Archive for impressions

Time To Review Game Reviews

Dear Members of the Press,

In the advent of EA’s most recent PR debacle entitled Sim City, it seems that many review sites have made some changes.  Sites have shifted their tactics to withholding their reviews until after the public launch of a game, especially for games in a series that have been known to contain a notable multi-player component or have in the past been exclusively single-player (ala Sim City).  Though I completely understand their thought process, I think their approach is completely wrong.

Today’s games are massive.  Gone (for the most part) are the days where your “big budget” boxed console game is so short that you don’t even need a save file or passcode.  They aren’t the kinds of games you just sit down for an hour and find yourself defeating the final boss.  On top of that, just about every AAA game today; for better or worse, has a multi-player component.  Some games, like Lara Croft for example, arguably never needed a multi-player component.  The part of the game that everyone is expected to play in a traditionally single-player series is likely the most important part of the review.  Unfortunately it becomes up to the discretion of each reviewer on how hard the overall review/score should be anchored down based on a feature that many people will probably never use.

Reviews need to change and the solution is simple.  Games need to have a single-player review and a multi-player review.  With single-player and multi-player experiences being so completely different in nearly all cases, and sometimes developed by separate teams or companies, it makes sense to treat them as such.  Reviewers should stop sticking to the old tropes that say just because a feature was shipped on the same disk that it must be part of the same experience.  This was probably true before idSoftware invented death-match in 1993 but times have changed and it’s time for reviews to change.

This simple tweak allows the reviewers to, at their discretion, withhold the multi-player review until public servers are available without damaging the credibility of what might be an amazing single-player experience because of wildly different weights of multi-players’ influence on the overall score of a game.  Of course games like Sim City, being always on and lacking a single-player experience, would simply have to wait until after launch entirely.

[UPDATE]

Something I did not mention in this original post but in hindsight feel it’s important to note is that a game should be worth it’s price tag on single or multi-player alone. The opposite feature should be considered an add-value for those who may be interested in both aspects of a game but the overall score should not be buffed under the assumption that the player cares to experience both styles of play.

 

Halo 4: A Spoiler Review

Spoiler Abound

You’ve been warned, I plan to write openly about my experiences with Halo 4 and if you haven’t played the game and actually care about the story then feel free to hit the back button now.

The short of it this; for better or worse, Halo 4 is Halo in every fiber of its existence.  The long of it is going to take a few more, and possibly more critical, words of this beloved franchise.

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What Resident Evil 6 Taught Me

How Not To Make A Game

Like most games, I seem to find the time for them after the craze has faded.  In many ways I like to be late to the party because it helps me enter the game with a clean palette.  My opinion is not immediately salted by partisan reviews of perfect 10′s and 1′s.  My latest endeavor was a trip down the rabbit hole that is titled Resident Evil 6, or as I like to call it, a relentless exercise in patience.

Patience is a virtue some would say, and it is a very important trait to have if you plan to play Resident Evil 6.  From the frustrating controls to the poorly designed encounters, this game is a must-play for any game designer.  This game is a perfect example of how not to design a game, a lesson that many of us should take to heart.  Below are some tips to help your game execute on equal ground with this tent-pole for bad game design. » Read more..

Look at me, I’m Hardcore! To the Max!

There seemed to be a disproportionate number of f-bombs and gore at E3 this year.  After sitting through countless face-stabbings, skull slices, and shotgun induced decapitations, I began to glass over.  I’m beginning to wonder who we are trying to appease.  It seems that just one year after the Supreme Courts’ ruling on violence in video games we all decided to celebrate by showing exactly how “adult” games could be. » Read more..

RAGE: Revisited

I’ve been pretty busy lately and my roster of freshly shrink-wrapped games has been growing larger each month.  After some unfortunate car trouble I was confined to my house for the weekend, and what better way to wait out the weekend than to break open one of those games?  The game that sat on the top of my stack was Rage, a title that took a lot of crap for its texture issues and questionable ending.  This is one id-fan’s opinion of Rage and how small tweaks could have changed its reception. » Read more..

Event Report: East Coast Game Conference 2011

I wasn’t planning on writing about the conference, but it turns out that I had something to say about it.  First, I’d like to say that it is a good thing to see any kind of effort put forth that promotes video game development outside of the bio-dome of gaming better known as the Bay Area.  It is a bit refreshing to have a place to go to on the east coast that covers topics of interest to the people creating the games and not just the people who play them.

