May 2004 Archives

 

Upkeep Phase


I finally did some much needed basement cleaning last night, tackling a task once thought too gargantuan to take.

You see, I've been buying card game cards since college... and I have kept every single wrapper and box since then. Every booster and starter has been stuffed into a giant cardboard hidden downstairs. Yes, this is crazy. Those wrappers are trash. But I've always liked seeing the design and layout of the packaging - especially the umpteen million Pokemon starter boxes - so I've never been able to throw anything out.

About a year ago I decided to stop keeping the wrappers - Step One - so I've been tossing the new stuff (except for a couple samples for posterity), but this box still held almost a decade's worth of gaming refuse. It needed dealt with.

As I tore through the pile, I found many many examples of a mania left unchecked: an entire box of empty Ice Age starters, at least five Boot Hill booster boxes, six Pokemon Thundershock Gift Sets, at least one box of every single OverPower expansion, stacks of Middle Earth supplementary rules cards. I even found one OverPower box filled with thirty random unopened booster packs. They remain unopened. Of course the saddest moments came upon opening a particularly lame box and finding a cash register receipt still inside among all the empty wrappers. Fallen Empires, ugh.

I filled one trash bag with the booster wrappers and another with what starter boxes I could bear to throw out. I did keep plenty, especially the display boxes because they still look cool. (The original Doomtown display boxes have those great die-cut swinging saloon doors on the front!) But I did manage to cut the original collection down to half of what it was.

The entire pile.

Trash bag of boosters.

Trash bag of starters.

Unopened OverPower boosters, now available at a great price.

One more thing: Remember the Magic Unglued set, the comedy one where all the cards were silly and/or stupid? When we assembled a complete set of Unglued (I bought an entire box the week the set was released), we noticed that the teeny tiny copyright text seemed to have random words inserted into it. Putting the cards in numerical order, you create the following message from Wizards:

Here are some cards that didn't make it to print; Socks of Garfield, Hot Monkey Love, Colonel Squee's Play, Banned In France, Spoon, Disrobing Sceptre, Butt Wolf, Lotus Roach, Sesame Afreight, Needless Reminder Text, Chicken Choker, Clockwork Doppleganger, Hen Weigh, Help I'm Trapped In Carti Mundi, Mad Cow, Poke, Lord of Wombats, Gratuitous Babe Art, Brothers' War Bonds, Dwarven Kickboxer, Mickey's Drunk, Pact With The Wastes, Circle of Protection: Body Odor, Urza's Chia Pet, Thallad Shooter, Shoelace, When Chihuahuas attack, Wall of Cookies, Kobold Ninja, Mucus Sore, Kjeldoran Outhouse, Bear in the Woods, Dental Thrull, Flavatog, Cereal Killer.

 

The smartest thing I've heard today.


This is from Mark Evanier's weblog, newsfromme.com, part of an entry on Michael Moore:

I like some of the things Moore has done and not others. His two TV shows, TV Nation and The Awful Truth, almost seemed to alternate brilliant material with things that made me cringe...and not in a good way. I think he's kind of like the Rush Limbaugh of the left in that around 50% of what he says/does is honest insight and 50% is dishonest theater. It gets attention, it prods others into action, sells tickets (or in Rush's case, gets ratings) and it maybe reinforces a lot of dubious beliefs...but ultimately, it just drives our national debate further into mud-wrestling. I guess what ruins it for me with both of them is that in each case -- and this applies to others, as well -- you have a real smart man who's good at entertaining, good at socking home his points...but he won't stop where the supportable facts leave off. It may not bother others but I don't want to get hooked by the good parts and then embarrassed by the excesses. I keep feeling let down by the guy, and I'd rather not risk more of that intermittment disappointment.

I think that sums up things amazingly well. I've been all over in my attention and admiration for Mssrs. Moore and Limbaugh. There was a time in my life when I watched Rush's show every day (even sat in the studio audience twice) and there was a time I watched Moore's show whenever I could find it. I liked "Roger and Me," and I have Rush's first two books in hardcover.

During both phases, I appreciated them when they were being funny and when they were making points. But today, they both just strike me as pathetic caricatures of what they used to stand for. I don't know if they have changed or if I have changed.

Moderation in all things. Except for eating animals.

(Footnote: Mr. Evanier has worked in animation, comics, television... essentially any industry I've ever been interested in. His weblog is consistently interesting and worth regular visits.)

 

Zoe Update


The Kitten Quarantine continues. Zoe has been revealed to have both ear mites and conjunctivitis. Fleas look like a near miss; we've looked and the vets have looked and not located any. Feces Test #1 indicates she is parasite-free, but a second test is required.

Last Friday, we upgraded her quarters from the cat carrier to the entire room. Her world currently consists of the spare bed, a litter pan (inside the carrier), a cardboard box lined with newspaper for romping, and a mess of board games under the bed. Included: Lord of the Rings Risk, Constructionary, Ubi, Junior Couch Potato Game, and the Star Wars Battle on the Sarlaac Pit game.

Annie remains skeptical, but she has not hissed or growled in over a week, which we're taking as a good sign. There's still been no direct contact, only cold stares across the room.


And although Annie can't get her meaty paws under the door, young Zoe can... so we had to block the opening with some of the most repellent items known to man (and feline): two boxes of OverPower cards.

 

Game Review / Red Dead Revolver (PS2)



My game clock for Red Dead Revolver shows a little over 15 hours. That includes probably 2+ hours of deathmatching. And me going through the entire game twice. Twice. The complete single-player game two times.

