hazard. Not that this matters one whit; the physics are completely unrealistic, and at worst you might sail through the air with no fear of vehicle damage whatsoever.

It's not a very involved plot, and there's no explanation of why you'd have a time limit at all, but hey, it's meant to be enjoyed over short stretches anyway.

The gameplay: You drive around, stop and get characters, and drive them where they need to go. That's the entire game right there. The only reason you do this is to get cash; as long as you have a passenger, the meter is ticking, and you get a tip for delivering your fare quickly. Cash is used to unlock other playable characters (Reverend Lovejoy and his book-burning mobile is a hoot to play, even if the vehicle bites) and tracks, so it actually does have a use. The rewards are spaced far enough between that you do have to log some driving time in order to get everything, and some 2 years after buying the game, I still haven't unlocked everybody. That should give you an idea of how limited the gameplay is right there � it's fun, but it's not so fun that I can dedicate more than 15 minutes at a time to playing it.

When you stop and get somebody, they have a little dialogue with your character (covered much more deeply in the aesthetics section below) where, after exchanging pleasantries, they tell you where they want to go. However, you can just ignore them and follow the jolly arrow that shows up on your screen, which points directly at the destination. This does not, however, mean there is a direct route to the destination, and the fun of Road Rage is finding "alternate" routes, or just going offroading for fun.

I'll mention this right away: The physics for Road Rage is laughably poor. There is absolutely no sense of realism in this game, which, well, works fine, because it's inspired by a cartoon. With the exception of Bart's Honor Roller and Professor Frink's hovercar, every playable car in the game is far heavier than every other car in the game. Some much more so. If you want to make short work of downtown traffic, take Marge out in the Canyonero and hit everybody in your path. Cars just fly off of you, comically sailing into other cars and knocking them all over the place. Nothing ever flips over or even so much as gets a lot of air, but the way things punt away from you is worth a good chuckle, particularly if you've just come home from work and been stuck in traffic.

The same is true about destructible objects. Mailboxes, bus stops, street signs, lamp posts, hell, even trees, can be knocked over and bashed away with the most feathery of touches. These do get some air, and watching a mailbox sail in a lazy, letter spraying arc is just an added touch of mirth for the game. Trees are clearly just puffy green balls on sticks, and if you hit one with enough force, the foliage will roll down the street and off screen. It's ridiculous, but it's funny, so whatever. If you wanted to play Gran Tourissmo, well, go play that.

So, with crappy physics engine in hand, you can pretty much just fly through Springfield, bashing crap out of your way and running over all who dare oppose you. Hence, the game is really simple, and purposefully so.

There are two other modes to the game � mission mode and head to head. Mission mode is pretty sad; there are 10 preset missions which invariably involve hitting objects along the road within a time limit � Barney runs down a bunch of Capital City mascots, Willie mows down mailboxes, Krusty hits street signs, etc. The only point of this endeavor is to unlock Homer's alternate vehicle, which I won't spoil for you; you can probably guess what it is. Head to Head is more like tag; you and your buddy race through town for a SINGLE fare, and if the fareless cab touches its rival while carrying somebody, you steal their passenger. It's amusing enough, but hardly worth playing more than a few times.

The Aesthetics: Ah, where to begin. First of all, purists should be happy, it's very clear that the sounds were either recorded from the voice actors themselves or very good imitators. Dialogue is the hallmark of this game; they paid for the license, they're using the license. Good for them. A lot of characters have generic discussions and specific dialogues for chummy characters � Barney has a more complicated greeting exchange with Homer and Moe than he does for any other character. These sort of break up the monotony of hearing the same character deliver the same lines over and over again, and it encourages you to change vehicles frequently to hear a different driver go through the set of lines. However, when all's said and done, there's a very finite number of lines characters have to say, and it gets old hearing them after too long. If, like me, you've more or less burned out on the Simpsons, don't entertain the prospect of playing this game for too long in any one stretch; you'll get downright nostaliga-ed out.

