Showing posts with label reviews. Show all posts
Showing posts with label reviews. Show all posts

Wednesday, July 22, 2020

EXP Podcast #582: Review Bombs Away

Action shot of a real review bomber
Duck and cover everybody: it's time to talk about video game reviews.  Reactionary hot takes have been around forever, but the concept of "review bombing" is a special, terrible twist on the all-too-common public vitriol towards a video game that dares do anything other than pander directly to the most vocal fanatics.  Metacritic (no stranger to controversy itself) recently introduced a short post-release moratorium on user reviews in an effort to blunt review bombing.  But will it work and what's truly at play here.  This week we put on our flak jackets and try to find out.

- Here's the show's stand-alone feed
- Listen to the podcast in your browser by clicking here, right-click and select "save as link" to download the show in MP3 format, or click play below.



 Show Notes:

- Runtime: 42 min 11 sec
- Music by Brad Sucks

Wednesday, March 13, 2013

EXP Podcast #215: Servers, Scores, and 'SimCity'

This city is afraid of me. I have seen its true face. The streets are extended gutters and the gutters are full of blood and when the drains finally scab over, all the vermin will drown. The accumulated filth of all their sex and murder will foam up about their waists and all the whores and politicians will look up and shout "Save us!"... and I'll look down and whisper "SERVER BUSY."

You guessed it: this week, we talk about the great SimCity snafu of 2013. The technical issues surrounding the game are fairly well documented, but they raise a variety of broader questions: What does the future look like for single player games? Is the line between design flaw and technical issue getting blurry? Should a game review be amended if the game itself changes? All this (plus some zombie-related speculation) on this week's podcast. As always, feel free to jump into the comments with your thoughts!

- Subscribe to the EXP Podcast via iTunes
- Find the show on Stitcher
- Here's the show's stand-alone feed
- Listen to the podcast in your browser by left-clicking here. Or, right-click and select "save as link" to download the show in MP3 format.
- Subscribe to this podcast and EXP's written content with the RSS link on the right.

Show notes:

- "Requiring Online for Single Player," by Raph Koster
- "Why this isn't a one-star SimCity review," by Tom Chick
- "SimCity Review: Engineering Addiction," by Russ Pits, via Polygon
- Runtime: 34 min 24 sec
- Music by: Brad Sucks

Wednesday, February 27, 2013

EXP Podcast #213: Data-driven Reviews

Image from Wikipedia
Bust out your tin foil hats, because you're being watched. Of course, you probably already knew that; achievement logs aren't all that hard to find, are they? There's no doubt that we have more data about how we play games than ever before, but what does this mean for game reviews? Are we due for a New York Times/Tesla controversy? This week, inspired by Sam Machovech's article, we talk about what it means to review a game in an environment where your opinions and your actions can disagree.

- Subscribe to the EXP Podcast via iTunes
- Find the show on Stitcher
- Here's the show's stand-alone feed
- Listen to the podcast in your browser by left-clicking here. Or, right-click and select "save as link" to download the show in MP3 format.
- Subscribe to this podcast and EXP's written content with the RSS link on the right.

Show notes:

- Runtime: 32 min 22 sec
- "The Critic and the Cloud," by Sam Machovech, via Unwinnable
- The New York Times' responds to questions about their Tesla review
- KnobFeel: Reviews of receiver knobs
- Music by: Brad Sucks

Tuesday, August 14, 2012

Thoughts on Reviews and Missing the Bandwagon

Image from Dyadgame.com
I try to steer clear of coverage on games I'm reviewing in order to minimize my preconceived notions. I'm not a maniac about it, as it's nearly impossible to insulate yourself completely, and sometimes considering the larger context of a game is important to understanding it. Still, given the choice, I always err on the side of coming into a game without knowing too much about it. It strikes me as being fair towards the developers and it gives me the pleasure of discovering a game's surprises on my own.

My recent review of Dyad got me thinking about the popular opinion around high profile games. I ended up liking it quite a bit, but I was initially a bit worried: I had made the mistake of reading some of the pre-release hype and felt like I was missing something. A preview in Kill Screen made the game sound like a religious experience:
In short, McGrath has brought the life-affirming sensation of looking at a great painting, watching an incredible film, witnessing a rare performance; having your understanding of the world violently reinvented; whatever, they are all the one thing called art, into the acts of moving a stick and pressing a button. Videogames have made profound observations and statements, but as things for anyone to simply behold in wonder, they have faltered. This is a first for videogames.
The notoriously picky Tim Rogers starred in a promotional video that, while comedic, was a clear endorsement of the game. My Twitter feed was full of designers and writers singing Dyad's praises. I was having a good time (and I think Dyad is an excellent game), but I wasn't having the existential revelation that others seemed to be having. Amusingly enough, my review ended up being a fairly typical one: the general review consensus seems to have settled into a similar "great, but not earth-shattering" mindset.

For a minute there, I thought I might be entering "Tom Chick on Journey" territory. It wouldn't be the first time I missed the bandwagon on a popular game. For example, I found Limbo underwhelming. A more controversial example might be my opinion on pretty much every Sonic game I've ever played: I find them to be average (at best). Last year I revisited Sonic CD and came away with the same question: why do people like these games so much? Maybe it was just playing them in the right place, at the right time. Or maybe I'm still missing something, some key to unlocking their appeal?

Despite the risk of self-indulgent navel gazing, I think asking these types of questions is necessary from time to time. No one lives in a vacuum, so we might as well be aware of our influences and biases. What about you all? Do you bother insulating yourselves from chatter about games you intend to play? What games do you have a hard time "getting?"

Wednesday, August 10, 2011

Review: Limbo

My review of Limbo is up over at PopMatters.

