PixelJunk Shooter – a top game of 2009
March 8th, 2010 by Jeremy

I wrote a post on When Games Suck at the end of last year on my picks for 2009. The problem with such a list is that I didn’t actually play every game released in 2009, so it was entirely possible that I would miss completely something I actually might really have loved.

And that’s what happened.

Whilst I named Arkham Asylum, Shadow Complex, Flower, Assassin’s Creed 2, Splosion Man and Uncharted 2, I hadn’t yet experienced PixelJunk Shooter.

Well, I have now. And if you don’t mind a late recommendation – if you’ve ever enjoyed a 2D Geometry Wars-type shooter, and have any interest in manipulating environmental effects like lava and water and gas to solve puzzles and rescue little astronauts, you’ll enjoy this game.

Is awesome. I love these little surprises.

Of course, I’d have loved it a little earlier if there was a damned demo of it. Stupid PSN.

Just how far over do they want us to bend?
March 3rd, 2010 by Jeremy

I was going to buy Battlefield: Bad Company 2 tomorrow, but I’ll be making other arrangements, now.

JB Hi-Fi usually does this thing where it charges an actual plausible price for new release games, $79, on the day they come out. Then it increases the price to the farcical $99 or higher price that the game distributors think Australians should be paying. I’d sooner go without than be gouged that much. The point of this is that it encourages me to go out and buy the game on the very limited early reviews, rather than waiting around and considering how the title is going down before laying down my hard-earned.

In the case of BF:BC2, JB is selling only the “Limited Edition”, and at $99 (which is still $10 cheaper than the nearest rival at Eastland). And what “extras” do you get in this “Limited Edition”? You get some guns and armour. That’s right, you’re paying $20 extra for basic content that’s on the disk – ie, if you buy the normal edition at the somewhat reasonable (but still inflated in Australia) price, you’re having content deliberately locked away from you.

Dear publishers, distributors, everyone responsible for this system – get stuffed. I won’t be buying the game at all at this rate – or, at most, I’ll be importing it from Play Asia for about $70. Unless the game is truly spectacular, I may well just go without. I’ll certainly be waiting to see what everyone else thinks of it, on reflection – it might not be worth buying at all.

What’s even stupider about this is that EA is trying to get the Bad Company 2 set up as a competitive rival to COD:MW2. And the way it starts that is by gouging Australian customers on the first day?

I haven’t, by the way, heard that EA is implementing a local match filter for BC, either – the biggest problem with the COD series in Australia will just be repeated with EA’s effort.

No, I’m not sold. Screw ‘em.

Fisher-Price Strategy Gaming
March 1st, 2010 by Rohan

Some of my earliest gaming experiences were strategy games. Slowly, as they went from text-mode BBS doors into very visual games – the graphics went from non-existent, to serviceable and then to really quite pretty.

…then, after that, they moved to 3D, but this article isn’t that particular rant. No, this is about colour.


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RRQ E04: Game Jam 2010 & Indie Development
February 23rd, 2010 by Rohan

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Episode 04:
“Game Jam 2010 & Indie Game Development”
with special guest host Epona Schweer
and guests Marc Chee & Glen Forrester

Last month, I had the good fortune to watch the incredible unveiling of the results of the Sydney Game Jam 2010 competition at the Powerhouse Museum in Darling Harbour. In a packed room near the bottom floor of the Museum some 50 sleep-deprived developers showed what they’d been working on for 48 hours straight – and blew the audience away.

Some of the strangest, funniest, most creative games you’ve ever seen got turned out.

Inspired, we decided to bring on two of the GameJammers to discuss the competition, and indie game development in general.

With us for this episode is Marc Chee, who worked on the team that built the fascinating game Spy Wear (a game complete with multiplayer code) and Glen Forrester, the one-man team who built Gnilley, the game that almost literally made Stephanie “Hex” Bendixson fall off her chair with laughter.

Also with us to poke our two guests with different questions is Epona Schweer, a teacher at the Academy of Interactive Entertainment’s Sydney campus.

