Kevin-V's blog: Neverwinter Days
I've been thinking about the subject of game genres a lot since reading some of the comments in our Game of the Year feature. A few folks here and there question calling The Sims 3 a strategy game--and I even notice from time to time comments from readers that wonder if Demon's Souls is a role-playing game. The answers are relatively simple (we've always considered The Sims series to be strategy as opposed to simulation, and Demon's Souls is absolutely an RPG), but these queries point to a much more interesting dilemma: How should games be classified in an era when the lines between genres continue to blur, and is the idea of genre itself antiquated?
The Sims is an excellent place to begin searching for answers. If you thought to ask, "Why do you classify The Sims as a strategy game?" then consider the alternative: Classifying it as a simulation. You could certainly suggest that The Sims simulates life and therefore belongs in that category--but would the confusion be diminished if you saw a simulation game-of-the-year category that included Microsoft Flight Simulator, Silent Hunter, and... The Sims? Do those games have any more in common with The Sims than do Dawn of War and Plants Vs. Zombies? Not really. I could even throw something in like Forza or Gran Turismo, but driving sims get classified as driving games, and would just further convolute the issue. What, then, for a genre-defying game like The Sims 3? We're forced to put it in a category, and strategy seems like as good a place as any.
The Sims 3: bending genders, and genres.
Then what do we do with games that meld genres together to the point where it's difficult to say that the game's one thing over the other? Sometimes, it's just feature creep. Warcraft III has RPG elements, but it's still a real-time strategy game; Wolfenstein and Army of Two let you customize and upgrade weapons, but I wouldn't think of calling them anything but shooters. But what about, say, Spellforce, which is a pretty complex amalgam of strategy and role-playing? Or how about tactical RPGs like Valkyria Chronicles or Final Fantasy Tactics? Should we call them RPGs, or strategy games? We ponder this kind of dilemma every year when planning our GOTY feature. This year, Trials HD, Henry Hatsworth, and A Boy and his Blob were thorns in our sides. What exactly is Trials HD? Is it really a racing game just because you control a motorcycle and are under pressure from the clock? Is it a puzzle game, forcing you to solve dilemmas brought upon you by the game's physics? Or is it a platformer, forcing you to overcome obstacles in order to go from point A to point B? In 2008, Braid was a troublesome entry. Is it a platformer, because you climb ladders and do lots of jumping, or is it a puzzle game, because of the way you have to manipulate time?
My brain hurts from all these considerations. I've heard some argue that gaming is stagnant, because too many games so neatly fit into a simple category, but I don't believe that. In fact, I think the idea of putting games into neat categories is becoming increasingly convoluted. If you think that it's been too long since we had a "brand new genre" in the way that games like Doom and Wolfenstein 3D introduces first-person shooters, you should think again. Instead, we've simply pigeonholed genre-breaking games into existing classifications. I think of tower defense games as their own genre, but they've fit neatly into the strategy category. Puzzle Quest has initiated a follow-the-leader string of puzzle RPGs. Borderlands is a shooter, sure, but it feels more akin to a loot-heavy action RPG like Diablo than a typical FPS. Then you have all sorts of indie games, from Blueberry Garden to Flower to Flow to Eufloria, some of which fall into this hypothetical category of "ambient games," but are still sequestered into neat boxes so we can make them fit into a genre.
The finest city-building game ever. Stop looking at me funny. What would you call it?
But for what reason, really? I get that maybe you aren't into shooters, for example, and want to have general ideas of what games are like to play. But let's say you like RPGs but not shooters; what happens to a game like Mass Effect 2, which features stop-and-pop Gears-of-War/Uncharted-style action? Do you play it because we call it an RPG and you like those, and then dislike it because you don't like that kind of shooting? Or maybe you love it, because the action has a different kind of context than it does in "pure" shooters. Point being: Does sequestering games into genres make sense anymore?
You could make the same argument for films, television, and literature as well, actually. Even there, answers that seem simple aren't as clear as they first appear. Is Star Wars science fiction, or fantasy? My unusually level-headed coworker Lark Anderson thinks it's a western, which sounds silly, but makes perfect sense. After all, when developing Star Trek, Gene Roddenberry described it as "Wagon Train to the stars," so a comparison between westerns and Star Wars doesn't seem so odd. Star Wars also has much in common with the old serial adventures, and is based heavily on Kurosawa's film The Hidden Fortress. So if you think of Star Wars as sci-fi, wipe the slate clean and take a closer look. Maybe you'll rethink the idea of categorization.
And so it is with games. We like to put games in compartments because it makes them easier to describe and understand. It's unlikely the concept of genre will disappear in games, but even so, take this opportunity to dismiss your notions of what genres you like, and which you don't. You might have overlooked a game you would have fallen in love with simply because you "don't like that kind of thing." Genres may be here to stay, but maybe it's time to approach games with a clean slate.
Your task this month: Play a high-quality game in a genre you decided at some point that you don't like. Maybe you'll still feel the same way. And maybe--just maybe--you'll fall in love with a game you never imagined you could.
Full disclosure: This was actually forwarded to me from someone else in the office, but I think it is too delightful not to share.
Sent: Wednesday, January 06, 2010 8:51 PM
Subject: Dubious Honors? Millions of readers daily? I am worried about sequels...
