Stolen Pixels #117: The Path Will Take Her to The End

By Shamus Posted Tuesday Aug 18, 2009

Filed under: Column 21 comments

I promised I’d write a villanelle at some point. It was certainly more challenging than I expected, but I liked the result.

Okay, it’s not a strict villanelle. At the end, I varied the wording of the final phrase. I’ve seen this done in a villanelle before, and I do think it makes the form more potent.

This is the 117th comic I’ve made, but I’m pretty sure this is the very first time I ever thought, “I wonder how [the game designer] would react to this?”

I haven’t put more than a couple of hours into the game, but it has stirred up an unprecedented surge of creative energy.

 


 

AI Follies: Interesting Behavior

By Shamus Posted Tuesday Aug 18, 2009

Filed under: Programming 32 comments

Here are some thoughts on the goals of an AI programmer, which should have gone at the beginning of this series. Let me put them up now before we go any further.

My first computer (which you can read about here) was the Tandy MC-10. 4k of memory. Less than a single megahertz of speed. Once I got my programming legs under me, the first thing I tried to do was make a game clone Pac-Man. For reference, here is what the original looked like:
Continue reading ⟩⟩ “AI Follies: Interesting Behavior”

 


 

Team Fortress 2 Update

By Shamus Posted Monday Aug 17, 2009

Filed under: Notices 24 comments

Apologies all around to everyone. I heard there was a TF2 update. Normally when this happens, I just need to log in, poke the “reboot” button, and it sorts itself out. The update is completely automated. People kept sending me emails: “Hey Shamus, there was a TF2 update. Sever needs a restart.”

I’d restart it, and wander off. Then the next day I’d get another email, “Hey Shamus, there was a TF2 update. Sever needs a restart.”

Wow. Another one? Okay then. *Poke.*

This went on all week until I actually looked into it this morning. Turns out the server wasn’t needing an update. It HAD updated, and was now crashing. The new version conflicts with SourceMod, which does… some thing important relating to administrating the server that I can’t quite remember at the moment. From the SourceMod forums:

It sounds like Valve changed engine headers without a public beta, without describing the changes, and without an SDK change.

Boo. I’ve disabled SourceMod and I’m in the process of restarting everything and checking it this time.

Thanks again to everyone who donated.

 


 

The Path

By Shamus Posted Monday Aug 17, 2009

Filed under: Game Reviews 50 comments

thepath1.jpg
It’s common knowledge that our children’s fairy tales descended from older and significantly darker stories. Cinderella and Sleeping Beauty had already been Disney-ified once before Uncle Walt ever attempted them.

The Path is an indie game from Tale of Tales. (Not to be confused with Telltale Games.) It goes back to the original stories of Little Red Riding Hood and turns them into a series of disturbing interactive adventures. It’s survival horror, but without the “survival” part. (Maybe.)

When I say “survival horror”, note that I’m talking more about Silent Hill and less about Resident Evil. In fact, The Path is about as far from the narrative of Resident Evil as you can hope to get. You might have trouble understanding The Path because it’s open and ambiguous, while you might have trouble understanding Resident Evil because it was written by drunken chimpanzees. The Path is subtle, unnerving, playful, and full of imagery. This is not a game that tries to scare us with tentacle zombies popping out of closets. This is a game that tries to scare us by showing us the parts of life that usually go unregarded. A lot of games tackle the question of “can games be art?” The Path seems to be asking, “can art be a game?”

thepath2.jpg
In the game, you will guide six girls along the path to grandma’s house. The youngest is the six-year-old Robin. The oldest is the seventeen-year-old Carmen. The game instructs you to “stay on the path”. You can do this, and arrive at grandmothers without incident. Or, you can actually play the game. Leaving the path will lead the girls to their adventure, but also to their undoing.

