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This Week’s Releases (Oct 31-Nov 4, 2005)

by Eric-Jon Rössel Waugh

Week seventeen of my ongoing, irreverent news column; originally posted at Next Generation

Monday, October 31st

Star Wars: Battlefront II
PSP/Xbox/PS2/PC
Pandemic Studios/LucasArts

I recall a day when LucasArts had something to show for itself aside from Star Wars. For the record, I have never been fond of Star Wars. And from the perspective of someone who is not particularly impressed with the ability to play as Yoda in a duel versus Darth Vader, it is exceedingly difficult to find useful information on this game. After twenty minutes of research I can’t even tell what genre it is, although people keep talking about a new “space battle” mode.

IGN spends three pages comparing the game to its predecessor and going into specific detail about exactly what every character in the game is able to do. GameSpy is able to tell me that the original Battlefront was the best-selling Star Wars game ever, which tells me exactly nothing, actually. The site does talk about “capture the flag” mode, which suggests to me this is a first-person shooter. It then goes into detail about all the mega-cool things the writer was able to do in the game. Finally, GameSpot tells me right up front that this is “an online multiplayer [first/third-person] shooter with new levels and reworked AI”. So there we are.

I think this exercise probably says more about the game and its market than anything I could add.

( Continue reading )



I OBEY

I have been requested of more Dalek footage (as referenced here). Far be it for me to overlook a chance to show off.



The colors are deeper now, and more in line with the New Series Daleks. I don’t know if it’s obvious from here.

As before, this fellow is a product of Graffiti Kingdom. I’ve now beaten the game; it’s short, and intentionally easy. There’s a lot more that could have been done, in the end; I kept waiting for a few tools that never presented themselves, like the ability to rotate and move pieces you’ve already drawn, or to define a “body” element, or to set multiple attachment points. Or to set individual portions of arms and legs. Or light-up or “hover” pieces. There’s a lot of overlap, and not much organization. The versus mode is a wasted opportunity, too.

Still, it’s pretty neat for what it is; these are all just details. If someone’s paying attention, a DS sequel could be one of the niftiest games around. Come to think of it, maybe the map drawing feature I proposed earlier would work even better if the levels were 2D. That would bring this game even closer to Cocoron. And that could hardly be bad!



Fingers

Despite the propoganda you may have read, the Xbox 360 has one of the least comfortable controllers I’ve held. It tries to be ergonomic, and is molded to hands that aren’t my shape. My knuckles bang. My fingers are cramped. Of course, my hands are irregular. And I hate every ergonomic input device I’ve ever encountered. This is like the split keyboard of game controllers.

For those unfamiliar with the changes, the 360 controller is basically a remolded Controller-S with the “white” and “black” buttons moved to the shoulders and turned into triggers, with a big “ON” button in the center, and (usually) without a cord. I’m not even going to get into the cordless issue, as far as typical controllers go; this is just about the corded version.

Now. Controllers are probably one of the major things holding back videogames. I hate them, as a whole. You’d think, with controllers being the most direct interface people have with videogames, people would put more thought into their design. There aren’t any good standard controllers right now; the GameCube one is clever, though it has too many compromises to do what it really wants to. And I can’t even think of many positive examples, historically. The only “good” ones I come up with are simply practical and competent, like the Genesis six-button and the (Japanese/version 2) Saturn pad. The S more or less falls into this category. Unambitious, but solid and distinctive.

As for the next generation, well. The Revolution should be interesting, at least. Other than that, ick. You can trace the mentality behind the systems by looking at their interfaces. Sony’s desperately trying to make the PS3 seem different, but not too different, by making the controller exactly the same except shaped like a batarang.

Similarly, Microsoft has decided to take the Controller-S and mangle it without any particular direction. The “on” button is… sort of interesting, I guess. It feels misplaced on a traditional controller. The thing that distinctly bothers me, though, if it’s possible to get over the ergonomic issues, is the button arrangement.

The white and black buttons (and indeed the start and select ones) get a lot of flack for their uncommon placement on the S. People aren’t really thinking this through, though. They do work, and work well, because they’re used for uncommon functions and because they’re placed in an out-of-the-way corner of the pad. If you need to access them, they’re at hand; yet otherwise there’s no confusing them.*

Anyway. Shoulder buttons are primarily useful for state changes; things you need to hold down while you access the face buttons. Four shoulder buttons is overkill in this regard. I see no purpose for them, especially since I have yet to encounter a person who is not constantly pressing the wrong shoulder button in PS2 games. (Notice this! Did a bell not ring?) They’re hidden, too similar, and secondary in your attention, and therefore easy to confuse.

