RSPOD: DRM

By Shamus Posted Thursday May 22, 2008

Filed under: Video Games 73 comments

From the comments of people who have gotten the game, it sounds like Rain-Slick Precipice of Darkness, the Penny Arcade game, has pretty much the same DRM scheme as is being used in Mass Effect: Online activation, limited to three different machines, with more being given on “a case by case basis”.

It’s slightly less risible here because the title is a digitally distributed budget title, but in the end you still have to ask Hothead games if you can play. I just assumed that there wouldn’t be any DRM. I mean this is Gabe and Tycho Mike and Jerry we’re talking about here. Being ex-PC gamers themselves,I would imagine they would recognize the futility of the system. Why go to all the trouble of developing their own digital distribution system if it’s just going to be another implementation of the same stupid thing everyone else is using?

(By “everyone else”, I mean everyone besides Stardock. Bless them. A few weeks ago, I bought Sins of a Solar Empire. They mailed me the game, but let me download it as well. An hour after I made my purchase I had the thing installed and ready to go. No DRM fuss, no mess. I did have to type in a CD key, but I can do that as many times as I like. It was beautiful. I still have Collector’s Edition box sitting here, unopened. Like a present I’m saving for later.)

I actually object to the activation less in this case. I consider RSPOD to be a more or less “disposable” game. Play it once, and forget about it. It’s a budget title, and probably not something I’ll want to repeat five years from now. But still, the principle of the thing is the same, and the very idea of asking permission just rubs me raw.

I don’t know if I’ll skip the game over this or not. I’m certainly not going to run out and buy it right away.

Sigh. My hope that publishers will come to their senses over this is waning fast.

EDIT: Thinking about this the next day, I don’t know why I was so eager to give them a break. I guess because they are “indie” and I have a soft spot for indies. But my soft spot for indies comes from the fact they they don’t act like the big publishers. If I’m going to miss out on Mass Effect and Spore then I’m sure not going to indulge Hothead games in the same scheme.

The quote, from their forums: (Thanks to DaveMc for finding this.)

We don’t anticipate having to limit the number of redownloads but remember that each new machine or major hardware change may trigger a new key to be issued against your license. Our plan is to allow multiple installs and to be generous in that regard to cover murdered systems, planned upgrades, people wanting to play it on their PC and their Mac or even Linux box etc. Even if the limit is reached–a limit that we have not determined yet–we will be flexible in resetting or increasing the limit for paying customers. If you are registered, we will keep your license keys stored for you in your profile and you will be able to see the number of times that license has been used for various systems so there will be no surprises.

To hell with them. They should know better.

 


 

Chainmail Bikini Ending

By Shamus Posted Thursday May 22, 2008

Filed under: Projects 33 comments

As promised last week, I’ve posted my notes and the plot outline for the end of Chainmail Bikini. The comic stopped right about in the middle of the story, halfway through Act II.

Here is the rest of Act II.
The first half of Act III.
The second half of Act III.

I’m happy with how the story turned out, even though we never got to see it drawn. Anyway, that’s it. All done.

 


 

Indigo Prophecy:
First Impressions

By Shamus Posted Wednesday May 21, 2008

Filed under: Game Reviews 41 comments

I have a recurring nightmare. It does not appear often. I can recall it happening only three times, but the memory is potent. Nothing takes its toll on my sanity quite as bad as the dream where I suddenly seem to have killed somebody.

Indigo Prophecy, a guide to murder.
My subconscious will drop me into a dream where I’ve just committed a bloody murder and I have to deal with the consequences. It is not the inevitable punishment that terrifies me, but the ghastly permanence of the deed. I never make any attempt to escape justice in these dreams, but they usually don’t last long enough for the police to arrive anyway. It’s over in a just a minute or two when I wake up filled with anguish and flirting with a heart attack.