Either I'm a freakin' gamegod, or this game is short beyond all short. I complained that BG&E is too short at ten hours. A six hour single player adventure game is goddamned near unacceptable.

But I have to give the game this... once it was done, it was so good I wanted to play it again. Most adventure games I play once and that's it. In many cases it's because I prefer the notion of experiencing each game once and only once, but most of the time, they're just too long to play again and I've already bought something new. So maybe that was the plan for Red Dead Revolver: an adventure game short enough to finish several times and good enough to be worth the time.

Red Dead Revolver. Odd title. Let's get past that right away. Has a great rhyming quality though, which makes it work.

RDR is a '60s Spaghetti Western turned into a game. And they absolutely nailed it, presentation-wise. The intro movie, the aged film effect, the fonts... and the music. In an extremely smart move, RDR contains actual music from the heyday of the Italian Western film. If you've ever been a fan of classic Clint like "The Good, The Bad, and the Ugly", you will positively revel in the audio tracks.

The plot - such as it is - also borrows heavily from the genre. It's like a greatest hits of Sergio Leone. Typical stuff, grizzelled loner Red wanders into town on a private mission. Plus there's a gigantic bit lifted directly from the Sharon Stone movie "The Quick and the Dead" that you couldn't miss with both eyes shot out. They even made the main bad guy sound like Gene Hackman.

But it's really just a big pile of homage. Although individual scenes are mostly nice and badass, the overall storyline is weirdly assembled. For example, after the town shootout tournament, you and two others head out after the Evil Governor. Now, you have good reason (but precious little evidence), and Annie Stoakes wants revenge for losing her farm, but Jack Swift? We have no idea why he would throw in to go kill the Governor. There's no motivation, just a lot of cliched Western chatter. And supporting characters like Shadow Wolf and Buffalo Soldier literally come out of nowhere.

RDR is fundamentally a third person shooter. Left stick moves, right stick aims/controls the camera. Draw weapon with L1 (which just means you will have L1 depressed for the entire game) and shoot with R1. Red becomes a bounty hunter early on, so there will be no rope tricks or riverboat gambling. He shoots, and with a cool slo-mo effect called Deadeye, he shoots well. There's an armory of available weapons, great looking environments packed with enemies, and a handful of boss fights.

Happily, the Western-styled gameplay elements differentiate it from being a cheaper SOCOM with cowboys. You ride on a horse a couple of times, and a steer or buffalo. You get to jump onto a moving train, which is fun but a little wonky. But the star elements are Deadeye and showdown dueling. When you activate Deadeye, the image goes black and white and time slows down while you highlight predetermined target areas on your victim. Once the slo-mo time runs out, all six of your shots are peeled off in rapid succession, creating a very satisfying machine gun effect.

Deadeye can be done at any time, assuming your power meter is filled. The meter is pretty generous on refilling, so there's usually no need to hold off on Deadeye. Not all the playable characters get Deadeye, and those that miss out on it have some other kind of special attack instead.

Then there's the dueling showdowns, a staple of any Western. The duels occur only during scripted story events, so you can't duel anybody, anywhere (which sucks, especially since you can't do it in multiplayer.) When a duel begins, you first have to pull off a quickdraw by yanking down on the right analog stick and then pushing up on the stick, neatly simulating the motion of going for your piece. Then, almost like the slow motion Deadeye effect, you target areas on the enemy. This time, however, you have to manually lock in your targets by clicking R1, so it's entirely possible to select non-vital areas (like shoulders) or even complete misses. When the slo-mo ends, you fire... and if you're good, you will have killed the guy.

It's pretty slick how you have to control your target reticule during the duels. It's all done on the right stick, so you have to teach yourself how to go from the quickdraw to the targeting without losing too much time. Because if you take too long, either the slo-mo runs out, or your enemy will have already shot you up instead. I like that the entire process is done with basically one motion on one stick, with a couple ancillary R1 clicks. It feels more like an actual gunfight, rather than the usual L1-R1-stick deal. I typically start locking in targets at the crotch and work my way straight up to the head.

As you go through the story, your dueling opponents get faster and faster, to the point where you have to get all your clicks in and accurate with no mistakes. Most reviews I've read say the later duels are too hard, but I did not find them to be that bad. Even on hard difficulty, I never needed more than six attempts on any single duel, and most of them I won on the first try.

Having been through the game twice (on Normal and Hard), there really was only a couple levels that gave me pause. General Diego's level can be extremely unforgiving if you don't shoot the long range targets fast enough. And the timed Mansion Courtyard level was a total bitch on Hard. It's a three minute level, and I needed over an hour to get past it. That's a lot of failures. Most of the levels are not that annoying.

You might find the normal combat controls a trifle inexact. It reminded me of the obnoxious, scattershot style of the Grand Theft Auto games, but it is honestly much better than that. Largely because the enemies aren't as terrible as in GTA. Nothing is worse than standing alone in Vice City at the epicenter of a gangland firefight. RDR is better, but it can still evoke the battle plan of run-around-in-circles-firing-aimlessly.

There's two types of combat levels in RDR... linear path levels and arena-style levels. The arenas are usually the toughest, since baddies can pop up on all sides. This is where you'll die the most. They are fun in a frantic way, but err towards being cheap in the classic GTA style. The linear paths are more interesting, in that they keep you moving, and you can use stealth and cover to pick off the hombres.