Iif those extra two triggers are used at all, they’re usually for toggle functions or other things more suited to an out-of-the-way face button, like “select” in NES and SNES games. So, you know. In most cases, that’s the wrong place for them. Leave the shoulders uncluttered for things that actually need the placement.

Since removing the face buttons unbalances the start and select (OOPS, I MEAN “BACK”) buttons, they’ve been moved to the center where, whoops, suddenly they’re ripe to be hit accidentally again — never a problem on the S. Yes indeed.

The other thing that bothers me is, the original Xbox isn’t that bad a system. Yes, it’s big, not too imaginative, and it’s too firmly positioned as the tits-and-beer console. It’s really well-made, though, and there are some good ideas in its device and execution. And for a while, Microsoft was doing a good job patching the holes (fixing the controller, starting up Live). There was real potential for the 360 to be its own beast, and use past success as a foundation for something neat, as far as mainstream consoles go. Something with personality, and with balls (to go with its testosterone).

What we’re ending up with is a timid, sterile system designed by focus testing. And the pad’s an example of that.

I don’t think I need to explain how much Sony’s controllers now and have always sucked. And yet the PlayStation line is one of the biggest commercial successes in the history of videogames — so clearly Sony must know what’s going on! They’ve got four shoulder buttons on their pad, so let’s put four on ours! We didn’t really know what to do with those face buttons anyway.

Again, nobody’s thinking. The only reason there are four triggers on the PS2 pad is because the PS2 pad is the same as the Dual Shock, which is the same as the original PlayStation pad except with two analog sticks. Why two sticks? Because the N64 only had one. Likewse, the original PlayStation pad is the same as the SNES pad except with four shoulder buttons. Why four? Because the SNES pad only had two!

And now Microsoft has crawled up and inherited this idiocy, just showing how desperate they are. They’ve lost whatever vision they had; all of the creative people behind the original Xbox are long gone, leaving Microsoft with a body and no brain. All they have to go on now is high-definition displays and removable faceplates. Just — fuck you, you know. If you’re going to waste our time, then go away. Leave videogames to the professionals.

*: I understand some people hit the one on the left accidentally. This puzzles me a little. Perhaps again it’s just my hand shape; it’s never been an issue for me. However, even should my thumb somehow stray, that they are a different size, feel different, and are sunken into the pad should send me a signal. Fundamentally, I just see no reason why my thum should stray down and to the right from its “home position” on the bottom point of the diamond.



I want to reach up/and touch the sky…

Now that I have a TV again, and now that I’ve retrieved my copy from Joanna, I’ve been spending most of my time with Taito’s Graffiti Kingdom (the successor to Magic Pengel, if you’re more familiar with that). Why this game wasn’t developed for the DS, I don’t know; if there’s a third entry in the series, it had better be a DS game. Heck, the development team had better make a DS iteration, whether they intended to continue the series or not.

The deal is, you draw your own characters in 3D, and guide their animation. For simplicity, the program figures out how to animate on ts own; you mostly help to narrow its guesses. That’s actually kind of neat, though, as you’ll find your characters do all manner of things you wouldn’t have been creative enough to have devised on your own. As you play, you learn new abilities — both on the drawing and the animation ends. For instance, you might learn how to paint on your models, or to define a segment of your model as a wheel. You start with almost nothing, and are constantly fed a stream of new commands, at about the right rate to learn them all as they come.

As a videogame, it’s no great shakes. The levels are strung together to give you something to do with your characters, and the monsters mostly serve to suggest ideas for future drawings. The level design has a little thought put into it, in that it’s paced to feed you new situations at the rate you gain new abilities. There’s a story, though there’s no need for one. It would be easy to dismiss altogether were it not for the horrendous localization. I watched and listened, and I swear the emphasis, intonation, or timing of every spoken line in the game is off. Rarely is it even in the general dimension intended by the script. Which is not to imply the script is any better.

The localization problems, unfortunately, also extend to the painting and animation controls. The names given to functions and abilities are often misleading, and sometimes unintelligible. There is a little descriptive window whenever you select a function; its descriptions, such as they are, only further the frustration.

Despite all of this, it’s engaging as all hell. According to my in-game timer I’ve spent six hours in the game; the timer only records playtime. This is an unwise decision, as I have probably spent three times that drawing and animating, rather than playing. Were the game itself worth bothering with, Taito would have something downright dangerous at hand.

I should mention that although I have not played Magic Pengel, this is apparently a great expanion from that game. Pengel‘s drawing tools were comparably primitive, and pretty much all you could do with your characters was put them in a rock-paper-scissors match against other monsters. Imagine if, in the third game, you were able to do your own level design. Just draw a map, then refine the way the game fills in the blanks for you. Populate your maps with monsters of your own design. Then pack your level up and transmit it over wi-fi to other users, to play through with their own characters.