So much attention was put on the dialogue that it makes goofs look all the worst. First, there's the problem of speaky characters. Some characters, notably Homer or Krusty, have a lot to say as passengers, particularly when they get out of a cab. Additionally, fares can be short rides, and a new fare is invariably at the exact same corner where your fare wants let out at. So very frequently, your first passenger will still be finishing up the greeting exchange when you let them out and pick up a new character. This is a problem when you�re zooming off with passenger #2 and passenger #1 is STILL yapping at you. Sounds never overlap, so you won't hear the second passenger asking you to take them to the box factory while the first one is thanking you for the ride to the megalomart; instead, they'll wait politely until the first character is totally done speaking. In fact, if you get two short fares in a row, you can let the second guy out even before he's finished his greeting, because you've been following the arrow the entire time the first character was finishing up. A simple, "Oh! We're here! Thanks!" dialogue intrusion would have fixed this problem simply and neatly.

Second, the generic discussions are often inappropriate for certain characters. Snake, the frequently featured denim wearing thug, will ask Apu to take him to the Quickimart so that he can rob it. Apu just gives a generic, "You're the paying customer" response. Why wouldn't Apu say something to that? Homer will ask Marge to take him to get something for Marge's birthday, hoping she won't notice he forgot. Um, Homer? She's right next to you, in her car! The designers could easily have fixed this by having some character not ask to go to conflicting locations if it wouldn't make sense with that driver. Snake could just as easily rob the Frying Dutchman. Sloppy execution of otherwise well done dialogue again sours the aesthetics.

There's one more mention of the physics here � if you have a passenger in your car already, you can run down other characters like dogs. They go flying! If you just tap them, they fall over and roll, and if they roll to a stop, they'll stand back up. Gil, the affable loser of Springfield (more so than Homer), is never available as a fare, but he exists on two of the maps, and hearing his whining complaints, "Ohhh, Gil's gonna sue, I'll be living on easy street" while he's flying into oblivion is just hilarious, particularly if it's been a rough day. You can literally hit characters again and again, lodging them into buildings, throwing their carcass into traffic, knocking them off of cliffs, etc. etc. In typically cartoon fashion, of course, once they go off screen, they immediately are restored, in perfect health, to their starting locations. Naturally; it's a cartoon! There's not a reason not to do this as often as you want to.

Graphically, the game is well done. It's not pushing the envelope as far as polygons go; characters are well designed but not exactly "realistic," even as 2D cartoon characters go, buildings are just bitmapped boxes, and I've already mention the laughable trees. However, that said, there's no slow down, things look good enough, and the appeal of the game is hearing the characters. If you had wanted to watch the Simpsons, it's available on DVD; enjoy.

Wonderfully for a Simpsons fan, all the locations you can imagine exist, in their full glory, and you don't even need to see all of them to play the game. There's a Springfield tire fire, an escalator that goes nowhere, Monty Burns' casino, the Black Box bar at the airport, Kamp Krusty, etc. etc. etc. Many of these aren't even destinations, they're just there to be seen as you're mowing recklessly through Springfield trying to shave off spare seconds. Somebody who zealously loved the show was obviously on board for map making, and I can't think of anything that has been omitted. Then again, I do have a life, and I can't say I've bothered to catalogue what was there vs. what's been mention in minor passing in an episode of the show.

The only glaring omissions I would mention involve the maps � some of them are downright miserable and are no fun to play whatsoever. Evergreen Terrace, Downtown and the Nuclear Plant are alright maps, but the more spread out mountainous routes are at best triangular and are defined by a single road path; you can't go off road at all. I realize that obscure locations like Kamp Krusty and Monty Burns' mansion have been included by adding in these armpit maps, but for the sake of not seeing these, they could have done much more! Why couldn't the Simpsons drive recklessly through Itchy and Scratchy land, knocking Itchy robots far and wide? Or drive crazily around the top of the Duff Byramid on the way to Duff Gardens? A minor caveat from a fan boy, but when there's only 6 maps and 3 of them blow goats, it seriously limits the fun value of the game.

Final Thoughts: I'm not sure whether to recommend renting or buying on this one. If you're turned on by every piece of licensed Simpsons paraphenalia out there, definitely buy� but don't expect to be playing this for a long time even when you first get the game. Like an episode of the Simpsons, 22 minutes and pee breaks during the commercials is enough to get your fix; more is too much. It is, however, too enjoyable to just rent; you pick up the game immediately upon playing it, so there's no real satisfaction for "figuring out" Simpsons Road Rage. If you just want to see Crazy Taxi done Simpsons style, fine; if you entertain the idea of coming home after a hard day of work, grabbing Marge and flinging Milhouse through a parking lot full of crushable stuff, you'll probably want to buy. But do buy cheap � there's nothing here that's worth full price.

