The Nameless Mod

By Shamus Posted Thursday Mar 19, 2009

Filed under: Video Games 22 comments

Sometimes I feel like games are in a rut. Computer games can bring us into worlds of limitless possibility, yet all too often we end up in, “This world, except…” Why can’t we have something really crazy and unconventional? I don’t know, maybe something like:

In Forum City, the Internet is serious business. The city itself is the physical embodiment of Internet forums and bulletin boards. The lust for power seems to come easily to those who call the city their home; everywhere there are factions scheming to increase their reach, or even wrest control of the city itself. Were it not for a peacekeeping triumvirate of invulnerable Moderators the city would have long ago plunged into chaos.

But now, the balance of power has been upset. Unthinkably, a Moderator has disappeared, and panic is gripping the city. With the remaining Moderators spread far too thin, the lawless have found themselves with the freedom to prey upon others, and formerly suppressed rivalries threaten to explode into open conflict.

You are called upon to silence the discord.

Actually, this is a real game. It exists and you can play it right now if that is something you feel like doing. Better yet, it’s not a commercial game, but a free mod for the original Deus Ex. Paradoxically, the name of the mod is The Nameless Mod.


Link (YouTube)

Reading the description caused this song to become firmly lodged in my frontal lobe. Here is a little more on the concept:

To the casual observer, The Nameless Mod may appear to be a self-indulgent piece of fan fiction about inside jokes on a forum. Well, you got us, that’s how it started. It didn’t take long to realize that the target audience for something of that nature would be incredibly small, and would grow smaller as development went on.

Thus, The Nameless Mod has outgrown its roots as a silly in-joke to a complete game with a complex story and memorable characters.

In general, the setting remains the same â€" a virtual world representing an Internet community â€" but it’s a setting that’s approachable for anyone who has spent time with a computer. If that’s not you, congratulations on finding the power button, you’re on the road to success!

Of course, TNM is not devoid of humour; everyone can enjoy the subtle (and not so subtle) references to online culture and pop culture, and if you’ve got a brain, even better!

The point is, The Nameless Mod has something for just about anyone, and if you don’t believe that a mod that started out as self-referential fan fiction can achieve that, give it a spin, it’s free!

Seven years in the making. 59 levels. Thousands of lines of voice-acted dialog. Music, weapons, storylines, multiple endings, cutscenes, etc. This is by far the most ambitious mod I’ve ever seen for a game.

I have not played it yet. (The queue is growing ever-fuller. Two more games were added already this week. Since I average just slightly less than one game a week to review / deconstruct / lampoon, this is a little worrisome. On the upside, summer is usually a gaming drought and I’ll most likely get caught up by then. I hope.) I wanted to pass this along in case you’re casting about for a reason to bust out the old Deus Ex CD for a spin. This is That Reason.

Congratulations to Lawrence Laxdal, Jonas Wà¦ver, and the rest of TNM team.

 


 

Resident Evil 5: Killing African Zombies is Racist

By Shamus Posted Wednesday Mar 18, 2009

Filed under: Video Games 135 comments

Crispy Gamer has a review on Resident Evil 5 that’s making the rounds. It’s mostly a review on the percieved racism in the game, and only tangentially about the game itself. Scott Jones comes right out and calls the game racist, and I’m foolishly rising to the flamebait by responding to him.

If you’ve missed the story: The game takes place in Africa. Being a Resident Evil game, it’s about fighting “zombies”. (Not really zombies this time around, but zombies by another name.) Being set in Africa, most of the zombies are infected from the local population. (i.e. Not white people.) This is a Japanese game. We’ve have several titles in this series where we gunned down noting but lily-white Americans, and RE4 where we gunned down some slightly swarthy Spaniards. None of this raised any red flags for players.

So Japanese writing about white people killing white zombies was fine, but Japanese people writing about a mixed-race team of people killing African zombies is racist?

Read the whole thing for full context. I’m just going to cherry-pick a few comments.

If you’ve got a PC bone in your body, if you know the history of racism at all, Resident Evil 5 is not going to sit right with you.

This sounds like an ad hominem: If you don’t have a problem with the game then you are ignorant of the history of racism.

Thick-necked Chris Redfield, the protagonist from the original Resident Evil, and newcomer Sheva Alomar are the dynamic duo sent to subvert — you guessed it — another bio-terror threat. Both are so ridiculously hale and hearty, they appear to have just finished high-fiving after doing wheatgrass shots.