I think there is a real ideology beyond economic considerations of novelty where old games may no longer be... FIXED. I am thinking of Game Boy s first Final Fantasy. It contains a musical theme I contend is mine and ended up there as Manzanita was an aquaintance of one-of my mothers. But the game is by far the best RPG on its line (sprite, vs Fallout, Nethack, Baldur s), and it is not being republished. I ve found more than one _sabotage_ in games, where the EXACT SAME game with a correction would be more welcomed than a sequel, but it does not happen. These sabotagesare schizophrenicin origin, understandable, explainable and QA does not filter them. Now I see that you take it into consideration! Is it a prize or a punishment? Code maturity is lost if the game attempts to be new instead of a better version. I can name several examples. But now you publish there were less weekly novelties! Do you really have MILLIONS daily looking into videogames? Areyou considering migration to phones and such? I cant find fora with more than, say, 22000 visitors or polls with more than, 2200 votes, 1500 average. If that s the whole internet space, we are losing it! WHO has the means to locate people online, physically? Is Network Solutions beyond ideologies and purely economics and customer oriented? Do you have to fight with polices, who can be proven are schizophrenic prone? Schizophrenic means entropy, flatline and negation. If I keep using the internetbut end up finding the exact 20+ families and varieties, were does that leave us?
Hi everyone, and long time no post!
As I do every year, I have compiled a list of my top games of the year--though this time, I did it in a slightly different format. Rather than list my top 10, as I did last year, I am presenting individual awards to the games I think are most deserving. Mind you, these are based on my own personal preferences; they should necessarily be construed as reflecting the winners in any official GameSpot Best-Of category.
This was an impressive year. I played a lot of games in 2009, and while some were immediately forgettable, others lingered, either because they were awesome, or because they were lousy. I enjoy this time of year, for what it's worth, and enjoy being part of the official GameSpot discussions. But the best part is getting to recognize games that would have otherwise been forgotten, had they not done one or two things exceedingly well. For example, Velvet Assassin will not blow anyone away, but its atmosphere was incredible--so incredible it was what made the game worth playing. Cryostasis was somewhat buggy and little-played, but its sound design and story were amazing, and we get to recognize it for those things.
It's also a time of surprises. Some readers believe that we buy into "hype," while others suggest that we should only include games they've heard of. (Obviously, those two things can't coexist, but that's lost on many.) But it comes down to this: What did we play, and love? We're in a unique position. We played a lot of games, the popular and the undersold both, and so we're not concerned with whether a lot of people played a game and are in a position to agree with us--we're simply concerned with whether it was good. In games, as in every other form of entertainment, what's good isn't necessarily what's popular, though sometimes it is. That's why you see categories that include The Sims 3 and Comet Crash living in harmony. (You may never have heard of Comet Crash, but you should damn well play it.) It's because we want to recognize what's good, not what's popular. If there's one hope I have this year, it's that you consider playing a game on our list you hadn't payed attention to before now. Never heard of Deadly Creatures or Bit.Trip Void? Now's the time to see what you were missing!
And so on to the Cubbies!
The Paris Hilton Award for Style Over Substance
I read occasional complaints from folks that see Ninja Blade as a sort of poor-man's Ninja Gaiden or God of War. And all I can say is: So? Gleefully silly, knowingly derivative, and brilliantly over the top, Ninja Blade is pure fun, and doesn't need excuses made for being exactly that.
The I Don't Get It Award
Borderlands gets a lot of love from various corners, but I haven't quite grasped what it is that people seem to love about it. It doesn't draw me in, because it doesn't do enough to hook me. There's no story worth mentioning, the world seems very bare-bones, and I can't shake the feeling that the art style is trying to compensate for a general lack of personality. Borderlands is a great tech demo, but it is a mere shell of what it could have been.
(Runner-Up: Shadow Complex)
The We've Seen This Before So Why Is It So Damn Good? Award
There's nary an original bone in Dragon Age's fleshy, scaly body (which is what makes Bioware's recent comments about JRPGs' recycled elements seem hypocritcal), nor does that really surprise me. It's part Lord of the Rings and part D&D, and features enemy designs ripped right from the Tolkien playbook. Yet it works. Not because the plot is going to set the world (or Middle-Earth) on fire, but because the world is well thought out and filled with memorable characters that bring it to life. We've seen it all, but great writing and dialogue make us care in spite of the familiarity.
The Nicholas Cage "I Know You're Better Than This" Trophy
Empire: Total War is a great game, but a buggy, flawed beast as well; I have high hopes that Napoleon: Total War improves on this shaky foundation. But it's Stormrise that earns CA this nod. Tellingly, publisher Sega released Stormrise at the very end of its fiscal year, just as it did with Universe at War the year prior. It's a sign that the publisher had essentially given up and needed to get a product on shelves that would continue use up resources without any benefit to revenue. In other words: Sega likely had no faith that the game would get any better. And that's because Stormrise is flawed to its very core--and as we all know, you can't polish a... well... you've hear the saying.
(Runner-Up: Rebellion and Bethesda, for the shameful Rogue Warrior. What were they thinking?)
Had Cryostasis not been so buggy, it could have been 2009's PC game of the year. But in spite of its technical issues, its story, its ambience, and its originality stood out in a year of endless sequels. This is an awesome and flawed game that deserves its day in the sun. In this cases, an Arctic sun.
The John Cougar Mellencamp "Hurts So Good" Award
It's hard. It's unforgiving. And it's the most brilliant and innovative game of 2009, taking old-school dungeon crawling and infusing it with an incredible online component that's built into the very soul of the experience. And everything is implemented so well, never removing you from the world itself with "gamey" elements that intrude in other games. No "co-op" mode menu, no "player hint" menu, no "invite" menu... it's all built into the Demon's Souls' fabric. This is a game that will be played and loved by its fans long after 2009's sales juggernauts have been shelved and forgotten.
