GROW Tribute

By Shamus Posted Saturday Oct 7, 2006

Filed under: Game Reviews 2 comments

GROW CUBE
GROW: A game where careful experimentation and observation will allow you to create highly ordered nonsense.
Remember GROW? It was a strange little flash puzzle game that made the rounds a while back. I think I first found the link via Steven. The person who made that game is still at it, and has a bunch more games along those lines at his site, EYEMAZE.

These games are interesting for the way they blend intuition and logic. Using pure logic, it will take you many attempts to learn about what all of those mysterious doodads do and how they interact before you learn enough to take a shot at finding the ideal solution. However, with a little intuition you can reduce the number of attempts by discarding certain moves. Let’s see. I can add water or people to my cube-shaped world. People need water, so I should put water first. People make fire so fire should maybe come after people. The intuition isn’t usually as clear cut as in that example, (which I’m not even sure is correct, puzzle-wise) but it’s there and it’s a real part of the game. I don’t know how else to describe it. It’s like a logic puzzle for people who are more intuitive than logical.

Thinking back to my post on right brain vs. left brain – I wonder which type of person would fare better? No matter how you apprach the puzzle you will need a good memory.

Here is another worthy attempt, “Tribute to GROW“:

GROW GAME

Tribute isn’t as brain-tickling as the stuff at EYEMAZE, and the artwork isn’t as polished or as compelling, but this is still an interesting game.

 


 

Dreamfall: First Impressions

By Shamus Posted Friday Oct 6, 2006

Filed under: Game Reviews 11 comments

I’m currently playing Dreamfall, which is a decendant of the old-school adventure games like King’s Quest and Gabriel Knight. Talk to characters, find items, then use the knowledge and inventory to overcome challenges. This used to be a mainstay of PC gaming, but the genre fizzled out and died (or, if you prefer, self destructed) years ago, and adventure games are now few and very far between. I always had the feeling that adventure games weren’t living up to their potential. For the most part they were dull, tedious, and the puzzles employed demented logic designed to sell hint guides instead of tickle your brain. I always loved adventure games for what they could be.

The people behind Dreamfall evidently heard about how dissatisfied I was, because they managed to pull together a game that is everything I’ve always wanted. This is what an adventure game is supposed to be like. It’s epic. It’s witty. It has a rich palette of interesting characters. It has a complicated protagonist. It has technology, magic, fantasy worlds, and lots of mystery. The puzzles make sense and fit within the context of the game world.

There are so many wonderful images from the game it was hard to trim this selection of screencaps down to something reasonable. Just be aware that the following images barely scratch the surface of what the game has to show you.

Dreamfall

Dreamfall



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Dreamfall

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Dreamfall
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Dreamfall
Dreamfall



One final note is that designer Ragnar Tornquist has his own blog, which keeps a very personal and down-to-earth tone. It makes for good reading.

 


 

DM of the Rings XIV:
Boring Distractions

By Shamus Posted Friday Oct 6, 2006

Filed under: DM of the Rings 34 comments

PHP 5.0, Upgrade, Cahadras, Peril, Snowstorm

D&D is a sort of simulation. A simulation of living in a fantasy world where fearless heroes and dreadful monsters clash daily in spectacular battles. A world where you are a great champion, and the creator of the universe is frequently disorganized, highly distractable, and alarmingly vague on the rules of the universe he’s trying to run.

 


 

Silent Hill: Cinematic Subplot

By Shamus Posted Friday Oct 6, 2006

Filed under: Movies 2 comments

Yesterday I talked about how useless the subplot was in the Silent Hill movie. Actually, even though the scenes that take place in the “real world” have little value for the purposes of the plot, those scenes had a great deal of cinematic value.

The trick with the town of Silent Hill is how it shifts or changes, sometimes becoming spooky, sometimes becoming hellish. The main character is caught in “spooky” Silent Hill. It is decayed and foggy, and ash falls from the sky like snow. This is really unnerving at first, but eventually we get used to it. Then the view switches back to the real world and suddenly we can see sunlight and color again. A weight lifts and you can almost taste the fresh air. These cuts back to the real world help the spooky Silent Hill to hold its potency.

