6.01.2009

E3 2009 - Day 0

Microsoft's Press Conference was earlier today and they made some pretty impressive announcements. Here are some of the ones I'm looking forward to (and will hopefully get a chance to try on the show floor!

  1. Modern Warfare 2 - Hoping to be all the awesome that CoD 4 was and then some.
  2. Final Fantasy XIII - due in "Spring 2010" which is too far away for me
  3. Left 4 Dead 2 - More guns? Yes please. No wonder their updates for L4D were so meager- they were working on a sequel already!
  4. Splinter Cell: Conviction - Yay.
  5. Halo 3: ODST - A Halo where you're not an invincible super soldier? You got squad combat in my Halo! I like the sound of it.
  6. Twitter & Facebook - As if anyone should really be surprised.
  7. Project Natal - 3D realtime motion capture, gesture and voice recognition. You just have to see the video to believe it: http://www.gametrailers.com/video/e3-09-project-natal/50013
More to come as I venture into E3 2009.

3.17.2009

Zelda + Rap = Ocarina of Rhyme

Some folks did a mashup of Zelda and various hip-hop artists and are getting a lot of attention on the blogosphere. It's definitely different! I quite enjoy it. Check it out here!

3.10.2009

Games Introspective: Peggle

Wired has a neat article about why hardcore gamers seem to like Peggle so much.

For a casual gamer, Peggle seems too heavily based on luck. You aim the ball, but once you've dropped it and it hits the first peg, all bets are off: It bounces and careens through the forest of pegs in crazy, zigzagging patterns. For casual players, there doesn't seem to be a clear enough correlation between how they aim and the results.

But hard-core gamers see the game quite differently. When they look at the Peggle board, they see the Euclidean geometry that governs how the ball falls and pings around.


Read it here!

2.24.2009

Games to Come: Matt Hazard

I really think this game is going to be hilarious. (Whether it will be fun to play is still at question.)

It's hard to explain so I'll quote wikipedia:

Matt Hazard pits players in the role of the title character, a "legendary" gaming hero who is "returning to glory" in a new video game, some 25 years after his debut game and 6 years after his last game. In reality, the Matt Hazard character is in his first video game, with a history made up by D3 Publisher to chronicle the character's rise and fall in popularity. The Return of Matt Hazard marks Hazard's fictitious "comeback" to the gaming scene.

Basically its a video game making fun of video games.

My favorite example from this game where Matt fights a character from a "Pan-Ultimate Illusons" game (get it? Final Fantasy?):
http://www.gametrailers.com/player/44815.html?type=flv

Here's the newest trailer they released (via Joystiq):
http://www.joystiq.com/2009/02/23/eat-lead-the-return-of-matt-hazard-launch-trailer/

And here's the website with the original trailer:
http://www.eatleadvideogame.com/

I hope that this game will be as awesome as it makes itself out to be.


2.22.2009

Z-Day Preparedness: Weapons

Always aware of the imminent danger of Z-Day (the day zombies come), I was up till the wee hours of the morning finalizing my preferred weapons load out for when it happens.

Melee weapons:

Machette - easy to use blade and doubles as a multi-tool.

Hammer - Something heavy and blunt. Preferred over swords/axes/knives because they can crush a skull, and you don't have to worry about getting a blade stuck in fleshy bits. Can be as simple as a pipe with tape around one end (for a handle) to a replica warhammer or warmace. To those who think swords are a better choice- swords are specialized weapons and require training to be used effectively (keep in mind you have to essentially cut a zombie's head off if using a blade- not that easy to do). They are also a lot less durable.

Ranged Weapons:

Ruger Mini-Thirty - a ranch rifle that fires 7.62 rounds. Ranch rifles are shorter than normal rifles (the idea is they are easier to use on horseback and easier to carry in general) while maintaining good range and accuracy. Meanwhile, the 7.62 round is extremely common and would be easy to find in an apocalyptic situation.
OR:
SKS - a russian semi-auto carbine that also fires 7.62 rounds. Cheaper and supposedly as good if not better than the Ruger.

Glock 19 - a 9mm handgun, a slightly smaller version of the glock 17. Easy to use, extremely durable and very accurate. Some might think that larger caliber rounds would be better- but a 9mm has the advantage that it is cheap, extremely common, and has enough energy to penetrate without exit, meaning that if you shoot a zombie in the head, it will bounce around in it's skull guaranteeing that any remaining brain function is gone.

If possible, a suppressor and subsonic rounds for any of these weapons. This will essentially *silence* the gun which will help keep you from drawing more attention that necessary. In all honesty, you'll want to fire your gun as infrequently as possible and try to avoid zombies all together.

To those who think shotguns are the best weapons for zombies- Shotguns can only carry 8 shells at a time and 12 guage ammo is HEAVY. Furthermore, good luck reloading when you're stuck in a corner. You want range when it comes to these situations- the farther you can keep yourself from zombies, the better, and shotguns don't really work at distance too well.

What Makes a Good Game: FPS Level Design

Steve Gaynor of 2K Marin (makers of Bioshock), writes on his blog the importance of level design in first person shooters, specifically in context to F.E.A.R. 2. Good read.

4.14.2008

What Makes a Good Game: Interactive Cutscenes

The days of pre-rendered cutscenes are long past, at least in action games, left for the slower more plot driven ventures of RPG's. Even then, what gamer hasn't heard the complaint that Xenogears had you watching cutscenes for seemingly half an hour or more at a time leaving you with little to do (personally, I always wonder if pressing a button will skip the cutscene, and either I do and then I lose out on that cutscene and any possibly useful information it had, or a I chicken out and don't, and just wait, while wondering the whole time). Often times I feel that despite how pretty these clips may be, I would rather just be fighting, or whatever it may be. This is where the interactive cutscene comes to play, the bridge the gap between avoiding player boredom and still conveying important plot and storyline.

Example A: Half Life 2
Here, whenever story needed to be told, Gordon (the protagonist) is often left in an enclosed space, usually a room of some kind. The action to be seen and heard either takes place in the room with him, or behind some kind of window. When supporting characters are revealing plot information to Gordon, they will face Gordon, or another character, while he is left free to move about the room and see what can be played with, or just stand and watch. Characters can even react to Gordon during this "cutscene". For example, if you knock over something while a character is speaking, they can berate you and tell you to be more careful, then continue with their speech. Overall, this is Valve's mantra when it comes to their first person shooters: always show and tell the story in the eyes of the protagonist, so as to never break character and the illusion that the play is in fact the character, not just someone playing him.

Example B: Assassin's Creed
Ubisoft also attempts to forego the typical cutscene formula in this game, although it's not quite as free as in the previous example. The custcenes are still all real-time and not pre-rendered, although they're interactivity is more limited to provide a more cinematic feel. When the protagonist Altair enters a "cutscene" he is usually able to move about freely in within a space closed by invisible walls (that is to say, there's an invisible box that prevents him from moving too far away from the action). The focus however, always remains on what is happening, whether it be a peasant being roughed up by guards or someone on a soapbox preaching to a crowd. Sometimes during these cutscenes, you'll see a "glitch" where if you press any button, the camera will move away from Altair to another point of view, usually to show the action up close. This would for example, zoom up to that peasant and show the guard punching him in the back of the head from a closer, higher angle, as well as show the blood associated with it. It's interactiveness could be expanded on, but it still gives the player a choice, which is always better than none at all.

In short, give a player something to do during "cutscenes" and make them feel like they still have free will. Maybe even have a "choose your own adventure" element, so that a player's choice of action during a cutscene will actually affect the gameplay ahead. Just make it more interactive, and less a movie.