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mittentacularBy mittens      

Tuesday, December 30, 2008
It's been a superb year for gamers. There have been such a vast number quality major releases across any number of genres that the idea of a given gamer feeling "left out" is near unthinkable. The major, well-received releases can be categorized as a 4X RTS or simply a great 4X turn-based game. There are open-world shooters in Africa and two types of open-world games in the vein of Grand Theft Auto. Superb cooperative games involving things like zombies, chainsaw-mounted assault rifles, and a throwback to the days of Golden Axe. And then there are major sequels like Grand Theft Auto 4, Fallout 3, and Metal Gear Solid 4. Oh, yes.

The deluge of gaming was good to me this year as well as, for the first time in a few years, I was actually able to play every title that I had any desire to play across all non-Wii platforms (and even then, I'm currently borrowing one of those to play No More Heroes). Not since my 2005 games of the year have I felt well-informed enough to write about some of my top picks for a given year. Granted, I can't objectively write about games like Galactic Civilizations: Twilight of the Arnor or Sins of a Solar Empire -- both of which are games that I, as a gamer, hold in remarkably high esteem.

This year I'm doing something a little bit different. I'm not sure if I can really classify a deviation from a one-time top ten list as something "different" or not but I will continue to think my actions in this matter as such. It's no radical change, but I'm just going to write up three-four articles on games I consider to be the best of 2008's best with no regards to rank or categorization. At this point, I still have yet to figure out what I want to make two of the four games. They will be from the following list of games I'm in the process of choosing from. The following games are all superb and remain in my mind at this point in time as equally superb.
  • No More Heroes -- I have only had a couple hours with Grasshopper Manufacturer's very stylized action/adventure romp. From what little I've seen, No More Heroes manages to bring legitimately enjoyable gameplay to the sharp writing and aesthetic that were present in Suda51's previous game, Killer 7.

  • Grand Theft Auto 4 -- GTA4 is the slim waistline after years of Grand Theft Auto: San Andreas' work-out routine; it's a focused and well-done partial reinvention of Rockstar's linear-gameplay-in-a-kind-of-open-world crime game formula. The gameplay becomes rote a bit around the middle of a player's journey through the game (which is also where the quality of writing experiences a quick death) but GTA4 is, at its core, a very enjoyable game.

  • The World Ends With You -- In some ways, this Nintendo DS RPG is an archetypal JRPG; after all, it has the angsty protagonist, pseudo-meaningful script, and Japan. But story and character design aside, The World Ends With You has the most daring game design of any Square-Enix title in recent years and, on top of that, as one of the most true Nintendo DS titles the system has seen.

  • Midnight Club: Los Angeles -- There were essentially four racing games this year that I enjoyed: Burnout Paradise, Gran Turismo 5: Prologue, GRID, and Midnight Club: Los Angeles. Midnight Club: Los Angeles comes out on top of them all; even its open-world racing counterpart Burnout Paradise. Rockstar's in-depth car customization support, the open-world presentation, and great car and motorcycle physics were all combined with one very important feature: the ability to retry races.

  • Dead Space -- It's more action than horror and more Aliens than Alien, but Dead Space is one of the year's great action games. Despite the choice to portray the game from a third-person perspective, EA Redwood succeeded at immersing a player in the blood, guts, and flickering lights of an abandoned space station to a level of success that I haven't seen since System Shock 2.

  • WipEout HD -- Serving as a combination of the two PSP Wipeout game releases (Wipeout Pure and Wipeout Pulse), this Playstation Network exclusive was served up to Playstation 3 users as one of the only "true" 1080p current-generation console games and it ran at an absurdly smooth sixty frames-per-second. And though that may sound like simple praise for the game's graphical prowess, the ability to play a Wipeout game with that kind of display allows for the best execution imaginable of the series' trademark high-speed racing gameplay. WipEout HD is a bit limited in the amount of content it provides but for the asking price on PSN it's the kind of game that no Playstation 3 owner should go without.

  • Battlefield: Bad Company -- Bad Company brought two very necessary gameplay changes to the Battlefield formula: destructible environments and a focused multiplayer progression. Instead of the free-reign that two teams had over a number of capture points in a large map, Bad Company funneled two teams into a more concentrated area. And the addition of destructible environments made the occupation of these areas into an uneasy and dynamic gameplay experience for all parties. Add these features to the refined multiplayer character progression and stat-tracking and Electronic Arts managed to make the first Battlefield game that actually worked for a console.