Having said that, it’s obviously decadent to burn up 40 minutes of screen time in order to provide a nice visual contrast. If it were up to me, I would keep the footage from where Christopher is exploring the town, and toss the rest of that story from the point where he leaves Silent Hill and goes digging for clues elsewhere. Having watched this movie a couple of times at home, this is what I ended up doing. It was very nice of them to set up the chapter break on the DVD to make it easy to jump to the Silent Hill stuff without needing to search.

Silent Hill – The Movie

At one point the nature of the town is clearly shown to the viewer. (Much more clearly than was ever possible in the game, I might add.) Rose is running around in the school, which is now a hellish nightmare of caged horrors. Despite this, the place retains the layout of the normal school. There are still rooms and hallways and lockers. At the same moment, her husband Christopher is in the real world, in the same school, standing in the same hallway. The movie does a cut from one to the other without moving. It just shifts from one version of the scene to the other, which lets the audience (particularly people who never played the game) understand what is going on.

Silent Hill – The Movie

I find this fascinating. This isn’t the same room with a new paint job. This looks like the same place, only constructed out of different materials. The check out the metal plate floor.

Just for fun, I made a composite image of the two:

Silent Hill – The Movie

The contrast does make the evil Silent Hill more awful. It works really well, it it’s something that isn’t possible in a single-viewpoint game.

 


 

Highly Critical

By Shamus Posted Thursday Oct 5, 2006

Filed under: Links 13 comments

I really enjoy good movie reviews. I’m picky, though. Up until recently the only reviewer I could get into was Ebert, but he is sadly in the hospital right now and thus not writing any reviews.

99% of the reviewers out there get on my nerves. Newspaper movie critics, I swear, have some sort of “Mad Libs” style review generator:

[Name of movie] is a [adjective] film that never [verb]. It seems like [person involved with movie] was [screwing the movie up in some way] on this one.

So all the movie blurbs sound like this:

Talladega Nights is a slow-moving film that never gets out of second gear. It seems like director Adam McKay was asleep at the wheel on this one.

The Illusionist is a less-than-magical film that never materializes. Edward Norton was never able to pull the rabbit out of his hat on this one.

Titanic is a shipwreck of a film that never holds water. James Cameron was in over his head on this one.

And so reviews are filled with clumsy puns, statements of the blindingly obvious, and painful forced metaphors. Do these people really get paid for this stuff? These boilerplate reviews drone on, and it is clear the critic has no idea what movie reviews are for. The reader isn’t wading through this prose because they want to know what the critic thought of the movie. They can see that for themselves by looking at the thumbs up/down, number of stars, percentage rating, or whatever other system is used to distill complex subjective opinions into hard numbers. No, the reader is there to be entertained.

A writer who thinks that saying that “the movie Click! is a real turn-off!” is entertainment is someone who’s particular skill set might be more suited to other parts of the newspaper. I suggest they be given the job of writing wedding announcements, obituaries, and – when they are feeling particularly vivacious – maybe a few want ads.

Movie critics should not be erudite stiffs who would rather analyze a movie than enjoy it. They certainly shouldn’t be pompus elitists. They should be witty and interesting, even when the movie they are talking about isn’t. Especially then. People like Dave Barry or James Lileks would be perfect movie critics. It doesn’t matter one bit that they might not like the movies I do, or that they do not posses encyclopedic knowledge of every work ever put to celluloid. The important thing is that they can find new and clever ways of saying the same things over and over, because that is 90% of the job. The job has nothing to do with picking winners, predicting popular movies, or educating the great unwashed masses of dolts who watch Adam Sandler movies instead of attending Sundance. It has everything to do with making people want to read and maybe even talk about the reviews themselves.

While I’m waiting for Roger Ebert to recover, I’m really enjoying the reviews Alex is putting up over at his new site. Unless this site is a web of lies and deception, then Alex is a mere 21 years old, which is pretty depressing for me. At 21 I would not have been capable of putting together a paragraph that would be worth anyone’s time, much less turning out interesting movie reviews.

Back in 1998-ish I used to read movie review site titled “Girls on Film”. The site was pink and (I guess) aimed at female readers, but their reviews were witty and interesting and I never really felt left out by the by-women-for-women intent of the site. Eventually the dot-com thing got underway and the site expanded. The staff grew, features were added (I can’t remember what the other stuff was now, since I ignored everything that wasn’t a movie review) the navigation became more convoluted, the site got less responsive, it was bathed in ads, newer (less interesting) critics came on board, and the whole thing went to crap. Googling around today, it looks like the thing is gone for good.

