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End_Boss

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DICE 2010, Facebook and Achievement Points

This just in: achievements are a big deal.  

Alright, so maybe you already knew that.  

 
I was just sent to this video by an article on Kotaku in which a Mr. Jesse Schell, assistant professor of entertainment and technology at Carnegie Mellon, talks at length about the future of interactive entertainment (and to a lesser extent, society itself), specifically the integration of achievement-like systems into more than what we conventionally recognize to be a video game. 
 
   
Though at times he gets a little too wrapped up in his own ideas, his analysis seems mostly informed and certainly comes from a good place. Though I doubt I will ever be high-fiving friends with matching e-ink advertisement tattoos, it’s certainly good that someone out there is thinking about where systems like Microsoft’s achievements are going. Then again, if you come at it from a different perspective, for example that of Giant Bomb’s own Jeff Gerstmann, those systems are going nowhere at all until they’re taken seriously by more than a teacher’s aide at a press event. 
 
Anyway, the speech covers a broad range of subjects and is fairly lengthy by internet standards (capping out at just under thirty minutes), so I guess only those immediately interested need apply. 
 
Thanks for reading,
End_Boss. 
 
P.S. The speech is in three parts, so you'll probably have to click through if you want to see the whole thing.
2 Comments

ZOMBIES

Yeah, yeah...

Well, I know I said I was taking a break for a while, and after the podcast I certainly thought that would be true, but for some unknown reason I found myself writing this blog twenty minutes ago, so here you are (and that's all the justification you'll get!). 
 
I recently went back to playing Left 4 Dead 2 after (surprisingly) at least a month of it not gracing my disc tray. Please understand that this wasn’t out of a lack of love for the game, just that it was one of three games I originally owned for my Elite and thus saw a lot of play-time early on. Anyway, now that I’ve come back to it, it seems the luster of yesterday is somewhat lacking today. Don’t get me wrong, I still love zombies, and I still love killing zombies, but I’m starting to wonder if I love L4D because it’s the zombie series for me or simply because it’s the only decent zombie game out there (sorry, never could get into Dead Rising). 
 
I’m starting to feel it’s the latter. 
 
Though the game nails the frantic action of the zombie apocalypse, it doesn’t do a whole lot else: there’s little to no story except for the insignificant tid-bits Valve dangles in front of our noses, and frankly I’m getting a little tired of having to scour safehouse walls to get any sense of narrative. I mean, seriously: wouldn’t people run out of Sharpies after a while? 
 
Still, I get what Valve is doing, and they’re doing it well. Providing players with the distilled, nail-biting survivor’s experience is a noble goal, and they’ve been achieving that goal since 2008. The barrenness and pervasive silence of L4D2’s world when you’re not being hounded by the undead conveys the hopelessness of a post-zombie-apocalypse efficiently, but I can’t help but wonder if that’s just incidental to Valve’s sparse level design. Though the trappings of humanity litter the ground and the occasional keepsake can be found in an abandoned home, I never really feel like this world has been lived in before, which is especially bizarre when L4D2 claims to take place at the onset of the infection, not weeks or months in as the desolate locations imply. Even something so basic as the dead guy in the first safehouse of The Parish campaign can become jarring; sure, it’s interesting to know that another group must have passed through here before us and that they lost a person, but after you’ve realized you’re standing on him for the twentieth time, you start wondering if someone would really leave a dead body to decay in one of the last few bastions of safety for humanity, releasing all of its disease and sickness into the air. Why don’t we see more pyres, more evidence of life before the infection? 
 
A while ago I posted a blog in which I talked about Undead Labs, a new MMO company headed by an ex-lead designer for Blizzard’s World of Warcraft. I had hoped that they might take zombie games one step closer to being fully fleshed out worlds with some persistence; dreams of bunkering down in an abandoned prison (a la The Walking Dead) with a handful of friends immediately began rocketing around my head, demanding as many giddy high-school reactions as it could get. 
 
Well, the company claims it’s still going to do that for us, but seeing as their latest update was over two months ago and features nothing but conceptual speculation, I’m getting a little uneasy. It’s been said on the forums that Valve should be the only developer that’s allowed to touch the zombie genre ever again. I certainly hope not. 
 
