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Monday, Aug 25, 2008
New releases for the week of 2008-08-25...

Know how to tell when the holiday gaming season, that oh-so-wondrous three-ish months that closes out the year, is around the corner?  When the list of games being released gets a lot bigger, but the number of games that you actually want to play stays pretty much the same as it’s been all summer.


This, of course, is the first week in which that particular phenomenon appears to be taking hold.  As such, we are offered such licensed audience-pleasers as Digimon World Championship and Garfield’s Fun Fest, both out for the DS this week.  Specialty racing games are also prime suspects for the pre-holiday rush, and this week we see Ferraris and demolition racers get their own games for multiple systems (the sadly toothless Need for Speed franchise gets a release as well).  And…wow.  Look at the Wii.  The poor system’s got a reputation for shovelware already, and this week is not going to help.  Another Kidz Sports game?  Something called Freddi Fish in the Kelp Seed Mystery?  And then there’s my personal favorite, Spy Fox in Dry Cereal, which sounds like one of my average Saturday mornings in the mid ‘80s.  All that list is missing is Ninjabread Man 2.


Tales of Vesperia, for the Xbox 360

Tales of Vesperia, for the Xbox 360


Counteracting this onslaught of things I’m entirely not interested in are two releases that promise to be some of the most engrossing play experiences yet released this year: Tales of Vesperia, for the Xbox 360, and Disgaea 3 for the PS3.  The first is a more traditional RPG experience (though if you’ve played the demo, you’ve already found that the combat is a little bit more hectic than that would imply), while the second is a tactical RPG.  Both are new entries in well-established franchises, both have excellent advance press, and both have the potential to utterly destroy your social life for long periods of time.  That means they’re winners in my book!


Disgaea 3, for the PS3

Disgaea 3, for the PS3


Also on the docket this week is the release of the new Tiger Woods game, which almost gets the game of the week nod on the strength of its brilliant little trailer alone.  Whatever advertising agency decided to capitalize on last year’s glitch and turn it into this year’s gold deserves a raise.  A big raise.  The ever-reliable Xbox Live Arcade gets Castle Crashers, which looks like another utterly chaotic (not to mention potentially brilliant) effort turned in by the geniuses over at The Behemoth, who have made an art form of gracefully mixing cuteness and violence.  Mario Super Sluggers has a good chance of being exactly the arcade baseball game that Wii owners have been waiting for as well.


And…aw, heck, who am I kidding.  I think I’m going to buy Spy Fox in Dry Cereal just so I can look at that name on my shelf.  Doesn’t it sound like a classic waiting to happen?


Trailers for Vesperia and Disgaea, along with the full release list, are after…the jump.


Tuesday, Aug 19, 2008
L.B. has an odd lapse into remorse and gives a shout-out to some of Ken Levine's best games. Spoilers abound.

I was skimming some of the pieces that have gone up for Banana Pepper Martinis here at PopMatters when I noticed something: I tend to rag on Bioshock a lot. I’m not alone in this; most critics pull it down from their dissection shelves and point to it when they are making a case. Do this, avoid that, this could’ve been better. It’s just that…there are so few games that have ever attempted to engage with art or philosophy, and here’s this game that had the guts to do it. And a lot of that criticism doesn’t just get aimed at the game, it goes to the figurehead behind it, Ken Levine. I’m guilty of ragging on him excessively as well. Ever since the GDC lecture on plot in which he advised developers to simplify their game plots, I’ve tended to call him Ken “Make The Plot As Dumb As Possible” Levine in forums. This, of course, is taking the quote totally out of context, and I’m being hypocritical because I tell people to write plainly all the time. But I’m gonna make it up to him. Folks, we’re going to talk about how awesome Ken Levine’s impact on video games has been. And best of all, I’m not going to mention Bioshock once while I do it…starting now.


The first two major games Levine helped to create used The Dark Engine, which was developed by Looking Glass Studios. A great deal of credit goes to the programmers and designers for creating a game engine that allowed the artists to independently create in-game assets without technical help. They could design and create character actions and plot elements on their own. In conjunction with a brilliant sound-detection game design, Levine got a chance to flex that writing muscle on his first game Thief. Before we get into that, there some basic themes to Levine’s writing you learn to recognize and appreciate. As a former screenwriter, Levine has a good edge with dialog and he relies on it heavily in all of his games. The plot is usually delivered via heavy-handed narration with interesting fictional quotes mixed in about the environment itself. Most action sequences are left up to the player, but when the game does have a cutscene with action, the moments are appropriately full of nuance and powerlessness for the player. Levine is a writer who is very aware of the fact that he’s writing a video game and always uses static instances when the player’s input would be irrelevant anyways. His games usually feature two morally complex philosophies in conflict, you’re usually stuck in the middle, and no one comes across as a good guy. It’s a moral predicament that Levine seems to like and it is in this setting that he evokes the settings of his games.