The Barry Manilow "I Can't Live Without You" Award
"What the hell are you talking about, Kevin?" You thought this to yourself just now, didn't you? Well, fear not, for I am not insane. Moxie is an excellent word game for the iPhone that has kept me busy on my commute to work almost every day for months, when most iPhone games have gotten boring, even popular favorites like Bejeweled and Bookworm. You should check it out.
It seems like a great idea: Take the Defense of the Ancients mod for Warcraft III and turn it into a full-fledged product. The problem is, we're still waiting for a full-fledged product. Demigod could have been good had it worked at launch, and we garnered a lot of flak for criticizing this competitive online strategy game for barely working online. Fans felt it deserved the benefit of the doubt, but as it came to pass, we see that games shouldn't require that kind of benefit. Demigod still doesn't function properly (though it has improved), and it serves as proof that you can't trust patches to make it all better.
As for League of Legends, it's a great free game, but a lacking retail product. Again, it's a game built around future promises and expectations that delivers very little up front. If this sub-genre is going to take off in the retail market, we need a full-bodied game, a complete product. Until that time comes, there's simply no reason for DotA players to convert; not when it costs money.
The Unsung Hero Award
It was easy to look at Killzone 2 as that "incredibly good-looking shooter." But when I wrote the review, I didn't write about the visuals until the second page for a reason: They weren't the defining feature of this fantastic first-person shooter. Killzone 2 is moody, intense, and the most fun I had with a shooter this year, including the super-anticipatedModern Warfare 2. Its multiplayer is an overlooked and amazing haven for 2009's best firefights, thanks to its multi-mode matches and lots of little features (spawn point cameras, for example) that kept me coming back. When other shooters delivered more of the same, Killzone 2 felt unique, and was more exciting than any multiplayer experience I had this year.
Some games exist as perfect points of light. They were the right game at the right time, and yet hold up years later as well. But some games are best left shining in the darkness. F.E.A.R. had already suffered from a couple of disappointing expansions, but with Monolith at the reigns of its sequel, I expected more, or at least, something on par with the original. F.E.A.R. 2 is a good shooter, but it isn't a special one. Dark Athena suffers in a similar way, which makes me wonder: Do developers sometimes forget what made their games so wonderful in the first place? It's not always about checking off all the right boxes; the best games grab you by the heart or the bollocks and don't let go.
We've come to expect expansion packs that just give us more of the same. Rather than lazily crap out mundane and expected expansions, EA gave us delectable delights with Spore: Galactic Adventures and The Sims 3: World Adventures. In the Spore expansion, you got to create and experience little adventures, and in the process, be a bit of a game designer. In World Adventures, you took your sims on holiday to explore tombs, where all sorts of surprises were waiting. In both cases, we got something unexpected. And for that, I am thankful.
You know what? It's nutty, maybe even a little cheesy. And you know what? I loved it. But one thing I am sure of: Whether you liked it or hated it, I bet you'll remember it. I'm already formulating ideas for what I think Assassin's Creed III could be (like I did with the first game), but this time, I didn't feel cheated. An awesome game with a memorable conclusion that had me eager for more. What more could I have wanted?
The Gift That Keeps On Giving
Dissidia Final Fantasy
Along with The Sims 3, this is the game that I had a hard time pulling myself away from late at night, bleary-eyed, desperately needing some rest. The action is great, but what makes Dissidia so difficult to put down is how it keeps doling out the rewards, never running out of wonderful things to give you. More importantly, it doesn't feel like you start with half a game to start with. Instead, the joys just pile on.
The Gift That Could Have Given More
I don't know a single person in our office that wasn't psyched about Scribblenauts. That is, until we finally played the full game. It's a fantastic toy if you're the creative type, but as a game, it lacks. It's exploitable and controls poorly, and after playing through a few levels, I have absolutely no desire to return; the controls killed it for me.
The "On A Roll" Award
Relic has yet to release a bad game. From Homeworld to Impossible Creatures, each of these game delighted and sometimes astounded me, and with Dawn of War II, they have another winner. It wasn't a home run, mind you. Dawn of War II's identity crisis is an issue, and the single-player campaign is nothing compared to Homeworld II's astounding story. Yet online, Dawn of War II is a thrilling and dynamic experience that reminds me that even when it takes chances that don't work out, Relic is a developer you can rely on, when so many others can't consistently deliver.
Forza 3 is brilliant in its own way, but Dirt 2 is a beautiful and thrilling game in its own right. Justin Calvert and I had a conversation not too long ago in which I mentioned that it is very difficult to find anything wrong with it. The cars drive so well, and the game looks and sound so good, that it's hard to find anything to criticize. You may argue that it could have done more, but it's hard to see how it could have done what it does any better, from it's cool menus to the pure fun of kicking up dirt on the tracks. It got overshadowed by Forza 3 (which is a different kind of experience), but I would argue that it's every bit as worthy of your time and money.
Comet Crash is this year's "huh?" game that showed up in multiple categories, including strategy game of the year. And it totally belongs there, though it's easy to see why someone who hasn't played it might be vexed. 2009 was the year of the tower defense games. Yeah, I am getting sick of them too. But Comet Crash does it much differently by keeping you constantly active, and its multiplayer is a total hoot because it lets you create unit paths using the turrets you place. It's an extra layer of strategy that keeps every game different from the last. Don't let its unassuming looks fool you: This is a game that everyone should play, and is deserving in every category in which it appeared.
Don't worry, Red Faction and Infamous. You're still awesome, and I will send you Christmas Cards every year so you remember how much I love you.
So that's it for this year's Cubby Awards! Don't forget to vote in GameSpot's Reader's Choice awards, and feel free to let me know what your favorites and least favorites were. Also, be sure to follow me on Twitter, where you'll get a lot more from me on a daily basis than you will here. Until later: Ciao!