I was excited to finally play it, as the game caused quite a stir last year. Even now, it still provokes strong feelings. The people that loved it and those that hated it provided one another with enough rhetorical kindling to keep the debate alive for the better part of a year.

I was ready to fall into one of the extreme camps, but I ultimately had a fairly neutral experience. I didn't like it as much as Brad Shoemaker. I didn't hate it as much as Mitch Krpata. I wasn't as moved by its themes as Kirk Hamilton. There were flashes of brilliance alongside some questionable design choices. Ultimately, I decided that the game looks like it has a lot to say, but never commits to making any meaningful artistic statements.

My thoughts on Limbo's sound design didn't make it into the review, but it definitely deserves praise. Limbo is a very quiet game, but its sound effects are more than just aural set dressing. In several instances, sections of the puzzles are off-screen and sound effects serve as crucial clues. It made me realize how often I take sound for granted when playing a game. Sometimes it can be tempting to tune out background noise or to start multitasking by listening to music or a podcast while playing a game. Limbo requires the attention of your eyes, hands, and ears, which makes it a great example of how a game's sound works with the mechanics and visuals to create a rich experience.

I'm interested to see what Limbo's developer, Playdead, will create next. Clearly, they have a talent for creating intriguing game environments and evoking strong feelings. Hopefully, the underlying mechanical and thematic messages in their next game can match these strengths.

Wednesday, April 27, 2011

EXP Podcast #125: Mortal Kombat Konversation

It is time once again to heed the call of the Elder Gods and protect Earthrealm from the evil forces of Outworld and the Netherrealm in the time-honored tradition of Mortal Kombat. Or at least that's what Wikipedia said the game was about...In any case, this week we're talking about the latest Mortal Kombat release!

As an added bonus, check out the slide show Hanah made of Jorge and me playing the game. I think the pictures demonstrate the game's real strengths: much of Mortal Kombat's fun comes from sharing its the gross absurdity with friends. Fighting games, and Mortal Kombat in particular, are great spectator sports.



Some discussion starters:

- Mortal Kombat is one of those iconic games that most people have at least some familiarity with. What's your history with the series?

- How effectively does the latest Mortal Kombat cater to both fighting game veterans and newcomers?

- What does the future hold for Mortal Kombat and for the fighting genre in general?

To listen to the podcast:

- Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed.
- Listen to the podcast in your browser by left-clicking here. Or, right-click and select "save as link" to download the show in MP3 format.
- Subscribe to this podcast and EXP's written content with the RSS link on the right.

Show notes:

Wednesday, March 2, 2011

EXP Podcast #119: Dead Space Debrief

With the release of Dead Space 2, Jorge was finally enticed into playing the first Dead Space. I had played the game some time ago and had quite a positive experience (check out the show notes for some of my writing on the game), so I was excited to get a chance to discuss it on the podcast. As with all of our in-depth discussions on particular games, we cover everything from the rule systems to the story themes, giving folks ample warning before revealing any crucial plot points. We discuss everything from the aesthetics of hydroponics, the nature of the sci-fi genre, to signs of an extra-terrestrial Professor Layton. While no one can hear you scream in space, feel free to sound off with your thoughts in the comments!

Some discussion starters:

- Is there a way to balance the impulse to create a unified world that avoids becoming repetitive? Are Dead Space's sterile hallways a liability or a strength?

- How does Dead Space relate to other survival horror games?

- What are the benefits and drawbacks of revisiting or playing an original game before its sequel? For those of you who have already played Dead Space 2, how did your knowledge (or lack thereof) with the original affect your experience?

To listen to the podcast:

- Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed.
- Listen to the podcast in your browser by left-clicking the title. Or, right-click and select "save as link" to download the show in MP3 format.
- Subscribe to this podcast and EXP's written content with the RSS link on the right.

Show notes:

Wednesday, January 5, 2011

EXP Podcast #111: BioShock 2 Debrief

This week, we board our bathyspheres to revisit Rapture. BioShock 2 was faced with the monumental task of following one of gaming’s most revered titles and it was initially met with trepidation from fans. However, the game is much more than a cookie-cutter sequel, and we spend this episode discussing the significant systemic and narrative changes it brings to the series.

Some discussion starters:

- Did BioShock 2 alter your feelings towards the original game?

- Did the moral choices in BioShock 2 carry weight for you?

- How did the game’s emphasis on defending Little Sisters impact your play style?


To listen to the podcast:

- Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed.
- Listen to the podcast in your browser by left-clicking the title. Or, right-click and select "save as link" to download the show in MP3 format.
- Subscribe to this podcast and EXP's written content with the RSS link on the right.

Show notes:

- “Groping the Map: Pauper's Drop”, by Justin Keverne, via Groping the Elephant
- “On My Shoulder, Whispering,” by Michael Abbott, via The Brainy Gamer
- Run time: 38 min 04 sec
- Music provided by Brad Sucks

Wednesday, November 24, 2010

EXP Podcast #105: CoDcast: Black Ops

The following information is for your eyes only: This week, the Experience Points Podcast discusses Call of Duty: Black Ops. Topics such as the game’s campaign structure, its multiplayer philosophy, and its relationship with historical subject matters are covered. Be careful: surveillance indicates the presence of plot spoilers towards the end of show. Your mission: listen to the show and then share any of your thoughts in order to add to the growing body of intelligence surrounding this massive gaming phenomenon. Remember: if you are caught, your Gamertag will be wiped from the records and the government will deny any knowledge of your existence.

Some discussion starters:

- Does the single player campaign’s linear style still hold up? What is the right balance between set pieces and emergent gameplay?

- What makes the Call of Duty multiplayer system popular? How do rule systems, statistics, artistic choices, and cultural dynamics impact your enjoyment?