Thanks for reading, 
End_Boss.
2 Comments

The Irregulars, Episode One: Mass Effect 2

Let the bells ring out and the banners fly, it's finally here (a mere one day late, no less!). After much toil on the part of all involved, I'm happy to say the first episode of the Irregulars is up and sounds great. Unfortunately I don't think I can embed the player (the de rigeur Podbean doesn't allow for uploads larger than 30MB, so I had to resort to a different website), but the podcast is available for listening and downloading here, or you can subscribe directly to iTunes by clicking here. Big thank yous to everyone who's been so supportive thusfar, and biggest thank yous to users Garrus and Driadon, the first guests to appear on The Irregulars. 
 
LINKS: 
Rage Quit Demon 2 
Mass Effect 2 Megaguide 
 
UPDATE: 
The podcast is now available on iTunes. See the body text for more information.
 
I'm gonna' take a nap, 
End_Boss.

13 Comments

Taking a Break

I'm thinking I might need to take a break from blogging for a while... Some things have happened in my personal life, and I need some time off. Oh, but the podcast will still be going up tomorrow, so long as we're able to wrangle up all of the audio tracks, so no worries there. Anyway, I just figured I'd post this for those interested so that my absence doesn't go entirely unexplained.
 
Later on duders, 
End_Boss.

4 Comments

Irregular Delays

Just a quick little update for those who might be waiting for the first episode of The Irregulars to hit iTunes: it is happening and will be up today. We finished recording a while ago, so now I'm just waiting on tracks so I can go into editing. The episode will be up later today.  
 
UPDATE: Unfortunately I was unable to get all of the audio files I needed today. I could upload a podcast, but it would only be two-thirds complete. As of now, we're shooting for a Sunday release.
 
Thanks for your patience, 
End_Boss.

2 Comments

Disrespecting Video Games

I’ve had very little time for blogging lately, and if there was someone out there expecting some kind of regularity, I apologize. I’ve just been really busy lately coordinating The Irregulars, and now that we’re on the topic I’m pleased to say the first episode should be going up Saturday afternoon (EST). 

But this entry isn’t about that. Just because I’ve been buried in organizational work doesn’t mean I haven’t been thinking about games. In fact, I’d go so far as to say I’ve been thinking about them a lot. Particularly I’ve been pondering our relationship, as a consumer-base, with the games we so enjoy. Though we could rattle off the accomplishments of video games in the last decade or so as if they were scripture and treat some titles with what some might call undue reverence, we have no real respect for the games we play.

Though it certainly isn’t the extent of it, our disregard for video games and the systems they implement starts as early as achievement points. Now, I’m not going to say that Microsoft’s achievement system is flawless or that it ever has ever been, but right out of the proverbial gate it seems the XBOX Live community (which, like it or not, we all belong to) found the quickest way to bastardize, manipulate and strip the system of what little meaning it held to begin with via glitches and in-game exploits. Even that relatively minor facet of our hobby couldn’t be left unspoiled. Better yet, we then clamor for Microsoft to save the system they created for us. From ourselves

Somebody read that and said, “Well he just listened to this week’s Bombcast.” And while you’re right, that’s not where this thought originated. Actually, it started when I was talking to a friend of mine about MMOs and why they haven’t worked in a big way since Everquest and, naturally, World of Warcraft. 

I can’t say for sure what’s causing the MMO genre to stagnate (I’m not sure anyone can point at just one reason), but I can say that players continue to do there what they have done so well to other genres: hundreds of in-game mods exist, things that might have started with the good intention of expediting the playing process, but that ultimately end up stripping the game play of any significance it had, reducing it to an exercise in minimap usage and left-mouse-clicking. 

Surely there are some that have been playing WoW long enough to remember a time without mods, but I think for most that’s a bygone era only talked about now by a handful of crusty old level 80s between reminiscing about when Naxxramas was still fun (and by extension, when WoW was still fun). It’s gotten to the point in these games that they cannot be played out of the box unless you plan on playing largely by yourself (at which point you’d be better off playing an offline RPG). 

Guilds today (particularly the more “prestigious” raiding guilds) often require you to have a certain number of mods installed before even considering you for membership, and if that isn’t enough to force you into destroying the game for yourself, you’ll eventually cave under the pressure provided by the griefers and elitists who sneer at any that haven’t yet conformed to their style of play. 

