Saturday, July 3, 2010

The New Basic Braining

can be found right here .

I'm still working on transferring some stuff over but that is the new place. Still not entirely sure about the theme but I'll worry about cool stuff like that after I get this boring stuff out of the way.

Thursday, June 10, 2010

Only Temporary

Like it says over to the right, this "blog," for now, is merely a portfolio for my writing.  However, putting together an actual blog is the next project on my agenda.  This is mostly due to my frustrations with Blogger and the (supposed) versatility of Wordpress.  I guess I'll find out for myself.  It won't be anything fancy, but I want to learn enough to at least make it better than this.  When the time comes, I'll post a link here.

In the meantime, feel free to take a look at the stuff below, and let me know what you think!

EDIT: This is the new Basic Braining (still under construction).  I'll update it with E3 articles during the show, but it won't be lookin' pretty until some time later next week.

Mario Endures Because He's There For You

I've had a pretty lame couple of weeks. Struck with a sinus infection, I wasn't able to enjoy Super Mario Galaxy 2 and Red Dead Redemption the day they both arrived at my front door. I know that for many, being sick is prime gaming time. But I'm not that guy. The congestion that I can feel all throughout my face and chest, like a Venom Symbiote trying to burst out of my body and take over; the demon DJ who uses my skull as a subwoofer, producing a constant, pounding bass rhythm of agony; the slow, vitriolic drip down the back of my throat that robs me of my voice and sends me running to the sink every 15 minutes to cough up horrors I dare not describe.

Din's Curse review

The Diablo clone is a constant in the world of games. In the intervening decade between the second and third installments of the seminal franchise, many developers have attempted to fill the gap. Unfortunately, for all their admirable attempts, few manage to scratch that elusive Diablo itch. The question always remains: what makes Diablo so addictive? Din's Curse is developer Soldak Entertainment's latest crack at an answer.

An Open Letter to Suikoden Character Recruitment FAQs c. 2000-c.

Dear Suikoden Character Recruitment FAQs c.2000-c. 2006,

I'm writing this letter to you now, many years after the fact, to express the final, lingering, spark of deep-seated adolescent aggravation.  Despite the numerous gaming message boards and Suikoden fansites I frequented as a lad, I never expressed my frustrations.  I can't say why, really.  Between the ages of 12 and 20, I wasn't adverse to expressing my teenage anger over the internet, protected by a wall of impenetrable anonymity.  But because this one issue -- trivial to many but paramount to my precious (and abundant) youthful free time -- slipped by, I feel it needs to be addressed.

Michinarium review

I love adventure games.  I love Monkey Island; I love Grim Fandango; I love The Longest Journey; I love the Sam and Max Episodes; I even love Indigo Prophecy.  It stands to reason, then, that I wanted to love Amanita Design's indie adventure title Machinarium.  As a fan of the once-dying point-and-click puzzlers, I was content with the series resurrections, remakes and episodic content that have marked the resurgence of the adventure genre.  But after a few years of playing the new versions of the same games I grew up with, I find myself pining for something more -- something original.  What made all those old adventure games so great was the chance to explore so many brilliant, imaginative and, most importantly, new worlds.  Arguably, there's no genre better suited for rich narrative world building.  I wanted to love Machinarium.  If only it wanted to love me back.

Darksiders (Xbox 360) review

Just as comics struggled to break into the film industry before eventually exploding in popularity, so have they done with games. The days when developers could just stick favorite costumed fighters into a forgettable brawler are long gone. They gave way to a new trend whereby developers placed beloved masked vigilantes into forgettable open-world games. Like filmmakers, game developers are now realizing the need to approach comics-based games in unique and inventive ways that reflect the strengths of their properties, talent and respective mediums. The mechanics in Batman: Arkham Asylum were tailored to the character; investigation, stealth, gadgets, using fear as a weapon to dispatch opponents one-by-one. Similarly, the upcoming Spider-Man: Shattered Dimensions plays to the superhero comic trope of the multiverse, casting the player as multiple versions of everyone's favorite web-slinger. Last year's InFamous, in addition to having a title that's annoying to type, was an original comic-style property. At a reductive level, InFamous was just an open-world shooter. It was good, but its comic inspiration wouldn't have been so strongly felt without its comic-book styled custscenes. As an original IP, Darksiders is made much in this same vein. However, Darksiders does a much more effective job of evoking its comic inspirations.

