Experienced Points: Activision vs. Sony

By Shamus Posted Friday Jul 17, 2009

Filed under: Column 24 comments

This week I make a series of (very) loosely related observations on the passive-agressive threat from Activision that Sony should lower the price of the PS3.

Sadly too late to make it into the column, another story popped up today that throws a new twist on this old argument: Activision is raising prices on games in the UK. I’ve been banging on for years about the fact that games are too expensive. The solution isn’t to charge more, it’s to spend less. Find a spot in the tech curve where you can afford to make games, and stay there, because there’s no limit on how much you can spend on development. There is just no sense in making games that look so good nobody can afford to buy them.

It’s bad enough raising prices when a worldwide recession is in effect, but raising prices while demanding that Sony take an even bigger loss by lowering theirs is a move that requires heroic levels of audacity.

 


 

Stolen Pixels #108: A Young Man’s Guide to Overlording

By Shamus Posted Friday Jul 17, 2009

Filed under: Column 14 comments

Because there is simply not enough poetry in videogames.

 


 

Scratch

By Shamus Posted Wednesday Jul 15, 2009

Filed under: Programming 43 comments

A few weeks ago I talked about learning programming, and I commented that I didn’t know what little kids were taught these days as a sort of “my first computing language”. At the time, I felt like kids should start with something linear and straightforward. Scratch has re-aligned my thinking on the matter.

Scratch is an interesting programming language (or pseudo-language, depending on how pedantic we’re feeling today) that can be used to teach freshly weaned babes the intricacies of software engineering. Well, no. But it packs a lot of ideas into a fabulously simple and straightforward system.

Continue reading ⟩⟩ “Scratch”

 


 

Stolen Pixels #107: Left 4 Dumb, Finale

By Shamus Posted Tuesday Jul 14, 2009

Filed under: Column 19 comments

An awful lot is going on today. It’s the 4th anniversary of The Escapist. Congrats to all my friends who have worked so hard on it. Here’s to selling off the whole thing to Ziff Davis and the lot of you retiring like kings!

Just kidding. I’d rather you continued to amuse me once a week than got rich. Priorities.

Today is also the final entry in the Left 4 Dumb series.

The Escapist originally began by releasing their issues as a PDF each week. In honor of that, they’ve made a special PDF issue for their 4th birthday. It has a special Stolen Pixels, which is only available in the PDF. Also, they also interview that one oddball reviewer they’ve got. You know, the Scotsman who lives in New Zealand or whatever. What’s his name? Backgammon or something? I forget. Anyway. They interview that guy.

 


 

Kivi’s Underworld:
Final Thoughts

By Shamus Posted Monday Jul 13, 2009

Filed under: Game Reviews 14 comments


Link (YouTube)
You will no doubt be astounded to learn that Kivi’s Underworld is the story of Kivi. His people – the Lumen – are threatened by the secretive Dark Elves. His people don’t see the danger, and it’s up to Kivi to do hero-type hacking and slashing to save them. The story is revealed through uncharacteristically good voice acting that sets the stage for each level. Then begins the pointing and the clicking.

You get skill points as you go, and you can invest those points to provide very modest improvements to your performance in combat. The inventory system is reduced to three slots for holding temporary powerups. During the process of clicking on things to make them die, you’ll sometimes find these little powerups that give a boost to damage, or healing, or speed, etc. Most of the decisions you’ll be making are when to put these to use. As you go, you’ll rescue other characters. You can play any unlocked level at any time, with any of the characters you’ve found. Each character has a single special ability, which is unleashed with the right mouse button. You rack up a score as you go, based on how well you do and how much treasure you hoover up. All told, you can play the entire game using nothing more than the mouse and three keyboard buttons. Finally, there are a series of achievements you can unlock for things like beating a level without dying, or beating a level without using a powerup.

The greatest weakness of the game is that expectations work against it. I looked at the game and expected “Diablo” style play, and was then frustrated by the lack of character development, inventory, or complex spells. But that’s not what this game is trying to be. It just looks like one of those. It’s a short lunchtime diversion. A quick round of scoring points and bashing stuff up for fun. It’s closer to Swarm than to Fantasy-Themed Isometric Hack-n-Slash III. In keeping with this “quick round” mentality, the game starts almost instantly and is basically free of any sort of loading-screen nonsense.

kivi3.jpg
As a fan of “spreadsheet” RPG’s, I do find myself looking at Kivi and wishing there was more to do. Based on comments I’ve seen in the past, I know this game is precisely what some people are looking for. I’m worried they’ll skip it because it looks like games they don’t enjoy. If you hate the flow-breaking Diablo flea market, iterative character development that has you throw out early characters, and managing an array of complex hotkeys, then Kivi is crafted with your tastes in mind.

When I review a game I usually have a laundry list of things I would have changed or done differently. I really enjoy this part of the review for indie games, because in most cases I know there’s a good chance the designer will read the review and will likely get some sort of benefit from it, even if they disagree with my conclusions. But I don’t know that I can do that here. Nearly every suggestion I could make would drag the game away from its intent. There are layers of strategy and depth and complexity that could be added, but none of them would fit within the scope offered by Kivi’s Underworld. Most of them would center around making the game more complicated, because that is what scratches my particular itch. (Besides, Steven Peeler did solicit suggestions for his next game, and I had my say there.)

Despite the game falling pretty far out of my personal Venn Diagram of features, I still manage to find the game to be a rewarding diversion. As a nice bonus, the multiplayer expansion was recently released. I’m excited to see a nice, integrated multiplayer solution in the hands of an indie developer.

 


 

Mario Marathon

By Shamus Posted Sunday Jul 12, 2009

Filed under: Links 10 comments

Here is a group of gamers raising money for Child’s Play by playing Mario, non-stop. They are playing until they 100% the following games:

  1. Super Mario Bros (done)
  2. Super Mario Bros 2 (done)
  3. Super Mario Bros 3 (done)
  4. Super Mario World (done)
  5. Mario 64 (In progress)
  6. Mario Sunshine
  7. Mario Galaxy

They’ve already beaten all of the games, and now they’re going back and getting all the stars. The marathon is now over 50 hours long. Here is the streaming feed of their adventure:

I love how the feed shows both the group playing and the game footage. Last year Desert Bus for Hope ran a similar marathon, but the game and the team were in different feeds. (Although to be fair, once you’ve seen 30 seconds of Desert Bus you’ve seen all sixteen hours of it. Still, I wanted to see both at once anyway.)

They’ve completed 445 out of 599 levels / stars / whatever. What strikes me is that this might not even be the halfway point. Certainly they got all of the low-hanging fruit on their first runs through the games. Some of these bonus levels will be a devil to beat.

Obviously the information in this post will begin going stale the instant I hit “publish” on this post. I don’t usually like to write about things that will link-rot in hours or days, but this was a fun idea, amusing to watch, and for a good cause.

Good luck to the team.