Experienced Points: Wii are the Champions

By Shamus Posted Friday Feb 27, 2009

Filed under: Column 45 comments

I own a Wii. (I mean I have one of my own. There is another Wii in the living room, used by the rest of the family.) I never play games on it. I basically use it as an exercise machine with the “help” of WiiFit. But I am glad the machine exists. Even though the platform doesn’t really feature games that suit my taste*, I think the Wii will have a larger and more lasting impact on videogames than either of the other two consoles, and I think those changes will be for the better. And so I feel compelled to take the critics of the machine to task.

Now, I expect most of the Wii critics are simply Xbox / PS fans who don’t like that their chosen platform isn’t justifying their purchase by way of sales numbers, and so I’m probably selling garlic to vampires with this one. Still, I think it needed to be said. I’m content to do all my gaming on the #2 and #3 platforms knowing that the seeds currently being sown on the Wii will probably pay off in the next generation.

*Madworld looks pretty exciting, though. I’ll probably be grabbing that one.

 


 

Attractive Blogs

By Shamus Posted Friday Feb 27, 2009

Filed under: Random 58 comments

I’ve noticed that there is a really strong tradeoff between aesthetics and functionality in blog designs. The more striking or impressive a blog design looks, the harder it is to find the stuff you’re looking for. I sometimes browse WordPress themes to see what the hip crowd is up to. Invariably I’ll find something sexy, look at it closer, and realize that the thing would be either a chore to navigate or monstrous to maintain. (Note that I’m not shopping for themes for this site or anything. All of my stuff is homebrew, old-school, table-driven, and hardcoded to meet the various eccentricities of this site. I’m just browsing out of curiosity, and because a lot of them are really pretty to look at. I drive a tractor, but I like to walk around and look at the sportscars on occasion.)

And I’m not kidding when I say this site is eccentric. On day one, you can pick any theme you like and run with it. As blogs age, their content inevitably places restrictions on formatting that weren’t there in the beginning. (Assuming you want your archives to look right without manually editing all of your old posts.) On my site, for example:

  1. DMotR strips are 600px wide. Any new theme I adopted would have to give at least that much room to the main column.
  2. I learned a while ago what while the number of people running 800×600 is pretty small, the number of people who reduce their browser window is quite high. This, coupled with the rise of the eee PC and the tendency to install web browsers on anything not made entirely of wood means you can’t go much more than 800 wide without making the site a pain in the ass for a lot of visitors.
  3. The theme needs to be able to handle wider-than-600px posts without suffering a complete formatting failure. (An overwhelming majority of WordPress themes are built in such a way that the sidebar will go on a walkabout if you break the intended width in a given post. This is one of the reasons for my devotion to the ancient cult of the <table>.)
  4. Auto-width themes – which simply expand to fill all of the horizontal space – are miserable to read on really wide monitors. Also, tucking images into the text (like I do here in my videogame reviews) becomes unworkable or goofy looking.

It quickly becomes apparent that I don’t actually have much freedom at all in formatting the site. 800px wide. 600px for the content. The balance goes to sidebar and whatnot.

But I’m curious what other people like, or what looks good. (Go ahead and throw in a link to your own blog if it’s something that works for you. No need to be shy. I don’t mind a little self-promotion.) Seeing nice themes in action is really different than seeing them on the showroom floor at WordPress.org. Yes, I know functionality and performance trump visual fireworks – the appeal of which wanes quickly – but it’s natural to want a bit of both and I’m curious about what other people find appealing.

Also: I’m sure my spam defenses will throw a tantrum if people start posting links. Please be patient with the spam filter. It is stupid and has no taste. I’ll approve comments as soon as I can.

EDIT: Sorry for the completely not-related-to-the-topic-of-the-blog post. I have a column going up later today, if that appeases you.

EDIT2: I’m really surprised at the number of people who actually like the site design. I’ll have to be careful not to upset whatever accidental alchemy I have in place when I make my tweaks to the site. Which reminds me: It’s possible to use an animated .gif as a repeating background on a page, right?

 


 

Stolen Pixels #68: Poetic Injustice

By Shamus Posted Friday Feb 27, 2009

Filed under: Column 34 comments

I’ve been playing Overlord. Go and read my comic about it or feel my wrath, peasant.

Or don’t. That’s okay too, I guess. I mean, it’s there, and I worked hard on it, and I’d be upset if it didn’t get the attention I feel it deserves. Some people say I don’t react to rejection in a positive, productive manner. Sometimes fire is involved, is all I’m saying.

I’m more of a passive-aggressive supreme undead overtyrant, really.