Mount and Blade: Warband review

When I reviewed the original Mount and Blade back in 2008, I was quite taken with the unique action/RPG. It offered a fresh take on the sort of free-form adventuring offered by a game like Sid Meier's Pirates! Except, instead of exchanging broadsides in battles on the high seas, you took your fight to the turf; commanding armies, vying with your opponent for control over the chaos of swords, shields, arrows, and horses all slamming into each other. It was a quirky but fascinating product of a tiny Turkish development studio and, while it wasn't much to look at, it demonstrated what a handful of creative people can accomplish with scarce resources and a fresh perspective. If the enemy of art is the absence of limitation, Mount and Blade was an example of, arguably, what a powerful creative catalyst limitation can be.

Risen Diary 6

Everything changed in the monastery.

Walking its halls as a bandit on a diplomatic mission was an endurance test.  The monastery is the rogue's wet-dream.  The quarters are lined with the bunk rooms of the recruits, all of whom are busy with their daily tasks, and rich with chests and cupboards to raid; in the cemetery is a tomb, hosting only still-dead, non-animated skeletons buried with their possessions, ready for plundering; there's a warehouse where the Inquisiton keeps its artefacts, guarded by a single old man who enjoys taking time off; and if that weren't enough, a surprisingly thriving drug-trade makes the guards easy to bribe.  It takes every bit of will I have to be a good envoy and not rob the fools blind.

Risen Diary 5

There's something I have to take care of before I head out on my "diplomatic" mission. Remember those thieves I helped out of Harbour Town earlier? Well, I didn't just do it out of the goodness of my heart. I've had this quest for a while now that I haven't had time to tackle, to find the entrance to some ruined temple on the opposite side of the island and find three treasure seekers to go dig it up. After I inform one of the Don's officers in the camp that I've found the three treasure seekers, who are triplets, he tells me to tell them to get to work. I should point out now that I have still yet to check out this temple, myself.

Risen Diary 4

The walk back to the swamp looks far more daunting on my map than it turns out to be.  I haven't been in the wild for a while now, but during my time in the city I invested good money and points into my skills and stats. For the first time I feel like I can survive out there on my own, without a tour guide or a mercenary mob by my side.  This feeling turns out to be true but only thanks to the fantasy-game miracles of health potions and healing scrolls. I'm killing the vultures much more easily now but a small swarm of "talon moths" prove to be frustrating foes.  But they're nothing compared to the gnomes. Those damn gnomes.

Risen Diary 3

I've finally found a way out of Harbour Town. During the rest of my time there, I engaged in numerous dirty deeds, all of which means to the justified end that is fighting the Inquisiton. I've sold off a poor fishmonger's stall to a gullible drunk, informed the tavern girl about her pirate father and been rewarded with his shack, convinced an Inquisition guard that I can help them find the Don's secret stash of loot, only to retrieve it for one of the Don's men, helped a petty criminal out of lock-up, broken up a drug deal and recovered the "product" for the Don, extorted free beer and information out of a shopkeeper, and recovered some artefacts to be smuggled out of the city.

Risen Diary 2

Wherein our hero acquires shoes.

Risen Diary 1

Risen is a hard game for me to review in the traditional sense, at least while giving it any justice (especially the 360 port). Risen, like its spiritual predecessors of the Gothic series, is often criticized harshly for its technical shortcomings, including bugs, graphics, controls, and interface. In spite of such criticism, the Gothic series, and Risen in turn, maintain a strong cult following. The question I will attempt to answer by writing a multiple-article journal review is, why?