Although the hub town of Brimstone feels like a free-roaming GTA city because you keep coming back to it for conversations and shopping, it is not. Each level (including the passive visits to Brimstone) is a level unto itself, and you must do everything in the plot's linear order.

The levels run every movie scene in the book... rocky canyon, saloon brawl, ghost town, gold mine, rancher's farmland. They run about half day and half night, so there is plenty of variety and details to take in. There's a classic film effect over most of the game, adding scratches and lines and dirt to the look. That stuff looks great, but there's also an obnoxious double image blur effect on the right hand side of the screen... at first I thought the game was continuing the "old crappy movie" look, but it's so bad at some parts that I wonder if it's not just my PS2 dying. I'm still not sure.

The split-screen multiplayer mode is actually one of the better multi experiences I've had on the PS2. RDR offers several varieties of deathmatch, but they are all "most X wins"-based. Playing 1P will unlock a ton of playable characters (nearly every model on the disc, it seems.) Each character has his or her own starting weapons and special R2 ability. The deathmatch levels are mostly limited versions of the in-game levels.

The power-up mechanism is bizarre but appropriate. There are no weapons or health scattered throughout the level; every time somebody dies, a random playing card is dropped. The color of the card indicates an instant weapon upgrade, health increase, etc... but collecting five cards and coming up with a good poker hand will grant you a momentary hugeass power-up. Most often this is some kind of evil weapon like Burning Shotgun or Acid Arrows, but there's also Ghost, Untouchable, and the ultra-obnoxious Everyone Is Drunk. There are two types of card distribution methods - Stud Poker and Texas Hold 'Em - so brush up on your poker hand ranks.

So, it's an interesting problem. Great game, fun levels, superior presentation... but ridiculously short. Multiple playthroughs are completely encouraged.





What I Did On My Vendetta Of Revenge


RDR has a ton of unlockable content, but since you have to buy each item using money earned by killin', it's unlikely you'll get it all on your first time through. Every vendor in the game offers a changing list of items for sale, which turn into extra deathmatch characters/levels and pages for your backstory diary. Many items can only be found at specific points during the game, so if you miss it, you have to play through again to find it.

The diary contains info on every character in the game. Written from the POV of Sheriff Bartlett, it's very much like a Wild West scrapbook... with pictures, scribbled captions, and newspaper clippings. The end of the diary has your personal stats, # headshots, game clock, % complete, etc.


 

Who lives in jpeggy video on your SP?


The first wave of Majesco's GBA Video Paks is in stores, kicking off with a collection of Nickelodeon cartoon properties. It's a fair idea, the kind of thing that gadget freaks have been wanting for years. But since the concept is materializing on a Game Boy Advance using Nicktoons characters, it's not going to get a lot of play.

What you have here is a portable video player that doesn't totally suck, doesn't require some kind of crazy new imaginary hardware, and is available right now. We iPodders have been hearing rumors that some far-flung FuturePod will play video. Until then, there's quite a bit to be said for just plugging a cartridge into your GBA SP and watching 45 minutes of decently fluid and passably detailed cartoons.

The quality is far from perfect. There's heavy compression, which results in lots of lousy rastery blocking... almost like you're watching a QuickTime 2.0 file in 1994. The audio tends to include a lot of background static hum, even while using headphones. Still, it's watchable, smooth, and in color. And it will never skip or dropout.

There's an attempt at DVDesque controls (pause, FF/R, brightness)... even teeny-tiny DVDesque menus with chapter select screens! In a bizarre design choice, the SpongeBob menu screen will play the entire cartoon inside each little display window. So if you think the GBA screen just isn't small enough, you have the option to watch the cartoon in a box as big as your pinky nail.

I imagine that 10 minute Nicktoons aren't the greatest example of something to divide up into chapters, but they did an especially terrible job at it. It looks like they just split each cartoon into exact sixths, because the "chapters" often begin in the middle of a scene... or even a sentence.

Rhonda bought me the first volume of SpongeBob SquarePants. Every website out there - even the official site and the box packaging - lists the four episodes on Vol 1 as Hall Monitor, Jellyfish Jam, Jellyfishing and Plankton. However, my cartridge contains Bubblestand and Ripped Pants instead of the first two. Bubblestand and Ripped Pants are supposed to be on Volume 2. So either every single source of information is wrong on this (way to go, guys), or I have a magically screwed up cartridge. Not that I care much, the Ripped Pants episode is easily the funniest one of the bunch.

The bad news is that the cartridges go for $20. That's kind of a lot considering you can get a full-on DVD for less than that. But, you know, this one is portable and will keep the kids quiet in the car. Majesco has vowed to smush even more minutes of video inside these things, so we could eventually get entire 90 minute (or more) movies. Obviously this just isn't the right venue for serious film fans, but it would be great to have a favorite movie always on hand. Much like the iPod has turned my entire collection of CDs into a single tiny white box that is always nearby, I'm sure we'll do the same for movies one day. Legally. GBA Video is an amusing stopgap.

The PSP is just over the horizon anyway.

Here's a cute annoyance: you can't play these cartridges on the GameCube Game Boy Player. I haven't tried it myself, but on bootup you get a splash screen warning telling you as much. And I always trust pre-game splash screens. I would guess it has something to do with keeping these GBA Paks from directly competing with actual SpongeBob television DVDs. Absurd, I know.

Actually, the screen first says simply "Game Boy Player," just like any GBP-compatible Pak. But then it fades in the words "NOT COMPATIBLE WITH," which I think is a nice touch.