Consider it a beer-after-work sort of game; nothing you really see occupying a significant portion of your evening, but a fun distraction for a moment.





You can literally hit characters again and again, lodging them into buildings, throwing their carcass into traffic, knocking them off of cliffs, etc. etc. In typically cartoon fashion, of course, once they go off screen, they immediately are restored, in perfect health, to their starting locations. Naturally; it's a cartoon!


 

Perfect Pokemon


Although I'm sweating with anticipation over Pokemon Ruby & Sapphire, I must confess the slightest disappointment over the initial batch of screenshots. The battle scenes still look empty, and the world still looks like Game Boy Color. I guess I was expecting something a little more SNES-looking. But I suppose Pokemon really doesn't require an amazing graphical look, since the attraction is in the depth of the game itself.

Which got me thinking, what would the Perfect Pokemon game be like? Well, it'd have to mimic the world as presented in the cartoon, comics, movies and previous games as closely as possible: a journey across several lands to capture and train pokemon. Here's my feature list, as imagined for the Nintendo GameCube.

- When you begin, you select the continent you want to start in, and your starting pokemon is chosen accordingly (Bulbasaur, Squirtle, Charmander for Kanto; Chikorita, Totodile, Cyndaquil for Johto). Your character can be graphically customized and named.
- Poke Balls are cheap (cheaper than the previous Game Boy games, anyway), so you have lots of opportunities to catch wild pokemon. You can carry more than 6 captured pokemon at a time (perhaps 12-15, without having to switch them around with an old Bill's PC), but you can't take them all into a battle. Before any battle begins, you have to select 3-6 pokemon, based on that battle's requirements.
- Battles will be a fully animated fight, where the pokemon can actually touch each other! Your interface for attack selection and options is a pokedex HUD. Both your character and your opponent will be visible at the edge of the battle, as well as any spectators and local atmosphere. If available, you can remove the onscreen HUD and use your GBA to choose attacks and items.
- Your GBA can be your complete pokegear/pokedex... letting you browse your items, get info on a new species, and other functions. And it plays sound samples like the cartoon's Dexter.
- Offline multiplayer. Up to 4 people can play in the same game, exploring together and fighting each other for practice. If the players decide to split up, the game goes to splitscreen. Status for all 4 players is saved simultaneously, so if P3 decides never to play again, his character stagnates at the last save point. (Like when Brock left the show briefly.)
- Each city with have an online terminal for trading, chatting and appointment-only battling via an internet connection. Although the bulk of the game is offline, you can use the terminals to enter Pokemon chat rooms and arrange to "meet" real-world players at the nearby Gym for battling or trading.
- Once you make it through your continent's eight gyms and get all the badges, you can go online for the championships. Entering Victory Road requires an internet connection, and here the game becomes like a small MMORPG. The grounds are swimming with trainers and pokemon, for trading, chatting and practicing. You can compete in various tournaments of different levels and rules, all against real players. Every week, the game holds a championship tournament, with an 8-player ladder. Obviously a million of these will be going on at the same time, but the only one you hear about is the one you enter. The winner here wins the right to go back into the single player game to tackle the Elite Four and the Grand Master. Tourney losers have to try again next week.
- Since not everybody will have an internet connection, the offline portion will have to be beefy and vibrant. Lots of ongoing and randomly-generated side quests, and a storyline that culminates with the eighth gym badge. Once you finish the 8 Gyms of your home continent, you can travel to the other continent to go after those 8 Gyms.
- Everything is in real-time. Year-round real-time. Weather effects. Appointments. Holidays. Parades. Traffic. Swarming seasons. Certain pokemon can only be found under certain conditions.
- Your character is saved to your memory card, and you can take him to a pal's house and enter his game just like any multiplayer character.
- Connecting the Game Boy Advance allows you to travel to a bonus section of the map: an additional mini-continent (like an expanded Whirl Islands or Cinnabar Islands) where you can train and explore a la Animal Crossing's Animal Island. However, if your character goes to the GBA, you won't be able to play on the GameCube until he comes back. Nintendo needs to find a way to stop the duplication cheat so people don't double their characters, items and pokemon.
- If you save in the wilderness, your character automatically sets up a little camp. In a city, you have to save inside a Pokemon Center or a friendly rest house.
- Full voice samples and cartoon sounds for the pokemon. No more of those terrible electronic screech sounds.
- You have the option to carry all your pokemon inside their Poke Balls, or have one or two walk alongside you (subject to restrictions. You won't be able to get a Charizard to follow you inside a small building, and a Magikarp won't be able to walk after you on land.)
- A predetermined number of pokemon species will be completely unavailable to you, until you go online for the first time. Then the game will randomly include a select few of the missing monsters, and make them appear whenever you are in a session that was online at one point. You will not be able to find those pokemon unless you are online, although you can always get them through trading with other players.
- Victory Road will also present MMORPG "world events," like the appearance of the Legendary Birds or whatever.