- How does Black Ops relate to historical reality? What is its place among other Cold War fiction?

To listen to the podcast:

- Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed.
- Listen to the podcast in your browser by left-clicking the title. Or, right-click and select "save as link" to download the show in MP3 format.
- Subscribe to this podcast and EXP's written content with the RSS link on the right.

Show notes:

- Run time: 37 min 31 sec
- Music provided by Brad Sucks

Tuesday, October 12, 2010

Gaming at 30,000 Feet

I recently took a long flight with the fine folks at Air New Zealand. Surprisingly, they were nice enough to give each of us coach class plebes our very own seat-back monitors on which to watch movies, check the weather, and (you guessed it) play video games.

The gaming library was less than spectacular, but it was a welcome diversion that helped quell my outrage at the fact that first class passengers not only got fully reclining seats with their own ottomans, but were also exempt from the “seat upright, tray table up” rule during landing and takeoff. In any case, I would like to bring you my highly analytical impressions of selections from the Air New Zealand gaming catalogue.

The Controller

Before I loaded anything up, I examined the input device. Since it also doubled as a TV remote, it was shaped like a Wii Remote. On the left side was a directional pad and on the right were four face buttons that shared the configuration and colors of the Super Famicom/Super Nintendo. Much to my surprise, there were even left and right shoulder buttons. Take that, Wii Remote. I familiarized myself with my new-found tool and jumped into my first game.

Invasion

Hanah summarized this game concisely as “Space Invaders, but crappier.” With a slow frame rate to match its slow rate of fire, Invasion left much to be desired. Although I was initially pumped upon hearing the title screen’s 1990s-era generic rock music, my enthusiasm waned as I realized that the remainder of the game would be played against the monotonous beeping of my single laser attack. Apparently, there was a power-up system that could modify my ship’s gun, but the game’s jerky movement and my sleep deprivation compelled me to press on. Hopefully those aliens weren’t invading anywhere important.

Tetris

I turned to an old classic in hopes that a Tetris-induced trance would distract me from the multiple crying babies on board. Initially, I was disappointed to find out that, despite apparently having the official Tetris license, the game was lacking the traditional Tetris music. At least the headphones were complementary. Despite its musical deficiencies, Tetris proved to be a competent port with a smooth frame rate and responsive controls. It had a variety of options pertaining to difficulty, handicap, and interface elements. By default, the block shadow and previews of the next three drops were turned on. I turned them off (because that’s how I roll) and cruised through a few levels like a boss.


Magma Roll

All I can say about this game is that it nearly froze my console. Because of my dedication to the medium, artistic criticism, and to you, dear reader, I risked hours of screenless boredom by trying to load it twice, but to no avail. I couldn’t help but thinking I was missing something awesome as I moved on to my next selection.

Breakout

I was surprised to find another officially licensed game, so I booted it up to see what passes for quality standards these days over at Atari. Much to my pleasure, I found a serviceable game of Breakout that compensated for its unstable frame rate and squirrelly controls with a variety of power-ups. Multiple paddles, magnetic paddles, and multiple balls as well as a variety of block configurations made for a fresh, yet pleasantly nostalgic experience. Of course, at this point they had turned off all the lights in the cabin, so my impressions could be influenced by sensory deprivation.

Cave Crunch

The last game I was able to fully explore was also the one with the longest load time. The title screen depicted a cartoonish caveman bludgeoning a dinosaur while running away from what seemed to be some kind of sabre-tooth tiger. After docking it points for such blatant historical inaccuracy, I started a new game and was greeted by a familiar sight. Don’t tell the folks at Namco, but Cave Crunch is a Pac-Man knock-off with faux-Flintsones aesthetics. My four dinosaur nemeses seemed quite a bit dumber than Blinky, Pinky, Inky and Clyde, and I made sure to do my part to speed along their extinction with my powered up clubbing action. However, I must give Cave Crunch credit for iterating on the risk/reward dynamic of collecting extra items in the maze. In some levels, I had the option to grab pterodactyl eggs from the middle of the maze for bonus points. Doing so would cause the owner of those eggs to target me from above with rocks until I cleared the level. This added to the frantic nature of the game and ensured I didn’t camp out in the safe corners.


Thus concludes my review. Hopefully it was useful for you people who have the misfortune of owning something like a Nintendo DS or an iPad; seriously, you’re missing out on a whole world of gaming out there. Perhaps if enough people read this, I can start that competitive Cave Crunch league I’ve been wanted to create.

Monday, July 26, 2010

Review: Well Contained Limbo

Warning: This post contains spoilers for Limbo.

I have to admit, I am not entirely sure I know what Limbo is about. Presumably the title refers to the mythological border between heaven and hell, a temporary space for unbaptized children to lounge about until the end of days. In which case the little boy protagonist is dead, or maybe his sister is dead, or both. Danish developers PlayDead Studios did not try to shape an overtly emotional story about siblings into the game. In fact, Limbo is the ultimate example of a tightly produced package, highly polished and seldom straying into dangerous territory. While the game is not for everyone, I have no qualms saying it is a nearly perfect experience.

Earlier today, Nels Anderson ofAbove49 posted an article titled "Why Are So Many Indie Darlings 2D Platformers?” Using Limbo as an example of this trend, Nels had this to offer as one explanatory factor: “On the pragmatic side, 2D platformers are relatively easy to develop... Opting to creating a 2D platformer removes a significant amount of risk for what almost certainly begins as a very risky proposition.” It seems evident in Limbo that PlayDead knew their limitations exactly and exploited the perhaps over-saturated genre with grace.
Each of the platform puzzles are distinct and isolated entities. When a player dies, she is deposited mere moments before the protagonist is killed. Thus, the game becomes broken up into manageable, albeit occasionally difficult, chunks of gameplay. Despite its composite nature, movement between scenes flows smoothly. In one moment the boy is in a forest, in the next a factory. The completely black and white aesthetic unifies the whole while simplifying the design process in some ways.

