Happy New Year

By Shamus Posted Tuesday Jan 1, 2008

Filed under: Personal 25 comments

A couple of New Year’s resolutions:

  1. I should probably take down this 2007 calender and get a 2008 one.
  2. Are we supposed to set the clocks forward or back? Oh, that’s spring and fall. Nevermind. Just the calender thing, then.
 


 

End of The Year Awards

By Shamus Posted Monday Dec 31, 2007

Filed under: Video Games 56 comments

Peer pressure has compelled me to compile one of those end-of-the-year lists that all the major gaming sites have. Everyone else is doing it, so it must be a good idea, right?

Best Use of DRM to Punish People for Buying a Game: Bioshock (PC)

Best Way to Ruin Christmas: The Wii shortage

Best Game Where You Die Like, Every Twelve Seconds: STALKER

Best Game Reviewer to be Fired for Doing His Damn Job: Jeff Gerstmann

Best Game for the PC You’ll Own Three Years from Now: Crysis (Note: It will probably still run like crap.)

Best RPG: Jade Empire from Bioware

Best Assimilation of a Great Developer Into a Monolithic Corporate Crapfactory: EA Buys Bioware

Best Pricetag: $3.74 for STALKER, can you believe it?

(Runner up: $20 for Portal.)

Best Atmosphere: Portal

Best Voice Acting: Portal

Best Music: Portal

Best Level Design: Portal

Game of the Year:

If we judged purely by hours I spent playing, then this award might end up going to X-Com. It’s sort of pointless having me choose a best game from this year, since I tend to shop for stuff two years old. Having said that, if I had to pick a favorite it I would probably agonize over the choice between between Jade Empire and Half-Life: Episode Two.

 


 

STALKER: From Russia, with Bugs

By Shamus Posted Monday Dec 31, 2007

Filed under: Game Reviews 12 comments

Several people have posed a perfectly reasonable question:

If you hate STALKER so much, why do you keep playing it?

My last two posts have indeed been pretty harsh, but I’ve been focusing on the shortcomings. There are things to like about this game. It has fun elements to it and some parts are done well. Some parts are admirable for their attempt to try something new, even if they didn’t work out. This game is not your standard march through rooms of bad guys, gunning them down on your way to the Big Bad Boss. This game defies conventional genre definitions, it tries new things, and it obviously aspired to be something great. That it fell short is regrettable, but I think there are still interesting ideas in here. I’m willing to slog my way through the frustration to see the whole thing.

Another good reason to keep playing is because of the fans of the game. There are some people who really love this thing, warts and all. I’ll probably never enjoy it the way they do, but it’s interesting to see what parts of it worked for them. Just because I didn’t like something doesn’t mean it’s a failure or wrong. The wannabe game designer inside of me loves to study how people play games and what makes them fun. So, STALKER had elements that worked for Bob but not for me. Why is that? What core philosophy or goal differences do Bob and I have that gave us such different results? Are our goals at odds with each other? Could the game be designed in such a way as to work for both of us?

Someone else mentioned that I shouldn’t complain too much, since I only paid three dollars and seventy-four cents for the game. True, but most people paid about ten times that. The fact that I got lucky doesn’t change the fact that this game, bugs and all, is still sitting at retail for $30. I’ve been keeping that $30 in mind as I play the game. GSC (the developer, I think, although I can’t read Russian) and THQ (the publisher, I’m pretty sure) both deserve a good solid smack for putting this game out with so many bugs, but they also deserve some credit for breaking out of the FPS rut.

A final interesting note is that the game is from Russia Ukraine, and as such comes at storytelling with a very unexpected flavor. Every culture has their own way of storytelling. If you watch a lot of Hong Kong martial arts movies, you’ll see stuff that western writers would never do. Movies with serious grim torture and goofball slapstick characters and a sappy love story, all mixed together like ketchup, fruit loops, and mint ice cream. These movies feel strange when you’re used to Hollywood. Hey! What genre of movie is this supposed to be, anyway? Likewise, the Japanese have their own conventions and attitudes which seem odd to me, but the differences are also refreshing. So, I was curious how a Russian Ukrainian sci-fi story would play out.

UPDATE: RPharazon points out below that the game is from Ukraine, not Russia, thus spoiling my trying-too-hard-too-be-clever title to this post.

 


 

Tape Drives and Dummy Terminals

By Shamus Posted Friday Dec 28, 2007

Filed under: Nerd Culture 103 comments

Rebecca talks about the “future” technology depicted in the 60’s and 70’s, which is filled with anachronistic (to us) devices like tape drives, blinky-light interfaces, and toggle-switch inputs. Hundreds of years in the future and they’re flying through space using technology leftover from the Apollo program.

