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(no subject) [Jun. 23rd, 2006|09:01 pm]
How much?

When Microsoft released the first wave of 360 titles, there was a lot of bitching and moaning about how half of them were just ports from the original X-Box. But did that bother me? No - in fact, I welcomed it. Because it proved, in a stroke, that there's no reason in hell that Microsoft can justify charging fifty quid for 360 games. After all, just what extra work was involved in converting these games to the 360? Very little indeed, and yet somehow the slightly higher graphical resolution justified an extra twenty quid on the price? Cobblers.

Even those games which have been developed from scratch don't merit such a high price tag. Just because these titles are supposedly 'next gen', a term which in fact means very little, we're supposed to accept they should cost more. Just what is it the development of a next gen game which is so massively expensive compared to a normal X-Box or PS2 title? Nothing, that's what. And you can expect the PS3 and Wii games to cost as much. Add to that the extra revenue to be made from selling extra content over online services - something which Sony are apparently also looking into - and the games companies must be laughing all the way to the bank.

Stupidity in gaming #411 -Fahrenheit

Anyone can make a bad game - you only need to peruse the range of sub £5 games you can find in most supermarkets for proof of that. It's entirely another to take a game with a decent premise and promising first few levels and utterly ruin it. Such is the case with the hideous trainwreck that is Fahrenheit, also known in the US as 'Indigo Prophecy'. It starts off well enough, with you playing as a guy who has, apparently against his will, murdered a man in a diner's bathroom. As you'd expect, it's not in your best interests to be caught, so you have to clean up the evidence and so forth. So as to make it harder for the investigating officers to catch you who are, by the way, also played by you. So in effect by being a careful fugitive you make the game more difficult for yourself when you're playing the cops. And vice versa.

The trouble is, about four levels into the game, everything goes tits-up, and I'm not just talking about the Dance-Dance Revolution style shagging scene, either. Not only does it become clear that the game is linear as hell, but all the cool point and click detective work goes away to be replaced by a bunch of tedious button pushing sequences. Fahrenheit goes from being an engaging detective story into a glorified reaction timer. And then it gets even worse. What's the next thing to go? Why, the story of course. About halfway into the game, the fugitive acquires The Matrix style powers, running along walls, punching out police-men and dodging bullets. Characters appear and disappear for no damn reason whatsoever and by the end nothing is really explained. It wouldn't be so bad if it was a crappy game to start with, but to see such a promising title so utterly demolished just pisses me off.
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(no subject) [Jun. 17th, 2006|11:09 pm]
Grand Theft Auto IV, starring Clint Eastwood.

No, not really. I have no idea who Rockstar are planning on booking for GTA IV. But you can bet they'll be big name Hollywood stars, all of whom have no business being in a computer game. It beggars belief why so many games studios feel the need to fork out huge sums of money to get film or TV stars to lend their voices to their titles. Does it lend credibility to the games in question? Does it bollocks. There are plenty of perfectly good voice-actors out there. I doubt the added publicity outweighs the cost of the actors salaries. And just because someone's a halfway-decent actor doesn't mean they can pull off a decent voice-over - voice-acting is a completely different kettle of fish. You only need to listen to David Duchovny sleep-walking his way through XIII or Area 51 for proof of that.

Stupidity in gaming #410 - Castlevania: Curse of Darkness

I like open ended games as much as the next console-owning misery-guts. But it's generally accepted that you should at least give your players an idea where the hell they're supposed to go next. Trouble is, whichever jackass at Konami designed Castlevania: Curse of Darkness for the PS2 thought it'd be a great idea to leave gamers with no idea what they need have to do next. Or where to go. Which may have not totally sucked the fun out of the 2D version of the games on the Gameboy Advance, but when you throw in a third dimension it makes the game very goddamn annoying very quickly. Quite why they bothered making the game anyway is a mystery, it's beaten hands down by Devil May Cry. Tell you what, Konami. Next time, why not just mail gamers a hammer and nails in a special 'Castlevania' themed box. Then they can hammer nails through their balls and get the overall effect of playing whatever 3D atrocity you had planned without you needing to spend any money on cranking out a game..

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(no subject) [Jun. 13th, 2006|11:26 pm]
Damn you, Mr No Entry Sign.

