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PerryVandell

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What I’d like to see in Infamous 2

With the 2009 release of Infamous, Sucker Punch proved to the gaming community that they knew how to make a superb superhero game. The enemy AI was smart, you unlocked unique powers throughout the course of the game, and you felt powerful while not feeling immortal. These aspects helped make Infamous a ridiculously fun game that should be found in every PS3 owner’s library.


While I could spend hours zipping across Empire City with a smile on my face, Infamous also had its fair share of issues. With Infamous 2 arriving on June 7, one can hope that Sucker Punch will do it’s best to get rid of the following issues that plagued the first game:

Iffy Frame Rate

Like many open world games, Infamous was plagued by an unstable frame rate. Everything was fine as long as there weren’t more than a few enemies on screen. Unfortunately, combat mainly involved fighting groups of enemies. The frame rate never became debilitating, but gradually became more annoying as time wore on—nagging at your patience. Infamous 2 doesn’t need to run at a buttery-smooth 60 fps, but a locked frame rate at 30fps would be a welcome improvement.

Unnatural Cutscene Animations

While Infamous’ frame rate wasn’t terrible, the in-game cutscenes were. Character models didn’t look great, but even more disappointing was how they moved. Every shaking fist, tilting head and moving lip jerked around as though a novice puppeteer was controlling them. It’s hard to feel empathy for a character when they move like an old animitron from Disneyland. The superb graphic novel-style cut scenes and sharp writing kept Infamous’ story from being a total train wreck, but the in-game cutscenes need to be drastically improved if Infamous 2 is to have a great story.

Few Enemy Types

While Infamous gave you a bunch of different powers to play with, there aren’t that many kinds of enemies to use them on. The story makes it clear that there are three types of gangs that have taken control in different parts of the city. And what makes these gangs so different? Well, they wear different outfits and some can take more punishment than others—that’s it. They all use the same weapons and tactics, so there’s no need to modify your strategy other than “throw two shock grenades instead of one”.


 Prepare to fight these guys again and again and again and again and again and again  
 Prepare to fight these guys again and again and again and again and again and again  

I understand that not every enemy can be a super-powered behemoth capable of converting buildings into ash in the blink of an eye, but making almost every enemy an average thug only makes the game monotonous. Super hero games give developers a lot of creative freedom when it comes to enemy types. Sucker Punch just needs to take advantage of that freedom.

Make Side Quests Actually Matter

Mass Effect 2 is an amazing game partly because it manages to make side missions just as interesting and entertaining as the main story—if not more so. Conversely, the side quests in Infamous felt like optional chores that the developer shoehorned in at the last minute, with at least half of them being duplicates of previous story missions.

Since optional missions are in fact, optional, it’s important to make them worth the player’s time. Have side missions offer a new perspective on what’s happening in the story. Offer exclusive upgrades to certain powers as a reward instead of a minor boost in experience points. Above all else, don’t make the side missions feel like a chore. I don’t want to look for listening devices or go on a scavenger hunt looking for medical supplies.


"Ask me to do another fetch quest, I dare you..." 

 If the fine folks at Sucker Punch can address these issues, then there’s no doubt in my mind that Infamous 2 will be something truly special. We’ll just have to see come June 7. 

   
1 Comments

A Starcraft II Catch 22

When I first bought my computer, one of the things I was most excited about was the ability to play a good RTS. Finally, I would have a control set up that let me quickly and effectively control units. No longer would I have to get my RTS fix from Halo Wars which while fun, felt dumbed down compared to its PC counterparts. I was all ready to buy the PC version of Command and Conquer 3 (I played the console version before), but hesitated when I realized that Starcraft II would be released in three months. I’d always heard how great the first game was and how thousands of people were still playing it after 11 years. So I figured I’d hold off buying an RTS until Starcraft II was released that summer. Starcraft II eventually released alongside countless glowing reviews. This was the day I had been waiting for. After watching Brad’s video review, I visited amazon and closed the deal. Starcraft II was finally mine. For the first week or so, I stuck with the game’s excellent campaign; fighting that bastard Mengsk with my newfound hotkey abilities. After I watched the credits roll, I dived into the multiplayer. Unfortunately, the result was equivalent to me diving into an empty pool. 

