Thursday, May 1, 2014

Think of the Children!!!





I like the idea of growing old with the heroes of my youth, but I'm not in control over how they age. I too have noticed not only gritty reboots, but just the grit that is everywhere on game shelves. Perhaps I'm just being nostalgic, but when I played games they weren't so gosh darn dark. I feel bad for the kids of this generation as the games that are being made today are being made by people who want the the heroes of their youths to age with them. There is no love for the younger generation as far as original games goes. Instead, they are left with cash-ins and money grabbers that suck parents wallets dry. Games of my youth were fun, challenging, and most importantly: original. I may not have played all of the games of my generation, especially since I managed to skip out on the SNES somehow. Even still, there was a lot to offer for a kid back in the day.

Every time that I look at store shelves in the game section, I can't find anything that I would deem playable for a child. Nothing seems challenging, or engaging, and not in the least original. Originality is important because it breeds imagination. Games for kids these days don't have that anymore. I don't even have to play these games to know that the poor kid who plays these games will be treated like a kid. The game will take them by the hand, and not let them take control until every single piece of the tutorial rhetoric has been given to them. Kids can be smart if you let them prove themselves. Though, this is coming from someone who is not a parent.

When I do become a parent, eventually, I will hand down my old video game systems to my children. They will play the games that I did when I was their age. They might not understand a cartridge or why the graphics don't look as good, but I will teach them to see past those things. Games are important, not only to children but to society as a whole. They are a new art form, and there should be some kind of responsibility for them. I most definitely look forward to the day when I can race my kids in Mario Kart 64, or play them in a game of Mario Party. I will be their sensei and teach them the ways of the blade with Soulcalibur, or show them the awesomeness of Jet Grind Radio. Games are still the coolest thing ever, it's just... Nobody seems to care about the kids anymore.

Monday, April 28, 2014

Some People........

I like video games. Sometimes I like taking my video games online and playing with other gamers. Though, that notion is quickly snubbed out by the people who play video games. I don't know why, but gamers aren't very kind towards their fellow gamer. Now, it's always frustrating when the people on the other team continue to merciless you kill you again and again and not let you move two feet before you get killed again. Though, it's always made worse when you hear their voice spewing profanities and insults at you.

Xbox Live is where the dregs of human society seem to congregate, and they seem to wear that image with aggressive apathy. What I mean by that is, if someone like myself were to tell them to clean up their act, they would respond with an "I don't care" attitude and sling even more harsh insults at me. The thing is, that these gamers have anonymity with their gamer handles. While these handles are not completely infallible, as their location can be traced via their IP address, those who hide behind them figure that it gives them the ability to say whatever they feel. As this is America, we as Americans have the right of free speech. Though, while your right to free speech enables you to say whatever you please, there is also a thing called manners. Perhaps there should be a mutual respect for the people who play the same video game that you are right now?

However, none of this is helped by the general consensus of society who has deemed video games to be a waste of time. The average portrayal of a gamer is an anti-social, non-hygienic, moutbreathing neckbeard guy who still lives in his parents basement and doesn't know anything of the outside world. What have we as gamers done to deserve this image? What are we as gamers doing to change that images? Not all that much. Not only are gamers though of as losers, but also foul-mouthed thirteen year olds who know far too many bad words than they should at that age. There are a lot of reasons as to why both of these images are inaccurate portrayals of what a gamer is. Stereotypes will always exist, and there isn't anything that anybody of any kind of group can do about that.

Though, to make matters worse, games don't like gamers. Recently I was playing X-Com: Enemy Unkown, and I came across a bit where my squad of alien killing soldiers found some kind of laser light show that the aliens had in their ship. The game labeled it as "alien entertainment", then one of the COs chimed in with "This is what the aliens are doing with their free time? Oh well, at least they aren't playing computer games." Now hang on just one gosh darned minute! Here I am, trying to promote the positivity of games, and your game is saying that games are a waste of time? You make video games, and yet you still declare them as wastes of time? Are you not proud of the things which you create? Why would you even take the time to put that into your game. Sure it may just be a joke, but there is some truth to every joke. Turns out that not only do gamers have to be okay with playing video games, but also the people who make video games have to be okay with playing video games.

