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Banana Pepper Martinis 

13 May 2008

Zarathustran Analytics in Video Games, Part 6: Accomodating Nonconformity

In the sixth installment of the Zarathustran Analytics series, L.B. Jeffries explores those games that fall outside the boundaries set by his guidelines.

As any classification system necessitates, there are exceptions to the four basic categories being used in the Zarathustran Analytics. Going beyond the mere nitpicks of innovative games that strike careful balances or parallels, it is important to identify the games that specifically lack one of the three variables. When analyzing a video game by its experience rather than game design or player input, one might conclude that a game that does not feature all three variables isn’t really a video game. You don’t classify them this way to be belittling, though, you do it because these games create a different experience and should be judged by different criteria. Why criticize a game for not having a story when it wasn’t created with that in mind to begin with? Why criticize a lack of options when they would have served no purpose? There needs to be room for purists in the medium of video games and the exceptions to the four forms addresses that.
The most obvious place to start is with games that don’t have plots. Note the difference between that and not caring about the plot for a moment. There are plenty of games where the plot is entirely forgettable or the plot is one sentence long. Save the princess. Get to the end of the level. Or at the very core: beat the game. I contend that the goal of winning is in and of itself a story in a game. It has a beginning, middle, and end. The game may consist of nothing more than jumping off platforms or wanting to be “The Guy”, but that’s simply an incredibly small story. It has finality and the player puts in all the details. That doesn’t always make it a good story, but it definitely should be considered one.

L.B. Jeffries

The Week in Games 

12 May 2008

TWiG 2008-05-12: Enter the Drones

New releases for the week of 2008-05-12...
This is Pop.  You pop bubbles.  I guarantee it's more fun than it sounds.

This is Pop.  You pop bubbles.  I guarantee
it’s more fun than it sounds.

Oh, I know, WiiWare is out this week, but I already posted about that at length.  Given the list of WiiWare releases, LostWinds certainly looks like the one to get (though Pop is a nice surprise for WiiWare release day)...I certainly know what I’m doing when I get home from the day job today.

So...is there anything that’s not WiiWare worth picking up today?  Well...you fans of Narnia-related stuff are in for a treat, as you get a game to go along with your movie this week.  Released for pretty much every major system (except the PSP, oddly), Prince Caspian looks just about the same as any other movie-related game this week.  Hudson’s releasing Deca Sports, which actually seems kind of fun, not to mention that it’s the first Wii curling experience available, which may make it a must-buy.  Come on!  Curling!  Who doesn’t like curling? 

Atlus's Drone Tactics.

Atlus’s Drone Tactics.

Still, the DS looks like the software platform of choice if you’re not into downloadables this week.  For one, Myst is finally making its way off the PC.  I mean, it only took 13 years.  Still, I have to give this week’s cookie to Atlus, who is abnormally active for this time of year.  Do you like bugs?  Do you like robots?  Do you like tactical warfare?  If you answered yes to the previous three questions, there is no way that you will not like Drone Tactics.  Honestly, it looks like a can’t miss formula on paper, as you get to customize your little bug things to your hearts content and sic ‘em on (presumably) evil robot bug things.  Okay, I honestly have no idea if the thing will be any good, but Atlus + Robot Bugs + Turn-Based Strategy should = AWESOME.  I hope that equation holds.

The full list of releases and a Drone Tactics trailer are hidden after the jump.  CLICK IT:

Mike Schiller

The Bleeding Edge 

9 May 2008

WiiWare Cometh!

While we've had clues thrown our way, we really don't know for sure which games will be part of WiiWare's launch on Monday. Here's what one writer is hoping for...

Well, here we are.  This is like lying in bed on the day before my birthday, or Father’s Day, or Christmas.  I have a vague idea of what could possibly be in that shiny, enticing giftwrap when I get up, I know what I’m wishing for, I know what I asked for, but I don’t know exactly what I’ll be opening when morning finally arrives.