  

 You see, Starcraft II’s campaign made me soft. Sure I used hotkeys and set spawnpoints, but I also liked to turtle. To me, there was no greater feeling than building up a gigantic army and obliterating the enemy. And while turtling works fine in the campaign, it’s practically suicide in multiplayer. Fortunately, it didn’t take me long to learn this. I stopped researching damage upgrades and started building units. I started sending probes and observers to check out what my opponent was doing. And I learned it was handy to keep a few stalkers at my base in case of a surprise attack. Soon enough, I started winning a few games. My win/loss ratio began growing and I finally saw what Brad saw in Starcraft II’s multiplayer. To see my time and effort paid off in victories trumped anything I experienced in the campaign. I wasn’t winning because I found a great place to spawn camp, or because I got lucky. I won because I was better than the other player, which made me truly respect Starcraft II’s underlying mechanics. Unfortunately, Starcraft II made me stressed. 


 Fending off an attack while keeping your money low is a skill
 Fending off an attack while keeping your money low is a skill

 As I started to get better at Starcraft II, I realized there were more things I had to keep track of. Soon enough, I got to a point where my hands couldn’t keep up with my thoughts. At that point I would feel physically uncomfortable. It’s the same feeling you get when you ask someone you’re interested in out on a date for the first time. Your heart beats faster, your hands start shaking, and you feel a little sick to your stomach. It isn’t a pleasant experience, but luckily asking someone out usually doesn’t take any longer than 30 seconds. Multiplayer games in Starcraft II on the other hand, can last quite a long time if you and your opponent are equally matched. Oftentimes I wouldn’t want to play more than two or three consecutive games because I would get so wound up. Listening to podcasts or music helped, but it was tough to take deep breaths while making sure every little thing was going according to plan. I was tired of being stressed out all the time, so I ended my Starcraft II “career”. 

  

 I uninstalled Starcraft and started on some games that I had been meaning to play but kept putting off. And to be honest, it was nice. No longer did I have to worry about being supply-blocked or keeping my gas and minerals low. I didn’t have to worry about micro-ing my army while simultaneously maintaining my production. Things were easy and I was having fun.

 
 FFFFFFFUUUUUUUUUUUUU
 FFFFFFFUUUUUUUUUUUUU

 I reasoned that I was always flustered because I fell back into one of my worst habits—over-complicating things. When playing Starcraft II, I would always focus on making sure I didn’t forget anything. And if I did forget something, then I became more stressed and played worse. For example, I would move my army to my enemy’s base, and fight his army. Then I would forget that my research had completed. Then I would forget to build a key building. Then I would realize my warp gates had been available for two minutes. 

  

 Then, while browsing the GB forums, I came across a topic with a video of Day[9], doing a feature he calls “Newbie Tuesday”. This involves him taking user videos and discussing how people who are new to Starcraft can become better players. At first, I was semi-reluctant to watch the video since most of the Starcraft II “help videos” I found involved the commentator saying something really obvious like, “Protoss players can destroy their enemies with Void Rays if their opponent doesn’t have any ant-air units.”   Well no shit. But I was surprised when Sean (Day[9]’s real name) actually described why things happened the way they did, and how to take advantage of the game mechanics in Starcraft II. Even more surprising was how entertaining he was to listen to. I had so much fun watching his videos that I began seriously thinking about re-installing Starcraft II. So I did.  


 These guys wouldn't stand a chance against High Templars
 These guys wouldn't stand a chance against High Templars

 A few days ago, I dug out my copy of Starcraft II and re-installed it. I was ready to use all the techniques I had learned from watching Day[9] and was ready to play stress-free. Unfortunately, things didn’t exactly go according to plan. While I re-learned the hotkeys soon enough, I still felt anxious. I still felt like I was fighting the game rather than my opponent. 

  

 Now we reach the present day. I’m still playing Starcraft II, but I’m waging a war inside my own head. Part of me wants to keep going, hoping that things will just “click” somewhere down the road. But the other part of me just wants to say “fuck it” and get back into Civilization V—a game that lets me put my feet up and stroke my non-existent beard as I ponder my next move. Or, I could replay Arkham Asylum. After all, you can never have too much Batman.

13 Comments

How Realistic is Too Realistic?