This is some kind of twisted paradox. We play video games regularly, religiously, fanatically, and yet we don't feel good about what we are doing with ourselves. If everyone around us is telling us that video games are a waste of time, how are we not to feel bad? Sure, we may be able to spout stats at those who say that video games are just no good, but what good does that do for us? What ground does that gain for us? I once read a quote that said something to the extent of, "Most people use statistics to support their argument, in the same way that a drunkard uses a lamp post for illumination" Statistics do not help. Reports that say that "Research has shown..." do not help either. What we need to do, is band together, and be friendlier towards one another. Gamers need to stop isolating themselves with other gamers. Diversify! Look at other forms of entertainment, and get a frame of reference. Watch a TV show, read a book, go see a movie, and critically think about it. Games are great. I would play them all day if I could, but I've got other things to do in my life. I've got people who depend on me. People can not spend entire days devoted to something such as video games, or television, or books. In everything, moderation. There are nerds for everything in this world. There is someone who knows everything that there is to know about Star Trek, and there is someone else who knows everything there is to know about the Detroit Redwings sports franchise. Yet, their stereotypes still don't cast as much of a negative light on them as gamers do. We can no longer sit idly by, huddled in front of our screens, isolating ourselves to these video games. Do not let go of your gaming passion, nor should you give it up. All I am asking of you fellow gamers, is just to be more positive.

Saturday, April 12, 2014

Do You Even Lift?

I hate the phrase "strong female character" it's so boring. Let's just call them what they are: women. To call them female seems so sterile and scientific. Like calling an animal by its scientific name. These "strong female characters" are so engaging to us because they are foreign to us. It's a hip new thing to have a woman lead. Women are people too, and as stupidly simple as that sounds, the masses seem to be blown away by this fact. We humans are a varied lot, and there are strong people from all different walks of life.

The gaming demographic tends to consist of, generally male, white, 14-28 year-olds with a penchant for murder. Games are constantly being marketed to them, and as a result we are left with poorly written characters, and stupid and repetitious gameplay. However, statistics have been showing as of late that a majority of the people who play video games, are in fact female. So, where's the love game developers? Somewhere tucked away in the trash along with original game ideas from major developers. Most women characters in video games are just straight up eye candy. All of their abilities, if they have any, could easily be transitioned to a male character. Yet, these characters exist to pander to the video game demographic of 14-28 year-old men. Fighting games are a staple in this portrayal of women.

The most infamous of fighting video games is Dead or Alive. Originally the series was headed by a man named Tomunobu Itagaki, whose design philosophy was that a work wasn't entertaining if there were not both elements of violence and sexuality. As a result, this drove Tecmo, and Itagaki's team to develop a fighting game with breast physics. Because those are important. As gaming technology progressed, so did the girls of the game. Sadly, these buxom ladies became the standard design choice for women characters in video games. However, during the development of Dead or Alive 5, Itagaki was not a part of the team behind the game, and the design of the female fighters was headed in a better direction. The girls were getting a breast reduction, among other things, and they were absolutely stunning to look at. The director of the game wanted to change the image of Dead or Alive, and to do a small amount of justice to women. However, the fan community of the game revolted in anguish and demanded that the ladies be impossibly proportioned once more. This is a stigma in the gaming community. I feel like what we need, is better written, and better designed lady characters.


The gaming industry, along with every single other kind of industry, needs good girl characters. Not necessarily the kind of characters that we have for men, that would be redundant. What we need are characters that are compelling. Characters that engage the audience, and draw forth emotions other than frustration and anger towards the writers of these characters. I like the character of Ripley, from Alien, as the gender of the character wasn't decided until after the script was finished. Because the fact of the matter is, it doesn't matter if the character is male or female, so long as it is a human story. Ripley, along with many other elements from the Alien movies, had heavy influences on one of my favorite game franchises of all time.