I haven't been specifically ignoring my blog as much as I've been deeply rooted in the constant flow of games to review. It's been a busy month, but I am grateful that a dry spell has evolved into something more stimulating. It goes in spurts, doesn't it? A bunch of middling games fill out the calendar, and suddenly something good or even special comes along.
Activision didn't send review copies of Wolfenstein for the PC or the PS3, so we should be getting those at retail and getting reviews up by the end of the week. Additionally, a Dissidia review will be up by the end of the week as well; we filmed the video review today. In the meanwhile, if you're anxiously awaiting the review, satiate yourselves with some video:
I've also put up a ton of screens. Here are a few:
I hope you enjoy the media. I will also be working on my Spore adventure that I promised a few blogs ago. I plan on tearing myself away more often to keep you all updated on what's going on in my small but decidedly crowded corner of the universe.
In the words of American Dad's Roger: "Haha! I'm away!"
Goodness I have been busy, so I apologize that this follow-up is a long time coming! In my last blog, I asked you to create an idea for a Spore adventure that I could create. I would choose the entry that was the best, and was the most viable to create, and create it using Spore: Galactic Adventures. The individual that suggested it then gets a copy of Spore and its expansion!
Well congratulations to @Emperor_Jimmu: I will be creating an adventure based on your suggestion, Sir Gawain and the Green Knight! Not only is it a good story, but it is doable within the context of a 10-minute adventure. Send me an email to kevinv--at--gamespot--dot--com with your name and address (and Steam account name, if applicable), and I will either send physical copies of the games to you, or I can gift them to your Steam account.
In the meanwhile, I will get to work on the adventure. When it is done, I will record a playthrough of it and post it here! My thanks to everyone that posted a suggestion.
As you probably know, I really like the Spore expansion pack, Galactic Adventures. I am pleased with the adventures I created (check out Perseus' Quest, which I think turned out well; too bad the Sporepedia hasn't updated yet with the correct number of plays and so on). I am now in the process of another one based on Korean legend, and can't wait to finish it this week.
But this is where you come in. Once I am done with the current project, I need a good idea for the next one--and I want you to be my muse. So come up with a little story idea. I'll choose the one I like most and seems most feasible to create, craft the adventure, and capture a playthrough so you can see how it turned out. Even better, I will send you a copy of Spore and its expansion, either a physical copy, or via Steam. (If you already own both or either, we can work out a different PC game). Here's the nitty gritty:
1. Give me a loose idea of a small game story that can be played through in around 10-12 minutes. It can be an original idea, a favorite legend or myth, a parody, or something else entirely! Feel free to be creative.
2. Just don't get too carried away. The Spore adventure creator has limitations, so I can't explore the seven levels of hell or anything. But it can have up to eight acts, and include combat, dialogue, fetch quests, and so on. But be as nonspecific as possible (rough outline), because the more specific you get, the less able I will be to create an adventure that intricate.
3. Reply here with your idea. I'll choose the one I like most based on a combination of how good it is, and how feasible it will be to create. Reply by July 1 at 12 PM (noon) Pacific Time, and you'll be eligible.
4. I will announce the winner in my blog. If I choose your entry, I will create it, and when done, I will record a playthrough and post it on the site. I will also credit you on the published adventure. And finally, I will send you a copy of Spore and Spore Galactic Adventures, either via Steam, or via snail mail. This will entail giving me either your Steam username, or your name and address. These would be emailed to me and kept private.
5. I like waffles. Mmm.
So that's about it. I look forward to hearing your ideas and bringing it to life. In the meanwhile, I keep my Twitter updated with all sorts of weird exploits, including Spore ones. And who knows, maybe I will like more than one adventure. If I do, I can't give the game to more than one person (how much money do you think i make!?), but I would certainly create your work of art!
Hi there! In my last blog post, I promised the first five users to post links to their photo that I would create a Sim for them in The Sims 3. Only three people decided to link their photos, but it was enough to have a bit of fun. Now, game limitations keep me from getting it spot on, but hopefully I got close!
First up, @MaddenBowler10:
On to @drumbreak1. You were tough because the photo was black and white, and there is no re-creating your awesome hair. But here you go!
And lastly, @nickscho! Hope you enjoy your likeness.
Now, back to E3 preparations. Enjoy the show this year; I know I will!
E3 is practically here--and oddly, a few important, highly anticipated games are coming out around this time, a move that intrigues me, and one that makes it easy to make pre-release conjectures (some of which, interestingly, aren't really legitimate worries, and some that are, judging from what I have seen and played). One of the biggest, The Sims 3, comes out next week. It's an interesting release date, because coverage on major sites may get buried alongside E3 news. Luckily, I spent dozens and dozens of hours with it, and you will see the review up on Monday morning when the review embargo lifts. Sadly, most of our video equipment was all packed up, but we did manage to cobble together a video review, though it won't feature our snazzy greenscreen set. We went old-fashioned!
EA likely doesn't care about coverage getting buried--The Sims 3 is bound to sell like hotcakes. After all, it is the second sequel to the best-selling PC game of all time. A few other games are also on their way next week, like Fuel and Red Faction: Guerilla. I have played through Fuel's single-player component, but because we were given code that plays only on a debug unit, and there weren't pre-release online sessions, I haven't been able to play an important aspect of any modern racing game--multiplayer. Additionally, we were given PS3 code, but not Xbox 360 code. That means you won't see a review for Fuel until after E3. You will probably see Red Faction this week, though. The query that's easy to make, though, is the one you ask when a film isn't screened for critics: is the game released during that week because the publisher is worried about negative buzz? I certainly wondered it, but honestly, a few observations have led me to believe that we shouldn't rush to such dismissals.