This is not to say developing Limbo was easy. At E3, one PlayDead developer mentioned the numerous playtests conducted to perfect the silhouettes of game assets. Each interactive object is distinguishable from the black environment without being gaudy, distracting, or unrealistic. This took time and expertise. Yet I would suggest building Limbo as a 2D platformer liberated PlayDead to apply such consideration to the game’s art and sound design.
Perhaps their biggest accomplishment is creating such a modest experience. Limbo does not shatter the status quo. Nor is it self-aware enough to make critical commentary on its genre. I would not call Limbo a risky title. Some mechanics, such as temporary gravity distortion or a worm that forces the player to move in one direction until reaching a light source, are very clever. Yet they remain secondary elements to the game, letting the atmosphere always reign supreme. They never become over-used and tedious and they are never used as a mechanical crutch. Limbo only reaches for what it knows it can accomplish, freeing itself of clutter.

The story fits this trend accordingly. The world the boy inhabits is filled with terrifying renditions of childhood experiences. Spiders become monstrous abominations and playground bullies become the murderous children from Lord of the Flies. One theory suggest these are creations of the dead protagonist as he pursues his through limbo, only to find her tending his grave, startled by his otherworldly presence. Another theory posits that both siblings are dead, victims of a car crash and a faulty tree-house, and the protagonist seeks his sister so they can move on to the afterlife together. Both theories are valid because the game never intends to decipher meaning for the player. Any such attempt would simply muddle the environments true goal: the creation of a dark, mysterious, and uncomfortable atmosphere.
Many have compared Limbo to Braid. While both are “artsy” 2D platformers, the similarities end there. While Jonathan Blow created a self-aware and narrative heavy experience, saturated with authorial meaning of his own creation, PlayDead created an atmospheric experience, knowingly subduing potential extravagance for its own benefit. While Braid is a Fabergé egg, Limbo is a boiled egg poached to near perfection. I think Braid is a more daring game, and perhaps more valuable one. Yet Limbo should be admired for what is is, a short, simple, and continuously enjoyable experience. If it were any longer, any more muddled with additional content, it would not be the easily consumed and commendable accomplishment PlayDead intentionally designed.

Wednesday, June 30, 2010

EXP Podcast #84: Dropping in on ODST

“Alright Browncoats: we break atmo in five minutes and we’ve got a whole mess of ruttin’ hostiles lining up to meet us. Get your fancy pants and grab your guns, we don’t want to disappoint our hosts. Stick together, make your shots count and everything will be shiny...”

Oh, sorry everybody. I think I’m getting my sci-fi universes mixed up. But if you’ve played Halo 3: ODST, you probably understand. This week, Jorge and I discuss this unique entry in the Halo franchise. Part expansion pack, part sequel, and part spin-off, ODST is an interesting beast. We discuss everything from the mission structure, the gameplay, and the storytelling approach. As always, feel free to drop into the comments with your thoughts.

Some discussion starters:

- For those of you who played it, what did you think? How does ODST compare with the Master Chief trilogy?

- Did the story and its characters draw you into the plot? What are your thoughts on the silent protagonist and the rest of the crew?

- ODST is a rare example of a “spin-off” game: it uses an established mythology and gameplay system as a base from which to branch off into something new. What other franchises would yield enjoyable spin-offs?

To listen to the podcast:

- Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed.
- Listen to the podcast in your browser by left-clicking the title. Or, right-click and select "save as link" to download the show in MP3 format.
- Subscribe to this podcast and EXP's written content with the RSS link on the right.

Show notes:

- Run time: 34 min 06 sec
- Music provided by Brad Sucks

Monday, May 24, 2010

Review: Aquaria 's Cure for Sea Sickness

I have never been a great swimmer. Even the watery worlds of video games have proven unfriendly time and again. Water is notoriously hard to get right. Some developers just scratch the idea entirely, tossing out initial design plans to maintain their sanity. Altair of Assassin's Creed was hydrophobic for good reason. Although, thanks to the enticing and philanthropic Humble Indie Bundle, I have recently been playing Aquaria, a 2007 game by Bit Blot that reminds me that yes, games can be better, down where its wetter, under the sea.

Most games that jump into the deep end handle "water levels" terribly. These "H2Onerous" arenas tend to be tedious, difficult, and confusing. I will admit I have never enjoyed the aquatic levels of any Mario game going all the way to World 2-2 of the original. When the plumber splashes down, his forward progress becomes painfully slow and awkward. From Donkey Kong Country's "coral capers" to Lara Crofts wet suit escapades, most underwater experiences have been uninspired shipwrecks. Water levels had sunk my expectations for Aquaria to Mariana Trench depths.

To my delight, Bit Blot managed to actually create an entertaining sea adventure. Naija, a mermaid like creature, is the protagonist of Aquaria. Awakening from an animalistic consciousness, and seemingly the last of her kind, Naija explores the 2D ocean labyrinth of Aquaria, seeking clues to her existence in the remnants of ancient civilizations. Gaining new physical forms, Naija increases her roaming grounds to shallow seas and the deep abyss. All the while, making the player feel at home in the water.

The fluidity of movement plays no small part in Aquaria's success. A few exceptions withstanding, most water levels do a poor job of expressing motion through liquids. Seafaring characters tend to be sluggish and particularly floaty. Or, on the other hand, they move too quickly through the environment and eradicate the sense of liquid immersion. Aquaria creates a happy middle-ground.

