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”

 


 

Oblivion:
Mod Hell

By Shamus Posted Friday May 16, 2008

Filed under: Rants 98 comments

One of the major advantages of Oblivion was the fact that the game was so easily mod-able. This allowed the modding community to do things like:

  1. Fixing the hundreds of outstanding bugs.
  2. Repairing the broken graphics engine.
  3. Fixing the awful, self-defeating leveling system.
  4. Replacing the abominable default interface with something appropriate for a mouse & keyboard.

Oblivion in Six easy steps.
In the past I’ve heaped shame on Bethesda for the state that Oblivion was in at release, a state that remains largely unchanged today. Oblivion is a huge freeform world, which scratches my particular gaming itch in a profound way. Despite the scorn I hurl at the title, I’ve clocked a lot of hours on the game, and I wouldn’t have done that if it wasn’t fun.

The release of Oblivion stung badly for me because the game was so buggy and unpolished. What was I going to do? Wait for the next freeform RPG? If we are very lucky we will get one more before the decade is out. And even then, we still must hold out hope that Fallout 3 won’t be dumbed down by its obligations to consoles, that it won’t be encumbered by unacceptable DRM, that it will run on computers that can be constructed on this planet, and that it won’t be a software jalopy like Oblivion was.

So I find myself in the position of needing to play and complain about this title at length. If there is only one game in your chosen genre, you’re sort of obligated to play it. Although, since it’s the only one, I guess we can say Oblivion is the very best freeform RPG for this generation of PCs.

So my hopes for this title rely on using mods to straighten what Bethesda has made bent. There are three major problems with the mod system in Oblivion: Continue reading ⟩⟩ “Oblivion:
Mod Hell”

 


 

Chainmail Bikini, RIP

By Shamus Posted Friday May 16, 2008

Filed under: Projects 33 comments

I’ve been getting emails and comments here and there from people soliciting reaction to the end of the Chainmail Bikini webcomic and asking about what I’m going to do next.

Shawn’s announcement says it all, really. There wasn’t any difficulty between us. We’re still cool. I’m still grateful for all the hard work he put into it, and I wish him all the success in the future. (And let’s be totally clear, he put a lot more work into it than I did.)

I plan to wrap up CB by posting my notes for the future scripts and a synopsis of the rest of the story. It won’t be funny, but I do hope it will give readers a sense of closure. I plan to set aside a block of time this weekend and finish that off.

I don’t have any immediate plans to do another comic with FtB. I’ll talk with them at some point and see what everyone is interested in doing.

For right now I’m scratching my comic-making itch with these little videogame comics I’ve been doing. I’ve done 15 of them so far, and they’re pretty fun to make. They don’t really deserve to stand beside DMotR or CB comedy-wise, but for the effort I’m putting into them (almost nothing) they are a bargain.

It’s rather telling that I’ve come to calling them mini-comics. They’re usually six or so panels, which puts them well over budget for a “normal” sized comic. They’re not small. They’re just small compared to what I normally come up with. Perhaps some day I’ll figure out how to work my japery into four panels.

I’m not sure how much further I want to take the idea. They don’t have a title or a logo or anything. I don’t follow a regular schedule. There’s no name for them. They’re just humorous pictures placed in a cynical attempt to get readers to endure my endless blather. That is, the comic is there to trick you into reading the wall of text. To that end, they have been a rousing success. I’m not sure if naming them and committing to a regular posting schedule is a good idea or not. If I get too formal I’ll probably start raising my standards, which would require actual effort on my part.

Anyway. Thanks for reading. Sorry it didn’t work out. I’m sure we’ll find some way to keep ourselves amused.