 


 

The Escapist Presents: NY Comic Con 09

By Shamus Posted Thursday Feb 26, 2009

Filed under: Movies 18 comments

At the fifty second mark:

I assume that’s a made-up name?

If not, then God help that poor, poor man.

 


 

Fifteen Minutes with Resident Evil 5 Demo

By Shamus Posted Thursday Feb 26, 2009

Filed under: Game Reviews 94 comments

  1. I launch the demo. There are two levels for me to play: Public Assembly, and Shanty Town. That seems pretty reasonable. I pick Public Assembly.
  2. Loading screen. It gives me the “here is all the controls you will need, just in case you have a photographic memory” image. The kind of thing which was lampooned in this Penny Arcade strip.
  3. I’m in the game. I’m a dude. I have a woman following me. We are in some ramshackle buildings. There is a cutscene of a guy with a megaphone, whipping some zombies into a frezny. Up on a roof, a guy with an axe decapitates the only non-zombie guy around. Then they notice my dude and his female companion and run at us.
  4. Back up a second here. Who am I? What am I doing here? Do I have any particular goal? Who’s my friend? Where are we? (From reading what people are saying about the game I’ve gleaned that it all takes place in Africa. But “Africa” is a little broad. And are we really going to include people talking about the game in forums as part of the narrative?) Is it too much to ask for someone to put things in context before throwing me into zombietown? I have nothing invested in these characters yet. I don’t even know my dude’s name. I know this is the demo and they couldn’t put in all the cutscenes, but could they throw me a bone and give me a little text as to who I am, what I’m doing, what time period the game is set in, who I’m working for, that sort of thing?
  5. The zombies start crawling out of the woodwork. I shoot a few. Ten seconds later I’m out of bullets. That was quick. Even if every bullet had scored a kill, I wouldn’t have anywhere near enough of them. Oh wait… I have a shotgun. I use that.
  6. There are a lot of quicktime events and button prompts popping up. Help your friend! Shake off the zombie! Ask for help! Perform a finishing move! That zombie dropped money (?!?) pick it up! Colored circles are popping up so fast I feel like I’m playing guitar hero.
  7. The shotgun runs dry. Maybe if I had been super-perfect with aiming I could have cleared them. But I have no bullets and lots of zombies are swarming us. I’m not sure what I’m doing wrong. They keep getting back up. Should I be taking more time to score headshots? Did I miss some ammo in all the confusion? Am I even supposed to be fighting these guys? Maybe they’re endless and I’m meant to run away?
  8. A guy comes on the radio, says he’s coming to help us. We have radios?
  9. A seven foot guy with an axe has entered the room. I can do awesome martial arts moves when a zombie grabs me, but I don’t know how to just switch to fisticuffs. The axe comes down. I’m dead.
  10. The game shows me a little advertisement for the full version, proclaiming, “FEAR YOU CAN’T FORGET”. Erm. I love me some scary games. Silent Hill 2 and 4 both rattled me so bad I thought about quitting several times. But this is just random violence. It’s about as frightening as watching a bunch of unrelated b-movie zombie attack clips chained together. How can anyone find this frightening?
  11. I am dumped all the way back to the title screen. I guess the designers didn’t think anyone would want to keep playing after that. I think they’re right, but I decide to give the game another chance.
  12. I have no idea what I’m doing, and I don’t remember the controls, so I decide to bump the difficulty down until I get the hang of it, if only to save myself another trip all the way back to the title screen.
  13. Sigh. There is no difficulty adjustment. Wow. Good thing all gamers everywhere in the world are at exactly the same level of skill, I guess.
  14. Loading screen. Controls. The game begins again and I realize it’s cleared the controller settings. I re-invert the camera axis and dive back into zombietown.
  15. I try making sure I score nothing but headshots. This proves to be rather hard. Zombies are mobbing me and I can’t tell if this approach is worse or better. It’s all open mouths and quick time events. I run out of ammo anyway. Axe dude shows up again. I decide to leg it.
  16. The area we’re in isn’t very big. It’s a couple of shacks and a house. I can get up onto the roof, jump to another roof, and then climb back down again. This lets me run laps around the area. The zombies always pause before they lunge, so I’m basically invulnerable as long as I can keep jogging.
  17. Our nameless friend radios us from his undisclosed location again and promises to send help. Whatever.
  18. Jog, jog, jog. Zombies climb up to the roof just as I jump down. They leap down just as I hit the stairs again. Sometimes I run right past one as he lunges at the air behind me. The scene takes on an absurd slapstick feel. Yakety Sax pops into my head and I begin grinning.
  19. I can see a gate – a perfectly climbable gate – but my big strong hero can’t figure out how to open or climb it. The zombies start to clump up around me so I go back to jogging.
  20. Radio Guy cuts in again and promises that he’ll be here to help in a minute. Whatever man. No rush. I’m good here. Everyone’s jogging.
  21. Radio Guy shows up in a helicopter. We have helicopters? He uses a rocket launcher to blow open the gate. Honestly, if my guy is too lazy or stupid to haul his butt over an obstacle like that then it’s probaby best to let him die, but whatever. At least the gate is open, so we can finally see the rest of this lev-
  22. Title screen again. I guess that’s it for that level? Kind of… pathetically small. And I guess the designers didn’t think that after completing the first level we might want to go on to the second?
  23. I start up the second level. The game has once again forgotten all my settings, so I go and invert the camera again.
  24. This level looks pretty much like the last. Corrugated metal buildings. I still have no idea why my character would be screwing around in this hellhole instead of jumping on the helicopter and leaving town. And I’m tired of groping for reasons to care.