The Metroid franchise is one that has stood the test of time, and has gone through a few different iterations as of late. Though, there has been one thing that has remained a constant: Samus Aran. Samus Aran was the first ever major female character to be in a video game. The decision came midway through the development process. Samus never had that much of a character to begin with, though the fact that she was a female, made a bit of a splash of the community of gamers. Samus was a character that got the job done, much like Ripley. Fast, efficient, and not one to show remorse, Samus blasted her way through the trials that she faced. However, this is not the character that Nintendo officially releases to the public. Instead, gamers are presented with nothing more than a petty reward. Gamers who complete Metroid games with efficiency, and 100% completion get to see Samus without her power armor. In that, often times she is presented with nothing more than a skimpy bikini or something equally revealing. For the endings of both Metroid: Fusion and Metroid: Zero Mission, both for the Gameboy Advance, Players can unlock a gallery of pictures. In Fusion, the pictures depict Samus having a day about town. For Zero Mission, Samus is posed in ways that make her out to be playful and fun. Now, I've never gone on many life threatening adventures, or fought and killed abominations of science, though I'm pretty sure the last thing I would want to do is go out. I think that Samus, given all that she has endured, would have some kind of PTSD. Though she has returned successful from each mission, those things that she had to fight would have some kind of affect on her psyche. It always bothers me that Samus is portrayed this way, as a sex object, by family-friendly Nintendo. In my head, I've always thought that Samus was more cold than what she's made out to be. In her origin story, she's infused with Chozo DNA, which effected her physical traits to accomplish things that are impossible by human limitations. I can't help but feel that her personality might have also been affected by this. The Chozo are bird-like humanoid creatures that are the guardians of wisdom and have lived for millenniums. Do you really think that someone who has spent time around these kinds of creatures would be the kind of fun-loving girl next door that her official art shows her being? Even in the game mechanics portray Samus as a cold, efficient killer, who analyzes the situation before making any kind of action. In Metroid Prime, produced by Retro Studios, there was a Scanner Visor that players used to gather information about the world, and the enemies that inhabited it. The very action of this, and how much of a help it is to the game, show how important information is to Samus. I still believe that Samus is an important character to the video game industry, not because she's a girl, but because she's a great character.

Though, I feel like I've talked about Samus enough on this blog before. There are other ladies of the virtual world who have made a strong case for the female gender. Specifically the ladies of Uncharted 2: Among Thieves. Chloe Frazer and Elena Fisher are two very capable women who kick ass. Uncharted is a game that takes the action genre, and ramps it up to 11. The action, gameplay, score, environments, graphics, gunplay, pacing, and writing all form the cohesive whole that is Uncharted 2. It's definitely one of the best video games of all time, because of how well everything works together. While most people will describe it as "cinematic", I feel like that does a bit of injustice to the game, though that's another topic for another time. What really stands out to me, was the quality of writing for the game. The story was kind of campy, but the characters and the dialogue between the characters was some of the best I've ever seen in a game before. Nathan Drake, the main character of the game and the one that the player takes control of, shoots off just as many clever quips as he does bullets. However, Drake would be nothing if not for his band of thieves. Chloe is the sexy and sassy lass with a lovely accent and looks that can kill. Chloe is introduced as the getaway driver to a heist early on in the game, and is also hailed with the title of "best in the business". In the heist, Chloe is also assigned to take out the lights on the tower so that the other members of the crew can gain access without detection. Chloe gets this job done right on time. She did her part of the job, she synced her watch, and she did what she needed to do. Now, it isn't Chloe's competency that makes her a good character. It's her clever dialogue, her ability to use her wits, her usefulness in a firefight, the way that she uses her damn fine looks to infiltrate and play the enemy. Chloe is constantly double and triple crossing to get to her own end. Chloe is a character that has motives and acts on them. Chloe plays the sassy one, but she can also be survivalist. There are several times when she gets mad at Nathan Drake for trying to play the hero. Chloe hates Drake's stupid selflessness. Unfortunately for her, Nathan Drake is some kind of demigod and is incredibly lucky.

The other femme-fatale is Elena Fisher. Well, she's more of the white-picket-fence-type, but she is tougher than she looks. Elena is a journalist that always seems to get herself mixed up in whatever harrowing events that Drake manages to get into trouble with. In Uncharted 2, Elena is investigating the whereabouts of Zorin Lasarovic, a war criminal who is killing countless innocence to find the lost temple of Shambala. Elena goes after this guy herself. Well, she brings along a camera man, but he dies in the first thirty minutes of meeting Drake. Elena fills the void of common sense that is left behind when Nathan gets separated from Chloe. While Elena certainly plays it safer than Chloe, she is still pretty handy in a firefight. Aside from her being willing to shoot at bad guys, but her ingenuity helps carry her alongside the likes of Drake without too much explosions or danger. Though, that doesn't stop her from leaping into the action alongside Drake. Elena may be but a simple journalist, but she isn't afraid of of anything. There is a saying: There are two kinds of people that run towards danger: the authorities, and journalists.