What makes a game something truly special? Is it a story that can turn your tears of sorrow into tears of joy? Is it gameplay that makes you forget you are holding a chunk of plastic in your hands? Or, is it its ability to transform a supposed weekend of productivity into a weekend of Diet Coke and pizza rolls? I look for all of these qualities when buying a new game, but for many people it all depends on how realistic the game is. It’s why some people play Burnout and Call of Duty while others play Gran Turismo and Battlefield. But when does a game’s realism transform from an asset into an obstacle?

Unfortunately there is no exact answer to this question because everyone has different tastes. A game mechanic designed to add a realistic effect might be engrossing for some, but tedious for others. So, I’ve compiled a list of game mechanics whose purpose is to make a game feel more realistic, and shared my thoughts on what I think does and does not work. Enjoy.

Weapon/Armor Degradation

  

 I can’t tell you how many times I've run up to a guy in Far Cry 2, only to be insta-killed because my damn gun jammed. It sucks to die in any video game, but it’s especially bad if the death wasn’t directly your fault. And while it sucks to have a weapon break in the middle of a fight, weapon degradation is still a great tool that developers can use to make their game more realistic. In fact, weapon degradation is one of the things that make Far Cry 2 stand out in a world that’s overcrowded with first-person shooters. Weapon degradation encourages the player to visit gun shops and complete missions they might have passed by, because all of the weapons the enemies use are rusty pieces of shit. 

 

 Using rusty weapons in Far Cry 2 is basically Russian Roulette
 Using rusty weapons in Far Cry 2 is basically Russian Roulette

 The same goes for the Elder Scrolls series and the latest Fallout games. Part of the reason you explore the world and search through containers is to ensure that you have enough supplies/money to keep your equipment in good shape. I’ll admit there are other reasons to exploring in the Fallout/Elder Scrolls universes, but there’s no denial that weapon condition is an important factor.

It’s important to note that weapon degradation should not be included in multi-player. It works in single player because you have the time to find a nice quiet spot to repair your weapon or visit a safe house and pick up a new one. Also, good multiplayer is based on a system of fairness. If you die, it should be because you were caught reloading your gun or you forgot to check your corners—not because some complex algorithm decided your gun should stop firing instead of the enemy’s. 

  

 Arsenal Size   

 

 One of the things that set Halo apart from other first-person shooters was its restriction that kept you from carrying more than two weapons. While Master Chief may have had top-of-the-line armor and training, he still lacked the deep pockets of Gordon Freeman and the main character in Doom. While it was nice to never drop a weapon, cycling through your entire arsenal during combat became a nightmare—especially on consoles.

    

 Realistic Damage

 

 A great way to make a game feel realistic is by making objects respond to damage as they would in reality. A big reason why I chose to buy Burnout Paradise over all the other racing games was because Criterion managed to make crashing your car fun rather than aggravating. Sure I may total my car and cost myself a race, but it’s hard for me to get frustrated while I watch my $500,000 car suffer the effects of Newton’s third law in remarkable detail. In fact, realistic car damage is practically a necessity for today’s games (that contain cars).

Of course the only things more impressive than expensive cars smashing into guardrails at 200 mph are expensive collapsing buildings. Unfortunately realistic building damage is still a relatively new technology, and seems to only be prevalent in Bad Company 2 and Red Faction: Guerilla. The problem many developers probably have with building damage is that it allows the player to pick and choose how they enter and exit a building, which can be a problem if players are meant to stay on a set path. Still, it would be nice if the damage buildings sustained in future games was more detailed than an ash mark. 

 
 Knock knock...
 Knock knock...

Realistic damage ceases to be a positive game element when it is applied to the main character of a game, a.k.a—you. Let’s face it, most of the characters in today’s games are walking tanks, capable of taking a dozen bullets with the only symptom involving their vision turning red for a couple of seconds. The reason video game characters can be shot, stabbed, and mutilated without dying, is because most people would chuck the controller at their TV an hour into the game.

The point I’m trying to make is that it’s fine to make a game feel realistic as long as the player’s enjoyment isn’t sacrificed in doing so. The highest priority a game developer should have is to make their game as fun as possible. And if that means directly depositing money into a player’s pocket instead of forcing them to visit a bank, so be it.