There's no doubt that the criticisms of the game's technical flaws are justified. The Xbox 360 port is especially crippled with drastically lower quality graphics than its PC counterpart, so much so that it could easily be mistaken for a mid-generation original Xbox game. By playing Risen at a more casual pace than I would for a typical review, taking the time to make myself see what the fans see, my hope is that I can more adequately convey the experience of a game whose value lies more in the feeling of playing it, rather than the formal qualities of the product itself. Personally, I believe that this is the case for all games. Most of my reviews I write to convey the feeling of playing a game, rather than to explain the game itself, and make an attempt to reconcile both approaches to determine value. In the case of Risen, however, it's my belief that even in my usual approach the game would be unfairly marred by its formal qualities and technical shortcomings.

Now that we have the background information out of the way, we can get on with the business at hand: my Risen journal.

Sunday, April 11, 2010

Risen review

You awake in the night to the steady sound of pouring rain, broken by the occasional crack of distant thunder, washed up on the shore of a tropical island.  Surrounding you are the remains of a wrecked ship and her crew (now only food for the vultures).  You're clothed in rags, shoeless, and the best weapon you can scavenge from the wreck is a stick.  You have no direction, no objective, other than to scrounge through the detritus, collecting rum, coins and junk--anything that could possibly be useful to your survival.

Darksiders review

Just as comics struggled to break into the film industry before eventually exploding in popularity, so have comics done with games.  The days when developers could just stick favorite costumed fighters into a forgettable brawler are long gone.  They gave way to a new trend of developers placing beloved characters in open-world games that rarely ranged above mediocrity.  Game developers are now realizing the need to approach comics-based games in unique and inventive ways that reflect the strengths of their properties, talent, and respective mediums.  The mechanics in Batman: Arkham Asylum were tailored to the character; investigation, stealth, gadgets, using fear as a weapon to dispatch opponents one-by-one.  Similarly, the upcoming Spider-Man: Shattered Dimensions plays to the superhero comic trope of the multiverse, casting the player as multiple versions of everyone's favorite web-slinger.  Last year's InFamous, in addition to having a title that's annoying to type, was an original comic-style game.  At a reductive level, InFamous was just an open-world shooter.  It was good, but its comic inspiration wouldn't have been so strongly felt without its comic-book styled custscenes.  As an original IP, Darksiders is much in this same vein.  However, Darksiders does a much more effective job of evoking its comic inspirations.

Friday, April 2, 2010

Section 8 (PS3) review

From the moment I started playing Section 8, I had to wonder, "Why haven't I heard more about this game?"  I burned through the atmosphere before hammering into the earth below with a thunderous crash, leaving a me-sized crater decal on the ground.  I met up with my squad and could see our target in the distance -- a giant planetary defense cannon, firing at our fleet in orbit.  I began the long run to the objective, instinctively clicking the left thumbstick to engage my sprint, as I have been condition to do from years of modern first person shooters.  Lost in the beard-stroking thought of how the pervasiveness of shared control schemes and mechanics have established a standard in game design literacy, I was just as quickly snapped from that thought when the camera pulled back to third-person view, showing my avatar engaged in a full-on super-powered hyper-sprint.  The fence surrounding the facility quickly approached as I raced toward it, struggling to find a jump button so I might not have to end my mad blitzkrieg just to find a way around the obstacle.  Success!  Much to my delight, I manage to engage my jet pack, sending myself soaring above the fence and into the heart of the enemy base.  While my opponents are distracted by my squadmates, who were not quite so suicidal as I, I seize the opportunity to hack the control panel, allowing us to capture the target and complete our first objective.

Friday, February 19, 2010

Sins of a Solar Empire: Trinity (review)

Here I am: the sovereign of an upstart space empire.  I have a single world to my name, some asteroids to mine for resources, and a frigate factory to start what will one day be a glorious fleet, hundreds of ships strong, spreading my will across the solar system.  One day.  But now is the time to plant the seeds of my empire; to expand, gather strength, and test the waters (so to speak) of the great unknown that surrounds me.  What does the final frontier hold for me, I wonder?

Tuesday, February 2, 2010

Mass Effect 2 (review)

What is role playing? According to the literal definition of the word, it's something that is entirely irrelevant to a game's genre. As gamers, we role play every time we play a game that puts us in the shoes of a character separate from ourselves. In the world of gaming, however, role playing has always been defined largely by numbers. Stats, skills, talents, specializations, levels, and equipment define the genre as much as dialogue trees, branching story lines and multiple endings.