So even though the review is done and written, I am still messing around with The Sims 3, so I have a proposal for you. Respond to this blog with a link to a photo of yourself; if you are one of the first five people to do so, I will try my best to recreate your likeness in sim form and post a shot of the resulting Sim here. I have had some success with likenesses; my virtual Chris Watters and Shaun McInnis are spot on, though to be fair, Chris and Shaun themselves created them. So let's have some pre-E3 fun to keep ourselves occupied!
I also have a few thoughts on the first half of 2009.
Strategy games. Dawn of War II is one of my favorite games so far this year. The single-player is unusual but fun, yet it's the online component that is fast and furious enough to keep you enamored. RTS? Fast and furious? Oh yes indeed. Not so fast and furious, but no less wonderful: Empire: Total War. A bit buggy at release and somewhat different from its predecessors in some ways for sure, yet still supremely addictive and worth playing.Also worth playing: The RTS/action hybrid Battlestations: Pacific, Men of War, and the underappreciated (and now free) BattleForge. Last year's strategy pickings were slimmer than they should have been; this year has offered several good several strategy titles already!
Tower Defense. Who could have imagined that Plants vs. Zombies would have become so beloved so quickly? And how about the amazing Comet Crash on PSN, a potential game of the year candidate? The recent Swords and Soldiers on WiiWare also has tower defense elements and is quite wonderful. Just when you think a genre really has nowhere to go, game designers prove that creative minds can always find a way to breathe new life into old concepts.
Dumb Fun. Ninja Blade is one of my personal favorites yet this yea, and its mixed critical reaction really surprises me. It isn't deep, it isn't serious, and it isn't trying to be like Ninja Gaiden, so stop comparing them! It is, however, a trip. It's been a hit in the office, though it's hardly perfect--yet I just get a rush when I play it. And here I thought I could never like quick-time events again. And how about The Dishwasher? There's a game that is just pure fun (and quite difficult), and shamefully underselling. Excitebots? Hell yeah. Just all fun. What's wrong with just--being fun? Nothing, I tell you, Nothing!
Hidden Gems. Here's where those games come that some folks can't quite wrap their heads around. They often come from lesser-known devs and explore concepts and mechanics that make your head spin. They might have some technical issues, and won't be everyone's cup of tea, but they deserve credit for being exactly what they are. Cryostasis is this year's best example. It's slow to unfold, but it draws you in. It's for the thoughtful gamer that doesn't need every moment to be filled with bullets and blood, the gamer that likes a sense of place and time, the gamer that likes mystery and doesn't need a quick payoff. So far, it's my favorite story this year. Necrovision, Zeno Clash, Deadly Creatures,Trash Panic, Zubo--don't overlook them because they sound weird or have little buzz. They may not be for you, but they deserve consideration.
Killzone 2 and inFamous. I made up a category just for them. It's the category of AWESOMENESS.
Strategy Games. For every up, there's been a down. Let's start with Stalin vs. Martians, the worst game so far this year. Please stop giving this game a reader review score of 10 because you think it's funny. It's not funny when you do that. It just isn't. Or Stormrise, possibly the second-worse game so far this year, and a shocking misstep from a developer known for great strategy games. Demigod is fun, but it's not a complete product. Nor is it perfectly functional, even now. I got some flack from certain quarters over that review; people wanted us to go easy on it, as it came from a publisher known for its commitment to customer service. But as always, we don't review a product based on what it could be in the future--I have to tell it like it is. And it was broken. And it's still not fixed. Connection issues are still a major issue, the pantheon stats are still not fully functional, and there are other scattered problems. In other words, it is the perfect example of why no developer or publisher gets the benefit of the doubt--and why you should never, ever, ever trust that a game will be fixed in the future, or blindly trust the proposed timeline for those fixes. Stardock recommends using a third-party program called GameRanger to help with the connection issues. And you know what? That's unacceptable. Anyway, we also got disappointing expansions for Company of Heroes, Red Alert 3, and World in Conflict--shocking developments for three games that set high standards for the genre. Which brings me to:
Expansion Packs. Those two games I just mentioned belong here, along with Neverwinter Nights 2: Mysteries of Westgate. I realize not every expansion can be as awesome as The Lord of the Rings Online: Mines of Moria, but even the most forgiving fans should still expect more than a quick grab for their buck.
Sequels. There are some wonderful exceptions, some of which I noted above (oh, and Street Fighter IV of course), but there are also some real drags in this regard. The Godfather 2 isn't good. I know there are folks out there that stand by that game vehemently (just as some stood by last year's appalling Mercenaries 2), but it's so flawed, so broken, so devoid of personality, and so contrary to what the license stands for. Puzzle Quest Galactrix is another one that dropped the ball. Neither F.E.A.R. 2 nor Riddick: Dark Athena are bad games; actually, both products are good. Yet when compared to the originals, they suffer somewhat. Moody, sure, but they aren't special in the way their predecessors were. And Bionic Commando is less a sequel than it is a reimagining, nor is it bad, but it doesn't live up to series' standards of quality and fun.
Humor. Night at the Museum is a great way to earn 1000 achievement points in 2 hours, but as hard as it tries, it isn't good for a laugh. Leisure Suit Larry: Box Office Bust's humor is awful. I like dirty jokes as much as anyone else, but you can't leave out the joke part; being dirty isn't funny on its own! And of course, Stalin vs. Martians belongs here too. It thinks it's so clever, but how wrong it is. Of course, there was some truly funny games this year, like Prinny: Can I Really be the Hero; Eat Lead; and Wallace & Gromit. But clever humor seems to be a lost art in games. Giants: Citizen Kabuto, LucasArts adventure games like Grim Fandango, Armed & Dangerous--we need more of these nowadays. Games that tickle us.