23 Comments

Thoughts on Mass Effect 3

  Ah… It’s that time of year again. The holiday sales are over, irritatingly cheery Christmas songs are replaced by vapid elevator music at department stores, and people make New Year’s resolutions they promise themselves to keep, even though it’s the exact resolution they made last year. Normally these resolutions consist of improving one’s self, whether it be losing a few pounds or getting that damn promotion that continues to elude your grasp. Unfortunately my resolution more closely relates to self-detriment, as I have decided to complete Mass Effect 2 on insanity. Consequently, many of my nights now consist of muffled obscenities and asking a TV screen why it hates me. It’s not all bad though, as the frequent loading screens have given me plenty of time to think about what I would like to see in the next Mass Effect, and here’s a list of what I have come up with so far:

  

Improved Partner AI

One thing playing Mass Effect 2 on insanity has done is put a magnifying glass over the flaws of your partner’s AI. The problems weren’t obvious on lower difficulties, as I could normally clear a room of enemies with little assistance. However on insanity, I need to rely on my companions to a certain extent which wouldn’t be a problem if they didn’t die a minute into battle. I understand the difficulty “insanity” is meant to be hard, but my companions shouldn’t be crouching on top of cover no matter the difficulty setting. To be fair, most of the time my companions take cover and follow orders, consequently saving my ass on more than one occasion. It would just be nice if they didn’t run through a group of Krogan warlords when I order them to regroup.

Bring Back the Loot

If you played the first Mass Effect, chances are you can recall spending hours sifting through a broken inventory system to find items you just picked up. It was a pain—a pain that Bioware “solved” by replacing the many guns and armor sets from the first game with only a handful in the second. You no longer have to spend time scrolling through your inventory because there is no inventory . While the inventory system may have been garbage in the first game, you still had the option of customizing your weapons and armor to your unique playing style. If you liked to run into battle guns blazing, then you could outfit your armor with extra shielding to compensate. If your assault rifle overheated too quickly, you could equip it with an attachment that would decrease the amount of heat it would produce.   

 The inventory system still gives me nightmares
 The inventory system still gives me nightmares

In most RPG’s, part of the fun is finding better equipment to improve your character—something that is missing in Mass Effect 2. So what’s the solution? Well for one, make an organized, navigable inventory system that allows the player to find exactly they want within seconds. If a player wants to equip a squad member with an improved set of armor, don’t include the armor of a different species in the list. Color code weapons and armor to give the player an idea of what is good or bad without having to read all of the stats. Add sorting options so players can look through items based on different stats. Having a large inventory is fine as long as the player has the tools to manage it effectively.
 

Add a Psychological Profile Mission

What I mean by a “Psychological Profile Mission” is have a mission based on your Shepard’s Psychological profile that you chose in either the first or second Mass Effect. For example, if you picked the “Sole Survivor” psych profile, then there would be a mission where Shepard revisits Akuze and reflects on what happened. The memory would be playable and you would fight alongside your fellow marines as they get wiped out by thresher maws. Or if you chose the “War Hero” profile, Shepard could revisit the events on Elysium where you fight against Batarian slavers with barely any support. Playing out the missions described in Shepard’s psych profile would give the player a chance to witness firsthand how Shepard became the hero of the galaxy and the bane of the reapers.

  

Have Shepard Recruit Entire Species

In Mass Effect 2, Shepard spent most of his time recruiting elite individuals to help him stop the collectors. In the next game, it would be neat if Shepard had to convince the Humans, Turians, Asari, Salarians, Krogan, Quarian, and possibly Geth to group together and fight the reapers under a single banner. With all the racial turmoil that is prevalent in the Mass Effect universe, there would be problems that Shepard and his crew would have to solve in order to convince the various species to join his cause. Past actions would also play a crucial role when asking for aid. For example, if you killed Wrex in Mass Effect 1, the Krogan would be much harder to bring to your side. Each mission would involve you traveling to that species’ home world. You would witness firsthand, the differences in that species’ government, military, religion, architecture, etc. that have so far only been described in the codex. I could go on and on about my ideas regarding Mass Effect 3’s story and overall mission structure, but that would turn this blog into a giant fan fiction and nobody wants to see that. Moving on.