As if further proof was needed of our inability to preserve the games we play and love, the outrage around Infinity Ward’s decision to remove dedicated servers from the hotly anticipated Modern Warfare 2 was swiftly followed by a myriad of game-breaking exploits employed by the players. Bafflingly, many were quick to blame developer Infinity Ward, claiming they should have filled the cracks, that the game should have been more airtight, that its networks should have somehow been hermetically sealed from all outside interference. 

A reasonable comparison would be a spoiled child receiving a gift that, while perhaps not everything they asked for, was still enjoyable and to be appreciated; instead, the child proceeds to snap the toy into several different pieces and then demand that the now-indifferent parent pick them up and reassemble them. And let’s not forget the inevitable temper tantrum once the parent refuses, leaving the child with only the broken pieces to play with. 

Someone might have read that last paragraph and said (with an appropriate sense of entitlement), “but game developers aren’t our parents! I paid good money for that game! I should be able to do what I want with it!” and this baffles me, because by that logic if you bought a fully-functional brand new car, your first step would be to drive it off a cliff because you “have a right to,” and any delicious hamburgers purchased had better have pickles on it or it'll be going in the nearest puddle. Maybe it’s time for us, as a consumer-base, to grow up. 

Thanks for reading, 
End_Boss. 
 
P.S. If you actually read all that, you are a gentleman (or gentle lady) and a scholar.
16 Comments

Irregular Success

Hey folks, figured I'd post another blog just to announce some details about The Irregulars, since I've received a number of PMs about it lately. 

Show Format

The format is really basic in order to ensure the smoothest show possible. Basically, it looks like this: 
 
  • Pre-show: Guests and host chit-chat and get comfortable before diving into the show.
  • Introductions: Host introduces guests, plugs any relevant blogs/threads.
  • Catch-up segment: This is basically where we talk about anything we've played recently that isn't the game that the minicast is dedicated to. This should take about 20 minutes, but I imagine will often go on for longer.
  • Discussion: The heart of the matter. This is where we start talking about whatever game is on the agenda.
  • Wrap-up and sign off: Host closes out show, thanks guests, etc. etc.
 

 The podcast is focused on being concise and to the point to keep its listeners' attention. With that in mind, each episode would probably consist of two guests and myself, since any larger number of participants can get really messy really fast over something like Skype. 

Where Can I Find it?

The minicast will be available via iTunes, Buzzsprout and my blog here on the site.  Whether or not guests embed the minicast into their own blogs is completely up to them. I will update this space with the relevant links as soon as they are available. 

What's Next?  

I'm currently looking at covering one or all of the following games: 

  • Mass Effect 2 (one slot left).
  • Bioshock 2.
  • Darksiders.
  • Dark Void.
 
If you're interested in appearing on any of these episodes or would like to suggest an episode yourself, please PM me or send an e-mail to the.irregulars@live.ca (please include your forum name). Unless otherwise stated there are two available positions on any given show, so feel free to suggest another community member if you feel like they would have something interesting to say about any of these games. And finally:  

When?

The first episode will be up as soon as its recorded, but we're missing one person to talk about ME2! If you're interested (someone out there must be), again, PM me or send an e-mail to the.irregulars@live.ca. I'm pleasantly flabbergasted at the positive feedback the minicast has received so far. Thanks for the support, everyone.
 
Thanks for reading, 
End_Boss.
6 Comments

The Irregulars

Remember when the Giant Bomb forums had podcasts of their own? That was pretty sweet. Though I was never hugely involved in any of them, I thought it was pretty cool that the community could come together in such a significant way, especially since anyone who's tried to organize anything over the internet knows it can be a task of epic proportions.

So where did they all go?

Well, some moved on and became their own entities, some petered out due to organizational issues, and some I imagine didn't make it because of shrinking listener-bases (there was a time when the podcast scene was actually crowded). Regardless, its been a long time since I've seen a podcast regularly posted to the forums... And I don't intend to change that. Unfortunately, maintaining a regular podcast with members who are scattered all over the world is... Well... Hopeless. I do hope to start and maintain an irregular minicast cleverly titled "The Irregulars," though. So what's an "irregular minicast"?
 