As for the graphical style, I would present it in the Ocarina of Time format: low floating camera behind your character in the wilderness sections, but fixed camera angles for in-town locations. Battles offer more dramatic angles and effects... and replay options for stadium fights. 3D figures modeled after the Ken Suginori style.

Nintendo seems simply afraid to create a Pokemon game with RPG depth for their TV consoles. The Stadium games were boring. Puzzle League was great, for a Tetris clone. Snap was the only N64 Pokemon game that really stood out as unique and worthwhile (not including the all-encompassing Smash Bros series.) For a while, there was going to be a Mario Party-type game spotlighting the world of Pokemon, but it was cancelled. With the Gamecube's slow online start, a deep and detailed implementation of the GB Pokemon RPG model would be a Killer App for Cube owners.

 

Day of Doomtown


Last Saturday we had another ad hoc Doomtown tournament, happily hosted by Scott. Rhonda played her usual Blackjacks deck, Scott was testing out a Dead Man's Hand-based Law Dogs deck, Mike played his Sweetrock Influence Reducer, and I fielded my predictable Whateley Fear deck.

Mike ended up with the most wins, with his deck packed with Rumors and the various Phobias, not to mention the reduction abilities of his starters. It's a tough decktype to work around, especially when he pulls a Christmas Day. Later in the day, Mike showed off his new Collegium Turtle/Lion deck, which uses the Experienced Xemo to drop a Mountain Lion on the top of his draw pile. Ugh.

Scott ended up faring the worst, but when we examined his deck at the end of the day, it seemed very solid. He just had some bad draws... and it's very tough to shoot for Victory Points as opposed to regular old Control Points, if only because the lack of Deeds means a lack of money.

Rhonda schooled me hard in our first match, including a ridiculous shootout between six of my guys and two of her 0-Draws. She pulled a Dead Man's Hand. I should probably expect that sort of thing by now, but my overconfidence always does me in. She has a really great poker face in situations like that.

As usual with my Whateley deck, it's just me waiting to get Lord Grimeley's out, which almost always pushes the Fear Level to 10 and ups me 9 Control Points. Grimeley's is a terribly cheesy card. I have won several games without it however, as the deck's secondary feature is lots of nameless rabble dudes to shoot up the town and absorb trouble: Walkin' Deads, Bone Fiends, etc.

We all considered this our first warmup for the Doomtown World Championships at Origins in June. See you there.

 

Animal Cheating


On the IGN Animal Crossing message boards, I fight the good fight against cheating. Like all collection-based games, the lure of cheating is undeniable. And since the game unfolds extremely slowly (in real time), the pressure to cheat is doubled.

The baseline defense against cheating in AC - in any video game, actually - is that it wrecks the game's experience as intended by the creators. As noble as that argument sounds, it isn't a very good one, as most casual gamers aren't likely to care about heightening their game experience. Much less the intents of the game's designers. Most casual gamers (and younger gamers) have a strike-first-strike-fast mentality, where they simply want to get into the game, skip all the cutscenes, beat it, and move on to something else.

That attitude serves two purposes. First, it can minimize any embarrassment the gamer may have lingering over video games in general, especially in games that use emotion and drama to create a movielike effect. ("Metal Gear Solid 2 has the stupidest storyline... I just want to shoot terrorists.") Or in games like AC, where the graphical style can be easily dismissed as "kiddie." Second, it reduces the game down to its shortest path, meaning more time to quickly get to the next game... or to return the game under the three day rental period. Both purposes have the effect of compressing your gameplay into a weekend.

So if speed is your purpose, there's really no argument against cheating that will carry any weight. In Animal Crossing, the need for speed translates to doing whatever it takes to collect all the game's rare items. There are two popular ways of cheating in AC: time travel and universal codes.