 

Game Review / Beyond Divinity (Windows)



Paint-by-the-numbers-RPG, colored in with dried up, gummy old markers

I set myself up for disappointment, sometimes, and crap like this really bugs me. I go in with super high hopes for video game experiences, because, at their best, video games are a lot of fun. I don�t need to preach to the choir about this, obviously. The problem is, when things aren�t as good as I think they should be, I force myself to stay with the experiment until I can�t help but be crushingly annoyed by its flaws.

Beyond Divinity set itself up as a wonderful experience based on the strengths of Larian�s earlier title, Divine Divinity. In fact, Beyond Divinity is based on the engine developed for Divine Divinity, so the only thing they really had to provide was a fun game to stretch over a workable canvas. That they didn�t really got annoying, particularly since the engine�s gotten even more buggy since its last incarnation.


The Plot:
Minimalist. Think Diablo minimalist. The whole punchline is spelled out to you in a cut scene as the game opens up, voiced over by your new bosom buddy, an evil Deathknight. A bunch of paladins were crusading against evil, when all the sudden, a major demon by the name of Samuel decided to smush them. One of the paladins was left alive, to torture, as is the way of major demons. You can tell the deathknight didn�t mind that idea; but when the paladin made an abortive escape attempt, Samuel decided to punish the deathknight in charge of that prison wing by soul-forging the two together. Sick sense of humor indeed. Neither member of this odd-couple like each other, but they share thoughts and fates � if one dies, the other dies, too, and the only way they can break this is to get another powerful demon, who might get along with the deathknight, to split you up.

So, your quest begins under no more noble aims than that: You�re not out to stop evil, you�re out to find a means of escaping a curse placed on you and a lesser evil. That�s an ok sub-plot� but that�s hardly material for 100 hours of gameplay, which the box boasts of having.

To stuff more plot in to this fairly threadbare story, you�ll meet inept guards, pesky imps, and a dying race called the Dranaar, among others, who all have minor quests for you to do. Trivial, non-world saving crap, mostly like �Go kill this monster� or �fetch this item� sorts of quests. Why should you care about these? Because they�re worth XP to solve� and that�s about it. At no time do you give a rat�s ass about these shiftless peons; in fact, your deathknight chum provides a running commentary on the losers who beg you for help � when the imps are dying of a plague, the Deathknight mutters, �Good idea! That�ll wipe the little pests out once and for all!�

The sad thing is, you can�t help but agree with the Deathknight on this. There�s no compelling reason why you should give a crap, except that you need XP to get levels, and occasionally the escape of a certain act depends on you cooperating with some NPCs. This all became pretty painfully obvious in Act 2, when you get to the imp town � there�s about 20 annoying quests (kill something eating their livestock, find a lost spider, save an imp who fell in a hole, find an imp�s husband, steal a box for an imp, etc. etc.) that have no bearing on the plot whatsoever, and the only reason you hear about them is because of a gamer�s natural inclination to click on every peasant and see what they have to say. That�s fine and dandy that there are minor quests; not everybody needs a hero to go slay cow demons to get a pitcher of milk � but when ALL of them are minor quests, there�s hardly any sense of accomplishment.

SPOILER WARNING

I�ve only gotten to act 3, and I think that�s as far as I�m going to get. However, the first two acts have an amazingly unsatisfying ending: You do all that work and save all those peasants, then the plot kills everybody in that act. In act 1, you have the option of blowing up the citadel stronghold you were imprisoned in; in act 2, after following the imp plague quest to its end, your demonic former captor shows up and slaughters all the imps. Great. I just cured the little gnats, and you don�t even let me walk around their town and be the big savior for even a minute. You�re conveniently teleported out of town when Samuel�s committing impicide, so upon your return, one imp informs you, remorselessly, that all of his kind are now dead. Woohoo! Too bad I missed that! Why exactly did I find a cure for your stupid disease?

ALL DONE SPOILING

The Gameplay:
I�ll break this up into a discussion of skills, and a discussion of other game features; skills are the glaring flaw in this game, but if you can handle that, you might be interested in the rest of it.

Skills
Quests aside (which are, sadly, a major part of the gameplay), you pretty much just roam around, murdering monsters. You and your deathknight buddy are partied from the beginning, and you can either direct them both, or command one and let the other one go do his/her own thing, which means they mindlessly run after monsters and chop them with whatever weapon you�ve given them. That actually works out ok; there are so damn many monsters running around, not clicking on all of them is a huge blessing. The problem is, there�s nothing about combat that makes it fun, largely due to a laughably poor skill set up.

The skills were unbalanced in Divine Divinity. Mages got short shrift because creature resistances went through the roof, making the end-game a losing proposition for a dedicated spell slinger. Warriors and survivors (rogues) had plenty of fun skill options, however, so combat remained largely fun for a weapon-user who occasionally relied on a tactical spell or two. Beyond Divinity seems to have completely loused up even that broken formula: Mages are the only characters who have anything OTHER than passive skills, and the spell costs for magic are enormously draining � half of your mana tank to even cast a pissy spell that probably won�t kill anything anyway.

Imagine playing Diablo 2, where your only abilities were �Click on monster� and �Do more damage when you click on monster� and you�ll have a fine idea of what playing Beyond Divinity is like. Warriors start with their whirlwind ability, survivors start with sneak. That�s all you get to use to kill monsters with; everything else you do makes you do more damage when you swing or take less damage when monsters swing at you. All of the latter abilities are passive abilities, meaning you never need to think to use them.