The events you see will be “open to interpretation”. You can view it as a painful journey of children brushing up against the adult world. Or you can take a literal approach and see it as a game where you steer six girls into situations where they are possibly molested, murdered, menaced, or raped. There’s no blood, no nudity, but both violence and sex are alluded to, so don’t go buying this for your kids just because it has Lil’ Red Riding Hood.

thepath3.jpg
When I was a kid, I found the adult world terrifying. Men were immense hairy beasts. Women were less physically daunting, but their forms had some sort of inexplicable power over my mind. Adults seemed grim and joyless, and their stories were blood-soaked tragedies. (This was particularly true in the 70’s, when movies with happy endings were seen as things for Plastic People. You know what I’m saying, man?) Even their comedy was mean and hurtful. (I remember recoiling at the blood in Holy Grail. Oh! That poor historian! Is he going to be okay?) Cigarettes, alcohol, cars, heart attacks, jobs. Everything in their lives seemed strange and threatening. I hated the dullness and stupidity of school, but even more I dreaded the day when it would end because what came after seemed to be so much worse. The Path found those long-forgotten ideas laying around in the back of my mind, and woke them from their decades-long slumber. For a moment I was able to be an adult seeing myself as a kid picturing myself as a grown-up. The game reached into my childhood and played with old fears that never even had a name.

thepath5.jpg
I live happily in the adult world now, and I’m a lot more content at thirty-seven than I was at aught-seven. But The Path reminded me of how scary and mysterious this adult world looked to my seven year old mind. I found myself connecting with the girls, even as I led them to foolishness and ruin.

I hate to say too much about events that unfold in the game, because to relate them is to interpret them, and I don’t want to impose too many of my impressions onto your experience. I went into the game with very little idea of what I would find, and so I found a lot of myself in it. If I’d read an overview I might have gone in expecting more and getting less.

thepath4.jpg
The controls are interesting in their near-absence. (I’m using a gamepad, but it also supports the mouse & keyboard duo of old.) You move your character. You look around. Press a button to run. There’s a button to see what items you’ve collected, but it’s not really an inventory. You don’t get things back out. It’s more like a scrapbook of strange crap that you’ve found. And that’s it for the controls. To “interact” – to do something besides walk around – you need to stop giving input. You steer the girl to some remote place, far off the path. Then you simply let her go and see what she chooses to do.

If you’re like me and you’ve been lamenting about how games have been stuck in a rut of boilerplate storytelling and carbon-copy gameplay, then you owe it to yourself to check out The Path. I don’t give the game my full endorsement as a game, but I give it full marks for having a bold vision and running with it. It’s innovative, unique, and it’s only ten bucks.

 


 

Mario AI

By Shamus Posted Saturday Aug 15, 2009

Filed under: Movies 21 comments

In keeping with the series on AI, here is an interesting project: Mario AI Competition, a competition for people to build the best Mario-playing AI possible. Here is one of the entries:


Link (YouTube)

Here is the project page for the particular AI featured in the video.

The Mario game itself is a procedurally generated infinite level. John Funk likened this to putting a slinky on an escalator.

Interesting stuff.

 


 

Experienced Points: Mod’s Playground

By Shamus Posted Friday Aug 14, 2009

Filed under: Column 45 comments

This week’s Experienced Points is a bunch of gushing about the Fallout 3 mod scene and how much it rocks.

For the curious, my current Fallout 3 play-through is as follows:
Continue reading ⟩⟩ “Experienced Points: Mod’s Playground”

 


 

Stolen Pixels #116: An Existentialist Crisis

By Shamus Posted Friday Aug 14, 2009

Filed under: Column 11 comments

I’m now playing games faster than I could ever hope to review them. I used to have to make each game last for six weeks, sometimes more. Now I have to change titles every other week in order to feed the comic mill. This is good, because it means I get to play a lot of games.

But it’s also bad, because some games will get played without being reviewed. Today’s comic is basically my entire review of MadWorld. It’s a competently executed effort, more or less killed by a single idiotic (and easily fixable) design decision. I got about halfway through the game and realized I was tired of the looping announcer messages, tired of doing the same thing over and over, and tired of indecipherable two-tone images. Alas. The game had a few promising notions and a lot of voice talent, but those attributes can’t rescue fundamentally broken gameplay.

EDIT: Too bad I didn’t write a review. I never got the chance to describe the graphics as “urine-soaked line art”.

Oh wait, I just did.