The African zombies, in contrast, look underfed and hollow-eyed. Their lips are puffed and cracked; their bloodshot eyes practically bug out from their skulls. The physical contrast between the game’s heroes and villains — light skin versus dark skin (even Sheva, who’s African, is light-skinned); civilized versus savage — makes cutting down hordes of the infected with a submachine gun a complicated and troubling act.

The fact that zombies are emaciated and disturbing is the entire point. How does this make it racist? Would it be less racist if the zombies were… healthy? If they didn’t look like zombies? What could the designers have done here? If they’d not made the zombies look like zombies, Scott could have just come at them from the other direction: What does it say that the white people in previous games are all dehumanized through discoloration and decay, but the Africans in Resident Evil 5 look just like regular Africans? Is the game saying that these people are already sub-humans?

Things get even more troubling once you encounter zombie natives wearing bone necklaces and grass skirts and, quite literally, throwing spears.

Would it still be “racist” if the game were set in Europe, and they came at you with longbows or pikemen? What about games where white people fight with primitive weapons? Because, that’s 90% of American RPGs, right there.

What about the previous game where the Spaniards (or whatever they were) carried pitchforks? Why is a spear and a grass skirt offensive, but overalls and pitchforks not?

Ironically, this is simultaneously the best and the worst localization job Capcom has done in its history. The English translation is better; the grammar and spelling mistakes (a longtime staple in Capcom games) are kept to a minimum. Yet the localizers and developers were profoundly ignorant of how Africans, and African-Americans, and big white dudes with liberal leanings, would process the game.

Imagine that. A Japanese writer wasn’t able to intuit how his writing would be received by large white liberal men in America.

I have no idea if anything I’ve written is offensive to short blond English Tories, or left-handed Australians with freckles who voted ALP in the last election. Perhaps I’m a racist.

I can’t believe I’m defending the writers at Capcom. I doubt I’ve ever seen anything they’ve written that I didn’t regard with contempt. But I don’t think it’s possible to write in such a way that your words won’t offend someone, somewhere.

That once-charming Japanese irreverence? (Example: the absurd pseudo-macho things that Street Fighter IV’s characters say before and after fights.) It’s not charming anymore; it’s annoying and small-minded; it’s lazy. It’s no longer acceptable to explain away a game’s shortcomings with the excuse that “it’s Japanese,” and therefore comprehendible only to Japanese people. The medium has become a global entertainment; it’s not the niche hobby it was five or 10 years ago. And that ever-expanding audience — different ethnicities, different tax brackets, different levels of education, different points of view — must be considered.

“Must be”?

I can only imagine the result if every story had to be carefully written and filtered by a multi-ethnic committee so as to not accidentally offend people of “different ethnicities, different tax brackets, different levels of education, different points of view”. It would not improve the world of fiction.

Zombies are usually “generic people”, but when all of them are of a different race, it might make them feel a little less generic. Zombies are supposed to make you a little uncomfortable because they inhabit the uncanny valley and are recognizable as both monsters and people. Perversely, the distaste Scott is feeling is something you’re supposed to feel when you’re killing zombies. We’ve been desensitized to gunning down white zombies in suburban shopping malls, and when a change of context restores that lost empathy for the victims the resulting revulsion is mistaken for some sort of malice on the part of the designer.

I don’t object that Scott Jones is uncomfortable with the imagery in RE5. If I ever end up playing the game I might have the same reaction. (But I’m sure I’ll be offended by the awful writing long before I reach the shooting zombies portion of the game.) Maybe after an hour of gunning down dark-skinned people I’ll feel the same sense of horror that he does.

I was sickened by the gunning down of kids in Prey. I can understand when a game crosses a line for you. But the goal of tolerance – if that word is to have any meaning at all – should be to tolerate it when we bump up against people with differing world views. This is the very opposite of what Scott is proposing here, which is to demand that other people know our culture before they have the audacity to speak to us, and to take deliberate offense when they mess up. Meticulously sorting and labeling people by ethnicities, income, and education level is probably a bad idea as well if your goal is for people to get along with each other.

I don’t think the writers at Capcom are Racist any more than I think the writers at 3D Realms want to kill kids. I have no problem with him not wanting to gun down mobs of Africans if it strikes him as disturbing. But hanging the label of racist on Capcom is absurd.

And finally, I’ll end with something Susan Arendt wrote a year and a half ago, when tackling the same subject:

Seriously, if we’re not all equal when we’re zombies, for god’s sake, when are we going to be equal?
 