Yes, Monday brings with it the launch of WiiWare, or Wii Live Arcade, or whatever you want to call it.  Is it an innovative idea?  Well, no, Microsoft and Sony have been offering original downloadable content for quite some time now, some of which defines the consoles it resides on (Everyday Shooter, flOw, Geometry Wars) as much as the big ticket items that get all of the publicity and the numbers.  That it took this long for Nintendo to get on board is both a testament to the power of the library of old games Nintendo had at its disposal via the Virtual Console and yet another aspect of the online experience that Nintendo is shamelessly behind on.

This is not the time to dwell on the Wii’s shortcomings, however; the stable of games that WiiWare has lined up looks immediately appealing and very, very creative.  Remember two years ago, when we were first hearing about the Wii and its nutty little control interface?  Remember the promise that it held, as we dreamed of virtual swordfights and endless tennis volleys that actually increased our heart rate?  Occasionally, that promise is fulfilled, but I don’t think anyone was suspecting the onslaught of minigames and PS2-with-waggle conversions that have ultimately come to define the system for those who would detract from it.  WiiWare, on the other hand, is like a new beginning.  Having independent developers create software for the Wii is like handing the reins to people like us, people who once saw the Wii as a system of infinite possibilities, now offered the chance to realize some of those possibilities.

Much like the Virtual Console, however, we really have no idea which of those possibilities we are going to get to experience come Monday afternoon.  With that in mind, after the jump are five WiiWare games that would look great inside Monday’s shiny wrapping paper…

Mike Schiller

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Checkpoints 

8 May 2008

Hurry Up Hedgehog!

Azmol Meah takes on the UK-exclusive Hurry Up Hedgehog! for the Nintendo DS. He doesn't hold back.
cover art

Hurry Up Hedgehog!

Oxygen

There have been many video game iterations of popular board games in recent years. Everything from Monopoly to Risk to Jenga has made the jump from cardboard boards to, erm, digital boards!

All are household names and all have sucked as video games harder than a super turbo charged vacuum cleaner.

Next in this inauspicious line is Hurry Up Hedgehog!, based on a popular German board game known as Egelrace, which roughly translates to ‘Hedgehogs in a Hurry’. And just as the aforementioned titles should have remained board games, so should have Hurry Up Hedgehog. After playing the game equivalent, you’ll genuinely question how this could even pass as a decent board game.

There are two things that will catch your attention when playing Hurry Up Hedgehog!. First, there’s an option to dope the hedgehogs. Second, the little critters themselves come across as a sort of super freaky hybrid of Tina Turner’s ‘Aunty’ character from Mad Max 3 and some reject Twisted Sister outcast. Of course, those hedgehogs are maxed out with anthropomorphic traits, which means lots of animals behaving like humans! Why can’t hedgehogs act like, you know hedgehogs—granted, they don’t do much aside from getting splattered on roadsides by soccer mums in their 4x4’s—but surely a hedgehog murdering simulator would have been a better idea than what Oxygen have given us (ideally, the hedgehogs in this alternative game would be on drugs as well).

But alas, the developers only managed to get the dope part right. The rest of the game simply involves guiding those whiny, grotesque beasts we get from A to B on a 6x9 garden-themed grid, where your greatest foe isn’t an overindulged Knightsbridge housewife, but instead, a mud pit. Yes, that’s right, a mud pit. You move your team of Frankenstein’s droppings from left to right, forwards, backwards or on top of other Hedgehogs for some hot, saucy, hedgehog on hedgehog action, guide your team to the finish line and that’s it.

Yes, that’s it; stroke the stylus in four different directions. If you can master the ancient art of being able to tell the difference between, left, right, up and down then you’ll be a Jedi at Hurry Up Hedgehog! in the blink of an eye. Though with gameplay this banal, don’t be surprised if you find yourself edging closer and closer to the dark side. Even its single cart, six-player multiplayer can’t rescue it from total disaster.

Matters aren’t helped by the fact that the game essentially has one mode, no in-game music, a middle school educational CD-ROM look, menus that are only ever half explained, characters that could rival Sonic’s merry band of losers in terms of utter lameness and gameplay that requires no skill, thought, strategy, arcade nor mental ability. Add it all up, and you have one awful game.