I would also like to point out that the East Coast Game Conference (ECGC) is not only a short trip for east-side people like myself, but an affordable one at that.  With prices for GDC climbing into multiple thousands of dollars for entry alone it is more than refreshing to see a qualified developers’ conference with ticket prices that aren’t only obtainable by Jay-Z himself.

I spent most of the day jumping between a variety of session, spanning Advanced Learning, Visual Arts, and more.  Though I did enjoy my time, it wasn’t all rainbows and gum drops.  The talks were all varied and fairly interesting, though I would have preferred some deeper discussions on a few of these sessions.  The one aspect of GDC that I wish would translate here was a categorization of beginner, intermediate, and advanced.

This was something that I was left wishing for several times.  It often meant that I would have to sit through the first 30 minutes of a 1 hour lecture to realize that it wasn’t going to get any deeper than the surface.  Most of the lectures felt like they covered a range of beginner and intermediate.  There was an unfortunate lack of advanced lectures that would leave me scratching my head, but excited to research as soon as I got home.

A significant portion of the conference was lathered in Epic-ness, from Unreal University to numerous sessions taken to discuss the basics of using the Unreal Engine.  Even a few programming topics felt a bit more like an Epic sponsored session than a general topic on better game making.  The Epic barrage would not have bothered me as much if they would have dug a little deeper into the inner workings of their systems.

The optimization lecture was a perfect opportunity to cover tips and tricks to better performance, but it felt more like a training seminar for QA testers.  I was waiting for QA applications to be passed out at the end of the session.

The keynote, given by NVIDIA’s Tony Tamasi, was slightly winded but interesting all the same.  His lecture covered a time-line in graphics processing that started from the earlier days of hardware accelerated 3D to projections about graphics in 2015.

Part of me hopes that he is right, but most of me shivers to think of the level of effort it will take to achieve that vision.  Tony projected astronomical numbers in computing power, and claimed that mobile devices would be closing the gap in computing power down to a mere factor of 10x.  Though I absolutely agreed with him on the PC and home console side, I found his argument a bit difficult to swallow on the mobile side.

My biggest issue was that he never covered the white elephant in the room, batteries.  Currently, most people have trouble running any kind of 3D on their IOS/Android device for more than 5-10 minutes before it starts to burn a whole in their pants and their charge is visibly dropping like sand in an hour glass.  Still, a small part of me (well.. a huge part of me…) wants this all to be a lie.

The higher that bar is raised, the lower the chance that anyone has to compete without massive funding.  Yes, yes, there will always be the Minecrafts out there but those are diamonds in the rough, not the likely story that we used to see before this generation of graphics.  I can only assume that life as an indie will only get worse with these kinds of leaps in visual fidelity.

[/tangent]

This was my first year with the ECGC.  My experience so far has been fairly positive and I will likely return next year if they continue to play it smart and keep their prices reasonable.

The Moment I Stopped Cutting Myself

I have finally found a game that answers the question, “can games make you cry?”.  It’s not what you think.

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Sexy Time in Games

I was a huge God of War fan back in the PS2 era, but now that I am only sporting a 360 as my current generation console, I’ve been looking for something to fill the void.  I recently played the Dante’s Inferno demo from Xbox Live to hedge my bets on buying the game.  Though the gameplay itself has a fair amount of Kratos-like ass kicking, there was another element to the game that really put me off, gratuitous nudity. » Read more..

Fable II

So I finally got around to playing Fable II.  I never played the first Fable, but I was told that Fable II was simply bigger and better so I skipped the first.  It was on my Christmas list last year, but it didn’t show up under the tree until this year.  Overall, I enjoyed the game, despite the numerous reasons to put the controller down. » Read more..

Team Fortress 2 and Source

I recently developed an mild obsession over Team Fortress 2.  I know, I am about a year or two behind the crowd here, but I couldn’t pass up a deal like $2.50 for such a high quality game.  I’ve had my share of ups and downs with TF2 however.  Some of my best moments in this game have been unexpected experiences.  I deeply enjoyed the little things they added to the game, like marking a player who has killed you repeatedly; giving you the drive to seek him out and crush him.  I also enjoyed the little RPG-like bonus that players receive for playing extended periods of time or accomplishing impossible tasks.  The whole game was put together very well, except for one thing…

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