 

Left 4 Dead Multiplayer

By Shamus Posted Tuesday Mar 17, 2009

Filed under: Video Games 74 comments

Left 4 Dead offers a single-player mode but the heart of the game is clearly in the multiplayer. Single Player is quite fun, although perhaps not quite robust enough to justify the $60 $50 price tag on its own. The game is made with online or LAN play in mind.

I have the PC version. This past weekend I signed onto Steam to check out the multiplayer. I’ve never tried it before. Outside of MMO games, I don’t think I’ve played online with strangers since 2003 or so, when I used to play Unreal Tournament (original recipe) Capture the Flag. (I used to play with these guys. Can’t believe the site & server are still around, although I’m sure they’ve moved on to other games.) I clicked on the thing to join a game. Some people appeared. There was a long pause. Then somebody called us all “f**kers” for no discernible reason. I suddenly remembered why I don’t play with strangers and logged off. I haven’t been back since, although I still plan to give it another go.

Then there is this thread at The Escapist, where a player became frustrated with some random teammates who were most likely new to the game and struggling. Rather than communicating with them and expressing his frustration, he and a friend simply abandoned one and killed the other . His post is more or less a plea for ointment for his inflamed conscience. Most of his fellow Xbox Live players were all too happy to tell him he did the right thing, and brewed up a tray of rationales for him to sample.

My goal in this post is not to pick on that player. He’s a very typical XBL player and raging against him is about as useful as raging against the fact that people are usually rude in rush-hour traffic. It’s one of the immutable laws of the internet.

But it does seem to suggest that we need better tools for filtering out jerks and idiots. You can report users on Steam, but this is for serious, “I-will-hunt-you-down-and-rape-you” level misbehavior and asininity. Like rating sellers & buyers on eBay, it seems like we need a automated way to remark whether or not someone was a good playmate without resorting to flagging people as abusive. Simply having a system in place would probably cure a host of ills. If at the end of every game you had a chance to flag players as fun, neutral, or problematic, then over time the jerks would accumulate a large enough negative score that sane people would avoid them.

I will say I like the way XBL users can choose what sorts of people they want to deal with – hardcore, underground, casual, or whatever those pigeon-holes are named. I’d avoid “hardcore” types because they’re probably playing to win, while I’m playing to have fun.

At any rate, it does seem kind of odd that after all these years we’re still just leaping into a great big sea of random crazy people whenever we game online. And by “we” I mean, “all of you people who aren’t antisocial hermits like me and who socialize with other gamers”.

Do you have any tricks for filtering people before a game? How do you handle the inevitable idiot?

 


 

Overlord: Nitpicks

By Shamus Posted Tuesday Mar 17, 2009

Filed under: Game Reviews 46 comments

The major nitpick I have with overlord is the lack of a map or compass, which is either inconsequential or maddening, depending on how good you are at navigating mazes without a clear directional landmark or point of reference. One of the developers from Codemasters stopped by and confirmed that Overlord 2 will have an in-game map. And the people rejoiced.

My other nitpick might be a little unfair. I usually have suggestions to go along with my nitpicks to indicate what I thought would have made the game better, but I don’t have any definitive answer here. It’s possible that this “problem” is just an inherent property of this type of gameplay.

First, a very broad overview of the gameplay:

For the most part Overlord is a game of mild action and strategy: If you want to do well, you’ll conserve your units by deploying them wisely in battle. Each foe you meet will have a weakness that you can exploit with one of your minion types. Use the right minions, and you’ll do well.

For example: You can fight trolls by sending your browns (warriors) in directly and then taking your greens (sneak attackers) and attacking from behind while the troll is busy with the browns. When he gets ready to leap up in the air and do his ground stomp, recall the whole group quickly, as anyone still fighting him when he comes back down is dead. Keep your reds (ranged attackers) back and don’t let your blues (healers) get anywhere near the fight. Repeat as necessary.

Losing a few units due to a blunder makes your army smaller, and you can only replenish lost units at fixed locations in the world. If you lose too many, your forces will be weaker and you will take additional losses in combat, thus exacerbating the problem. Losses form a feedback loop then can wipe out your army and oblige you to backtrack (hope you don’t get lost!) to the last spawning area to rebuild your forces. Imagine a FPS game where you do less damage the lower your health bar gets and you’ll see how this affects gameplay. (Note that I don’t consider any of this to be a a flaw, it’s just how the game works. RTS games have this same positive / negative feedback loop, and there’s no way to “fix” it without ruining the game. That is the game.)

