Francis Hates Left 4 Dead

By Shamus Posted Saturday Mar 21, 2009

Filed under: Movies 27 comments


Link (YouTube)

Francis is one of the 4 selectable characters in the game. He’s a 6’5 (very tall, for you metric thinkers) biker with tattoos and a vest. His thing is that he goes around saying how much he hates the various environs you’re obliged to explore in the game. Francis hates everything. While in the single-player game, I got in the habit of always playing as Francis because he blended in with the horde, color-wise. Bill, Louis, and Zoe are much brighter and more colorful, and so I’m less likely to shoot them.

Although this strategy works against me online. Now I’m playing as mister-oh-look-a-zombie-oops-no-it’s-Francis-again.

I love Francis. And vests.

 


 

Left 4 Dead – Group Play

By Shamus Posted Friday Mar 20, 2009

Filed under: Video Games 51 comments

Thanks to those who have joined the Twenty Sided Steam group. I hope everyone has found a few good playmates. Thanks in particular to Randy Johnson, Mad Flavius, and the other players who have been nice enough to join me in Left 4 Dead despite my tendency to scarf up all the pipe bombs, cower in the center of the group, and spray teammates with panic fire. (I’ve been playing with the AI teammates for a week, and have come to think of them as expendable resources. This habit is difficult to break, even after repeated gentle reminders from my teammates that my bullets are of no benefit to them.)

The transformation was abrupt. On Monday I was having a fine time with the single-player game. On Tuesday and Wednesday I played online. By Thursday I was ruined for single-player and wanted nothing more to do with it.

Although, I really wish the game allowed you to practice playing as undead in single-player before going on-line. I was useless in my first few rounds of versus because I was completely inept. How far is my attach range? How far can I jump? How much damage can I take? There’s a recharge on this power? It really is unfair to other players to have to drag newbies through those first few painful steps. You can’t practice strategy against the oblivious AI, but you should be able to develop a basic competency with the controls before you’re thrust into the game with people.

I haven’t had this much fun online since my UT99 days. It really is all about who you play with.

 


 

Experienced Points: The Price of Fun

By Shamus Posted Friday Mar 20, 2009

Filed under: Column 36 comments

Not content with telling developers how to do their jobs, I’m now second-guessing the publishers. Go read the whole thing to see what I’m talking about.

After I wrote the article I realized a couple of points that were likely to attract objections:

1) Digital downloads have actually been following the model I suggest in the article for a while now. Games of yesteryear – even just one or two years old – can be found dirt cheap. It’s retail prices that resist falling, and I think most of the dysfunction is found there. That’s also where most of the sales are.

2) I know the retail market is more complex than I make it out to be, particularly with places like EB Games where it’s in their best interests to keep prices on new games as high as possible. EB Games might simply keep the price high, even if (say) Activision lowered the MSRP. (It is a suggested retail price, after all.) However, I think outfits like Wal-Mart and Target – places where they don’t trade games – would likely lower the prices. This might possibly result in a rewarding scenario where gamers buy new at Target and unload used at EB Games, which could have all sorts of hilariously bad effects on EB Games.

3) I know this is mostly guesswork outside of my assigned area of game design. If I really botched my analysis, I’m sure people will… let me know. At any rate, I’d at least like to see them experiment with prices a bit, instead of trying to come up with tricks to impede second-hand sales. Gamers are not the villains in the second-hand games market, but predictably they are the first target of the publishers.

4) That last line was a good one. I should have put it in the article.

 


 

Stolen Pixels #74: The Business Plan

By Shamus Posted Friday Mar 20, 2009

Filed under: Column 14 comments

Here is my final comic on Saints Row.

This game, being a roaring cauldron of mayhem and nonsense, left me little room for parody. This is a shame, since the game includes a wonderful system that lets you re-watch any cutscene or re-play any mission, any time you like. This is in contrast to games like Mass Effect, where I’d make new saves regularly as I progressed through the thing, but still found myself an hour away from the required plot point whenever I thought of a joke. I wish I could have put the Saints Row replay feature to more use, but making fun of a game that refuses to take itself seriously is uphill work. I’ve done what I can with the raw materials at hand. Hopefully the droplets of humor I was able to wring from this stone were rewarding enough to justify the time spent clicking on the link.

Because if not, I will be obliged to shoot you in the face and blow up a few city blocks.

See? It’s hard to know where to go for a joke after a setup like that.

 


 

4% of You Are Evil

By Shamus Posted Thursday Mar 19, 2009

Filed under: Notices 79 comments

I finally broke down and went into the webstats program. It lists how many times each and every file on my website is requested. Took something like fifteen minutes for it to finish loading all the data and display it on one massive, memory-devouring page. (There was a ton of usage data I didn’t care about mixed in there.) Firefox whined and complained and staggered under the burden, and it took me a while to sort through the mess and find the three files I actually cared about. I wanted to see how much the style.css file was used for each of the site themes. The result:

/TSEvil/style.css: 98,980
/TSGood/style.css: 1,948,447
/TSNeutral/style.css: 132,447

(I think these are requests for the month of February, although I don’t remember and I’m not loading that page again without a gun to my head.)

If I didn’t botch my calculator wrangling, this means that the usage of site themes breaks down like this:

4% Evil
89% Good
6% Neutral

Now, good is the default, and I’m sure a great majority of visitors don’t even notice that they can re-skin the site like that. (If you’re one of those people and you prefer to read white-on-black: check the sidebar.)

I’ve been wondering about this for ages. The theme switcher isn’t used nearly as frequently as the comments might suggest. Still, now we know.

 


 

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?