Lastly, I'd like to talk about Bayonetta. Stick with me now, she may be over-sexuallized, but hear me out. Bayonetta is a witch that punches, kicks, shoots, and summons demons of the underworld to fight angels. This lady knows exactly what she is doing when it comes to this kind of thing, on account of having amnesia and all. My favorite think about Bayonetta is exactly what others might not like about her. Bayonetta's character is sexy to the point of hilarity, though she uses it in the way that she fights. As though she embraces her sexuality, and her dominant nature to fight these insane creatures. Bayonetta ties up her enemies, kicks them down, and calls them very naughty, but it's all done with an air of extreme confidence. Bayonetta literally tears her enemies to shreds with her dark arts, and she has fun doing it. Flaunting off her figure with a skin tight suit, she's never too far away from a sucker to tease the boys with.  I wish that I had a fragment of her confidence. Not to flaunt my sexuality, but to be confident enough to take control of the situation. Bayonetta is merely expressing herself, and it's kind of silly. Keep doing your thing, Bayonetta, and continue to kick large amounts of ass.

Speaking of kicking ass, I cannot forget about my favorite lady: Commander Shepard. The Commander has definitely been one of my favorites for a while. Mass Effect gives players the option to play as either gender, and either gender will still get the same results. However, Ladyshep has to deal with a few more assholes than Gentlemanshep. I liked these touches, because they made me mad. Though, the disgust on the Commanders face illustrated that well enough on its own. Even though both characters go though mostly the same situations, I feel as though Ladyshep is more of a compelling and engaging character. Largely in part due because of Jennifer Hale's amazing voice work for the character. Also, I can't help but feel as though Ladyshep has better romance options as well. Garrus and Thane are far more interesting than Miranda Lawson or Ashley Williams. However, what's more important than romancing crew members, is the fact that the galaxy's further existence hangs in the balance of Commander Shepard's actions. When playing as Ladyshep, this becomes a bit more heavy. Not only are you the first Human Spectre, you're a woman. Misogynistic assholes will look down on you, and try to hold you back; but the brilliant part about Commander Shepard is that she don't take no guff. Commander Shepard may have a duality about her or either Paragon or Renegade, but either way she will get the job done. She will get the job done well, or however she sees fit. Paragon Ladyshep wants to do the right thing, and make sure that everything goes well, even though she knows that it probably wont. Paragon Ladyshep is kind of like a mother in this way. It makes her a compelling character. If you think about the crew of the Normandy being her family that she has to look out for, not only as her fellow soldiers. Renegade Ladyshep on the other hand only sees that the ends justify the means, and will make any sacrifices necessary to accomplish her goals. In this regard she can kind of be seen as something similar to the Illusive Man, the antagonist of the series. Though, Renegade Ladyshep still believes in doing the right thing, and will fight for it, but just in a more brutal way. The relationship between Renegade and her crew is that more of friends riding through the galaxy in an iron beast looking for badguys to shoot up, because each kill is another step towards ridding the galaxy of evil. Kind of a Chaotic Good kind of gal.

I love the ladies, and I have always thought that they have been under represented in video games. Growing up, I loved the game Soulcalibur, and I still do. Though, my mom would always walk in when I was playing, and it always seemed to be when I was matched up against Ivy. My mom would always comment on her outfit, and say that it wasn't very good for a fight. I would always agree with that statement, and I still believe that. I know that I've left out a few ladies in my list of ladies, like Alyx Vance of Half-Life 2 and Jade from Beyond Good & Evil. Though, I think that we just need better women characters. We need better characters in general. It doesn't really matter if they're male or female, because that's equality. Though, a few ladies couldn't hurt.

Friday, March 28, 2014

Tough

Life is hard. Currently I stand in a position where I'm not entirely sure what the next move for me is. I don't have a computer, my car is practically dead and not worth fixing, I hate my job, and there's still snow on the ground even though it's late March.