Time travelling is obvious; once you realize how slow the game is, you start considering it about three days into the game. If you set the GameCube's internal clock to a different date, AC will load as if it is that date. This circumvents the lock into real time and allows you to skip ahead to future holiday events or backtrack to one you missed.

This is where I think the game's very nature should be noticed. Animal Crossing is specifically about the unique premise of living a "life" that takes place concurrent with your real life. And unlike other sim games - like, uh, The Sims - the game is perfectly synced with the hours of the day, the days of the week, even the holidays of the North American calendar. If you were to take away that element - the anticipation of what's coming next - you're left with a very ineffective item-collecting game.

The cheater's response to this is usually the misguided complaint of "I have a life and can't play the game during every holiday." Well then you don't get the rare holiday items. That's like saying "I have a life and can't play SOCOM often enough to get really good at it." Then you don't get to be good at SOCOM. If you go into Animal Crossing with the goal of collecting absolutely everything, you're going to come out disappointed anyway, given some of the insane criteria you need to unlock the rarest of the rare. Gathering items is the engine that drives you onward, but the true mission of the game is to see how well you can fare living in another world.

Many players fool themselves into thinking they're not cheating by having the game clock time-shifted a couple hours, so 6:00pm in real life will be 1:00pm in Animal Crossing. Make no mistake, this is cheating. It's less cheating than flying back to Halloween in January, but it's still subverting the game's intent. Lots of gamers who work/school during the day complain that there's nothing to do post 10:00pm in the game. They're right about that. Most villagers will be asleep, lots of minor holidays only run until 6:00pm, Nook's store closes at 10:00pm. I mean, there's still stuff to do - fishing, writing letters, planting trees, playing NES, building a snowman, finding the ghost - but a good portion of activities are closed off to you.

The true secret of Animal Crossing is that you can play for 15 minutes a day and be totally satisfied. That's what most cheaters overlook. The game just isn't designed to be played for eight solid hours. Metroid Prime, sure... you can play that for eight hours and beat it. You could even do Grand Theft Auto: Vice City in eight hours and see enough of the game that you could feel okay in returning your rental. If you've rented Animal Crossing, you've made a mistake.

But anyway, my point is that I work all day too. I don't get home until after 6:00pm most weekdays. That means I've missed events (Officers' Day, Sports Fair) and other random daytime happenings. And that's too bad for me. But I always find time to play in the evening, usually right before mealtime. I get in my 15 minutes, Rhonda plays for a bit, and we're out of there. 15 minutes is not too much to ask if you're serious about playing the game. And as for the event holidays, if you miss 'em, you miss 'em.

One aspect of the real time clock that I really like is that it turns your entire life into a reminder of a game. I'll glance at the clock in the living room and mention to Rhon that she has an hour until Nook's closes. We set an alarm to wake up in time for the Groundhog Day event (although we missed it anyway.) I realize this sounds incredibly psychotic, but it's all part of the fun. It turns my life into one big gaming accessory.

Also, having the game guided by a real calendar means that all AC players everywhere are experiencing the same events at the same time (or nearly the same time, accounting for different time zones.) So it has the effect of building a community around the game as players talk about upcoming events on message boards. Most (non-MMORPG) high quality games have community flare-ups around the game's initial release... and then die off. IGN's Animal Crossing message board is still the most popular gameboard by nearly 100,000 messages, almost six months after the game's debut.

As for universal codes, they contain an uglier threat. The codes themselves arise from AC's unique method of providing cross-player interactivity without going online. If I want to give you a piece of furniture, I take the furniture to Nook and mention your name and your town's name. Nook effectively deletes the item from my inventory and gives me a long, insane password. I tell you that password (through e-mail or some other real-life means.) When you tell your Nook that password, he gives you the item, along with a message that the item is a gift from JoeForever in Adamsvil. And that code will only work for you... or at least, only for a player with your exact name and town.

So when you trade an item like this, the code you generate contains five bits of information: the item, the sender's name, the sender's town, the receiver's name and the receiver's town. But, there are universal codes that only contain the item itself; these codes that will work for all names. Nintendo has already publicly provided some of these, as collectable e-Cards and as a fun bonus in issues of Nintendo Power. They're even a little more complex than the average code. When you enter in an NP code, Nook tells you that you have "won a contest in Nintendo Power" before you get the item.