The Irregulars is a mini-podcast that I hope to have members of our community on to talk about specific games. The Irregulars won't be weekly, monthly or even bimonthly; rather, a minicast will go up any time a game comes out that I feel has enough draw on the forums to warrant talking about it. I'll certainly be sending out requests and invitations to be on the show, but if you see a game that you'd really like to cover, please let me know and I'll see if something can be set up(*). 

Why am I doing this?

Mostly because I want to. I like playing games, I like writing about games and shockingly I like talking about them too, and considering where we are, I figured there might be some other folks out there who might want to get their gab on too. I love our forums, but they could stand to see some more original content, so I figured I'd get off my ass and help out since I did so much jawin' about it earlier.
 
If you're looking to get a spot on a future episode (or would like to suggest content for an episode yourself), fire me a PM here or send an e-mail to the.irregulars@live.ca. I'll be checking the mail daily, and will post the first episode as soon as it's recorded.
 
"*": If you'd like to suggest a game to cover, I am all ears and will certainly try to make accommodations for your schedule so things can happen. However, please understand that we all have lives and obligations outside of Giant Bomb, so make sure that if you do suggest a game and/or time to record a podcast that you make an effort to be there.
12 Comments

Bungie's Showstopper

Like many of us, by the end of Halo 3 I figured I was completely done with the series. I had “finished the fight,” saved humanity, and had been staring at army-green suits for long enough to make me physically ill. As far as I was concerned, it would take a miracle to get me to seriously look at the franchise again. Oh, and “Halo: Legends” was not that miracle. 

   
 That might be, though. After watching it, I’m starting to take an interest in what Bungie’s doing with its so-called show-stopper, “Halo: Reach.” Part of me thinks it’ll just get lazy and take its seat in the house that Halo built, but I must grudgingly admit that what I’ve seen of Reach so far (which admittedly isn’t much) looks refreshingly honest. Bungie claims it isn’t just slapping a new coat of paint on Halo 3’s engine for Reach, and from what I understand so far this won’t be just another Covenant fragfest with a paper-thin plot stapled on for good luck, either.

 
It would make sense for Bungie to follow the character-driven route as narratives become more and more important to us as an audience, but I’m skeptical of their capacity for generating personalities that really resonate. I mean, name one character from the Halo franchise that you actually like (or even care to remember). Up until now there hasn’t been any complexity or pathos to Bungie’s cast (extended fiction aside), so it’ll be interesting to see how the market reacts when Reach hits later this year.

 
Thanks for reading,
End_Boss. 
 

Thanks to fellow user Zereta for bringing the vid to my attention.

32 Comments

Mass Continuity

One of the few flaws I found in Mass Effect 2 resides, surprisingly, in its narrative. Though I liked the fresh cast of characters and the interesting back stories they brought to the table, something about the majority of the Normandy’s original crew being absent rang a little hollow.

 
What I would like to see from Mass Effect 3 is a little more continuity; I feel like I haven’t really been able to invest in any of the new personalities because they all might (and some undeniably do) have expiry dates. Though BioWare did a decent job of handing out cameos to previous cast members, for some of them it almost felt like a passing wave in the hallway (if you romanced any of the game’s original cast, you’ll know what I mean).

 
Also, I feel like little acknowledgment was given to what seemed like some of the previous game’s more important decisions. For example, 
 

Saving the Rachni Queen in the first game could have led to a pitched battle between the Normandy and a Collector ship; just as the Collector ship is about to blow Shepard and his mates to smithereens, in comes the rebuilt Rachni fleet to the rescue, saving the day and affirming your previous existence in this universe.

 
Instead, we got a psychic e-mail.

 
If you established a new human Council in the first game, you should be able to see and interact with them instead of getting a single dialogue tree with Admiral Anderson (another important character from the previous game who was given a throwaway appearance) that ultimately culminates in a big steaming pile of nothing.

 
All I’m saying is that I’ll be real bummed out if Mass Effect 3 opens with some cataclysmic event that renders your previous decisions and relationships largely irrelevant.

 
Thanks for reading,
End_Boss.    

2 Comments