Though, this is the thing that I'm always talking about. Video games, if anything, have prepared me for totally FUBAR situations. Zelda has taught me courage. Mass Effect has taught me that there is a great big universe out there worth exploring, and one that is worth saving. Mario has taught me that my goal might not be attained on the first try, so I should keep on looking no matter how hard the levels get. But in life, I don't have continues, and I may not get a second chance. That is why life scares me.

Video games are safe. If I fail, I can easily press start to continue. I can go anywhere, and do anything, but I'm afraid to fail. Though is it really failure if I learn something from it? When we continue in a video game, we come back with the exact same scenario, yet we have new knowledge of what to do in order to succeed. But, like I said, I don't have any continues in life. However, I don't think that I'll be getting into any life threatening situations anytime soon. If I don't succeed, then perhaps I should be looking in another castle.

I believe it's high time for me to take an adventure. There's a great big world out there, and it's just outside my front door. I may not have all of the resources, but if I've got the gall, and the persistence, then I can go out there and give it a shot. In Zelda, you always start off with only three hearts. That's not much compared to what you end up getting. The acquisition of hearts, and the visual representation of all of those hearts shows, quantifiably, how much players have grown.Zelda is still one of the greatest game franchises of all time, because of how it instils fear. Not the paralyzingly fear that most horror games go for, but the kind of fear that makes you take a deep breath before going down the stairs into the unknown darkness. This is life. This is how we grow. That is how Shigeru Miyamoto designed Zelda. Miyamoto created Zedla based on his childhood adventures of going into the woods behind his house. Miyamoto grew from his experiences of facing his fears. After all, there is a great big world out there.

I'm no space Marine, and I can only hope to be as cool as Commander Shepard, but I can still be an explorer. Mass Effect is one of my favorite games of all time because of that important element of exploration. It's in human nature to want to explore. If there was space faring technology available to the masses, I think that I would stop,everything that I'm doing, and spend all of the money in my savings to go out there and see the galaxy. There is so much that this planet has to offer. To stay indoors and only dream about doing things. I do love my video games, because I'm never in my life going to be able to slay a dragon, talk to an alien, or save a princess. Those are the things that I really want to do, but video games give me that opportunity. I've always adhered to the principle of people being more important than video games. It's true. Video games may be vast, expansive, and expanding experiences, but they will never be as intriguing, involving, and fascinating as the people around you. Mass Effect also shows the value of others in your life. Not just as romance options, but also partners in combat. Players have to decide which team members to take with them, which team members best compliment their load out so that they can be the most effective when taking on missions. You may not be tracking down the most notorious information broker in the known galaxy, but you have to pick your friends, and discern who you spend your time with, and who you choose to have by your side when things go bad. My pastor always talks about who we have in our car. Meaning, on the road of life, are we going to have a car full of people that we trust, or a party bus full of many, but fair weather friends? This is how Mass Effect is relevant. I don't have a Turian sniper for a friends, though I wish I did, but I've got some friends whom I know will be there through thick and thin. These are the kinds of people that you need by your side in life. Because that's just how life works. Times will be good, and times will be bad.

I'm not discrediting video games and their worth. Video games are worth something, and valuable to today's society. Games are relevant, because of their impact through their interactivity. I know Shepard's struggles, I feel Links trepidations, I'm with Mario and his challenges and pressing g him onward to saving the princess. Video games are relevant. They may not be the most matured art from out there, but I feel like they are well on their way to becoming the most advanced form of art out there. Above all, if there is anything that every video game will teach us, it's that if at first you don't succeed, press start to continue and try again.


Thursday, March 20, 2014

Titanfall Review

I knew I was going to get this game as soon as I saw the demo for it at E3 last year. I was so excited to see that the folks from Infinity Ward being able to produce a game that they wanted. That game being one filled with giant robots, jetpacks, amazing graphics, an immersive aesthetic, and gameplay that looked like so much fun. The game is finally out, and I have been playing it nonstop.

Titanfall is more than just giant robots and jetpacks with a bit of shooting thrown in. Titanfall actually has a story to it. Now, it's not the best of stories, nor does it hold any impact over how the match plays out. Win or lose, the story goes on. That story being, there is a big mean corporation, and a group of people that are upset about their meanness. War is declared, and the battles play out in the most epic of fashions.