Even for as simple as a set up as that, Larian screwed it up utterly. Your weapon proficiencies are laughably redundant.. with a particularly annoying caveat: They don�t overlap. You have weapon proficiencies for one handed and two handed weapons. So, depending on your choice of using a shield, that seems like a no brainer so far. However, there is a specific proficiency for one handed weapons WITH shield. If you train up your 1 handed weapon skills and pick up a shield, your character will automatically use it� thus removing ALL bonus you had for pumping up your 1H weapon skill, since you now fall under the �1H + shield� skill set. If that wasn�t annoying enough, there are weapon proficiencies for each damage type of weapon � slashing, blunt and piercing are the standards, and that you would expect; fighting with a spear and a sword are very different things. However, some weapons deal elemental damage instead of physical damage, and despite the fact that it�s still a spear, a Shadow Spear deals shadow damage, and thus requires its own training in order to wield. Of the 290 skills the box boasts of having, a full 135 are spent in this morass of skill points. Literally, your tree does this:

Handedness (3 types) -> Weapon Type (9 types) -> Bonus attributes (5 types)

Bonus attributes are things like extra accuracy, extra damage, % critical strike, % deathblow and weapon speed. Each attribute can take skill points, and have little benefit for doing so. Bows and Crossbows have similar features, so tack on 10 more skill sucking trees to the pile already produced� and you can gain proficiency in arrow types as well, so that�s 10 MORE skills to do very little.

As a means of offsetting this, you can buy back, at a cost of gold, spent skill points. This wrecks the reality of your training, but considering how badly set up the skill trees are, it�s a blessing. If they had made skills matter, they wouldn�t ever have needed to include this �feature,� but skill buyback is a workaround for sloppy game design, and clearly a concession to annoyed beta testers.

Magic is no better off, but at least magic doesn�t have such a crappy overlapping problem. No, the problem is all in game balance: Even a simple 1 skill point spell eats 50 mana. Your character starts with about 100, so by the time you spend your first skill point, you�re geared up for� 2 spells. Fine, 1st level D&D wizards were about that gimpy. Problem is, you only get mana increases when you spend stat points on intelligence, an otherwise useless stat, to the tune of 15 mana per point spent. You get 5 points per level. So each level you completely sink your 5 stat points into smarts, you get a whopping 1 spell more.

Unless, of course, you decided to make a more complex spell. Instead of having fire bolts or lightning streaks, you can choose to buy missiles or instant zot spells of any element you like, earth, fire, wind and water. Building up a few points in a lightning zot doesn�t raise the mana cost that terribly much� but if you mix two or more elements, the cost doubles. The effectiveness hardly increases, but expect to run out of mana twice as fast. Goody! Add to this the fact that no matter how costly your spell, they hardly dent monsters, and you�ve got a recipe for more click-the-monster goodness.

Non-combat skills range from useless crap to world breakingly good, and there�s no reason why this should be, except for bad game balancing. Lockpick is bugged, and quite frankly, pointless, because holding down the alt key will reveal anything on the screen, including keys. There are never any times when you�d need to pick a lock, which is good, because the skill doesn�t work at all. Pickpocket, however, is disgustingly huge � you can rob any merchant up to about 4-5 items worth (a stack of gold counts as an item), and they never catch you or care that you�re doing it. You can sharpen weapons, which nearly doubles their damage for every level you put in it (at the cost of increasing agility requirements for that weapon). You can convert arrows to more damaging types (or types that sell incredibly well). You can waste points on identifying items or repairing them, although merchants provide these services and are instantly available. You could poison weapons, but it does crap for damage. You could make potions, but collecting the ingredients is a pain in the butt, and it�s just much easier to steal them off of vendors. You can improve the selling costs of items, but the gain is incredibly minimal and you have to click each item in order to do it. And so on and so forth. Learning which ones have any play value is somewhat fun, but not when it costs you a small fortune to get rid of the crap ones. Considering how many skills are complete crap, saving and reloading becomes vital when spending precious skill points. That isn�t fun at all.

The Battlefields
An odd, and clearly tacked on inclusion to the game are the randomly generated battlefields. Along your quest, you�ll find battlefield keys, which have no bearing on the actual plot, and are completely optional. When you use a key, you get whisked to a flavorless dungeon dimension, more or less like Tristram, with some shiftless merchants standing around. Each of them has a randomly generated quest, of the �Kill this monster,� and �Fetch this item� variety, which are completely optional. If you leave their camp, you�ll find a sprawling area filled with monsters, and in each subdivision of area, a dungeon of rooms, hallways and monsters. At the bottom of some dungeons is a boss, but if that dungeon doesn�t have one of the randomly generated quest endings in it, the bottom is completely bare, meaning you�ve fought your way down 2 levels to get� nothing. Absolutely nothing. Blizzard North was kind enough to put a gold chest in Diablo 2 dungeons that didn�t advance the plot; Larian is insistent that finding nothing is reward enough for 2 dungeon levels of critter XP.

The battlefields are touted as a place to get some experience if the main game becomes too challenging. In other words, it�s a way to not fix the balance of the main game. The sad thing is, the battlefields are generally better places to be then the main area; the treasure is better, the monsters far more plentiful and easier to manage, and the merchants readily available and stuffed full of good treasure. Merchants on the main game are few and far between, and most of them are crap peddlers. Whenever I�m stuffed with treasure, I warp to the battlefields, unload, shop, repair and go back to the main game. If I encounter a merchant in the main game, I mostly just rob him blind and sell his loot to the battlefield merchants.