  

Make it Obvious When Squad Members Want to Talk

One of the most frustrating parts of Mass Effect 2 is jogging across the Normandy to talk to your squad mates to see if they have something new to say, only to hear “I’m not interested in talking, come back later”. This problem is exacerbated by the fact that your squad is split up all across the ship, ensuring that you visit every fucking room aboard the Normandy if you want to be sure you’re up to date with everyone aboard. Again, this is a huge pain that can be easily fixed by making it painfully obvious when a squad

 Liar.
 Liar.

member has something new to say. At first, I praised Bioware when Kelly Chambers said she would inform me if team members wished to speak with me. I thought, “Yes! I don’t have to scour this ship that’s twice as big as the first Normandy to see if people want to talk.” However it soon became apparent that Ms. Chambers would only do this if my squad members wanted to talk about loyalty missions. If a squad member failed to utter the words “loyalty” and “mission” Kelly would conveniently forget to tell me someone had something new to say. I appreciated her feeding my fish, but it would be nice if in Mass Effect 3 she did her damn job.  
 
Even with all of my aforementioned gripes, I still think Mass Effect 2 is the greatest game of 2010 and one of Bioware’s top achievements. It has a cinematic element many games don’t even come close to achieving, and contains one of the most well-developed universes that I have ever seen. If some of the things I’ve mentioned above are fixed or addressed , I have no doubt that Mass Effect 3 will be one of Bioware’s greatest games yet.

7 Comments

Sorry, I appear to have a fork in my brain.

In my mind, Russian-made games accomplish two things extremely well. One, they provide a unique atmosphere that is both nonsensical and believable. Two, they can make me go from a state of pure elation, to rage in a matter of seconds. You might ask, "Well, what's so wrong with a game like Metro 2033 that makes you seem like a sociopath?" The answer is simply this: poor AI. Metro 2033 is a magnificent storytelling device, creating a frightening world ravaged by nuclear warfare and the story of a young man trying

 
 "The only way to stop a turret, is to run at it head on!"
to save all that he holds dear. But when it wants me to actually play the game, my love for it takes a back seat. Nothing pulls me out of a story more than when a comrade of mine pours his heart and soul  into me, talking about his wife and kids and how he didn't want to die, only to combat a group of soldiers by running in circles ten seconds later. The only reasonable explanation for this behavior would be him taking a lethal dose of ecstasy while I wasn't looking. That, or he is a sociopath who is obsessed with the mystery of circles. Either way, the game's AI not only makes the game tedious, but also ruins any sense immersion (something Metro 2033 seems to be going for). You might as well have a message pop up saying "This is a video game, this isn't real!" every five minutes. Yes, yes, there are other problems Metro 2033. The combat is mediocre, the frame rate plummets, and everyone looks like they just spent the last 72 hours at a seminar on the history of cardboard. But none of these things are anywhere near the level awfulness that the game's AI manages to achieve.
 
Of course I wouldn't want to only pick on Metro, as there are plenty of non-Russian games out there with equally poor AI. One game that comes to mind is Resident Evil 5, which advertises itself as a great co-op experience since it can't be played any other way. Well to be fair, you can play the "not co-op" part of the game as long as you're prepared to romp through a zombifi- erm, infected Africa with a drunken misfit of a partner named Sheva, who seems to have slammed her head with a car door one too many
 
 "Chris I need more ammo! This invincible wooden box needs to be destroyed for some reason!"
times. For those who haven't had the pleasure of interacting with "Computer-Sheva", just imagine giving a gun to a five year old with ADHD and you will have somewhat of an idea of how computer Sheva acts. So congratulations Capcom, you managed to surprise me by making a Resident Evil game that actually made me miss Ashley from RE 4. Yes, that Ashley. The one who could fight against a one-legged, anemic 97-year old with arthritis and still lose.  She may have been completely useless but at least she didn't squander any usable item . One would think having an AI that can tell the difference between taking cover and taking bullets would be a priority for a game that has an AI companion following you everywhere you go.

Then there are those games that only go halfway when it comes to developing good AI. For example, Halo Reach has some amazing enemy AI that does all kinds of different things to keep its life while trying to end yours. Conversely, the companion AI has the intelligence of a tree. Bungie tries to compensate for your companion's poor intelligence by making them immortal, so your spartan pals can take 4 missiles to the head and leave a blood stain the size of Ohio while continuing to stand outside of cover not shooting at the enemy. It's a cheap fix (if you can even call it that) and wouldn't even work if your brothers in arms were dead eye shots, because then the game would be playing itself. You would be able to sit back and relax while your unstoppable AI companions obliterate the covenant opposition (only to be killed in a two minute cutscene of course).