What are your winners and losers so far this year? And don't forget to show me your photo, so I can create you in The Sims 3! Also, check our E3 page, and follow me on Twitter. I will be getting possible questions to ask developers and publishers on my E3 appointments in real-time on my Twitter through the week, so keep an eye out!
Remember how my wife Ursula was throwing up? She was indeed with child. I helped her out as best I could. I even read that damn pregnancy book like she asked after she was done with it. And when time came, I drove her to the hospital, where she gave birth to a beautiful baby girl named Arabelle. Arabelle is a wad of energy; she likes waking us up through the night, which makes Ursula quite cranky, since she possesses the "neurotic" trait. I find that keeping her busy checking the sinks and the stove is the best way to let her sublimate her obssessive-compulsive behavior. She also does a lot of gardening, which leaves Sim Kevin taking after Arabelle more than she does. Blast! This is what I get for being a penniless band manager, while she helps her boss out with important "research" and stocks the fridge with tomatoes, grapes, and lettuce. What goes on in that lab, anyway?
This is my little bundle of joy. One of my favorite parts was when I didn't have a crib, so my Sims just keps putting her on the floor. If I am not careful, they'll do it in public too. On my visit to a local barbecue, I put her down in the grass, and another Sim went haywire when she started to cry, so I sent my wife to tell him a thing or two. He had a tantrum but didn't cause more trouble.
Here's the barbecue in question. Sim Kevin is eating hot dogs, while Ursula waits for her turn at the grill. This must be when Arabelle was laying in the grass, since neither of them are holding her!
Sometimes you have to get away from the wife, you know? This should have been a pleasant after-work dinner party. Instead, I met this dude named Cycl0n3 Sw0rd. I knew of him already, because Ursula delivers vegetables to him for profit. Well anyway, I thought his name was dumb. I mean, who uses a moniker like that in real life? His whole rich lifestyle with him and his bimbos in their huge loft offends me. So I told him what I thought.
He didn't take too kindly to my continued offenses however, but I didn't let up. First I told him his mother was a llama. Then I slapped him. Finally, I showed the scrawny ass that there was only room for one geek in town, and it's the one with the normal name and the beautiful wife. Well, I tried to show him. I lost the fight, but not before I declared Cycl0n3 Sw0rd my nemesis. I will not rest until I take him down.
Luckily, Ursula is less inclined to get herself into trouble. Here you can see her chatting it up with Sim Justin Calvert at the library, who managed to talk about computers--while in his workout clothing. Poor Justin. I should have put more thought into giving him a better exercise outfit.
It's hard work having a baby, an issue I have extended by cranking up my Sim lifespans to the longest possible. Luckily, because my Sims have opposite work shifts, I don't have to spring often for a babysitter, though Sim Kevin's barely had time to practice the guitar he's so busy with late night feedings and diaper changes. I'll keep you posted with more developments in the life of Sim Kevin and his wacky friends as the week progresses.
We received review code for The Sims 3 on Friday, so I have spent the last few days messing around with it. The review embargo is still more than a week away, but while you patiently wait for our final word, I thought I would share with you a few screens from the last few days. All these shots are from the city that ships with the game and includes no downloaded content. It's worth noting, however, that when you register the game you get an entire town to download for free; I will show off some screens from that city when the review goes up.
On Tuesday, I'll post a whole bunch of video as well, and try to sate any hunger you have for all things Sims 3. In the meanwhile, some updates on my Sims:
While I put him through a few changes afterwards, this was my Sim in progress. Handsome fellow. Oddly enough, I named him Kevin. He's a big guy, but a but more in shape than me. An interesting addition to the Sim creator allows you to create your own clothing designs. As you can tell, this black t-shirt didn't get much attention!
This is the Sim version of GameSpot's own Lark Anderson. The game allows you to give each Sim up to five behavioral characteristics. Upon Lark's request, I made his Sim insane and evil. For good measure, he's also a kleptomaniac, inappropriate, and neurotic. Oh--and I made his wife Britney Spears. Together, they have a child. Called Trollbo.
Conversations with Lark and Britney are a little bizarre. Lark makes all sorts of moody noises, and got pissed off when I straightened up that pink flamingo that had fallen over. I apologized and he seemed fine, but I decided to be rude to Britney in retribution. I then took my leave. Can't wait to see what kind of brat Trollbo ends up being!
I also made Sim versions of Justin Calvert and Sophia "Freaking" Tong. In my alternate universe, they are married. They're both quite chatty, though Sophia rudely took a cell call while I was hanging out. Justin's more friendly, but all he wanted to talk about was working out.
My wife's name is Ursula. And she's quite the hottie, I may add. Here you see us just prior to a romantic interlude. Oddly enough, Ursula's been feeling sick the last few days for "unknown" reasons. My guess is she's got morning sickness. Is there a little baby Kevin on the way? God help us.
I'm a musician; Ursula's a scientist. The upside is that we work opposite shifts, so it keeps the gameplay moving. The downside is that I forgot to pay a bill. So here's the repo man, sucking up my only living room chair (fortunately, he left my love seat alone). I eased my pain by heading to the park and playing guitar for the folks there.
More often, however, I practice in the bathroom. I don't know why Sim Kevin prefers to play guitar next to the commode. Acoustics?
I am also doing frequent mini-updates on my Twitter. If you like, follow me there (http://twitter.com/fiddlecub) for uncensored thoughts as they emerge.