These codes were unfortunately leaked well in advance of Nintendo Power's publication, which sullies them somewhat. To make matters worse, some kids have uncovered additional universal codes simply by trial and error. These codes often take a couple tries to work, or they cause Nook to spout gibberish when he gives you the item. Some codes are even rumored to screw up your game, glitch your inventory, make villagers move out, etc.

The wide availability of unscrupulous universal codes has ruined innocent trading. Unless you know your trader well, he could simply be giving you a universal code instead of actually buying and trading the item himself. Or he could give you a glitch code and you'd never know until you enter it. And of course people have found codes for most of the game's rare hidden items, completely negating the game's internal plan for holidays and special event giveaways.

Regardless of how my wife and I enjoy the game, many cheaters will turn defiant and spout "I paid $50, I'll play the game anyway I want to." And that's another argument with no convincing counter. If you're going to do whatever you want, all my flowery dialogue about the game's higher meaning isn't going to go anywhere. If you're going to wallhack in Quake, you're going to wallhack. But imagine cheating yourself to maximum levels in the first ten minutes of any Final Fantasy... you're robbing the game of its ability to entertain you.

Six months later, we're still finding new items in Animal Crossing. This weekend, one of my villagers buried a Garden Gnome for me. The Garden Gnome is one of the rarer items in the Backyard Lawn furniture set, and the surprise of seeing something new pop up means much more to me than if I had hastily used a universal code back in September.

What this leads to is that Animal Crossing is a deep game, but only if you choose to let everything unfold naturally. I just wish cheaters would recognize that 100% completion isn't intended to be AC's goal - nor is it even particularly feasible.

 

You can never underestimate stupidity.


"REUTERS: Combination picture shows a woman reaching to touch a fence post (image on right) that some Catholics believe appears as a likeness of the Virgin Mary at a lookout near Coogee beach in Sydney's eastern suburbs February 6, 2003. For more than a week devoted Sydney Catholics have been flocking to a vantage point about 300 metres (1,000 feet) from the small wooden fence which, when viewed at certain times each afternoon through squinted eyes (image on left), is believed to be a likeness of the Virgin Mary. Photo at left was deliberately shot out of focus to give an impression as if a person were squinting."

That's funny, 'cause to me it looks like a huge dong.

I'd like to thank Catholicism for going that extra mile and setting a new world standard for complete idiocy. Congratulations Catholics, you're the easiest-led group of brainwashed rabble around! Now go touch the fence and win eternal salvation!

 

LOTR: The Gaming Trilogy


Clan Fourhman tried out the complete Lord of the Rings Board Game experience tonight: the original boxed set, plus the Friends & Foes Expansion and the new Sauron Expansion. I highly recommend this game to you. It's cooperative - which is a rarity among board games - and it's terribly hard. This game will kick your ass three times out of five.

The Sauron Expansion lets one player assume the role of the Deceiver himself. This kind of removes the randomized element of evil the game once had, but it's certainly interesting to play out. As you might expect, it makes a tough game even tougher.

When you compile all three sets, you're left with a staggering array of options and strategies. This can be very daunting as you and your Hobbit team pick through the game space by space. So to make things a little easier, I whipped up a help sheet that sort of summaries all three rulebooks... lists the actions you can take on your turn, the F&F Scenario Board progression, and some other stuff that always seems to come up during our games. I think it will prove very useful, especially if you have players who are new or just don't play it that often.

Game designer Reiner Knizia is an absolute genius. I don't know if he planned the two expansions when he designed the original game or not, but it's amazing how easily the two fit with the first rules. In fact, I don't know what is more impressive: adding two complex expansions in after the fact, or designing the whole thing at once and then paring out enough rules for separate future releases. Rhonda and I were lucky enough to meet Mr. Knizia at Origins 2002, where we each received a personalized game card from him. What he did was add cooler rules to existing cards (by scribbling on them with a gold paint pen), but only when played by a specific person! My card gives "Joe" a benefit, while Rhonda asked Mr. Knizia to design her card for my dad, a longtime Tolkien fan.

There's not too many people in the world that I feel the need to address as Mr., so you know I must think pretty highly of this game. I think they should release a mega edition (assuming there's no more expansions forthcoming!) with compiled rules and all the components from the three sets. Maybe even a version that uses images from the movies.

I'm not sure where this help sheet will land here at fourhman.com, since we don't really have a "board games" section. Probably in the card games section, which incidentally I've been wanting to re-design for quite some time now.

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This page is an archive of entries from February 2003 listed from newest to oldest.

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