She suggests that this should be a new form of “-punk”. Instead of Steampunk or Cyberpunk, we have some new kind of punk for 1970’s big iron mainframe-style computer tech. But what do you call this? Tape-punk makes it sound like MacGuyver, duct-taping alarm clocks to cans of cheese whiz to make cold fusion. What other name could we give to it? A name which sums up the stupid, clunky nature of the technology of the day.

Reelpunk
Mainframe punk
Solderpunk
DOS punk (I like this, but when mereged into a compound word it looks too much like “Do Spunk”. Doh!)
Digipunk (This would actually be more 80’s, whene everything was named “digital”.)
Craypunk
IBMpunk
You-are-all-dressed-like-idiots-and-your-technological-morality-play-is-obvious-and-stupid punk? YAADLIAYTMPIOASPunk! (Not very catchy.)

Maybe some of the old-timers have better jargon. I was born in ’71, so my mid-century computer lingo isn’t really cutting it. It would be easier to come up with a name for 90’s level early internet tech, because we had heaps of cool (now dorky) buzzwords to work with.

So how about it – what would you call the 60’s and 70’s future tech if it were an ongoing genre or style the way Steampunk is today?

 


 

STALKER: Die A Thousand Deaths

By Shamus Posted Friday Dec 28, 2007

Filed under: Game Reviews 48 comments

I had another post cooking on the story and other gameplay elements in STALKER, but the discussion generated by the last post and the various strategies offered by other players prompted me to revisit the difficulty issue.

One thing that’s clear is that some of us are playing different versions of the game. There have been five major patches to this thing as they took it from “unplayable” at launch to “buggy but tolerable”. Some people described stealth tactics that I don’t think are even possible in my build of the game. In my game, once foes are alerted to me, they tend to zero in on me regardless of noise / cover.

* I’ve played enough tactical shooters to know you don’t rush in and circle-strafe during combat. What I hated was that this never applied to the bad guys. I’d be lying prone, the enemy would be standing and moving, and yet as we traded fire with identical weapons (or worse, his would be the same weapon in worse condition) he’d hit me at least as often as I hit him.

* Someone mentioned the bad guys who respawn right behind you. This happened to me three times. It’s 100% fatal, since he’ll kill you before you can even get turned around, but in the long run that was a small portion of the unfair deaths I endured.

* The biggest thing that was killing me was the lack of good armor. I guess you’re supposed to gather up all of the hardware after a battle and stagger all the way back to the previous shop to sell it. That’s a very long boring hike, so I wasn’t doing this. Which means that I had far less cash than the game intended. I just carried around the most expensive stuff and sold it whenever the plot required me to go back to town. It wasn’t until near the end of the game when I saw armor on sale for $200k, when all I had was $60k, that I realized I was supposed to be scavenging the dead to make ends meet. The result was that my armor was always a couple of tiers below where the designers intended, and it was always badly degraded. This was the #1 reason bad guys were one-shotting me at every turn.

The slow crawl back to town is indeed tedious, but it’s a lot more fun than staring at the loading screen.

* Armor degrades too quickly in my opinion. On some of the longer missions in the game, my brand-new armor would be all but ruined halfway through. I’d been in the bowels of some crazy lab with armor below 30%. I couldn’t go back and get more, and proceeding with armor in that condition means lots of save & reload funtime, because any half-decent hit is a fatal one.

* I mentioned getting shot through walls, and after testing this a little I’m guessing it happens only at low framerates. The problem arose when I’d be up against a thin wall I was using for cover. (The inside of the trailers is a good example of where this would happen.) It seems like bullets reach through the wall a few inches, and if you’re against the wall you get hit. That wasn’t too bad, since you can excuse it by saying that the walls were just too thin to stop bullets. (Although mine never went through.) But the problem arose when I was inside and trying to evade enemy fire. They always knew where I was in the trailer and fired right at me, even if they couldn’t see me. Even the snipers. Boo.

* If you get too close to an enemy, your shots don’t seem to register right. Again, this might be a low framerate issue. I ran up to a guy early in the game and gave him both barrels of the shotgun, right in the face. That should have been massive overkill, but it didn’t seem to do any damage at all. Without hesitating, he dropped me with a single burst from the Viper. This sort of thing happened often enough that I gave up on the shotgun. I thought the weapon was useless, but the real problem was that I needed to stand back a little.