Each unit type requires a type of energy. You need red energy for red minions, green energy for green minions, and I’ll bet you’re clever enough to figure out what sorts of energy you need for blue and brown. You get this energy for killing certain types of foes, and if you run out of given type of energy then you’ll have to grind / farm for it. If you manage to build up enough of a surplus, you can sacrifice the excess minions to forge armor and weapons imbued with additional levels of awesomeness. So wasting guys is a bad thing.

This is all fine and good and fun. But the game became frustrating for me when it would change gears into puzzle mode. Here is one of the many puzzles in the game:

<strong>Left:</strong> A giant serpent rises out of the water.<br />
<strong>Center:</strong> A crank which requires a dozen or so minions to turn.<br />
<strong>Right:</strong> A nest with a few eggs in it, and a couple of nasty birds to protect them.<br />
<strong>Foreground:</strong> Myself and a few of my 25 blue minions.
Left: A giant serpent rises out of the water.
Center: A crank which requires a dozen or so minions to turn.
Right: A nest with a few eggs in it, and a couple of nasty birds to protect them.
Foreground: Myself and a few of my 25 blue minions.

The goal is to turn the crank. The lower area is flooded with water, so only the extremely fragile blue minions are useful here. (All other minion types drown in water.)

I send my blues to turn the crank, the serpent comes up and pretty much insta-kills 80% of them. I pull them back and replenish my forces from the nearby spawning point. I figure I need to fight the serpent and kill it first. Perhaps they will do better if they’re actually fighting and not turning the wheel, so I send them in along the ground to attack the base of the serpent.

Boom. The entire party is wiped in a couple of seconds. Dang. Replenish. I’m now down about 40 blue energy, which is a huge loss at this point in the game.

I try sending a few up to turn the crank, and while the serpent is distracted killing those guys I send in the bulk of my forces to attack him directly. This takes a few tries to get the timing just right, and I burn through another 30 blue energy.

I finally get my guys into the right spot and they get in a few hits before they die. I can see that sending the guys up to the crank is so dodgy that it can’t be part of the solution. So I try hit & run tactics. I lose another 20 blue energy. I’m running quite low by now.

And now I can see they are doing almost no damage. With all of my efforts, I’ve knocked a pixel or two off the serpent health bar. This is clearly the wrong way to go about this.

I realize those birds must be part of the solution. I send a single minion to grab one of their eggs and run towards the serpent with it. The birds give chase. Halfway there they stop following and run back to the nest as my blue runs into the jaws of the serpent. I try again, they stop following again at exactly the halfway point. It’s like they won’t run past the steps leading up to the crank.

Just to speed this up: I try a lot of different things, running different places with the eggs. I try dropping the egg near the serpent, thinking that (since eggs sort of “pop” after a while) perhaps I need to trick the serpent into eating an egg?

More blue minions get gobbled up. Isn’t this guy about full by now? I’m down to my last 20 blue energy (from over 140) and I’m really frustrated. I finally give up and look online. I discover that my initial idea of carrying the egg was the right one, it’s just that the birds don’t follow you reliably. Sometimes you have to run back and goad them on, and even then you can usually only get one of the two of them to follow.

But if you lead the bird to the serpent, the two will fight. The bird will do a tiny amount of damage before the serpent finishes it off. It takes many, many trips (the birds and eggs will infinitely respawn) to finish off the serpent. Even once I had the answer I had to sit there for a while doing the same thing over and over until I won.

Most of the major boss fights and puzzle sections of the game work this way, and the trial-and-error becomes longer and more expensive when you’re dealing with puzzles and you don’t even know which minion type you’re supposed to be using. Since guessing wrong will generally obliterate your forces, puzzles will rapidly burn through a lot of your hard-won energy. You can’t tell what you’re doing wrong, and even when you get it right it doesn’t always feel like the right answer.

On the left is a huge slug.  I think I was supposed to lure it through some fire traps to kill it, but by accident I discovered it couldn’t go up these steps. So I parked my red minions there and had them very slowly bomb it to death with their piddly little fire attacks. It was cheap, but it probably took about the same amount of time and saved me the losses I would have incurred trying to do it right.
On the left is a huge slug. I think I was supposed to lure it through some fire traps to kill it, but by accident I discovered it couldn’t go up these steps. So I parked my red minions there and had them very slowly bomb it to death with their piddly little fire attacks. It was cheap, but it probably took about the same amount of time and saved me the losses I would have incurred trying to do it right.
I killed several bosses when they got themselves caught on the scenery and I let my reds slowly needle them to death rather than looking for the “real” solution, simply because finding the real solution would have been so expensive in terms of energy.