A few days prior to the release of Titanfall was the official release of a game called Hawken. I too was looking forward to playing Hawken, as it also involved giant robots. Hawken took what is commonly known about giant robots, slow, lumbering hulks of badassery, and made them quick, nimble machines that were quite spry and packed a wallop. However, after playing only a few rounds of Hawken, it didn't quite feel right. Hawken relies on players having played other multiplayer shooters before, in order to create the contrast from being on the ground to being in a giant robot. Titanfall creates this contrast within the game itself.

A layout of a match of Titanfall starts out with players on the ground, jumping and wallrunning with their jetpacks, killing minions and other pilots. Killing minions and pilots contributes not only to the score that will go towards reducing the build time of a Titan that the player can call in. Players are guaranteed to call a Titan at any point in the match. Everyone gets a Titan, and it is wonderful. While Titans are given, rather than earned, it does give those who might not be so good at being on the ground a chance to do well with a Titan. Titans belong to the pilots that call them in. No hi-jacking here. When a Titan enters the battlefield, there is a distinct paradigm shift in the momentum of the game.

Titans are a force to be reckoned with. So long as you are on the ground, and without a Titan, they are a serious threat to your well-being. When you're in a Titan however, you feel the power that they carry with them. Titans may be slow and lumbering compared to the nimble pilots that run throughout the map, but they are mere ants to the mighty Titans. Needless to say, Titans pack a wallop, and can even crush a pilot when it steps over one. However, Titans can't access every area of the map like the pilots, so those who have a Titan have to keep a lookout if preservation is on their mind. Firefights with Titans can get pretty intense. To make the experience even more immersive, kplayers have a computer lady voice that constantly feeds them informational updates about threat levels and how many other enemy Titans are engaging on them. Aside from being a great help when in combat, it's also a nice touch to the sci-fi aesthetic that Titanfall nails. If you're not too fond of piloting the big Titans, you can always have them follow you while you run around with your awesome jetpack.

Not having a Titan isn't all that bad when you've always got your jetpack.  Pilot combat changes the game of first-person competitive multiplayer games entirely. There are certain habits that players fall into because of the restriction of movement as a result of not having a jetpack. In Titanfall, pretty much all areas are accessable. Adding in the jetpack with free running capabilities makes traversal to all areas possible, but a lot of fun. I find myself running around the map more than I am actually fighting with the other team. Jetpacks give players the all important double-jump, which can be chained from wall run to wall run. It's so much fun to create lines to try and chain together runs, which build up momentum, and allow access to those higher areas. It feels a lot like the game Skate, with the flow that the jetpack allows. However, there are people and giant robots shooting at you while your running along walls like a freerunning Spiderman.

The guns in Titanfall are your standard fare of weapons with assault rifles, shotguns, snipers, and sub-machine guns. One weapon that sticks out, is the Smart Pistol. Because Pilots are so squirmy and can be anywhere at anytime, the Smart Pistol makes it easier to score a few hits on them. The Smart Pistol has bullets that lock on and curve towards the enemy. This isn't as cheap of a weapon as it may sound. The targeting line for the weapon is so simplistic that it's rather easy for the target to escape. Another balancing feature is that the Smart Pistol's lock on range is lousy, so players have to get in relatively close, but paint the target long enough to get a red indicator. Naturally there is an upgrade to the targeting of the pistol, but it still isn't going to be the one weapon that everyone chooses to go with.

At the end of the match, the losing team has to try and survive as they wait for their dropship to come in and give them a life out of the hot zone. Once the ship arrives, the losing team has to make their way to it, all the while surviving an assault from every member of the opposing team, as they too are notified to where the dropship will be arriving at. The experience of making it out of the game to the dropship is a victory in itself. It may be a situation where everyone wins, but in their own right that is justified respectively.

 As this is a game by the people from Infinity Ward, the people who pretty much wrote the book on modern Multiplayer FPS games, there's tons of challenges and unlockables. Every single action that a player does is rewarded with something. Be it Titan build time, points for the game, walking, holding a gun for a certain amount of time, killing minions, and the list goes on. The issue with all of these "challenges" and reward based gameplay is that it thrusts players to the higher levels. I hit about level 30 rather quickly, and did not feel as though I earned the title. Challenges reward players with a good chunk of experience points to help them level up. This rapid influx of experience points doesn't feel all that deserved, and not really earned in any sort of way. However, the unlocks are spaced out far enough between levels that players don't get everything all at once.