Tuesday, January 19, 2010

Fact Really is Stranger Than Fiction... And Fiction is Kinda Boring (rant)

As I write this post, I'm awaiting possible annihilation at the powerful tendrils of an oncoming tornado, while my cat clings desperately to my legs, digging her claws into my flesh under the (probably erroneous) assumption that I'll be sturdy enough to not get sucked up into the sky and flung through a tree.  The supposedly violent weather, which actually appears relatively tame from my window, combined with this article on Discovery News (thanks to buddy Jeff for posting it on Facebook), got me thinking.
 
About aliens.

Monday, January 18, 2010

S.T.A.L.K.E.R. - Shadow of Chernobyl review

I’m burdened with loot and equipment that I’ve salvaged and unlucky enough to run afoul of a bandit road ambush. I'm out-numbered and out-gunned by a dozen men. Do I fight? I have precious little ammunition, but the bandits might be carrying valuables or much-needed supplies. At the very least their guns and ammunition will come in handy. Do I make a desperate attempt to flee? With my loot weighing me down I won’t make it far before I fatigue, lose my stride and, consequently, my life.

I'm pinned down behind a broken-down van for a good 5-10 minutes until I decide to make a run for it, skirting the perimeter of a radioactive hot-spot. I take cover behind a large rock and am lucky enough to get some help from a nearby Stalker base. I helped defend them against a bandit invasion the previous night, and a couple of them come to my aid when they heard the gunfire, returning the favor.

Together, we take out the bandits, but my trek back "home" is only just beginning. On the way back I almost die from radiation poisoning while attempting to retrieve some salvage from a wrecked van. I take a short-cut through the woods and, wouldn’t you know, run right into another gang of bandits.  There are only three this time, but that's still 3-1 odds against me. I take cover behind a tree and compose myself. Unable to come up with any good route of escape, I decide my only option is to make a break for it and take my chances. Just as I prepare to run, I’m saved by a pack of mutant dogs. They set themselves on the bandits with rabid ferocity; I’m only lucky they didn’t see me first. Taking advantage of the chaos, I sprint to a nearby farm house.  Yesterday I met a Stalker here who shared some valuable information with me. I enter the ruined house only to find my new friend lying dead next to the fire we had so recently shared. It could have been the dogs, it could have been the bandits. They’re still fighting in the woods (the dogs are winning). A man emerges from the nearby barn -- maybe it was him.  I could avenge my friend now, but this newcomer is out of my league, and intimidates me into retreat. There’s no need to throw my life away now for a man I barely knew.

Up ahead are the train tracks. There’s potential treasure in those wrecked train cars. I should know better. I'm already heavily weighed down by loot and supplies; greed would only tempt fate more. I choose greed.  I follow the tracks for a while, occasionally firing my shotgun at the ground to scare off any mutant dogs that come my way. When alone, they’re easily frightened. There’s nothing in the cars -- karma's a bitch -- but I finally make it to the bridge only to find that it's out of commission, and clearly has been for a long while. On the road below the military has set up a roadblock.  The military doesn’t like people like me.

They see me.

They run up the hill to attack me. I charge one in a banzai attack and empty both barrels of my shotgun into his chest. I take cover behind a train car and prepare to take the other, but there’s no time. Three more soldiers are coming up the hill behind me and more are coming to join the one on the other side. I charge the one in front of me and, mostly due to luck, manage to land a shot from medium range. The well-armored fascist lives, but it’s enough to stun him and allow me to escape into the woods, where they eventually give up the chase.

Exhausted, I limp my way back to the farm to catch my breath and tend to my scrapes. I take bandages and rations from the body of my new friend -- he won’t be needing them anymore, anyway. I regroup and head back across the road to another farm where I helped some Stalkers a while back. I head up the tracks again, making sure I’m far from the roadblock this time. Wild boars are through galloping the bushes, but I keep my distance and they leave me alone. It isn't much farther now, so I make my way back to the village, but not before taking another ill-advised detour for some possible treasure.