Najia swims effortlessly through the ocean. Yet she is noticeably slower than some local animal life, thus expressing the limitations of her humanoid form. She is still as spry as one might expect of a mermaid. By holding the left mouse anywhere on the screen, players move Najia at various speeds depending on the proximity between the mouse icon and the character model. A quick click of the mouse and she launches ahead briefly, potentially attaching herself to rocks, granting players the ability to launch again in short succession. She also has a very sharp turning radius, letting her cut corners with ease. The resulting combat mechanic is the engaging offspring between a leopard seal and a 2D space shooter.
Mobility, not direct engagement, makes up the largest portion of combat. Most enemies in Aquaria have distinct movement patterns depending on their species. Creatures with ranged attacks fire projectiles that also have their own unique flight paths. Learning how hazards move through the environment, and how to avoid them, is necessary to progress. The individual character models, many consistent with their movement, allow players to size-up an encounter at a glance. Bosses, however, tend to move less frequently, demanding fantastic player acrobatics instead. All of Najia's movements, which may change depending on her form, are called upon to engage with the world.

The waters of Aquaria also manage to encourage open-world exploration while still corralling the player along an acceptable story path. Certain segments of the ocean are impassable until Najia gains a new physical form. Entrances to these areas dot the landscape, hinting at inaccessible territory while still offering bountiful opportunities for exploration. Strong currents, for example, appear throughout the environment, both helping and hindering progress. There is also a completely open but pitch black tunnel system. While exploring its depths always feels like an option, the darkness effectively cordons off the space until later in the game when Najia can create light. Thus, it always feels like players inhabit an ocean, not a relatively linear system of tubes.
The dark Abyss contributes to the games ambiance as well. The environments, from an old clockwork temple to a kelp forest, are vibrant and convey some of the ocean's visual spectacle. The water surface segment is particularly entertaining. Najia can jump out of the water and onto dry land. After spending quite some time submerged, the clearly lit surface and increased gravity contrasts with the undersea world, making it seem that much more aquatic.

Aquaria does suffer from some of the same faults of other maritime gaming experiences. Mainly, with its emphasis on combat and exploration through the truly vast world, Aquaria can become tedious. In short sessions however, the joy of swimming through a well realized sea of creatures is enough to tide me over between encounters. The above, coupled with several physical forms, strange nautical monstrosities, light and dark mechanics, and fluid movement, creates a highly dynamic game within its watery confinement. Three years after its release, Aquaria compels me to get my feet wet.

Wednesday, May 19, 2010

EXP Podcast #78: Finishing the Fight with Halo 3

As you may remember, Jorge and I are playing through the Halo series and making podcasts along the way. Released in 2007, Halo 3 was one of the biggest gaming events of the decade and I was quite excited to see how the game has aged. Having wrapped up the Master Chief trilogy, we spend the podcast discussing Halo's plot and extended universe, the game's influential design choices, and what the future holds for the franchise as well as Bungie. Halo's structure facilitates unique experiences for everyone who plays it, so feel free to jump in with your thoughts in the comments.

Some discussion starters:

- Halo 3 seemed to emphasize its story more than the first two installments. How significantly does the in-game narrative, as well as the surrounding universe and marketing campaign, impact your enjoyment of the game?

- While Halo's combat has always had a distinct feel, each game has introduced subtle tweaks. Of the original trilogy, which game did you enjoy the most?

- After Halo 3, were you still interested in continuing the franchise? What are your thoughts on Bungie distancing themselves from the franchise and the rumors of their ambitious new project?

To listen to the podcast:

- Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed.
- Listen to the podcast in your browser by left-clicking the title. Or, right-click and select "save as link" to download the show in MP3 format.
- Subscribe to this podcast and EXP's written content with the RSS link on the right.

Show notes:

- Run time: 34 min 26 sec
- Music provided by Brad Sucks

Friday, May 14, 2010

Review: Dead Space's Uniquely Familiar Feel

The following post contains spoilers for Dead Space.

I finished Dead Space several months ago and have been trying to write about it ever since. I enjoyed the game but was having trouble articulating what made it stand out. At first glance, Dead Space certainly seems to be stereotypical video game fare: space guns, space monsters and an armored space dude are not fresh elements within the medium.

Dead Space was a highly marketed game and has the kind of polish that puts it in the company of other blockbuster titles such as Halo and Gears of War. However, Dead Space is able to stand out in the crowd because of subtle rule-based tweaks and wise thematic choices. While it might not be revolutionary, Dead Space effectively utilizes design choices and story themes to transform stagnant conventions into novel experiences.

This theme of subtle novelty crystallized in my mind after hearing Jeff Gerstman's theory that "head-shots are ruining games." I think the theory has some merit: Many shooting-based games reward and incentivize accuracy through one-hit kill headshots to the detriment of combat variety. In many games there is little tactical advantage to targeting any other point besides an enemy's head and using any other weapon besides one that can deliver a precision shot. Jeff cited the latest Splinter Cell game as an example of how headshots work as a disincentive to experiencing the range of weapons and combat dynamics the game has to offer.

Dead Space addresses this problem by simply reversing the trend. The enemy "necromorphs" are most vulnerable to limb shots which makes fighting them vastly different to fighting most other video game enemies. The game's "strategic dismemberment" system rewards the player for experimenting with a variety of strategies and tactics: deciding whether to remove an enemy's legs to slow it down or whether to shoot off its arms to limit its offensive power quickly displaces the instinct to shoot for the head. The player must learn to study the enemy appendages, movement, and weapon vulnerability than simply finding the standard instant-kill spot.