I will have more to share later this week, but in the meanwhile, check out some footage from this week's GameSpot Community Game Night. Chris Watters and I took aim at the GameSpot community, chilling out with them while simultaneously shooting them in the faces. If there was any doubt why Killzone 2 is so extraordinary, feast your eyes on the following video.
As promised, I have eaten a hat.
If you aren't aware of the backstory for this one, I declared on our podcast The Hotspot that Tecmo's recent announcement at the Sony store in San Francisco would be for Ninja Gaiden 3. I was so convinced that I offered to eat my hat if I was wrong.
And I was wrong, of course! But I kept my promise, and I have eaten a cap. In this case, a hat I made out of rice paper, water, and food coloring. If you are wondering: it was not in any way tasty. Perhaps a polyester blend would have been better, in retrospect!
I am preparing a hat for consumption.
If you don't know what I am talking about, check out the HotSpot episodes from March 17 and April 7. When discussing Tecmo's then-pending announcement of Ninja Gaiden Sigma 2, I was so convinced that it would be Ninja Gaiden 3, I declared I would eat my hat if it wasn't. So of course, NGS2 was announced instead, so as a man of my word, I will be eating a hat.
User HouEvil, in his infinite wisdom, likes this idea so much, he decided to draw a representation of this activity. This is amazing, dude:
And yes, I will be eating a hat and videotaping the results for you to enjoy. Stay tuned!
I am a big fan of Red Alert 3, and the PlayStation 3's Ultimate Edition is a bit superior to the Xbox 360 version. However, as I noted in the review, Electronic Arts fudged their bullet points a little. Every supposedly "new and exclusive" skirmish map is actually a map that appeared already, a fact that really grinds my gears, in the words of Peter Griffin. It's still a great value, and it features several maps that didn't appear on the Xbox 360, but to take pre-existing maps from the PC version and PC premier edition and call them new and exclusive is--well--underhanded.
It's a small point but it's an important one, because preview coverage generally gives publishers and developers the benefit of the doubt. You may already have decided to purchase a product based on a feature, reviews be damned--and even reviewers might take claims like this at face value, particularly if the site or magazine separates its teams by platform. As it is, maps like Repair Bay and Turtle Village aren't actually exclusive at all, and their presence in this version somewhat mocks the PC gamers that purchased the premier edition, as they were also getting these maps "exclusively." EA's claim implies (actually, downright states) maps newly created for the PS3 version--but no such maps actually exist.
Coincidentally, I logged into Steam today and saw that the abominable Stormrise was being sold there, so I took a peek at the listing. There, I saw this claim: "Advanced Multiplayer Features - Multiplayer modes feature 'join anytime' functionality, previously only seen on First Person Shooters." The same blurb accompanies the game's listing almost everywhere.
This blatantly false claim is even more irritating than EA's, because this claim cannot be spun to sound "truthy." There are many, many non-FPS games that feature drop-in, drop-out multiplayer. Fable 2, Saints Row 2, Mercenaries 2, Diablo 2, Neverwinter Nights, 50 Cent: Blood on the Sand, Sacred 2--goodness, the list just goes on. After all, any game where you can join a match in progress features "drop-in" play, and this realm is hardly an FPS-exclusive concept. Let's assume for a moment that they mean it's the first RTS to feature drop-in competitive multiplayer. Well, wrong again: World in Conflict and Ground Control 2 both feature drop-in battles--and of course, both games are worth playing, while Stormrise is not.
I wish I could say these were April Fools pranks on the part of some PR folks, but they are in fact actual claims. I know it is easy to get hyped up based on what you're being promised, but remember that even the game's box may not be giving it to you straight.
What are some other examples of press releases or game packaging that you have seen that were--um--lies?
I frequently get emails and private messages from students working on papers or essays to get my take on various issues within gaming. I can't always respond, but I do try when I can. One of the most common questions is my take on the "games as art" issue. A kind fellow named Jason recently sent me a message on Facebook asking for my thoughts on the subject, and I decided to post them here.
By nature, games are collections of images, sounds and narrative. They purposefully elicit emotional or aesthetic reactions in those that experience them, and/or have emotional or aesthetic value to one or more persons. They are art by definition.
I have heard plenty of counterarguments. One such argument is that games are interactive and cannot then be classified as art. Yet plenty of modern art is created to be interactive; I have viewed and participated in multiple interactive works at the SF Museum of Modern Art, for example. The performing arts require the interaction of musicians, and as such, each performance of a piece of music is unique, meaning that the creation is affected by participants. In other words, art can be interactive, and often is. The player's ability to affect the sounds, sights, and narrative in a game has no bearing on the definition of a game as art.
Okami is an oft-cited example of an artistic game. Indeed, it's a collection of images, sounds, and narrative that elicits an emotional response. It's art, all right.
Another argument: games are created by large groups of people, not by a single artist. The falsehood of this statement aside (there are, of course, many games created by a single individual), this argument is pure vapor; symphonies are performed by large groups of musicians, film scores are often the result of collaborations, and films themselves are created by thousands of individuals. Yet few would argue that the medium of film cannot have artistic value.
Actually, almost every argument that games should not be considered art is arbitrary, created to be contrary and uninformed by the existing definition of art. These are the people that approach art as value judgment: they do not see the sensory or emotional value of games, and are therefore unwilling to admit to their artistic value. We hear similar arguments in music quite often; for example, some will tell you that rap is not music because it has no aesthetic value to them. However, one of the first things I learned in music theory class during my conservatory years was that music may consist of any sequence of sounds, regardless of their pitch and rhythm. Of course rap is music, by very nature. It may not hold aesthetic value to an individual listener, but that listener cannot affect the definition of rap as music simply by willing it not to be so. I could declare a blue jay to not be a bird, but no matter how steadfastly I may argue, the blue jay will still be a bird.