  • Everyday Shooter -- As great as the Playstation Network release of Jonathan Mak's Playstation 3 synesthesia-focused shooter was, the ability to play the same game with no major sacrifices made to the visual quality or gameplay on the Playstation Portable makes it all the more sweet.

  • World of Goo -- I can't recall the number of times I played around with the Tower of Goo back when it was released as part of the Experimental Gameplay Project. And seeing how 2D Boy's small team expanded that gameplay into a fully-realized game with a [Tim] Schaeferean art style and a great sense of humor it's not very difficult to recommend World of Goo to any type of gamer.

  • Geometry Wars: Retro Evolved 2 -- GW:RE2 wasn't a daring sequel by any means, but it iterated on the success of the first game in all of the right ways. And Geometry Wars: Retro Evolved already existed in my mind as the best robotron-esque arcade title in existence. That's high praise from me.
Articles on my favorite three games absent from this list are forthcoming.

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Monday, December 29, 2008
The iPhone/iPod Touch is a pretty rad little platform. It has vastly more powerful hardware and a far greater ease of development than I would have ever expected going into it. The biggest problem for me at the moment is that I don't actually have a Mac to call my very own. Someone deemed me responsible enough to borrow a Mac for the course of the Christmas break so I could finally make good on my long-desired and very loud-mouthed wish to see what kind of independent development environment Apple provided to the public for the platforms. Turns out that if someone can stomach a bit of Objective-C and a lack of Microsoft Visual Studio (the latter being the biggest dilemma), Apple seems to have done quite well for themselves. Even if one doesn't own an iPhone or an iPod Touch, the iPhone SDK ships with an iPhone Simulator which seems to pretty accurately represent the environment (sans the real-world tactile focus). I haven't had more than two days to really experiment with the setup yet, but thus far I'm impressed and I'd like to hear some thoughts from people who have spent more time with the platform.

Hell, from what I discovered shortly before I left for my brief vacation -- where I am so clearly vacationing at this very moment -- it seems that even the Objective C requirement may be negligible. It seems to allow for simplistic integration of traditional C/C++ code into the whole mix. I don't know what kind of exposure any of you readers have with Objective-C but, my god, as far as I'm concerned the less I see of its demonic syntax the better the world will be for it.

The biggest issue I'm facing with the whole iPhone/iPod Touch development experience thus far is that, for obvious reasons, an Intel-based Mac is required for development. I'd love to pick-up a
Mac Book Pro or something at some point but, at least right now, that's way above my feasible price point for such a thing. If my short time with the Mini proves productive (and it has so far) I might try and pick up one of those on the cheap. Much like the sentimentality I have for Microsoft's XNA development environment, I think it's another quality step for independent game developers to have such easy access to a prominent and up-and-coming platforms like the iPhone/Touch (and mobile gaming as a whole).

The iPhone and iPod Touch seem to be an especially viable platform for independent game developers due in large part to the superb App Store accessible through the aforementioned devices and iTunes. In the mere two days I've had my iPod Touch I've already racked up about sixteen games ranging from free downloads to $0.99 titles all the way up to $9.99 (the maximum value I've seen). I'm not sure what kind of success the developers of Fieldrunners, Galcon, Enigmo, and Trism (to name a few) have seen but their titles seem to be very popular on the App Store. Galcon, especially, seems to have had surprising success given the very uniquely-nerd sort of gameplay it represents while being crossed with a more approachable and palatable mobile presentation.

If anything, it would seem that Apple made the accessibility of the App Store to independent developers almost too easy. For every great gem I've found hidden in the gaming sections I have seen three or four more titles which seem to present some meager offerings of something that can only barely resemble careful game development or a sound game design choice.

I am looking forward to getting back to my iPod Touch game experiment in a few days. I haven't had nearly enough time to provide much more than these barest of first impressions so, as I said earlier, I'd love to hear from others. I'll surely write some more on this topic as I get a bit more reacquainted with OpenGL (the ES persuation). I hope my first small game test, lovingly given its ridiculous working name of Asplodestroids!, will at least see a glean of the light of day before I find myself Mac-less again. It's also Christmas so feel free to toss a Macbook Pro into my stocking if you're feeling so inclined.

Because I'm sure that was someone's first instinct after reading this.

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Friday, December 5, 2008
Also published at my personal site.

Supposedly, there's a problem with game journalism (part one). It's worth pointing out that if you have an article entitled "The Problem with Games Journalism," then the tagline of your site best not be "Independent game journalism."