I bring this up because this is how Indigo Prophesy begins. Lucas Kane finds himself in a restaurant bathroom, draped over the bloody remains of a man he’s obviously just murdered. Lucas doesn’t know why he did it. Or what it means. His first thought is escape.

This was a powerful opening to the game, as I was immediately drawn into Lucas’ plight. The player is given an unprecedented degree of freedom in how they can react to this situation. The only thing you must do is wash off the blood before leaving the bathroom. Hide the body? The murder weapon? Clean up the blood? Look for clues? Go out and finish your meal? Dash out without paying? Go out the back?

These decisions matter, because the next stage of the game has you revisit the diner, this time as the detectives investigating the murder. That is, you will be investigating all the stuff you just did while controlling Lucas. The first act follows this revolving chessboard idea. You play as Lucas, and then you switch sides and play the cops chasing him.

A lot has been said about the failings of the plot later in the game, but the important thing to note here is that this is some of the most innovative gameplay I’ve seen in years. Continue reading ⟩⟩ “Indigo Prophecy:
First Impressions”

 


 

Made of Wiin

By Shamus Posted Wednesday May 21, 2008

Filed under: Pictures 40 comments

Issac and the Wii

It’s Christmas in May. I suppose it’s not going to stun anyone to learn that my kids enjoy playing the Wii.

I inherited the family Gamecube, for what it’s worth. I’m not sure it will get much use, but it’s there in case I get the desire to play a game designed for people with more patience and younger thumbs. The device has been added to the snarl, thus bringing the humming cluster of electronics one step closer to self-awareness, which will no doubt be followed by a murderous regard for fleshbags like me.

The Wii has usurped its predecessor and secured the coveted spot beneath the television in the living room. It’s a very attractive piece of technology, wonderfully sleek and capable of standing upright. This is not to say I wouldn’t like it better if the thing was uglier, but easier to stack with other objects. I didn’t like when televisions starting becoming aerodynamic, making them an unsuitable place to put things like VCRs, and (eventually) DVD players. What we’re ending up with is this sort of puzzle where you have a half dozen devices, none of which can be placed on top of each other or behind any other device, all of which must be plugged into each other and the wall. It’s hard for me not to look at this mess and think that somewhere in Japan is a very malicious engineer who is laughing at me, right now.

Jerk.

While I suppose it’s still true that money cannot buy happiness, it does seem to be possible for money to buy electronics which dispense happiness. We have two Wiimotes and three kids, so I’m not sure how long the happiness supplied will be able to maintain equilibrium with the injustice and misery of having to share and take turns. I am certain I will know when the scales tip, though. The sound will be unmistakable.

I haven’t even tried it and I’m enjoying the Wii already.

 


 

RSPOD

By Shamus Posted Tuesday May 20, 2008

Filed under: Movies 33 comments

I haven’t mentioned this game yet, but I just wanted to point out that I know about it, it’s there, and I do plan on getting it as soon as my queue clears out a bit.

A game for $20. Clever writing. No DRM. The Rain-Slick Precipice of Darkness, the Penny Arcade game:

They would have to butcher the gameplay for this title to miss, because everything else about it seems perfect.

 


 

Indigo Prophesy Censorship:
Who is to blame?

By Shamus Posted Tuesday May 20, 2008

Filed under: Game Reviews 72 comments

I’ve been playing Indigo Prophesy. The game is actually called Fahrenheit everywhere else in the world. A lot of fuss has been made over the fact that this game was “censored” for the American release. Censored in this case means that the developer willingly removed nudity from the American Release of a game so that they could get the game onto the shelves at Wal-Mart. No government coercion was involved, which means the word censorship is probably a bit overly dramatic here. I’d prefer to keep that word for use in referring to the forceful (under pain of law) suppression of speech (or other forms of expression) by a government. The government isn’t involved here, so we can’t blame them. Developer Quantic Dream removed the content willingly, so we can blame them.