The way combat is viewed and managed also differentiates Dead Space from most games. As I discussed last week, implementing a diegetic HUD helps create a convincing world while simultaneously blurring the line between the game's visuals and rules. From a usability standpoint, having on-screen health, ammo, and option menus are desirable elements, but they can often undercut a game's thematic coherence. Usually, the on-screen action is underneath a layer of meters and numbers that have no direct relationship to the game world. In Dead Space, ammo, health, and menu information take the form of holographic projections emanating from objects that both the protagonist and the player see. While Dead Space does not redefine the role and necessity of on-screen menus, it does justify the existence of a HUD rather than force the player to suspend their disbelief.


Dead Space's science fiction and horror motifs also help it deal with video game story-telling tropes. As is the case in many games, much of the story is told through found audio logs recorded by former inhabitants of the game world. In a game like Bioshock, the plausibility of both encountering recordings created by real people using Cold War-era technology and carrying the gear to listen to it is a contrivance that must be accepted in order to enjoy the game. As Star Trek taught us, sci-fi folks like recording their thoughts orally and liberally, regardless of their rank or vocation. Finding a bunch of recordings seems natural and, since Isaac's suit is a walking media center, listening to them while exploring is believable.

The game proudly carries on the tradition of both the sci-fi and horror genres with its plot. The secretive, alien-obsessed Church of Unitiology is an obvious stand-in for the real world Church of Scientology. This representation is about as subtle as the Klingon/Russian metaphor in the original Star Trek series, but it is done with the same purpose: by using familiar symbols and concepts, the game gives the player solid cultural landmarks that are then explored in greater detail. Sci-fi has never been particularly subtle with its metaphors, and by naming the protagonist "Isaac Clarke," Dead Space acknowledges that it is engaging with its lineage and with the knowledge players bring into the game.

At the same time, Dead Space is also brave enough to follow through on its horror themes. Isaac begins the game searching for his girlfriend, Nicole, who was on the necromorph-infected ship. As the game wears on, it becomes increasingly clear that Nicole is either dead or worse. Isaac and the player are kept in the dark until it is revealed that Nicole committed suicide rather than become a space zombie. This instantly cuts out the potential of the "save the princess" happy ending we still so often find in games. While this is depressing, the ending becomes truly horrifying when a necromorph-Nicole jumps out of the shadows and attacks Isaac right before the game fades to credits. Of course, the sequel will probably explain this little incident away, but as a self-contained package, it is the perfect ending to a bleak, futuristic zombie tale.

While Dead Space presents us with recognizable structures in terms of game design and story, it manages to present them as strengths rather than contrivances. Be it the combat, HUD design, or plot, Dead Space incorporates the best elements of established design philosophies and utilizes them to craft something unique.

Wednesday, December 16, 2009

EXP Podcast #56: New Mario Mania

Every so often, the fall's harvest yields an extra-special crop, a crop in which fungus is the bounty rather than the blight. New Super Mario Bros. Wii is out and provoking unusually disparate reactions. In order to share our thoughts on the game, Jorge and I have called a truce on throwing each other into lava pits for just long enough to record a podcast. We discuss our impressions, the madness that is multiplayer Mario, as well as the contemporary relevance of Mario's game design. Feel free to triple-jump into the comments with your thoughts. We promise we won't throw any koopa shells at you, just remember we never said anything about Bob-ombs...

On a related note, I found this video of a big band performing the Super Mario Bros. theme song. It even has lyrics!


Some discussion starters:

- For those of you who have played the game, what do you think? For those of you who haven't, does a side-scrolling Mario appeal to you?

- One of the most surprising things about NSMBW's multiplayer mode was its ability to foster both cooperative and competitive play. Can you think of any other games that have tapped into this dynamic?

- Should Mario adopt modern gaming conventions such as character classes or more forgiving difficulty? Can a newcomer find as much enjoyment in this game as an experienced player?

To listen to the podcast:

- Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed.
- Listen to the podcast in your browser by left-clicking the title. Or, right-click and select "save as link" to download the show in MP3 format.
- Subscribe to this podcast and EXP's written content with the RSS link on the right.

Show notes:

- Run time: 30 min 33 sec
- Mitch Krpata's review, via The Phoenix
- To get a taste of the hilarity that is the multiplayer, check out Giant Bomb's review.
- Music provided by Brad Sucks

Monday, December 14, 2009

Enduring iPhone Favorites of 2009

Spike TV's 2009 Video Game Awards have come and gone. Despite the sheer number of games produced for the iPhone and iPod touch, no 'Mountain Dew fueled' category praised the efforts of numerous developers trying to find success in an portable market saturated with rubbish. Along with many others, I tend to avert my critical attention towards 'real' games, away from the vast iPhone catalog meant to charm in short easily consumable segment. Despite all the time I put into iPhone gaming, I have not once discussed my habit on Experience Points. This is my effort to amend and understand this oversight. What follows is my top three list of iPhone games of 2009, why I love them, and why I forget the too easily.

Space Invaders Infinity Gene

Developed in Japan by Taito, a subsidiary of Square Enix, Space Invaders Infinity Gene is a scrolling shooter with a very retro appeal. Taito, designers of the first Space Invaders, shows genuine love and enthusiasm for the game's basics, starting the player in the scenario of the original Invaders: a simple ship versus a wave of aliens. From there the game evolves, with each stage earning the player points to unlock new maps, weapons, music and game modes.
The ship is controlled by touching anywhere on the screen, minimizing finger obscuring while utilizing all available play space. Enemies that approach from above or the side, weapons that include lasers and gravity wells, and strange boss battles keep Infinity Gene interesting long after the nostalgia wears off. Infinity Gene will also generate maps based on and set to the player's own music, in case someone fancies Elton John laser battles. Naturally, this game kept my attention for quite some time.