There are a few things in games that can take you right out of playing and destroy whatever atmosphere the game you're playing had. Having an in-game character tell you to press a certain button is one. Having a character in a game acknowledge that they're in a game is another - I'm looking at you, Splinter Cell 3. But they're both minor offences compared to the bizarre situation that I recently encountered playing Hitman Blood Money. As the name suggests, you play a hitman, who is tasked with disposing of a number of unsavoury characters. One of the levels has you infiltrating a rooftop party. So how do you get to the roof? It doesn't take a genius to work out that there should be two ways up there - the elevator, and the stairs. So upon seeing that he elevator is fairly heavily guarded you might decide to take the stairs, as I did. So you wander over the door near the stairs, and enter the stairwell. So far so good. Except that the stairs are inaccessible. Have they been destroyed? Blocked off with some sort of grill? No, there's a 'yellow' no entry sign lying on the stairs. Yes, that's right - a tiny tiny sign. And this is somehow enough to make the hitman refuse to go any further. Because it's not like he'd want to break the law or anything.

This kind of thing is a fairly regularly occurence in games and it bugs the hell out of me. You've got a hero, or in this case and anti-hero, who can leap around like nobody's business, carry a whole range of guns and take a barrage of bullets before dying, and yet he can't get over a tiny obstacle? Even if you haven't played Hitman, you'll have been playing a game where you found your path blocked by a four foot crate, requiring you to take a long winding path around the obstacle. The sheer absurdity slams home the fact that you're playing a game and takes you right out of the experience that the designers have tried so hard to create. I appreciate the fact that level design requires that gamers be restricted somehow, but forcing players to circumvent some tiny obstacle is nothing short of insulting. (also posted on Freeola)

Stupidity in gaming #409 - Resident Evil 4

Too much fun can be dangerous. At least that must have been the thinking of one of Capcom's games designers since they decided to suck all the joy out of playing Resident Evil 4 about a third of the way through by having you play as damsel-in-distress Ashley. Thankfully, this isn't a permanent situation, but it's still beyond stupidity. For crying out loud, what's the point of putting you in control of the stupid bitch who's been screaming 'help me!' for the last six hours? She can't shoot a gun, or even hit anyone. In fact, her only real talent seems to be getting kidnapped more times than Penelope Pitstop, having been abducted a total of four times so far. Thanks, Capcom, what a lot of fun controlling that stupid bint was.
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(no subject) [Jun. 10th, 2006|10:39 pm]
Stealth above all things

The Thief games have a hell of a lot to answer for. No, they weren't responsible for sparking a crimewave, at least to my knowledge. Their influence was far more insidious than that. Thanks to the worldwide success of the games, nearly every shoot-em-up released since then has had some godawful stealth level shoehorned into it. Apparently it's okay to force you, to drop the run-and-gun tactics you've been employing throughout the majority of their game and start sneaking around. No, it'd just be too easy to go up to that bad guy and smash his face in with the butt of your rifle and then mow down every last one of his compatriots.

It's as jarring as finding a wire-fighting scene slap bang in the middle of Schindler's List. It's enough to make me want to go back in time and sterilize the parents of everyone involved in the Thief series. I mean, what brain-wrong makes a games designer thinks that someone who's purchased their product in the belief it's straight shoot-em-up, and hence a genre they enjoy, would want to find an entirely sneaking-focused level forced on them. It boggles the mind, it really does.

Stupidity in gaming #408 - The Getaway

And staying with a stealth theme, PS2 shoot-em-up 'The Getaway' may be best known for the allowing you murder policemen dressed as a BT engineer, but it also contains the worst 'stealth' system ever seen in any game. Because while the designers of the game gave you the ability to sneak around and break the necks of enemies before they could blink, they they decided it'd be fun to render this skill absolutely useless. How so? By making ever damn enemy psychically linked, that's how.

This was a game set in modern-day London, not some space-age future, yet still every character on a level shared some sort of bizarre hive mind. You could go to all the effort of sneaking around beind a foe, silently executing him in some dark corner, where you knew no-one was watching and yet every damn enemy would know he was dead. The sound of his neck breaking would be drowned out by the cries of 'Gertcha!' or whatever Jamie Oliver style mockney exclamation the gamers gave each character. Infuriating just doesn't cover it.
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(no subject) [Jun. 5th, 2006|07:04 pm]
Your next-gen console sucks

If there's one thing about the internet that screams stupidity it's the endless number of 'Console X rocks! Console Y' sucks arguments that crop up all over the place, especially when referring to consoles that haven't been released yet. I mean, Christ, we're only now seeing any real details about the PS3 or Wii, and even those are subject to change. And as for the 360? It's still in its infancy and as any former 3D0 owner can tell you, it doesn't matter how powerful a console is if it doesn't have a decent games library to go with it.