All in all, Titanfall is a game that is just plain fun. Giant robots, jetpacks, fun game mechanics, a cheesy storyline, and a lot of reasons to keep you coming back. Titanfall is a game that should be owned, or at the very least played, it's worth the experience. Besides, the concept alone should make you want to play. It may be super fantastical, or Call of Duty with giant robots, but is that such a bad thing?

A+

Friday, March 14, 2014

From Whimsical and Fun to Giant Robots and Jetpacks: An Update

I love video games. I really do. It doesn't take much for one to sweep me off my feet, and have me day dreaming about them. When I'm away from them, I feel passionless, and depressed. Though, when I sit myself down and play a new game, I become enamored with it.

Recently I sat down to play Broken Age, the record setting game by Tim Schaefer of Double Fine studios who funded the whole thing with Kickstarter. I immediately fell in love with the aesthetic, story and the gameplay. The game play isn't all that intensive, it's really more problem solving than anything, but I love the thrill of figuring stuff out. I found myself strongly relating to the character of Shay. I was captivated by the visual style of the game, and the music whisked me away. I awoke the next morning needing to go to work, but longing to stay in and play the day away with Broken Age. That is a feeling that I haven't felt for a long time.

I love video games. I love the things that they can do. I love the stories that they can tell, and how by taking control of the characters, their actions have so much more meaning than if I were to just sit back and watch or read about them. I love the music that they play, and the memories of the moments that I first heard them when I played the game. Games aim to create a cinematic experience, but they become something more than that. Uncharted 2 may be the closest thing to a Hollywood experience that video games have seen, but it's much more exciting to play it, than to watch it.

Recently, I picked up the game Titanfall, the game by the people who found Infinity Ward (creators of the original Call of Duty), and left after a huge dispute between them and Activision ( their longtime publisher). After leaving Infinity Ward, they formed their own company called Respawn Entertainment. Titanfall is their premier game, and boy is it a good one. I was so excited to see a game with giant robots, and jetpacks, and explosions. I was a kid again. Why don't games do this more often? Why do games always strive for realism, when we can have unicorns with rocket boosters that are powered by their innate magical abilities? Titanfall is the culmination of pretty much everything that I could ask for in a video game. Tight gameplay that is functional and fun, maps that are fun to explore as well as traverse with my jetpack, a sci-fi setting, the ability to make a multiplayer match meaningful. Yeah, the game has a story to it, and Titanfall is strictly multiplayer. Titanfall presents the story off to the side while the match is going on, making it feel like you're an integral part to the mission at hand. Titanfall forces players to go through the story first before letting them loose in standard multiplayer matches. Which isn't such a bad thing, as it allows players to see things from both angles of the story, as well as get a good feel for the maps. Titanfall is so much fun, and I want everyone to play it because it ditches the whole realism shtick that so many games try to achieve and it creates something original and wonderful at the same time.

Games are wonderful because they can create these wonderful worlds of imagination, that are totally impossible with practical means, and they allow us as players to explore and experience them like no other medium can. Support games, and gamers alike, and explore, experiment and play like no one else. Games are art, and they are a beautiful thing.

Friday, March 7, 2014

Here in My Car

This is my car.
His name is Owen, and he's been with me for quite a while. This car has gotten me many places, and taken me on many adventures. Mostly, he takes care of my regular commute to work, and getting me from point A to point B. Owen's been a good car. A couple of weeks ago, I nearly lost him. Or so I had thought. He wouldn't start.The engine would turn and turn, but nothing would catch on. I thought that I had lost him. I was going to be running late for work, but I was upset for a much more different reason than earning my keep at work. I was about to lose a friend. Owen may be one to have given me troubles in the past, but I still love my little car. I'd hate to see him go. Thankfully, because of a very good friend, and a very good coworker, I was able to get too and from work that day. At the end of the day, I ended up calling AAA roadside assistance, and they were able to get him going again, and told me what I needed in order to keep my car running. My little car still lives, and still runs. It turns out that the engine was flooded. However, I nearly lost a companion. I don't think that I've felt this way for a virtual item.