Flight Control

Flight Control is a testament to how enjoyable simple games can be. Filling the role of an air traffic controller, players draw a path to escort various sized aircraft to their appropriate landing strips. There are four types of vehicles with different speeds, jumbo jets being the fastest and helicopters being the slowest. What starts off easy, quickly becomes a frantic and futile exercise in multitasking. Planes will keep coming, filling up the screen, until a mid-air collision ends the game.
Free updates have brought new maps, new aircraft, and the ability to play two player over Bluetooth. With each player routing different planes to the other, two player Flight Control requires a level of cooperation rare in such simple handheld games. It is also the pursuit of high scores that still brings me back to Flight Control - 115 landings is my personal best. The satisfaction of routing and landing a screen full of planes is incredibly satisfying and makes Flight Control one of my most played iPhone games of 2009.

Spider: The Secret of Bryce Manor

Developed over eight months by the small and newly formed Tiger Style Studio, Spider: The Secret of Bryce Manor is about an insect eating arachnid. It is also about a family torn apart by love, jealousy, shame, deceit and suicide. Players control a web slinging spider, trapping and eating various insects, employing different strategies given the species and landscape. The more interesting story, however, is told in the background. Hidden notes, portraits, tombstones and mementos reveal an engaging and woeful tale about the Bryce family. Amazingly, Spider weaves its story more fluidly and organically than many top-tier console games.
I cannot lavish enough praise on Spider's intuitive controls, elegant artwork, clever level design and storytelling. Thankfully, Michael Abbot of The Brainy Gamer wrote an excellent piece on Spider earlier this year, rightfully applauding developer Randy Smith for his insight into game design and outspoken advocacy for the advancement of the medium. While Spider may not make meet Game of the Year criteria, I would include it my top ten games of 2009. When I think of the potential of iPhone development, I think of Spider: The Secret of Bryce Manor.

Poor Judgement

Yet that might be just the problem. These games slip my mind because I see them as early designs of non-existent games. I judge iPhone games on an unfair scale, asking them to deliver an altogether different experience. Infinity Gene is great, but when my finger gets in the way or I think about the visuals, I am reminded of the iPhone's limitations. Flight Control is incredibly enjoyable, but my interest in short gameplay segments, no matter how engaging, is not enough to warrant my undivided attention.

These three games are just a few of my favorites. Rolando 2, Lux, Civilization Revolution and HiHowAreYou all caught my attention this year, but only as supplemental games. While supplemental gaming is still valuable, I may be disregarding these games too quickly. Perhaps the sheer number of games causes me to avert my attention, or maybe the low price ranges misrepresent their worth. In actuality, my favorite iPhone games of 2009 showcase elements of game design that triple-A console titles should emulate. While they may never offer me the operatic story line or intense multiplayer I crave on the console or PC, these few handheld games have earned their place amongst champions. If you have an iPhone, you should give them a try and let me know what games you enjoy that I may have overlooked.

Wednesday, September 23, 2009

EXP Podcast #44: Call of Juarez: Bound in Blood Debriefing

Saddle up pardners: Today, you're riding out west with the EXP Gang. OK, I'll stop. This week, we discuss the recently released Western-FPS Call of Juarez: Bound in Blood. We cover everything from co-op, to cover mechanics, to Confederates. Although the game had some shortcomings, it ended up provoking a fruitful discussion. Feel free to mosey on over to the comments section to share your thoughts.

Some discussion starters:

- What are your favorite things about Western film and literature? What games (Western or otherwise) evoke similar feelings?

- How can the thematic topics seen in many Westerns (explorations of civilization and the wilderness, violence and the law, morality versus barbarism, etc.) best be incorporated into games?

- Are we getting to a point where co-op, much like competitive multiplayer, is becoming a standard feature that we expect from games?

- For those of you who played the game: What are your overall impressions?

To listen to the podcast:

- Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed.
- Listen to the podcast in your browser by left-clicking the title. Or, right-click and select "save as link" to download the show in MP3 format.
- Subscribe to this podcast and EXP's written content with the RSS link on the right.

Show notes:

- Run time: 39 min 14 sec
- Music provided by Brad Sucks

Monday, September 21, 2009

Review: The Puzzling Success of Professor Layton

My gaming appetite is diverse. I'll happily consume story driven epics of grandiose proportions alongside my daily zombie killing escapades. That being said, some of my favorite games have been quiet additions to my normal routine. Games that I will never talk about, for whatever reason, routinely surprise me with how engaging they are, despite being no innovative cup of tea. Sometimes, as Michael Abbott of the Brainy Gamer laments, "critical discourse surrounding games gravitates to and celebrates the new while overlooking the familiar."

There is one particular DS game that I owe more than a cursory glance. The newest addition to a franchise that accomplishes nothing extravagant, but everything skillfully, Professor Layton and the Diabolical Box is one of my favorite gaming experiences of this year. Developed and published by Level-5 (the creators of a Dark Cloud, an old RPG favorite of mine), the creators have earned every ounce of praise for their subtle success.
For those new to the series, Professor Layton and the Curious Village, along with its sequel recently released in the U.S., Professor Layton and the Diabolical Box, follows the adventure of the titular academic and his young apprentice Luke as the traipse around towns and trains solving riddles. Each game features a longer narrative broken up into segments. While the Professor pursues answers to a larger puzzle, townsfolk offer up an assortment of riddles.

I found this particular story driven point-and-click adventure late. By the time I got my hands on the Curious Village, the game was already highly regarded by a seemingly vocal fan base. My response, happily given to those would listen, is that Professor Layton had no right to be this good. Not only is the Layton series a success, but at a glance, it does nothing extraordinary to deserve it.
Many of the puzzles in Diabolical Box are variations on those found in Curious Village, and are themselves variations on any puzzle you might find in a book on brain teasers. They often test the player's spacial reasoning, logic, or ability to move object around for one reason or another. The story, in any other context, would seem muddled with frequent interruption. The number of times a total strange demands an answer to a riddle is almost ridiculous, even when a serious circumstance would make such inquiries entirely inappropriate. Coupled with mini-games and mini-mysteries, Professor Layton should be no more than a collection of distractions for your weekly commute.