Yesterday, Kotaku published a piece by the site's Managing Editor, Brian Crecente which is entitled: "Death of Criticism: The Death of (Video Game) Criticism." The article is a response to a piece written by famed film writer/critic Roger Ebert entitled "Death to film critics! Hail to the CelebCult!." Ebert's piece should be considered a must-read; his insights into film criticism and, in some respect, criticism on the whole are invaluable and he's a remarkably talented writer. He was the first film critic to win a Pulitzer Price for Criticism back in 1975. 1975. When reading an article entitled "Death to film critics! Hail to the CelebCult!", it may be easy to think that the contents of such a piece will be a doom-saying condemnation of the state of modern film criticism from someone who is over the hill and out of touch with the times.

That's a trap.

Ebert doesn't drop a theory then throw a pun or a joke in stylish prose and leave the meaning up to his reader. The piece may run long but each paragraph consists of substance. When detailing his thoughts on the "CelebCult," Ebert gives his opinion on the matter, relates an example about the difference between the treatment of celebrities in the 1950s to those of a pair like Brad Pitt and Angelina Jolie, gives a concrete example of a paper's treatment of Twilight's fanbase over the film, and then examples of writers whose time has come and passed.

I have a background in English and Creative Writing, not journalism or literary criticism. The goal of a creative writing is for an author to imbue his own meaning into his story so that others can glean the writer's intended themes and messages while, at the same time, having a work resonate with them in their own unique personal way. This is a practice that, in my mind, is in stark opposition with the goal of a critical writer or journalist. Criticism is about an author bringing his/her interpretation of a creative work to light in a way that is both unique and thought-provoking. This is discourse that is inevitable in any industry based around a creative product; movies, music, film, and, yes, video games. Video games serve fundamentally different purposes than any of the other aforementioned media but they are creative works and, as such, will and should be open to critical discussion.

And this discussion does occur.

Given this mindset, the goal of Crecente's response article eludes me. At first it reads like an homage to the sad realizations of a critical legend and then it transcends into a sort of "I knew this for years" swan song. Crecente waxes lyrically in concordance with Ebert, echoing sentiments such as:

"If you want to assign blame I suppose you could point a finger at USA Today, at how that national McPaper turned every story, no matter how important, into a glorified brief with colorful charts.


Over the years, papers across the country scrambled to follow suit, shrinking their stories to fit smaller and smaller holes in the paper. Sure, some of this was done because of the desire to run more ads in a newspaper, but most of it was the product of focus testing, of hitting the streets and asking people what they wanted. What they wanted, apparently, was not to think too much about anything.


So papers, first small, then large, begin to cater to the lowest common denominator, what they thought was a genuine desire for short, fast reads. I remember working at a large newspaper when an edict came down that all stories had to be a certain word count, that the first sentence of every story had to be only so long, rather short."


Stylistically, it's well-written prose but lamenting the death of critique by criticizing the lack of critique without constructing a valid argument of your own doesn't seem the best way to make a point. Normally, I'd pay an article like this no mind, but the name of the piece is "The Death of (Video Game) Criticism." Joining in Ebert's sadness for professional criticism is one thing, but it seems irresponsible to join in Ebert's sadness when referring to industry that's never made its ideas known within the boundaries of traditional media. The death of video game criticism isn't going to depend on the lifeblood of a newspaper's features section; I'm still amazed when I see a story in the black-and-white pages of my local newspapers that's even remotely connected to the video game industry. I'm more impressed when I see a story actually about the video game industry. And I'm amazed when I see a story about the video game industry that gets all the facts right.

The problem with games journalism is the focus on problems with games journalism and the idea that the existence of game reviews is mutually exclusive from the existence of game analysis and criticism. There was an article published by Keith Stuart which brought up the relevance of innovation in the scope of a game review. Leigh Alexander, a writer for Gamasutra, followed Stuart's lead and added her own sentiments. Eventually N'Gai Croal, a columnist for Newsweek who runs the Level Up gaming blog, also enters the mix. These three articles may not accomplish anything in the physical sense: no customers may have been motivated to buy or not buy Mirror's Edge as a result of their discussion, the lack of sensationalist headlines attached to their pieces may not have gotten a great deal of what I'm told are the incredibly important clicks, or anything like that. What these authors accomplished is more memorable than any of those individual feats (and is confirmed by the existence of "The Problem with Games Journalism: Part One"): people can get excited by the presence of intelligent game discourse beyond visual fidelity or amount of gameplay present for sixty dollars.

The fate of professional film criticism may hinge upon the fate of the goals of the Features section of newspapers around the globe, but as far as the gaming industry is concerned: the Internet is kind to writers. Keep it up. Writing about games is just getting started.

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The entries in this journal have all been posted, along with many more, at mittens' personal site at www.polycat.net.
 
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