Once a puzzle is solved, you generally have everything you need to know to beat the guy with minimal losses. You can either re-load the game and do the entire dungeon all over again, or go farm for a while to replenish your lost energy. Either way, you’ve found the answer to the puzzle and now you have to pay off the energy you sank into it. You can pay this off by resetting and replaying previous content, or grinding.

The puzzles themselves were interesting, but the vagueness and the attempt cost prevented me from enjoying them. Most boss fights were set up so that doing the wrong thing would instantly wipe out your entire army. And even when you get it right, you’re not always sure if you’re doing the right thing or not because even the correct answer can be costly and repetitive. Eventually I found myself turning to Gamefaqs whenever I hit a puzzle, which was a waste of good puzzles. A puzzle that takes several attempts to figure out is a good one, but here attempting a puzzle is an ongoing tax on fun and drains the reserves you’re trying to build. The better the puzzle, the worse the drain.

I’m not saying that the puzzles should be removed, or that you should be able to replenish minions for free. The former would make the game more homogeneous, and the latter would break other parts of the game. I apologize for bringing up a complaint without offering any solutions. (Although I think making sure the “right” answer works flawlessly and effectively when the user hits it will help.) Not all puzzles were annoying in this way, but the ones that did annoyed me enough that I wanted to go over it in detail. Most of the complaints about the game seem to be clustered around this part of it.

And now I regret ending this series with the nitpicks instead of leading with the nitpicks, since I’d rather end on a happy note. It was a fun game – one of the best so far this year, and certainly the most innovative – so I’d hate to leave you with a bad impression.

Fun. Innovative. Charming. Unsatisfying puzzles. Solid writing. Cute minions.

 


 

Stolen Pixels #73: Some Healthy Advice

By Shamus Posted Tuesday Mar 17, 2009

Filed under: Column 9 comments

It’s time to take your medicine.

 


 

Lock the Taskbar

By Shamus Posted Monday Mar 16, 2009

Filed under: Movies 27 comments

Man, The Clash were way ahead of their time.


Link (YouTube)

 


 

Overlord: Ending

By Shamus Posted Monday Mar 16, 2009

Filed under: Game Reviews 103 comments

After playing through the end of the game and reading through the comments of my previous Overlord post, I’ve found a few more words have been jostled loose.

Reader JW mentioned in the comments:

You need to mention how cute the minions are. After the first time playing it, my wife and I spent the better part of a week saying, “For me?” “For youuuu!” whenever we, say, passed the salt at the dinner table.

Don’t hate me because I’m awesome.
Don’t hate me because I’m awesome.
We had a similar experience at my house. We occasionally do the “For me?” / “For yoooou!” thing after I’ve been playing the game for any length of time. I will say that the minions are probably the most charming and quotable peons since Warcraft II. I remember when quoting the Warcraft peasants was something I was compelled to do at various points – usually when I was handed work – and the minions in Overlord seem to demand a similar level of imitation.

Actually, the voice work was pretty good all around. (Although Jewel and Kahn sounded a little stiff. I couldn’t tell if that was on purpose, though.) IMDB doesn’t say, but I’m fairly confident that the voice of Oberon Greenhaze is the same guy who voices Serious Sam. I love that guy.

The ending was surprisingly good and quite unexpected. It tied together a lot of earlier developments and even had a bit to say about the nature of heroes. I’m not suggesting it was a profound insight or a revelation on human nature, but it was clever and fun and wrapped things up nicely.

It turns out the story was written by Rhianna Pratchett, daughter of Sir Terry Pratchett. I have to confess that I’ve never read his stuff. I know it’s something geeks are supposed to do, but the list of things you must do to maintain your geek cred is getting impossibly long these days. Besides, I was a lot less interested in his work once I realized that his Discworld series is pretty much a blatant ripoff of Halo.

I was already happy with the story before the end came along. It was straightforward and generally funny and delightfully subversive of genre conventions. (Halflings as piggish and mean little imps.) So when the ending rolled around and mixed things up I was pleasantly surprised. I took a look on Wikipedia and read about how each of the major characters ties into one of the seven deadly sins, which vaguely reminded me of the movie Se7en in the way that they fulfilled one another. I feel sort of thick for not picking up on that sooner.

(Just kidding about Pratchett ripping off Halo. I’m open to suggestions if anyone wants to recommend one of his books as a good starting point for his work.)

EDIT: I stand corrected, Ringworld is the “Halo ripoff”, not Discworld. I’m afraid I was confusing one [shape]world series with another. That gives me an idea for a book: Sphereworld! It’s about this ball-shaped planet where stuff happens…