Monday, Aug 18, 2008
New releases for the week of 2008-08-18

While I’m not the type of person who subscribes to the idea that a gaming system or company has to have a mascot to survive, it certainly doesn’t hurt.  Despite its tremendous stable of long-running characters, Mario will always be identified as the true symbol of Nintendo.  Sega, for better (the ‘90s) or worse (the ‘00s), will always have Sonic standing at the forefront of its stable of games (maybe the angry fella at the center of MadWorld can take over next year).  At one point, Sony had Crash Bandicoot out front, but his star has lost a bit of its luster over the last 10 years or so.  So who’s taken over in the Sony stable?


Some might say that the torch bearer of the Sony brand has now become Solid Snake of the Metal Gear Solid series, and that’s not a bad guess—Snake’s current incarnation of the old man showing the kids how things are done seems particularly à propos for the place that Sony is attempting to take in the modern gaming market.  Still, no series has offered the sort of consistency and quality (not to mention a whole pile of releases) as Ratchet & Clank.  The two of them combined may well be the current face(s) of Sony; immense firepower, copious cunning, and Ratchet’s ever-present smirk seem as though they would serve Sony well, if Sony were ever to push them to the front of a marketing campaign.  They’re even kid-friendly, at least in image, which would help the company cut into the Wii family market.  Are you listening, Sony?  Everyone who was going to buy the PS3 because it’s also a Blu-Ray player has already bought the thing.  It’s time to shift your target.


The Ratchet & Clank series is relevant right now, because the latest iteration of the series is on its way this Thursday as a PlayStation Network download.  I’ve spent a lot of time this month extolling the virtues of the Xbox Live Arcade, so it’s almost as if it only seems fair that I would highlight a PlayStation Network game this week; Ratchet & Clank surely gets the nod over an(other) updated version of Galaga no matter what the updates to the latter.


Ratchet & Clank Future: Quest for Booty isn’t so much a new game as it is an episode in the mythology of the duo. as it’s only a three-to-four-hour game.  Still, despite the short length, the consensus so far is that it continues the traditionally consistent and engrossing experience of its predecessors, and that anyone who still likes to play the old pseudo-platforming action/adventure style of game will be richly rewarded by the game, even if the high won’t last all that long.


Too Human: Baldur vs. the Spider-Thing

Too Human: Baldur vs. the Spider-Thing


Elsewhere, the ever-controversial Too Human is on its way this Tuesday, a game whose controversy stems not from any objectionable content, but from the tremendous length of its development cycle.  Advance word says that the roundabout way that it eventually came to be may have hurt the play experience, but it still seems like an interesting (and graphically impressive) enough experience to warrant a look, even if it might be destined for bargain bins sooner than later.  Deadliest Catch: Alaskan Storm makes its weekly appearance on the PC release schedule (perhaps it’s time to let it go…), and hey!  It’s Anibus, for the Wii, which surely must be a…sequel?  Prequel?  Who knows?  But chances are, it has something to do with last year’s shovelware stink fest Anubis II.  So there’s that.


Looking forward to anything else this week?  The full release list, and a trailer for Quest for Booty, are after the jump.


Sunday, Aug 17, 2008
Glenn McDonald's coverage of GenCon continues...

More updates from GenCon:


I’m a total sucker for old-school, turn-based RPGs, like the first few videogame iterations of Dungeons & Dragons. In these games, you controlled a party of 4-6 characters, and would lead them in turn-based combat against the bad guys. That meant each character would act individually in turn—the elf fires his arrow at the orc, the wizard moves three squares and shoots a fireball at the troll.  Time crawled to a stop in these games. This was combat which in game time was resolved in seconds, actually taking an hour or more to play in “real” time, as you carefully executed each hero’s actions.


Promo art for The Continuum

Promo art for The Continuum


This is the kind of excruciatingly minute control that turns on a certain variety of videogame RPGers—like me. The new D&D games, like the otherwise excellent Neverwinter Nights series, move too fast for my old bones. I like the old-school approach. So I was psyched to check out a new game premiering at GenCon: The Continuum. A hybrid of sorts, The Continuum combines elements of turn-based RPG play with strategy wargames like Axis and Allies, along with a Collectible Card Game (CCG) aspect. I demoed the game in the main convention hall, and man-oh-man, am I sold. This game is going to get me in a lot of trouble, I can tell.