I made use of the easy experience extensively in Act 1, since I was so crappy that generic monsters were slaughtering me. Later, I did it because I thought it�d matter if I did the quests. Finally, it turned into a shopping spree, just like town portalling back to town does in Diablo 2. There�s no other reason to go there. When you beat the game, you can play an endless series of battlefields. Why you�d do this, I have NO idea.

Summoning Dolls
In a bizarre innovation, Beyond Divinity brings you totally disposable party members. Your Deathknight and Hero are inseparable, and one can�t die without dragging the other to his death. However, every act will net you a summoning doll, a totem which can spring forth a party member. These pocket warriors act just like your main characters, in that they can spend skill point and stat points, but they never gain any experience. If they die, their summoning doll suffers a respawn penalty, and then, about a minute or two later, you can pop them out again.

Basically, treat them like mules and crash test dummies. You could, at the sacrifice of valuable stat points, train them up and give them skills, but why bother? They�re too gimpy to survive a fight, and their main purpose is to hold loot for you and march brazenly down suspicious looking corridors, setting off traps by prancing around on them and dying. Since they never gain any levels, there�s no reason to treat them other then meatwalls and mules, since that�s all they�re really qualified to do. However, since you can teleport to the battlefields and unload loot as soon as you�re encumbered, bothering to fill up a summoning doll with gear is pointless. Thanks but no thanks; I�ll just keep them around as bomb sniffers and monster distracters.

The Bugs
It�s a shame this game got released in its current state, and these bugs might all be patched later.. but probably not without creating other bugs. Larian is pretty active on their forums, but are a small company, and they give no real sign of what it is they�ll be fixing in patches. Some bugs are completely crippling, however, and it�s complete crap that this game was released with such glaring flaws:

Item weights: They seem to increase with the quality of the items; I have some very nice amulets and rings that weigh about 213 pounds, whereas my fine sword weighs in at about 70. Paper and fruit weigh 1 each. Even Mr. T doesn�t need that much jewelry weight on him. Conversely, each stack of arrows weighs 12, no matter the quantity. A single arrow of a given type weighs 12; if you�re carrying 1 or 10000 of that type, it�s always the same weight. So there�s no reason not to lug around quivers of 1000 arrows, they sell incredibly well. (Note: Fixed the ring weight bug in 1.43)

Goofed items: Occasionally, you�ll find an item with no properties, or an item with the wrong name; pitchforks with stats like shields or rings named Bone Spear that lie on the floor in the randomly generated battlefields. You�ll find keys in the battlefields that open up nothing. Set items have no properties unless combined with all other items in that set, and lose their properties when you change acts, meaning that you�ll never collect a working set ever. Uniques tend to lose their properties when you change acts, too.

Crash bugs: You�ll just dump out of the game for no reason. A sign of a polished product if ever there was one.

The Aesthetics:
Same graphics as Divine Divinity, with the notable exception that you can zoom in on your characters. So, you can see what your character looks like wearing a particular armor. Great. There�s no reason to do this; models are detailed but not gorgeous, and it of course makes you myopic to the rest of the monsters stomping in on you. The effect was sufficient in Divine Divinity, but it�s been years since then � I can overlook graphics if the game is fun, but when the game is flawed�

Sounds are minimal, except for voice acting. Voice acting is common and complete (for the most part), very few NPCs don�t have a full set of spoken lines. The Deathknight is the real standout; the demo version had an obnoxious, snotty voice that sounded like it was coming from a bucket. The retail version replaces this for a boasting buffoon voice that sounded like it was coming from a bucket. I kinda find it funny, myself; the elite foot soldiers of chaos are overstuffed jerks running around in a tin can, but it�s hardly professional grade acting.

Music is still gorgeous � but it�s like listening to a 100 piece orchestra providing the sound track to a stick figure cartoon. The swelling and engaging music completely flies in the face of the non-engaging quests you�re piled high with � it�s hard to get emotional about the plight of the dying imps, no matter how impassioned and tragic the music turns.

Final Thoughts:

Avoid. Or at least avoid until they fix the thing. I doubt they�ll actually revamp the skill system, however, and that, plus the lack of game play diversity, turns this into a meaningless time killing exercise in monster-cide. It�s �click the monster: the game� for about 100 hours, interspersed with ho-hum dialogues with meaningless peasants you�re not allowed to butcher.

I really had much higher hopes for Larian as a game company, but I won�t be buying another game from them.





The game's already up to patch 1.43, and it's just been out for 2 weeks. Not that I'm complaining about support from developers after the sale, but this "Buy game, download patch immediately and then wait for more patches before you play the game you bought weeks ago" business model has got to stop. If I bought a car this lousy, there are clauses in the contract that let me take it back to the dealer for a complete refund.


 

E3 2004: Oh yeah, Sony is here too.


After the stunning realization that the Nintendo DS is not a big joke and is in fact quite awesome, it's tough to get super-excited about Sony's showing at E3. I mean, most of their stuff is games we already knew about, so there's not many surprises.

Already knew about (and already excited for): Ratchet & Clank 3 (online play!), Kingdom Hearts 2, MGS: Snake Eater, GTA: San Andreas, Sly Cooper 2, Star Wars Battlefront, Lord of the Rings Trilogy. Obviously. Then there's...

Black, a game that is still very much secret. It's an FPS, it has destructible environments, it's story-driven. Probably intended to be the Half-Life 2 of the PS2 world. Folks are impressed, the hype is working, I'm interested.