Lately I've been playing GTA V, and I realized that I couldn't care less about my car. In GTA V, each of the main characters get their own personal cars that they can drive around town. Though, as nice of a touch as that is, it's still just a mode of transport. When you lose your car, it really isn't that big of a deal. Players respawn, and take their pick of whatever thing with wheels and an engine is the most convenient. There is a bit of mourning yes, but you quickly move on, and take some poor saps car for your own. There's no attachment to the characters car. It's just there to take you from point A to point B. It doesn't have any special abilities, there's nothing special about it, it's just transport. In the multiplayer mode of the game, cars are merely assets. A scale of your characters progression through the game. There's no heart put into them. There is time, and virtual, sometimes real, money put into them, but only to tweak or improve.

The whole car modification craze started in the early 2000s with the movie The Fast and The Furious. This trend immediately found its way toward gaming with Need for Speed: Underground. Players could modify their cars to look and drive the way that they wanted them to. While I did feel an attachment to my Mazda Miata, which took me through a majority of the game. However, when I discovered that there was a superior car, I traded it in immediately, with minor remorse. I did love that little Miata, and watching its evolution from a crummy street sedan to the beast that it had become. It was sad to see it go. However, once I got behind the wheel of my new Nissan Skyline, the Miata seemed like a distant memory.

This is kind of the standard fare for video games. Diablo, Borderlands, Forza Motorsport,and Skyrim all have the same format of work to get stronger, to get better items, to work faster, to get better items. It's a vicious cycle that doesn't stop until you reach the top. Which, when reached, is a bit of a bore. There's nothing left to accomplish. It's all been done. I felt no attachment to the cars, or equipment that I picked up throughout the game. Some items lasted me for a good while, but all fade away when I find a better replacement.

In other media, such as movies, television, and books, characters have attachments to their stuff. Characters in fantasy films, or shows, always seem to have their signature weapon. Jon Snow of the Game of Thrones show has his Longclaw. That sword holds a certain significance to him, as he keeps it well taken care of and it becomes part of his identity. Aragorn of The Lord of the Rings has Anduril, The Sword that was Broken. The weapon has history, and it serves as evidence of who that character is. Aragorn's sword pretty much proves that he is the rightful king, just by wielding it. Even in the movie Men In Black, K risks his life just to get back his favorite gun. There are a few guns that I like in certain video games, but I can do without them.

Some games capture that sense of ownership with signature weapons and items. I know I keep going to The Legend of Zelda, but it's a classic game. It's kind of like going back to Star Wars when discussing movies. Though, Link and the Master Sword share a bond, that is tied together by destiny. Link is supposed to have the Master Sword. It is his sword, before he even knew it. There are others besides The Legend of Zelda, such as F-Zero, or Soulcalibur. In F-Zero, Captain Falcon is nothing without his Blue Falcon car. Those two go hand and hand together. It would seem wrong to put Captain with any other vehicle in the F-Zero Universe. With Soulcalibur, each character wields a unique weapon. Ivy has her chain sword, Kilik has his bo-staff, Maxi has his nun-chucks and Nightmare has the Soul Edge. However, all of these are more iconic than personal items. The weapons and fighting styles seem to be more tools, and mechanics than something that the character had to struggle to learn. Even when reading through the characters bios in the extras section of the game, the mention of the weapons re sort of throwaway material. There doesn't seem to be any kind of ties with the characters and their respective weapons, other than they have trained with them for many years. That's all well and good. A good fighter should know how to use their weapons, and such a feat would take many years of training to accomplish the things that they do with their weapons.

However, we don't see those struggles. We don't know how long it took them to get to know their weapons. Me and my car have been through a lot. I've taken care of it as best as I can, and have had to take it to the shop a couple of times. Now, a bo-staff isn't as mechanically complex as an internal-combustion engine, but I'm sure that Kilik had made a few dents and dings into his weapon while training with it. I suppose that the attachment to the items that our virtual counterparts wield is as much as we make up. We can be creative and believe what we want to believe.

Still though, I like my car, and I'll hate to see it go. I've had a lot of fun with the adventures that it has taken me on.