So if there are all these problems with AI in video games today, then what's the fix? How do you make your companions effective in battle, while not making them a crutch at
 Cutscenes are their only weakness
 Cutscenes are their only weakness
the same time? Well, for action-RPG's I would use Final Fantasy XII's gambit system (or Dragon Age's tactics system). For those who aren't familiar, you basically program what your character does in a certain situation. For example, you could tell a character to consume the weakest health potion in your inventory once they reach less than say, 25% health. These commands can also be prioritized so more important actions (like keeping your characters alive) are more important than lesser actions (like casting buffs). It's a great system since you can't exactly be irritated with how your characters react since it's your own damn fault if they turn out to be idiots. Action games and shooters should adopt a companion AI system similar to Gears of War, where your companions are effective and actually kill enemies, but will be "knocked out" during the battle if they take too much damage. The only problem is finding the "sweet spot" where your AI companions don't get wiped out in the first five seconds of a fight, but aren't unstoppable killing machines either.

So there you go. Those are my thoughts on where AI in video games is today, and what can be done to improve it. Hopefully some game developer out there will take this knowledge to heart and make a truly amazing interactive experience. Or, they could make another damn Lemmings game.
10 Comments

Business as Usual

If there is one thing I hate about the game industry, it's the fact that it's a business. Don't get me wrong, I'm not saying that developers and publishers shouldn't be paid, or that games shouldn't be a significant part of today's media. What irritates me is when awesome creative decisions are overridden by the corporate side of a company if more money will be made because of it. Let me give you an example that happened quite recently. Before Assassin's Creed: Brotherhood came out, Jean Francois Boivin (An Associate Producer at Ubisoft) said how he didn't think there would be another Assassin's Creed game in 2011 since  the series needed a "breather". When I first

 Hope you're ready for more of this...
 Hope you're ready for more of this...
heard this news, I was proud of Ubisoft for not going the Activision route and putting out Assassin's Creed games on a yearly basis. Unfortunately, it wasn't long until that dream was dashed when Ubisoft's  quarterly review came out with the stock price down 22%, and Assassin's Creed: Brotherhood was released along with an announcement for a  big Assassin's Creed game in 2011. Now I don't absolutely hate the idea of a new Assassin's Creed game next year, but at the same time I'm a little bummed out that the Assassin's Creed franchise isn't being put on hold for a bit. I love neck-stabbing fools as much as the next guy, but like everything, there's a limit. A limit that Ubisoft is fast approaching.
  
Another example of a poor business idea that gets my blood boiling is when a game is released before it has been finished. As the years have gone by, it seems that games are released with more and more technical hiccups. You can take one glance at Fallout: New Vegas and tell that the game experience would have been significantly more enjoyable if the developers were given another month or two to fix the plethora of game-breaking bugs. However, I'm sure some financial analysts somewhere found that New Vegas would make more money if it were released in October and patched later rather than being released  with zero bugs in late December/early January. Whenever a publisher releases a game before the bugs have been fixed, it becomes painfully obvious that the game's release date is more important than the quality of the actual game.

It sucks when you get the feeling that a publisher doesn't necessarily want a great game, just a profitable one. And that's not what game production should be about. Developers should try to make the highest quality games possible. Publishers should be able to make good "creative" decisions, not just business ones. And game companies should be influenced by what their customers want, not faceless stockholders who might not have even held a controller. However, I've realized that my little
 ...and less of this.
 ...and less of this.
"Quality matters, profits be damned" dream doesn't work, since that's not how games are made. Mass Effect 2 is one of my favorite games of 2010, and I know for a fact that it would be downright impossible for a game of that caliber to be released on a budget of a few thousand dollars and hope. In order for Bioware to make games like Mass Effect, they need to have a serious amount of cash in order to make the games they want to make with the quality we have all come to expect. Consequently, publishers like EA can only fund new projects if they make a profit from the games they publish, which is all the more irritating because the overriding of creative decisions becomes justified to a certain extent. 
 