Cowboy Bebop. I'm suffering through one anime-based adventure game right now (Lupin), so I'd be a fool to overlook this one. Bebop is basically the sci-fi action version of Lupin anyway.

EyeToy: AntiGrav, the first EyeToy game where you don't spend the entire time looking at yourself! I love the EyeToy because it shows that Nintendo isn't the only company willing to develop crazy peripherals and later get burned by it because nobody uses it. In AntiGrav, you have to wear neon bands on your head and wrists, and the camera tracks them to control a hoverboarding game. One step closer to virtual reality. This game will probably completely not-work, but I will have to have it regardless.

Even though the sexier looking PlayStation Portable just officially took the bitch seat to the DS, I'll probably end up with one of those too. Although at the moment there isn't as much argument for it. They're showing off a PSP Metal Gear game, but it's only a demo movie. And get this: it's some kind of crazy turn-based strategy board game! If that's the final concept, they're going to have a hell of a time pushing that to the regular fanbase.

The PSP has a great screen, intends to play music and movies, and has a cute little nubbin of an analog stick. However, Sony is being very unclear about battery life (2 hours to 10 hours depending on usage) and it could cost as much as $100 more than the DS. It's a toss-up.

Whatever happens, Nokia's N-Gage2 has no fucking chance.

Upon closer reading of several E3 Nintendo interviews, it seems the brand new coolass Zelda game is actually replacing the rumored Wind Waker 2! I sort of assumed they'd do both: a cel-shaded sequel to the wonderful Wind Waker, and this new fancy realistic Ocarina-styled one. Apparantly not, and this explains that dippy split-second pause in the new trailer whenever Link delivers the killing blow to an enemy (this dramatic pause was all over Wind Waker)... they're using the WW engine with all new graphics.

I'm pretty annoyed that we won't be returning to the cel-shaded world of Wind Waker. I want both looks! I was totally charmed by that style, by the complicated simplicity of the design. It's like Charlie Brown. Sure, he looks like he'd be easy to draw, but you try it sometime. Guaranteed you'll end up with something off the back window of a pickup truck. You can't help but assume Nintendo is backpedaling here, desperate to blow off some of the tarnish that the GameCube is a system for kids only. And there's no question that this one will do it. But, as Nintendo has already stated, Wind Waker still sold in the millions. That's not a failure by any measure.

Wind Waker was a beautiful damn game. I blame you. And Tingle.

And that Metroid DS game with the viewscreen on the bottom half? That's because you use the DS stylus to move and shoot. That's plum crazy, Jethro. I just spent five minutes trying to hold my Indigo GBA (and control the D-pad) with one hand, and tapping the screen with a pen in the other hand. I am now skeptical. It seems anatomically offputting.

Walking through the TRU parking lot today, I suddenly remembered something that Nintendo appears to have completely dropped for this year's show: the eReader! Where did it go? Where's the Game & Watch eCard series? The third and fourth SMB3 cardsets? Is it compatible with the DS? These are questions that no one is asking. Because no one is caring.

Notice that the eReader features have been slowly disappearing from the latest Pokemon cards too. Uh oh, looks like we'll be shoving that one back into the Idea Closet by the Virtual Boy!

 

E3 2004: NintendOMFG


You can take your goddamn Halo 2 headshot FPS rocket launchin' ass and sit in the corner, because Nintendo just came out of the E3 gate with some jaw-droppers.

The Nintendo DS just went from Maybe to Absofuckinglutely. Even if no more DS games are ever released ever beyond the E3 list, I'd consider it a well-planned purchase. DS versions (That means dual screen by the way... the DS is a fliptop double screen Bluetooth voice-recognizing touch screen six button GBA. Oh god I need a towel.) of Mario Kart, Wario Ware, Mario 64, Animal Crossing and Metroid Prime are all forthcoming. I need two of them already.

Look at this:

That's Mario Kart on the left, obviously. Racing on top screen, map on bottom. The bottom one is the touchscreen, by the way. Uses a stylus. Interesting that Metroid Prime: Hunters has the game screen on the touchscreen half. An in-game map will most likely be the most common, most useful and most boring feature of the DS.

Notice how there's two player characters in the Animal Crossing DS screenshot. TWO PLAYER CHARACTERS. Wireless AC. PORTABLE, WIRELESS, MULTIPLAYER ANIMAL CROSSING FOR FUCK'S SAKE. Genuine stylus typing, not D-Pad typing. This is going to make having a RL job extremely difficult. I wonder if you'll be able to import your old town into the DS version. At least your character, I hope.

The DS will also play GBA games, which has been hotly debated for months. Nintendo can spin this all they want - they've been claiming that the DS and GBA will co-exist - but a $150 DS is going to replace the $100 GBA like Paige Davis replaced that first Trading Spaces host.

Then there's this:

That, my unbelieving friend, is a brand new Legend of Zelda game for the Cube. Notice the realistic look. Now, you can take this one of two ways. You can say "Hey, I really enjoy Zelda games of all types and looks, but this is quite a surprise given how vehemently Nintendo defended the cel-shaded Wind Waker." Or you can go "Ah ha! Nintendo realized that a cartoony looking Zelda was a mistake, and now they're giving the fans what they implicitly promised way back in the Spaceworld 2000 tech demo!"

Either way, you're getting this game. With the runaway success of Ocarina of Time, A Link To The Past, and The Wind Waker, we're learning that Zelda is a series that can afford to reinvent itself whenever it likes... Wind Waker 2 and this new Untitled Realistic Zelda game will continue to prove this out. Hell, I'm even including the Cube/GBA hybrid game Hyrule Adventures in that.