But they wouldn’t have removed that content if it wasn’t for pressure from Atari, the publisher. Atari insisted they sacrifice artistic freedom to increase sales. So we can blame Atari.

But Atari wouldn’t be in this position if it wasn’t for the nonsense policy of big retailers like Wal-Mart. PC Games sell poorly enough already, and unless you’re a big name title you just can’t afford to be left off the shelves if you want to recoup what you spent on development. You can’t expect a publisher to have so much respect for artistic expression that they allow a game to tank and end up laying people off. They were forced into this position by the retailers, so we can blame them.

But a retailer doesn’t really care about the content of the game. After all, they’ll sell you the Widescreen Special Edition of Eyes Wide Shut, so they don’t actually have a problem with selling stuff with sexual content. They’ll sell whatever. The only reason they care about sex in videogames is because they’re afraid some group of ignorant busybodies will jump out and start screeching about how they’re selling pornography to children. So we blame the busybodies.

But the busybodies wouldn’t have any power if it wasn’t for the circus-like media coverage they attract. Cooper Lawrence and Kevin McCullough both proved that you can make outrageous and easily disproved accusations about the sexual content of a videogame and get major media attention without worrying about anyone fact-checking you. So we can blame the media.

But the media is driven by viewership and readership. They run stories they think people will read. If people want to read stories about how children are being raped by videogames and every console is a gateway to a hardcore pornographic assault on their families, well… the media is just telling people what they they’re most likely to listen to. So we can blame ignorant and idiotic people for seeking out sensationalist news about things they don’t understand.

Ah, the idiots. They always get blamed for everything.

(Ah yes. Another post that promises to open up the floodgates of angry debate and controversy. No, I didn’t set out to start a series of bloody flamewars recently. I don’t know how I keep ending up writing about so many hot-button topics. Tune in tomorrow when I propose my idea for a new Sims 2 expansion pack: Barefoot and Pregnant!)

If you want to play the uncut version of Fahrenheit / Indigo Prophesy, it is being offered in North America via Direct 2 Drive. Only $20. There are some NSFW screenshots that should give you an idea of what was cut.

I have the edited American version, which is what I’ll be reviewing.

 


 

PC and Console Interface Design:
Dumbing Down

By Shamus Posted Monday May 19, 2008

Filed under: Game Reviews 106 comments

Last week the thread on Oblivion deteriorated into the old PC vs. Console debate, based mostly on my comment that games were “dumbed down” for consoles. That debate is as stale as they come, and I doubt we’ll gain any new insight into the issue.

Indigo Prophesy, wack-ass controls.
But lest console gamers think I’m being “elitist”, let me point out that this can work both ways: In the game Indigo Prophesy – which enjoyed both console and PC releases – there are several types of gameplay events. On the console, action events require you to operate two thumbsticks at once. Button-mash events require you to flutter two adjacent buttons. And normal gameplay requires you to move around and look at stuff. On the PC, there is no control scheme that can do all of this, so you have too keep moving your hands around. One hand on each side of the keyboard for action events. Both hands on the left for button-mash. One hand on the mouse for normal navigation.

They could have changed the core parts of the action gameplay to suit both platforms, and console gamers would rightly be able to complain that the action parts of the game were “dumbed down”. Any button-mashing that works gracefully on the PC is going to be very easy and simplistic on a gamepad, and any fast-paced button pushing that works on a gamepad is going to be a mess on the PC. Re-working God of War or Soul Caliber so that the controls work for both PC and console gamers would ruin the highly polished experience that console gamers have grown to love. Designers can either cater to one platform at the expense of another, or they can write two different games. Guess which one is more likely?

But I have been thinking about the differences between the two control schemes. Let us dismiss from the start the idea that one system is superior to the other: They each have their purpose, and each has their place in gaming.

The Dual Shock controller (and it’s many cousins) is a very interesting device. Check out the diverse selection of buttons: Continue reading ⟩⟩ “PC and Console Interface Design:
Dumbing Down”