As you can probably tell, I'm pretty divided on this issue of game production being run like a business. On one hand, a game's financial success shouldn't be more important than its critical success. But on the other hand, a game's financial success allows publishers to fund more games which could not exist without the revenue from the previous game's profits, making the financial side of game development something of a necessary evil. It's a complicated issue that doesn't seem to have much of a solution. Most of the games we know and love wouldn't exist without this business structure, and that really sucks.
20 Comments

The 5 Stages of Game Room Grief

Hey guys, 
 
So about a week ago I got the awful, awful idea of watching every single Game Room Quick Look again, and making a video out of it. A good 15 hours of watching videos and editing later, I have compiled this abomination or what I like to call "The 5 Stages of Game Room Grief". Enjoy. 
 
  

112 Comments

How long can you last?

  Earlier in the year, I pre-ordered Assassin's Creed: Brotherhood on Amazon and thought "You know, it's been a while since I last played Assassin's Creed II, and I'd like to refresh my memory before playing Brotherhood." And so, I made the moronic decision of doing everything you can possibly do in AC II a couple weeks before AC: Brotherhood

 Baby, I promise I'll be neck-stabbing dudes again! I just need some time first...
 Baby, I promise I'll be neck-stabbing dudes again! I just need some time first...
came out. And I mean everything. I did all the missions, bought both the dlc, solved all the truth puzzles, found all the feathers, etc. Needless to say, I was pretty exhausted of completing everything that game threw at me, and didn't need to revisit renaissance Italy anytime soon. Of course, right as I finish Assassin's Creed II, Brotherhood arrives on my doorstep, daring me to spend another 20-25 hours neck stabbing dudes and losing what little sanity I had left. As of right now, Brotherhood is sitting on my desk un-played while I continue my adventure in Dragon Age, something that went on hiatus about a month or two ago and something I've been meaning to get back to. It was only recently that I thought long and hard about what game endurance was, and why I need something of a "genre break". 
 
I won't speak for the rest of the general public, but when I play a game like Red Dead Redemption, I never feel the urge to play GTA IV afterwards. If I play Oblivion, I'm not going to revisit Fallout 3 and the capital wasteland. And if I play InFamous, I'm never going to say, "That was fun, time to play Prototype!". Why? Because If I did, I would probably go insane. Sure, the games I mentioned above aren't carbon copies of each other, but their game mechanics are so similar to each other, that the two games start to blend together if I play them consecutively. It's at this point that the game transforms from a fun, engaging experience into something of a chore. Let's say I played Prince of Persia, and then moved on to Enslaved. I'm not doing Enslaved any justice by playing it immediately after a game with similar dynamics. Sure, Enslaved might still provide me a fun experience, but it's not going to the same punch as if I played a turn-based JRPG before hand. It's kind of like with foods. I love me some good pizza, but I'm going to grow sick and tired of it after eating it consecutively for a couple days. It's the same thing with video games, on just a much longer scale.  
 
 How long can you last?
 How long can you last?
This is also why people who do game series marathons seem crazy to me. Whenever I hear someone talking about playing every single Final Fantasy game one after the other, I can't help but wonder if they have a death wish, or feel they need to be punished. After I complete a Final Fantasy game, I have to take a break from RPGs period. The thought of going through dungeon after dungeon, battle after battle, chocobo after chocobo is enough to give me shivers. Again, I'm sure there are people out there who actually do enjoy this kind of stuff, just like I'm sure there are some people who enjoy playing Russian roulette.  
 
Either way, I would say my game endurance depends on the type of game. If I'm playing an action-adventure game that's 6 hours long, I'm not going to be turned off to playing another action-adventure game. However if the 6- hour game turns into a 15+ hour game, then it's usually in my best interest to play something that is a tad different. That's just me, but what about you guys? How long can you play a game before having to change things up? Do you take breaks before going into the next installment of a series, or do you finish 100+ hour RPGs and beg for more? 
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Thoughts on Pizza Dippers

My thought's on the idea of Round Table's new "Pizza Dippers" where you get a pizza with a bowl of salad dressing. I haven't actually tried them yet, but thought I would make a stupid video about them anyway. Here you go. 
 
  

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Energy Drink Mixture Test

So with with my next video, I decided to test out some drink combinations with Red bull and a variety of sodas and lemonade, the purpose of which was to find a combination that gave me the extra energy boost from Red Bull, without that weird chemical aftertaste. Watch the video to see what combinations worked, and what combinations...didn't.  
 
  

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