Equally stupid is the need that some people feel to actually defend/represent their console of choice. Microsoft/Sony et al don't need defending - they have millions of pounds set aside to spend on incomprehensible marketing campaigns. They don't care about you, nor do they need your to defend their name on the horrible mire of idiocy that is gamefaqs or any of the other million or so games forums out there. And if you're thinking word-of-mouth marketing counts for something, I'm not going to take advice from someone who can barely string two words together and thinks 'sucks' is spelt with two x's.

Stupidity in gaming #407 - The Elder Scrolls: Oblivion.

'So there I was, chilling out with my fellow pira.. er, freelance sailors on the docks just next to our ship. When I suddenly this guy comes running out of our ship. Never seen him before, don't know how he got on the damn ship in the first place, but there he is, blue robes, wierd mismatched helmet, the whole lot. I'm wondering what the hell's going on, when the captain charges through the open door screaming at the top of his lungs, waving his cutlass. 'Come back here, you fetcher' he yells and sets off after the guy in blue.'

'So what did we do? We did what any self respecting ship's crew would do - we fell on the captain and cut him down. Why? Well, I thought the captain had gone crazy or something. I mean, it'd ruin a man's reputation to be associated with a mad captain. No-one would ever hire me again. I mean, if I'd known the blue guy was wanted by the guard, we would have gone after him instead. And yes, it was a pretty stupid thing to do when I think about it. But I just assumed that bag of gold the blue guy was carrying was his own. It wasn't just me, either.. the cabin boy got a few good stabs in too. I just guess we'll have to find a new captain. The first mate seems like a good choice - he's got more sea-faring experience than all of put together. Although him being a Khajiit puts some of the guys off - I mean, you don't want to rush into the Captain's cabin to warn him that there's a vessel closing in fast, only to find him licking his own asshole.'

'Anyway, I guess we'll work something out. Would I do the same thing again? I dunno. But I guess it's a probably a good idea if I leave this whole sorry incident off my CV.'
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Backwards Compatibility Backpedalling [Jun. 1st, 2006|06:57 pm]
Backwards Compatibility Backpedalling

Are you one of those people who splurged your hard-earned cash on a X-Box 360, knowing that while the launch line up wasn't hugely impressive, at least you'd be able to play some and ultimately all of your original X-Box games on it? Did you think that as there were two hundred or so games on Microsoft's initial backwards compatibility list, at least another hundred titles would be added within the space of, say, six months? Only to be massively disappointed when the list swelled by a grand total of about ten games? Well, tough luck. Microsoft has given a hearty 'screw you' to anyone planning on playing more than one in five games from their X-Box collection. And that's not just my kneejerk reaction fo the crappy backwards compatibility support that has, or rather hasn't, been forthcoming from Microsoft - it's their official line, too.

Don't believe me? Microsoft's head of entertainment Peter Moore recently took gave a presentation/interview and had the following to say about backwards compatibility...

'.. nobody is concerned anymore with backwards compatibility. We under promised and over delivered on backwards compatibility ... more are coming, but at some point you go “That’s enough.” I like to think we’ve upheld our end of the bargain in making at least what I believe are 200-some, maybe even 300 games backwards compatible.'

Under promised and over delivered? Maybe Mr Moore has forgotten just what Microsoft promised, which was that at the very least, the top-selling Xbox games would be compatible. Which, going by the various publicly available sales charts include Timesplitters 3, Soul Calibur 2, Project Gotham Racing 2, Def Jam: Fight for New York, The Sims and so forth, none of which run on the 360. Others, too, like Half-Life 2 and Star Wars: Knights of the Old Republic are so bugged as to be barely playable. There's a hell of a long way to go before Microsoft actually deliver on their promise, and yet it looks like they've completely washed their hands of it. Someone needs to tell Mr Moore that screwing over your customers is not generally a good idea.

Stupidity in gaming #406 - Black.

Scuse me, there. Yes, you, the one who's supposed to helping me through this game? Yes, you, the chick with the gun. Think you could actually try taking out that guy who's apparently got an infinite supply of rockets and is firing at me repeatedly? Yes, I'd rather be playing alongside a human character but the total absence of any co-op or multiplayer mode pretty much puts paid to that. You won't? Oh, that's right, now I remember. You're a goddamn moron with the intelligence of a piece of balsa wood. You just keep shooting at ants or rocks or whatever the hell it is you find so fascinating about the scenery and I'll just do the hard work.
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