And, yeah, Sony dropped the PS2 price to $150 with Network Adapter! So now I can buy a new one without fear once I'm ready to tackle Resident Evil Outbreak again! (I'm really digging Red Dead Revolver right now, so my troubles with REO have been momentarily backburnered.) Plus, I'll then have an extra Network Adapter. I believe Mike has already put dibs on it. Hoo hah.

 

Her name is Zoe.


Annie isn't quite sure what to make of Zoe, but she's already let loose a couple of dominant-sounding hisses to begin negotiations.

We picked up this little black farm kitten today, named her Zoe after consulting a list of Boyd's Bear stuffed animal cat names. "Zoe" works on several levels when combined with "Annie." There's Annie & Zoe, which sort of sounds like a J.D. Salinger novel. Then there's the alphabetical wordplay from A to Z.

We have the initial hurdles of fleas and mites and other outdoor cat concerns... and then there's the effect this will have on Annie's life. Right now, she's not pleased. She's made several forays to the door of Zoe's cage, and although she hasn't out and out attacked the cage door, she hasn't let it go without a low growl either. During one of her sneak-and-sniff passes, Rhonda tried to pick her up but startled her instead, so she jumped, hissed at us, and stomped away in a very symbolic fashion that put both of us in tears instantly. We love Annie so much, we don't want to see her turn mean or cold towards us... because she's always been a friendly, social cat. Annie could be anywhere from 8 to 11 years old, so this is a very delicate situation. We just thought it was the right time to get a kitten, but we're very watchful of what this could do to our first cat.

 

Playing with Power


I subscribe to a trio of video game magazines: Official PlayStation Magazine, Electronic Gaming Monthly, and Nintendo Power. Even though I do check various gaming news websites on a daily basis, I still like getting the magazines.

I like the concept of books in general... actual permanent, tangible objects. Magazines are also easier to use than websites. You get more info with less work: less clicking around, waiting for stuff to load. And since it's a magazine, you're forced to see everything as you page through, so you see stuff that you might actively ignore on choose-your-own-link websites. Sure, the websites are going to have the most timely info, active discussion boards - and that's why I use them - but they also veer towards unprofessionalism in design, layout and editorial issues. I know the garage-band vibe can add to the charm, but that doesn't excuse crappy, amateurish design. Nor does it excuse embarrassingly awful webcomics and vicious, inciteful fanboyism.

Anyway, I get my PS2 stuff from OPM, the gaming universe stuff from EGM, and the Nintendo stuff from NP. Nintendo Power is a funny little mag. While OPM does a good job of maintaining a neutral, critical veneer (despite being a Sony-endorsed publication), Nintendo Power has no such qualms. Every game they cover is the most awesome thing since ever. So you have to know what you're reading; NP is a magazine-length advertisement, first and foremost. The only criticisms are tucked in the ass end of each issue, capsulized reviews that barely differentiate a good game from a bad game. On the whole, it's good to temper NP's enthusiasm with other healthy viewpoints.

That really isn't the reason to get Nintendo Power, for their opinions. Their undercooked reviews may work on kids, but they don't get past any adult's braincase. What's cool about NP is the overall treatment of the brand... if you're into Zelda or Mario or Pokemon or Metroid, this is where you want to go. Plus they have some great pack-ins (Pokemon promo cards and a Smash Bros Soundtrack CD come to mind). And I love the kids' artwork that gets sent to the lettercolumn. It's cool to see new generations of gamers adopting characters as their own.

The latest issue proves this out... they printed the results from their annual Nintendo Power Awards - which this year should just be called the Legend of Zelda: The Wind Waker Awards, because WW received 11 awards out of 28 categories. And that's fine, because it does deserve at least half of those. But the real problem is where they list the editorial staff's choices... and several of the editors take the chance to talk up the "deep story" from Beyond Good & Evil.

I've covered this in my review, but I feel the need to point this out again. BG&E, while it has a great look and interesting characters, has the MOST SIMPLISTIC STORY EVER TOLD IN A VIDEO GAME. At no point will you be fooled or misled by the plot. It is not complex at all, and only barely interesting. The good guys are all obvious; the bad guys are even more obvious. Nothing changes mid-plot to change those roles either. The game is not beyond good and evil, it is simply Here's Good & Evil.

From Editor Steven: "A deeper video game story hasn't been told since Eternal Darkness. In my book, BG&E's story ranks among the better yarns spun by classic sci-fi masters like Heinlein and Bradbury."

Well, it's apparent you haven't read any books, Steven. Although I appreciate your willingness to namedrop, BG&E's story is one of the oldest sci-fi cliches ever told: Don't Trust Your Government Because They're Selling You To Aliens. And They're Awfully Blatant About It.

From Editor Alan: "The theme of governments that don't tell the whole truth is provocative, and it makes BG&E the rare game that goes beyond entertainment and into the realm of intelligent social criticism."

It would, if you ever had any doubt that the government was evil. You don't. From the very first scene, you know that the government is evil. And not just questionably evil, either. These guys are full-blown evil, and everything from their leader to their logo showcases it.

It's a terrible story, not so much in and of itself... but because it keeps tricking you into thinking that it's more than it is. It's not any more complex than it seems, despite the promises made by every preview and review out there. And blowhards like Steven and Alan continue suckering people into it. If you had any doubts about their credibility, feel free to increase them now.

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This page is an archive of entries from May 2004 listed from newest to oldest.

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