Bad idea.

I soon find myself surrounded by an enormous pack of wild mutant dogs.  They aren’t so easily frightened in numbers.

I run.

Again, I’m exhausted by the heavy load I’m carrying on my back. I stop to let myself rest a bit and fire a few scattered shots towards the pack. My shotgun is about as deadly as a paper airplane at this range, but it’s enough to buy some time. The dogs are more cautious now, but are still coming. Having regained some strength, I continue my run back to the village.

The dogs won’t chase me here; it’s too populated. I return to the Trader and get paid for my missions.  I’m able to make a pretty penny off of my recovered loot. I buy a shiny new pistol, a silencer, and some med kits, bandages, and canned food. My greed paid off, after all.

This little journey represents approximately two hours of my time spent with first-person shooter RPG, S.T.A.L.K.E.R. - Shadow of Chernobyl (released Marched 2007). After a second nuclear disaster occurs at the Chernobyl Nuclear Power Plant, the surrounding Chernobyl Exclusion Zone is transformed into a radioactive ruin populated by mutants and host to reality-bending anomalies that produce valuable “artifacts” -- crystallized, radioactive objects that alter the space around them or even the biology of the person carrying one, to often advantageous results. Seeking these treasures are Stalkers -- explorers and treasure-hunters -- as well as bandits, scientists, and the military, all of whom are competing for the next big score. The player assumes the role of an amnesiac Stalker, rescued from a crashed truck by a fellow Stalker and brought to a nearby black-market trader, who promptly sets you to work for him. The only hint to your identity is a vague mission listed on your PDA: Find and assassinate the famous and enigmatic Stalker known simply as ‘Strelok.’ As you work your way through numerous traders, informants, and organizations in your quest to find this mystery man who may hold the key to your past, you will unravel the mysteries of The Zone and your purpose within it.

It might sound a bit odd, but this nuclear wasteland was my favorite virtual space of 2007, even more so than much-acclaimed (and deservedly so) underwater dystopia. Even with the mediocre graphics and limited spaces that make up The Zone, GSC Game World managed to create a sense of atmosphere that is rarely seen in games today. Part of what makes it work so well is exactly the sense that I had while playing through the experience I described at the beginning of this review. The name of the game in S.T.A.L.K.E.R. is survival. The Zone has mostly been picked clean of treasure; it’s dominated by mutants and perilous anomalies, and your enemies greatly outnumber your allies. You need food, medical supplies, and ammunition to survive and all are fairly rare. Fight or flight is a question you’ll be asking yourself often, and just as often the latter is the smarter choice. At the end of the day, The Zone is just a place you don’t see often in games -- one where you're dis-empowered.

S.T.A.L.K.E.R.’s development has been a long and troubled road. Consequently, it may not be all it was originally meant to be, but GSC Game World still managed to deliver one of the most entertaining and unique shooters in a time when the genre has become anything but. To see a developer continue the design philosophies pioneered by games like System Shock 2 and Deus Ex, regardless of mainstream trends, is refreshing, welcome, and, most importantly, needed. A more than simply solid first step, S.T.A.L.K.E.R. may be flawed with occasional technological problems and sometimes irritating design (vague mission objectives, slightly uneven progression and nagging balance issues), but its potential is vast and the example that it sets is one that I wish more developers followed.

Tuesday, January 12, 2010

Penumbra: Black Plague review

I'm going to dispense with the winded background and get this right out of the way: you don't need to have played Penumbra: Overture in order to get into Black Plague. Yes, Overture has its own merits in the form of puzzles and atmosphere, but its sparse story is crammed into literally seconds of exposition at the start of Black Plague.

Penumbra: Overture Review

A first-person stealth-action survival-horror adventure? Well, that's the wacky world of indie PC gaming for ya! Penumbra: Overture is the first in a series of episodic games known collectively as the Penumbra Collection. In a genre that's leaning ever more towards emphasizing visceral action and monster-closets over good old fashioned scares, Penumbra throws out the guns and leaves you with your wits and a flashlight.