Then again, few would use 50 Cent's game to argue the point. Yet it's a collection of images, sounds, and narrative events as well. Should your own perception of this game's aesthetic value affect linguistic definition?
This is true across all the arts. The negative value judgment of an individual does not affect the definition. I reject the notion that the definition of art is subjective. A single work's lack of value to an individual is irrelevant to its status as a work of art. Games are art.
To quote Family Guy, I haven't done a journal entry in ever, folks, in ever. Honestly, it's because I've been a bit busy, but every so often, I like to tell everyone what I've been up to. What am I up to, anyway?
Well let's see. First off, games for work! Right now, Empire: Total War is the big game on my plate. I admit, the review may not be ready for the game's release, simply because we got the code the middle of last week, and it's--um--a huge game. Currently, I am playing the Ottoman Empire campaign; I admit after playing as the Ottomans in Europa Universalis III, I have a bit of a soft spot for them. Between now and then, I will try to update this blog and the reviews blog with updates, screens, and videos. So here: have a few screenshots on the house!
Spreading the Empire, one minor nation at a time.
What the Ottomans lack in technology, they make up in pure numbers.
I am also working on Blue Dragon Plus and an RPG for the PC called Drakensang: The Dark Eye. I had hoped to have the Blue Dragon review up for release, but Dawn of War 2 and Killzone 2 took up some time. With luck, both Total War and BD Plus will be up this week.
Believe it or not, I do play games for fun sometimes too. This year, I got very lucky: my go-to online RTS and my go-to online shooter were both released this month. I adore Killzone 2 and I adore Dawn of War II, and they will likely be the games I stick to for the rest of the year when it comes to online competition. If you play Killzone 2, add me to your PSN list, username: fiddlecub. If you play DoWII, add me to your Windows Live or Steam friends list, username: fiddlecub. Or drop me a private message and we'll find time to play!
So I got an interesting message a few days ago about the music in Afro Samurai for the Xbox 360 and PlayStation 3. I was careful to point it out in our review that the music was "inspired by" rapper RZA, because as it happens, he didn't actually compose it (though he did rap in two of the tracks). Sadly, not every outlet has picked up on the distinction, crediting The RZA for the soundtrack, when in fact it was written by composer Howard Drossin. I can't say I blame my peers, though; the manual and in-game credits do a fine job of blurring these distinctions, I imagine for apparent promotional reasons.
The flipside, of course, is that the author of the tracks doesn't necessarily get the credit he deserves, and honestly, I love the Afro Samurai soundtrack, as the review makes evident. But if you haven't heard it because you didn't pick up a copy, head to Howard's website and have a listen. It's worth hearing, and Howard deserves credit for his excellent work.
Because of publisher-requested embargo, we won't be posting any new screens or video of F.E.A.R. 2's full single player campaign until Tuesday, along with the review. However, we are able to give you a taste of multiplayer, and I wanted to give you a few screens and video of that experience.The screens are of the PC version, while the video is of the Xbox 360 version.
Boom, and lots of blood. The modes are familiar--deathmatch, a capture the flag variant called blitz, variants on conquest/territories, and a few others. Sadly, there are no slo-motion variants as there were in the original F.E.A.R.
One of those conquest variants is Armored Front, in which each team gains access to a huge mech. I am not piloting it here, but you can surely see it in action!
I like the shotgun. It makes nice splatters of gooey entrails.
Additionally, I am hoping to show off some screens and video of Killzone 2 on Monday, and show off some of my favorite weapons in that game. In the meanwhile, I offer a few videos of this beautiful title in action!
I am a big fan of mech sequences, on-rails bits, and turret sections that break up the gameplay. Here is one such portion.
Multiplayer action. W00t!
One of many nail-biting sequences in the single-player campaign.
As promised, we are putting together more Killzone 2 stuff than you can shake a stick at. However, we won't have a review until close to the release date. Rather than ramble on about why that is here, head over to Under Review, our reviews blog, to check out the reasons.
In the meanwhile, I sat down with Chris Watters and Andre Segers to discuss our initial thoughts on this intriguing game. Andre, serving as yin to my yang, provides a more earthly approach, while Chris and I are obviously more enamored with the experience. Expect a crapload of gameplay video between now and then as well, along with screens and ongoing blog posts about the Killzone 2 experience.
But perhaps like me, you would rather stay on the page to see the good stuff. If so, check out our first impressions feature:
And here are some screens to make your eyes happy!
As should probably be obvious by now, Jerrell_rast is the winner of my blog image contest. Good choice of images, and even better, the transparency in the lower half is just awesome. Major honorable mention to Elk, though: that Metal Gear Solid 4 theme was absolutely spot on, and I actually felt bad having to choose one over the other. So much so that I'd still like to send you some stuff for the effort. Both Elk and Jerrell_rast: email me at email@example.com with your full names and addresses, and I will send the stuff out. Elk, I've got some things hanging around the office that will hopefully ease the considerable pain of not winning.
And apparently I love .png transparency, since the winner of the signature portion of the contest is SuperMooseman. You should also email me your name and address so I can send out the promised prizing. Great job to everyone!
As for the Killzone 2 info hinted at in the title of this blog, it is a bit of a teaser, but I wanted to let everyone know to keep an eye out for some big Killzone 2 stuff next Monday: gameplay videos, lots of screens, and a nice feature you're sure to enjoy, amongst other goodies. February and March bring some highly anticipated games along with them, so keep your eyes peeled. I mean, not literally, because that would hurt. You know, peeling your eyes. Ouch.