The cover of issue #1 of The Continuum's comic book

The cover of issue #1 of
The Continuum‘s comic book


The Continuum lets you control entire armies of 300-plus individual characters, each of which has its own stat block, equipment, etc. The CCG element comes in when you assemble your armies. You essentially purchase new and better combatants, much in the way you would purchase new cards in the digital version of a game like Magic: The Gathering. Your army becomes, in essence, your deck. What’s really cool here is that the game is entirely browser-based—it’s all managed via Flash animation, and the raw throughput of data they are managing here suggests they have a real design savant on staff somewhere. It’s nicely scalable, too. You can command various squads of up to 20 characters, or even your entire army as a whole, if you want to play quick and dirty. But—if you really want to—you can micromanage all the way down to the level of each individual fighter, commanding each in turn just like in the old days.


The Continuum just came out of beta a couple months ago, and already has a solid, global player base (you can play others online or go solo against the AI). The game has a very cool and compelling narrative chassis as well – check it out for yourself at www.thecontinuum.com.


I spent a good part of the rest of the day attending various writers workshops and symposia (besides writing about games, I also occasionally write for them—I recently realized a lifelong dream by co-authoring a Dungeons and Dragons sourcebook, an advanced geek achievement I am proud of beyond all rational proportion).


A little bit of exposition in EVE Online

A little bit of exposition in EVE Online


There’s an interesting trend happening in this area. As the videogame industry continues its phenomenal growth, companies are starting to recruit science fiction and fantasy writers—and tabletop RPG game designers—to provide the narrative content needed for their rapidly expanding worlds. This is especially the case with MMOs, massively multiplayer online RPGs like World of Warcraft, Everquest, EVE Online, etc. One panelist, speaking at a workshop on freelance fantasy writing, estimated that every new expansion of a videogame RPG or MMO requires about 500,000 words of scripted dialogue to populate the conversation “trees”.


This writing used to be done by the coders themselves, or a small team of copywriters pulled over from the marketing division. And it showed. So the idea that the big companies are now hiring fantasy and sci-fi authors is a win-win for everyone. The games get more literate, and the writers have a new market. 


As always, the most fun to be had at GenCon is wandering the exhibit hall and people-watching. Or troll-watching, or stormtrooper-watching, or what have you. More pics after the jump…


Saturday, Aug 16, 2008
Glenn McDonald reports from day one of GenCon, Gary Gygax's annual tabletop and board game convention.

Hello from GenCon, the largest annual gathering of hardcore gamers in the world today. Founded by Gary Gygax, the inventor of a little something called Dungeons & Dragons, GenCon has long been the mecca of so-called “hobby game enthusiasts”—popularly known as D&D geeks.


I’ve been attending GenCon for several years now, to keep a finger on the pulse of contemporary game design, which I find endlessly fascinating. This convention—held every August in Indianapolis, Indiana—truly is the event horizon of gaming. Not videogames, mind you—although that is part of it—but games in a more fundamental sense. Card games, dice games, role-playing games, board games, pretty much any game you can think of that doesn’t involve sports or gambling.


So: A few quick hits and photos, and hopefully I’ll be able to blog in again tomorrow. One of the areas I’m tracking this year is general-interest, family-friendly board and party games. The games that, their developers hope, will supplant the moldy old stand-bys of Monopoly, Life, and Trivial Pursuit.


Talking with some of the exhibitors in the main hall, I’m getting a better sense of how the industry works. For instance, it usually takes about five years for a new game to even get a chance at cracking the retail shelves of big-box outlets like Wal-Mart or Target, or even the expanded game sections of bookstores like Barnes & Noble. Typically, a game has to move hundreds of thousands of units on its own merits, via online sales and specialty hobby game stores.


One such success story is Wits and Wagers, from the small Washington D.C. outfit Northstar Games. I played a demo on the convention floor with some other passing gamers, and it’s very fun indeed—an ingenious mash-up of trivia and Vegas-style oddsmaking. Wits and Wagers just recently earned enough success to get some coveted retail shelf-space at Target, and it won Games Magazine’s Best Party Game award last year.


Publicity art from Grey Ranks

Publicity art from Grey Ranks


On the other end of the spectrum, I spoke with Jason Morningstar, creator of the literary role-playing game Grey Ranks. A radically indie game project, Morningstar’s game is only sold online and via mail order, and is shipped, literally, from Morningstar’s living room. No wizards or lasers in this game. Instead, a player assumes the role of a Polish teenager during the 1944 uprising against the Nazis in Warsaw. Dark in tone and aesthetically sophisticated, the game deals with themes of adolescence, love, war and death. Grey Ranks won this year’s prestigious Diana Jones Award—GenCon’s equivalent to the Indie Spirit awards. My prediction: The industry will one day look back at this game—and its recognition at this year’s convention –- as a watershed moment, a turning point in which the RPG as an artistic form began to fulfill its potential.


Then, of course, we have the real fun of GenCon – people dressing funny. I leave you with a handful of pics from the Convention Center, after the jump.


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