However, Professor Layton (and I include both U.S. released titles in this statement) is far more than a patchwork puzzler. Although both games include excellent animation and voice acting, with an engaging story carrying the entire piece forward, it is the imbued sense of mystery that makes this game shine. Each normal puzzle makes up the game's basic interaction. In the Diabolical Box, alongside these puzzles is a hamster mini-game, a camera mini-game and a tea-brewing mini-game, which help the player along the way and add optional teasers to the game's vast collection. There are also small mysteries Layton and Luke solve during their journey, which each play in part in solving the over-arching mystery.
Professor Layton is submerged in puzzles. The game doesn't bend genre as much is it bathes in it. The art and story design, put together with loving care, is in service to the idea of mystery. Until the very end, the player is always immersed in puzzles, from the moving match sticks, to revealing a person's identity, to solving murders. The entire game is an ode to riddles. Layton is the most charming detective since Angela Lansbury, and his devotion to puzzle solving is infectious.

From the beginning, with its dialogue and fluid hint system, Professor Layton is welcoming. When each game wraps up, when Luke and Layton solve the mystery of the week, the satisfaction of finding a single solution is magnified. The game becomes a conglomeration of riddles and eased frustrations. Professor Layton, without flare or vanity, is more than a collection of puzzles, it is a solvable and inviting piece of art devoted to the magnificence of curiosity.

Friday, September 18, 2009

Review: The Novelty of New Super Mario Bros.

Hang around me long enough and you will no doubt be subjected to some effusive gushing about Super Mario Bros. and its influence on the way I view video games.

Super Mario Bros. exists as a quasi-sacred entity within my conception of video games. As a child, it set me on the trajectory that guides my gaming habits to this day. I enjoy a wide variety of styles and genres, but nothing tops playing a console platformer. Either consciously or subconsciously, every game I play is in some way compared to Super Mario Bros.

With this in mind, I entered into New Super Mario Bros. with caution. It is difficult enough to follow in the footsteps of Super Mario Bros., let alone directly aspire to present a "New" version of it. It is an audacious goal: The game implicitly calls Super Mario Bros. "old," bringing to mind questions of its enduring relevance.

While much of what I found in the game was not necessarily new, it was not exactly familiar. In the end, the most appropriate title for the game may be "Super Mario Bros. Deja Vu."

Moving about the world as Mario is a bit like riding a bike: while extended time out of the saddle can make for some initially wobbly rides, some combination of brain and body ensures that one never truly forgets the basics. NSMB feels strikingly similar to the original SMB. Running in one direction full tilt and and then turning in the opposite direction causes Mario to skid. The height of jumps is dictated by the length of button presses, and momentum can be modified in mid-air. Through a combination of speed and faith, Mario can sprint over gaps that are no more than one block in diameter.

Mario's repertoire has expanded over the years, and NSMB demonstrates how agile our favorite plumber has become. Mario now does a great Samus impression by wall-jumping his way out of danger, and he has also adopted the ground pound move pioneered by Yoshi. At some point, Mario's enemies took a turn for the springy, which allows the player to use them as makeshift trampolines. In SMB, jumping on a goomba results in more of a "thud" than a "boing."

Although the goal of each level adheres to its historical roots, the rules that govern the experience of getting from the starting line to the flagpole have changed. Upon vanquishing Bowser at the end of NSMB (spoiler alert?), I had amassed over thirty extra lives. A quick play-through of SMB on the NES demonstrated that the availability of both coins and 1up mushrooms seems to have skyrocketed since the 1980s. Thankfully for the Mushroom Kingdom's Federal Reserve, this inflation has done little to harm their value.

NSMB softens the harsh realities of the Mushroom Kingdom. The original SMB was a cruel game in some ways: one lucky hit from a goomba would demote even the all-powerful Fire Mario back down to regular old Mario. Checkpoints were often unforgiving, and saving one's progress, seeing a continue screen, or even having a password option were unheard of.

In NSMB, an errant koopa shell still extinguishes Fire Mario, but he is able to retain his Super stature. As was the case in Super Mario World, an extra item can be stockpiled for emergencies. Coins are now an actual currency that can be used to purchase power ups and extra lives. If one pays attention, a faint whiff of RPG elements wafts through the game. All of this is committed to record and stored safely in the player's save file.


Most of what is found in the game can be found in its predecessors, which initially makes it seem less like a "New Super Mario Bros.," and more like an "Updated Super Mario Bros." From Super Mario Bros. 3's over-world map with branching paths to Super Mario 64's triple jump, this game is a wonderful synthesis of Mario's best evolutionary traits.

However, NSMB is more than an exercise in "re-imagining" an old property. The game's amalgamation of Mario's many innovations is its most important accomplishment. As I argued in my review of Super Mario Galaxy, the innovations found in every Mario game are both powerful and subtle; new characteristics seem to instantly become part of how we conceptualize the character and the franchise. NSMB skirts an impossibly thin line: It indulges in nostalgia while simultaneously smoothing out history's rough edges (both figuratively and literally). The beauty showcased in New Super Mario Bros. reinforces Super Mario Bros. as a masterpiece, but it also serves as an articulation of the legend that has grown around that game.

Distance makes the thumbs grow fond, and while the frustrations and the flaws of Super Mario Bros. have been subsumed by nostalgia, New Super Mario Bros. ultimately offers exactly what its title promises. It forges the legend of Super Mario Bros. into a real game, and in doing so, gives us something truly new.