Wisely, the game is being released at a paltry £14.99, which is, in all honesty, £14.99 too much. Sadly, a lot of the DS-loving teeny–boppers will probably pick this up, thinking it’s some sort of new super cutesy pet sim, but it’s not.  It may simply be the MOST...POINTLESS...GAME...EVER.

Azmol Meah

Hurry Up Hedgehog! Trailer

Utter Miscellany 

7 May 2008

Do You Miss the Pencil and Paper?

The dependence of the Nintendo DS on stylus-based games has inspired an influx of pen-and-paper game translations. How do they hold up to the real thing?

I didn’t mention it on Monday, but there was one other thing that came out this week that my eyes just couldn’t help but return to: a little thing called Crosswords DS, the not-all-that-imaginatively-titled Nintendo Touch Generations entry into the crossword arena.  Here’s a trailer:


Now, unlike Boom Blox which just looks seriously fun, and R-Type Command, which may be niche but could well be incredible, Crosswords DS is the type of title that inspires an internal struggle.  On one hand, it sounds like an incredible idea for a puzzle buff like me.  Over 1,000 crosswords?  Word searches?  A few other bonus word puzzles?  Sign me up!

On the other hand, I’ve done pen ‘n paper puzzles on the DS, in the form of the Brain Age series’ Sudoku madness.  And I’ll admit, I lost a whole pile of hours to all of that Sudoku.  Still, as someone who grew up searching for the crossword in every Sunday’s paper (after tearing through the comics of course), there’s something a little bit surreal about having a friggin’ thousand of the things in one of those tiny little DS cartridges.  And, you know, I think you lose a little something in knowing that, if you get stumped on something, even for a second, you can just move on to the next one.  A thousand times.  None of this is even to mention the sterility of the stylus-touchscreen interface for putting the letters in, and how it doesn’t compare to the scratch of pencil on paper (or the added challenge and pressure of trying to use pen).

That said, I’d be surprised if I didn’t lose days of my life to Crosswords DS (and its less-publicized, out-for-a-while-already counterpart from the New York Times) eventually, just like I did with the Brain Age Sudoku.  What do you think?  Can the DS compete with the Sunday paper?

Mike Schiller

Banana Pepper Martinis 

6 May 2008

Zarathustran Analytics in Video Games, Part 5: The Four Forms

L.B. Jeffries continues the Zarathustran Analytics series, putting together his pillars of game design and calling for sense in classification.

The establishment of a critical language eventually calls for laying out a couple of basic terms for describing experiences in games. At the moment, people mostly define a game by what kind of game design it is. ‘real-time strategy’, ‘first-person shooter’, or ‘role playing game’ dominate the lexicon of video games. The first problem is that these game designs have all borrowed from each other so much that now all games contain elements of them. Mass Effect has strategy and first-person shooting elements, the FPS gimmick of silent protagonists who never talk clearly flirts with role-play, etc. Second, they’re discussed as if they were exclusive activities. All aspects of a game involve strategy, a player operating in the first person (in varying ways), and the game’s camera changing location all the time. Finally, it tends to be reductive of the games themselves to group them by one feature alone should they excel in other ways. As video games start moving away from these initial identities the question arises...how do we start identifying the experience of a game?
Eric Wolpaw (the writer of Portal) has described a game as consisting of a delta of player input, plot, and game design that comes together to form the game experience. It’s a good analogy because just as when a triangle that has one large side forces the other two to conform, so too do games twist their attributes in response to one another. So in order to divide these different definitions, it’s best to just identify which part of the delta of narrative, player, or game is the foundation while the other two rest upon it. As far as the terminology goes, rather than re-invent the wheel it’s best to just rip it off something else: books. Out of all cultural forms of art, the act of imagining what people look, sound, and act like while reading somewhat resembles player input in video games. Besides, the narrative terms for how a book engages you (first-person, third, etc.) are already used in video games to describe their own methods of engagement anyways. FPS, remember?

L.B. Jeffries

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