Good review sites are hard to come by. I tend to apply the same criteria to them as I do when looking for enjoyable blogs: I like clean, fast-loading sites with a personal voice, which is about as different from newspaper critics as you can get.

I just wrote, what? Eight or so paragraphs outlining how thousands of movie critics are doing their jobs wrong and how they sould change to better suit my tastes? That is hubris, right there.

I love the internet.

 


 

Silent Hill, Second Look

By Shamus Posted Thursday Oct 5, 2006

Filed under: Movies 16 comments

I caught this movie in the theaters, but it’s been on my mind lately so I took another look at it via Netflix. I was pleased to find that the movie is more impressive after a second viewing.

I still can’t believe it turned out as well as it did. The writer and director got a very clear bead on what makes Silent Hill tick, and they managed to capture it. This is hard enough for regular videogame-to-movie adaptations, and Silent Hill is a lot more difficult to nail down than most videogames.

The writer could have gone action movie on us. This would have been the worst. He could have done for Silent Hill what other writers did for Resident Evil and Doom: Make it big, loud, and stupid. This is really easy. Just lift names and locations from the original work, and throw everything else out. Then fill it with boilerplate dialog and action sequences. Just like that ridiculous hack, Uwe Boll.

They could easily have made Silent Hill about a group of teens that get stuck in this freaky town that picks them off one by one. That would have been the obvious “Hollywood” thing to do. Take a description of the game to a random writer / director, let them look at some of the concept art from the game, and a couple of years later this is exactly what you would get. Obvious. Derivative. Bland.

Silent Hill – The Hospital
The hospital. Yes. That is exactly right. Perfect.

The writer could have played the game and concluded that it was about defeating monsters. You certainly do enough of that during the course of the game. They could have made the movie more “Aliens” style – with the main character(s) facing increasingly strange and powerful nightmarish monsters, and learning how to confront and defeat them. At the end, they face and kill Pyramid Head. Again, a non-fan could easily play though one of the games – the second one in particular – and come up with this movie. It might be strange and frightening, but it would still miss the mark. It is really amazing that they didn’t do this.

So they didn’t turn Silent Hill into a dumb action movie, they didn’t adapt it into a slasher flick, and they didn’t make it a monster movie. That much is an accomplishment in itself. Most videogame adaptations don’t even make it to the point where the writer and director are both on the same page and both committed to capturing the essence of the original. Very few adaptations get this far, and even on those rare occasions when they do there is still the chance that they will try to capture the original and simply fail.

And even if they pull that off, there is always the chance that the movie will fail on perfectly technical grounds. Once they come up with a good script they still need good special effects, good acting, good cinematography. It is possible to get everything else right and still make a movie that just plain sucks.

Very few things make this trip from PC to the big screen without getting snagged by one of these problems along the way. Silent Hill made it, and after my second viewing I’m even more impressed. I still stand by my initial take on it: This is the best VG adaptation ever (it was certainly the most difficult) and a fascinating movie as well. While it is difficult for me to step back and view it through the eyes of someone who hasn’t played any of the games, I suspect that it will be hard to understand for non-fans. The biggest flaw of the movie is the subplot with the husband. It eats up a lot of screen time and never really goes anywhere. (Or at least, the meager revelations it has don’t justify the screen time spent on it.)

Silent Hill – The School
While Rose (Radha Mitchell) is trapped in the evil part of the movie, Christopher (the wonderful and talented Sean Bean) is trapped in the dull part of the movie. Unlike Rose, Christopher has no hope of escape.

No movie is perfect, but the accomplishments of this one outweigh its flaws. Nicely done.

 


 

DM of the Rings XIII:
Let’s Not go There

By Shamus Posted Wednesday Oct 4, 2006

Filed under: DM of the Rings 86 comments

Lord of the Rings, Monty Python, Holy Grail, Tim the Enchanter, Roger the Shrubber, Knights of Nee!

This is, of course, the most pervasive problem in D&D, and one which the rules have never addressed. The tension of many battles has been ruined by some smart-alec suggesting they use the Holy Hand Grenade. No fortress – no matter how impressive or dangerous – will ever seem foreboding after one of the players points out that, “It’s only a model”.

My own suggestion for the 4.0 edition rules: Anyone who quotes Holy Grail during a session should be made to eat their own character sheet.