* Some people mentioned stealth tactics. I’m playing version 1.0005, and I can’t imagine how stealth tactics could work. Because of the bullet spread, you can’t reliably drop anyone in a single shot unless you get in very close. Once they yell out, their friends turn and start firing on your position. Even if they have never seen you, they seem to know right where you are. I’d be in a building and I’d see the muzzle of some bandit’s gun (and maybe like, his knee or elbow) sticking through the wall, pointed right at me. As I moved around, he’d track me even though there was a wall between us. Boo.

* Other things got me killed as well, mostly due to unclear objectives. Near the beginning of the game I had to pass the railroad bridge. I knew I was supposed to get to the other side, but due to the badly-mangled English in the game I couldn’t understand how I was supposed to go. I took a shot at the guys standing guard right under the bridge, and they whipped me before I could kill one of them. I concluded this was the wrong way, and tried that side tunnel full of lightning anomalies. (Why else would it be there, right?)

About fifteen deaths later I realized this tunnel was impassible.

The fence at the top of the hill is one of those “videogame” fences. You know, three feet high, shoddily made, and utterly impassible. I did manage to alert the guys below and got picked off a couple of times looking for a way through.

After half an hour I was frustrated and baffled. Exactly what am I supposed to be doing here?

I gave up and fought the guys guarding the bridge. I had a pistol and the starting “armor”. They had machine guns and good armor. I was able to overcome them with vigorous abuse of the quicksave key, but it didn’t feel rewarding to do so. The immersion of the game was utterly broken for me. I was bored and frustrated and sick of it and I’d only been playing an hour.

It would be a long haul after that before I got to the “good” parts of the game.

Again, all of this applies to playing on “easy”. Unclear gameplay mechanics, buggy hit detection, cheating enemies, vague goals. Once you’re aware of these issues you can work around them, but this game is a jerk to new players, and teaches you to play by murdering you. On easy.

It’s bad design, and marred what could have been a much more enjoyable experience. This game could have been a classic. I haven’t talked about the parts that worked yet, but they exist and I’ll get to them eventually. I’m reviewing the game they way I experienced it: With all of the annoying crap, bugs, and frustration, right up front.

 


 

Exceedingly Clever Person

By Shamus Posted Thursday Dec 27, 2007

Filed under: Movies 42 comments

Jennifer Snow was nice enough to send along a link to the following, which is a YouTube made by Jonny Chung Lee, a CMU student who has developed a way to track head movements (he uses Wii parts) and use the positioning of the user’s head to adjust the camera position in a 3d scene. The upshot is that moving your head around at the computer would let you see different parts of the scene, as if your monitor was a window into the scene. It sounds interesting, but you really have to see it in action:

Amazing.

I remember there was a push for VR goggles in the early / mid 90’s, but the whole effort suffered from a chicken / egg problem. Nobody wanted to buy a toy until it had widespread support, and developers didn’t want to support it because almost nobody owned them. The ~$300 price tag didn’t help. I remember Descent could be hacked to support the goggles. That always sounded exciting, but I wasn’t willing to pay that kind of money to see it in action. Goggles badly needed a “killer app”. It never materialized, and the idea was mostly abandoned.

(Goggles had other problems as well. Aparently strapping a couple of display screens to your eyeballs was often nausea-inducing, probably due to low refresh rates. Plus, computers were just barely fast enough to render 3d scenes to begin with, and rendering two (one for each eye) made things even choppier and less fun. Maybe the idea was doomed from the start, but maybe if it had come a little later and gotten support from a major A-list title (something like Quake II) it might have had a different fate. We’ll never know.)

I like Lee’s idea*, which offers a lot of “wow” factor for a very small investment. Could something like this catch on? The best chance of success would be for one of the major consoles to embrace the idea and make it part of their platform. I’d love to see it happen on the PC, but aside from Lee’s homebrew solution I think such a system would suffer the same fate as VR Goggles: Nobody would buy it because nobody supports it because nobody owns it.

Still, this is the sort of thing that really pushes gaming forward. New graphics are nice, but I’ve been content with graphics for a few years now. What I’m really interested in are new ways to interact with the game. The Wii does this with the nunchuck controller. Guitar Hero / Rock Band do this using their various instrument-based input devices. The PS3 sixaxis input was a good try, although it hasn’t caught on yet. (Not having tried it myself I can’t say if the idea is flawed or just their implementation.) Even DDR dance pads were an innovation in interface, even through the underlying technology was simple and obvious.

The idea demonstrated in the video is more compelling to me than any of the others I just mentioned. I hope I get to see it in action someday.