See, that’s what the game does — it inspires. Both in its good and its bad, it gets the mind churning. Any time that happens, it’s worth bringing attention to.

On that note, here’s what I’ve been up to lately:



From left to right, these are my four creations to date (in order of their device): Çirpy, Sashanaut, Krorn Jones, and Yoonie. The last is Shep’s character, Rælf. Which reminds me: this game takes up a hell of a lot of space. You’ll want a separate card for it, if you regularly play any other PS2 games.

And here follows some illustration of how they look and work:

My first-hatched, subconsciously perhaps based on an old character of mine (other medium, other lifetime) named Fluffy Ralf. Today I revised his legs to improve his walking animation. For a while I gave him a stupidly long bo staff to attack with; it clipped so badly when Çirpy slung it over his shoulder, I just had to remove it. So now Çirpy’s a close-quarters fighter, with a jump-back move after every two-hit combo. His feathers flop all over as he moves.



Yes, it’s based on my cat. Roughly. Sasha’s wings are nowhere near this fluffy. And he looks less like a toaster struedel. He does taste of strawberries, though. Never did figure that out. See his moves here and here! Sashanaut’s, I mean.




My fourth, and most advanced yet. He’s not perfect; I’ve no way to put his feet on the pedals, and there’s clipping all over. I’m kind of proud of how he’s come out. He started as just an experiment with a wheeled instrument, about fifteen minutes before I actually earned the “wheel” designation. Instead, I just used rotating pieces. It seemed silly to just have a unicycle on its own, so I put a bear on it. The bear would have looked bored just sitting there, so I gave him a book to read. That eventually turned into a magic book, with flame properties. I’m getting better with the drawing tools, I think; his profile in particular is distinctive. Note that his legs are specified as arms; otherwise, he’d just stand up and run around with a unicycle sticking out of his butt.


And this is how they look in a bowling alley.

Yes, I realize Yoonie’s footage uncannily resembles that of a lake beast of certain repute. I assure you, the coincidence is entirely coincidendal.

Krorn Jones was another experiment. I didn’t expect to keep him around for more than a few minutes; it’s just, with his long arms, his backflip ability, and his firearms, he turned out as my most powerful character — and he’s got some personality, for a robot. I just recently added some moving gears and decorations, since I decided he’s staying around.

That’s it for now!



The Player is the King; the Game is the Kong

aderack: Hey, this whole process is interesting. He’s thinking like a movie producer-director. “Whose work do I like? Who do I want to work with?”

This is the first time I’ve seen this approach to a movie-licensed game.
ajutla: OPM: What do you think makes a great game?

PJ: A game that gives the player a feeling that they are controlling the course of their own fate — even if it is an illusion.
ajutla: He’s pretty perceptive. I mean, it’s an obvious thing. But.
aderack: I think you need to be… outside.
aderack: To see things.
ajutla: Wasn’t Jackson upset about the way EA handled the LOTR games?
ajutla: That they weren’t accepting his creative input or something.
aderack: I don’t remember. I know that he pretty much opened Weta’s resources to EA. I’d be a little upset too, because the games… largely aren’t that great.
ajutla: Here we go:

“”EA is in the brand business, not the people business,” a Hollywood source says. “With Jackson, they showed that individual creative relationships don’t matter to them that much.”

EA executives insist they have a good relationship with Jackson. “We had a creative partnership with him, which was a surprise to us,” says Bing Gordon, referring to LOTR development. But it’s pretty clear that Gordon didn’t think of it as a 50-50 proposition. “Lord of the Rings didn’t need Peter Jackson’s involvement, but we had it.”
aderack: Aha.
aderack: Well, that’s about right.

Which might explain some of his early statements in this interview. About avoiding companies and looking for individuals whose work he’s enjoyed.
aderack: This puts his involvement with the Halo movie in more context.
Thom: ho
Thom: we may actually be breaking out of the ‘studio period’
Thom: the last question is fairly unintentionally hilarious
Thom: I think the way they’re going about it with King Kong (and to be fair, what was happening with Enter the Matrix) is the right way to do it – play to the advantages of the medium and provide different experiences, rather than trying to translate one medium to another
aderack: Yeah, forgot the Matrix game.
aderack: Then again, that was the Wachowskis.
aderack: And they picked Dave Perry. So you get what you get there.
Thom: yeah, right idea, poor execution
aderack: This time you get Peter Jackson digging up the BG&E guy.
aderack: I should find a copy of that.
Thom: I like his deflection of the BG&E as a movie question
Thom: the God of War question really is hilarious, because that’s such a gamer question
Thom: whereas anybody who’s looked at Peter Jackson’s work would know that LotR is about as ‘action’, in the traditional sense, that he likes to get.