You know what pisses me off? All through the 90’s, games struggled to shoehorn a story into their pixelated adventures. Before they had voice acting, or motion capture, or facial expressions, or any other fancy tools, they were trying to create characters and stories. Now developers have more money than they know what to do with and technology that would have been indistinguishable from magic to a developer in 1994, all they can think to make is “Guy Shooting Zombies”. This demo had less story and less context than Wolfenstein 3D.

This wasn’t scary at all. It wasn’t very fun. It was unintentionally hilarious when I discovered the joys of the zombie rodeo. But to see such lavish visuals yoked to such wanton idiocy fills me with despair.

I would not buy this game were it not for Stolen Pixels. I do plan on picking it up, but only so that I can heap shame on whatever nonsense plot the full version contains. And I cringe at the responses I’m going to get to those strips from the die-hard fans: “u dont get it RE5 not about story its all about the gameplay!!!” As if “good story” is some sort of unobtainable technological goal, some lofty ideal nobody can attain. As if story doesn’t add anything to the richness of a game. As if it’s hard to devise scenarios that simply make sense. The only zombies I’m afraid of are the ones that will mob me for pointing out the wasted potential.

EDIT: I re-did the last couple of paragraphs, as it sounded like I was calling all RE fans idiots. That wasn’t my intention. I just wanted to point out that this is a series, like Final Fantasy, that will draw ankle biters if you take it to task for its shortcomings. It’s cool if you like the game, but I remain firm in my belief that a coherent story would act as a multiplier to whatever entertainment the game has to offer.

 


 

Inkscape

By Shamus Posted Wednesday Feb 25, 2009

Filed under: Projects 30 comments

I mentioned in my previous post that I need a vector version of my site logo. Someone identified the font I needed, and others suggested Inkscape. I’ve never done any vector drawing before, and my logo is kind of complex. It has a three-part angled gradient, an outline, a reflection, and faux-perspective shadows. I was prepared for a steep learning curve and a lot of work.

Forty minutes after starting Inkscape for the first time:

logo_part.jpg

Amazing. The entire logo, done, in about the same amount of time it took me to make the original logo, using a program I’d been using for years. As should be evident from my site design, I am not a student of the graphic arts. The fact that I could get so far so quickly says a lot about the quality of the Inkscape interface.

Thanks for all the helpful suggestions.

 


 

Site Logo

By Shamus Posted Wednesday Feb 25, 2009

Filed under: Projects 18 comments

Good: I’m joining Themis Ad Network
Okay: I need to put together promotional materials for this site so that advertisers will know what they’re getting into.
Bad: I need the logo of the site in vector format, and I saved the original as a not-particularly-high-res PNG.
Worse: I no longer own or even remember the font used in the logo.
Worst: Looks like I’ll need to re-make the logo, more or less from nothing. Using vectors. Which I’ve never done before and I’m not even sure if Paintshop Pro 8 supports.

I know my current “Web 2.0” is horribly dorky, and doesn’t really match the whole “Roleplaying Games” theme. I knew it when I put it up. It’s much too corporate and plastic, but dangit, I like(d) that shiny white iPod plastic look. Right now I’m a fan of the whole “Sideways logo” like I have going on my Twitter Page, although I’m not convinced that would be a good idea for a blog. (Simply because it’s so unconventional.)

So now I’m mulling over what to do. If anyone has any suggestions or pointers on logo design that don’t involve spending money, I’d love to hear them. If any of you web design Jedis can I.D. that font, even better.

And just to be clear: I’m not planning on overhauling the site or anything. Everything else should stay pretty much the same.

EDIT: chabuhi identified the font in the comments below. Apparently I used Bank Gothic Medium. Thanks chabuhi!