* Lee never claims that this is his idea, and it’s possible that he’s simply implemented what someone else suggested. In any case, he’s still a clever fellow.

 


 

STALKER: Save Early, Save Often

By Shamus Posted Wednesday Dec 26, 2007

Filed under: Game Reviews 40 comments

STALKER gets talked about as if it’s a roleplaying game, but it isn’t really an RPG according to any of the half-dozen vague and nebulous definitions out there. It’s an unconventional FPS with some freeform elements to it, but you’re not going to be making any complex moral choices, delving deep into anyone’s backstory, or agonizing over the allocation of skill points.

Okay, here’s my inventory screen.   Say, where is the character screen and “level up” prompt?
Okay, here’s my inventory screen. Say, where is the character screen and “level up” prompt?
The RPG comparison is understandable. The game begins with a dialog with an NPC, who gives you some inventory items. These are things that normally only happen inside of a roleplaying game. The gritty world of decay and radioactive ruins looks and feels like the classic Fallout, which I still cherish as a brilliant example of what a good RPG should be. It looks like an RPG, it feels a bit like an RPG, and for the first few hours of the game I kept wondering why it didn’t play like an RPG.

Here is how it happened with me: STALKER put on a sexy little outfit and suggested we should go out and have some fun. I doused myself in cologne and made sure I was wearing my “I roll twenties” boxer shorts. Then halfway through dinner STALKER starts talking about how we’re just friends and that I shouldn’t be getting any funny ideas. Excuse me? Okay, I admit that STALKER never explicitly promised roleplaying, and maybe I was just a little overeager. But still, I think STALKER owes me an apology for sending out some seriously mixed signals here.

This looks strikingly familiar.
This looks strikingly familiar.
But not being an RPG isn’t STALKER’s problem. It’s main problem is that the game is mercilessly, brutally, preposterously hard. It works very hard to be a realistic tactical shooter, which is a terrible idea in a game where you fight waves and waves of psychos with machine guns. The last thing you want is realism, because you end up with a game which is realistically impossible without continual use of the save / load system.

Part of the problem is an interface one. The game doesn’t have good cues for when you take damage or when your health is low. In other games the interface has several ways to let you know when you take a big hit. The screen fades to deep red for an instant. The character makes pained noises. The view kicks to one side. These effects become stronger for more serious hits, so that you can know when you’re in trouble without looking for your hit points. STALKER doesn’t have this. Most hits feel about the same and make the same fastball-hitting-a-leather-couch sound effect, so you can’t really tell how hard you were just hit unless you look. This lead to a lot of needless deaths because I was focused on the firefight and was unaware of how low my heath was.

But even setting aside the feedback issues, this game is just too dang hard. Mistakes and bad luck can be instantly fatal, and obsessive saving is required if you don’t want to waste time replaying the same areas repeatedly. Some people like a challenge, but not everyone wants to see the loading screen two and three times for every encounter. Some people have a low frustration threshold. Some people are just playing for the story and exploration. Some people just aren’t good at these sorts of games. These people can have fun too, as long as the designers leave room for them on the difficulty scale. STALKER’s difficulty scale has four steps from “novice” to “expert”, but even “novice” is an exercise in frustration. To make matters worse, once you start a game you can’t adjust the difficulty on the fly. If you pick “normal” and then after a few hours discover the constant deaths are sucking the fun out of the game, you can’t just bump it down to “novice”. If you want to play on novice, you have to start over from the beginning.

Another fun trip to “game over” land.
Another fun trip to “game over” land.
(And just wait ’til you discover that “novice” is still “hard” in comparison to most games out there. Even on “easy” the bad guys still have lightning quick reflexes, the ability to see you through walls, and deadly aim. Playing on easy just slows the tempo at which you need to tap the “medkit” button during a fight.)

Games like this are when I tend to bust out the cheat codes, so I can get through the dang thing without spending my precious allotment of videogame hours staring at the loading screen. I’ve said before that the more likely you are to need them, the less likely you are to have them, and that holds true here. STALKER has not one single cheat code to help you through a tough fight. If you’re going to play STALKER, you’re going to do so on the terms set down by the designers, and they have decided that painstaking trial-and-error is the order of the day.

“But I like a good challenge.”, whines the fan.

That’s what the “hard” difficulty is for. No matter how much challenge you want, easy should still be easy.

“Maybe you just suck”, says the fanboy.

Maybe so, but could they maybe include a way through the game for me anyway? I really don’t think that’s asking too much.