Topics brought up include:

  • GameJam itself.
  • Designing and programming games.
  • The game development industry in Australia.
  • RAD & Agile (yes, those are real terms) software development as they relate to games.

Note: We had a few internet-related technical issues while recording this podcast, and as such there are a few glitches that had to be edited out. They should not cause any listening issues, but if something if a conversation point sounds slightly strange – we were cutting around internet dropouts.

Links to things discussed or relating to this show:

PS. We here at Restore, Restart, Quit would like to give our thanks to Dan Graf, Malcolm Ryan and everybody else involved with Sydney’s Game Jam 2010 – great work, guys!

 
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Silent Hunter’s Past, Future and DRM
February 21st, 2010 by Rohan

The year was 2005, and World War 2 submarine simulators were dead. The much-anticipated Silent Hunter 2 had come out four years before, and not only did it look like it’d have a good influx of realism, graphics that (at the time) really looked like they were going to be phenominal, but it also did something brand new – the ability to link up multiplayer with Destroyer Command. For the first time, bubbleheads would be able to really show skimmers that really, they were only still afloat because a submarine hadn’t found them yet.

But the game barely worked on release, suffered from lack of a dynamic campaign (a staple of the genre for years) and any number of other issues. Years later, modding crews had fixed up everything they could – even creating a technically impressive series of missions to give the impression of a dynamic campaign, and bring back the “my ship, my story, my war” experience that people missed from Aces of the Deep and the original Silent Hunter.

And then Silent Hunter III came along. The franchise had been handed over to Ubisoft Romania, and what they did blew everybody out of the water. Not only was the realism much improved, but the interior of the control room was 3D-modelled, as were the crew, who sat at their stations and played with dials. Never before had being depth-charged been so vivid and terrifying in a video game.

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It’s absurd to ban modchips
February 20th, 2010 by Jeremy

Nintendo, which has been encouraging people to “rat out” retailers of modded cartridges, has successfully sued a company that sells them – in Australia.

Nintendo has won its second legal victory of the month in Australia, with a seller of R4 flash cartridges in the country ordered to pay the Japanese company over AUD$500,000 in fines.

Local tech distributors RSJ. IT Solutions, which had been selling the cartridges – which allow for the use of both legally-acquired homebrew and illegally-acquired pirated games on a Nintendo DS – must cease the sale of all carts immediately, and relinquish all remaining stock and all promotional material associated with them.

In addition to the corporate fine, two men named individually in the case, Patrick & James Li, must also pay AUD$100,000 in penalties.

The decision is both absurd and wrong, and akin to fining importers of VHS recorders because they can play pirated movies.
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R18 submissions due next Friday; here’s mine
February 19th, 2010 by Jeremy

Submissions for the R18 Classification for Computer Games Public Consultation are due NEXT FRIDAY, the 26th.

The discussion paper and submission template are available here. Please be polite, and make the strongest arguments you can on the subject, anticipating the other side’s concerns. Or just answer the questions in the template and email them to classificationreview@ag.gov.au.

This is my submission:

The fundamental issue behind the R18 rating proposal is that 15 year olds are not adults, and adults are not 15 year olds. What is appropriate for one is not necessarily appropriate for the other. We recognise this with voting, drivers’ licences, alcohol and a host of other rights and responsibilities that apply to those over 18.

The lack of an R18 rating for interactive media means that in this area, adults are being treated as children – and, in practice, it also means children are being treated as adults. Games rated R18 overseas are squeezed into the MA15 category here – sometimes with minor changes (that don’t alter the fundamentally adult content of the base game) and some without.

An R18 rating is not about bringing in more “sex and violence” – it is simply about recognising that there is content that’s appropriate for adults but not for teenagers.

The only argument that has been presented for why interactive media should be treated differently from film is the assertion that R18 games have, by nature of their interactivity, “greater impact” on viewers than films or television. Apart from the dubious nature of that assertion (there is only very, very questionable material in support) – it misses the point entirely. An R18 category for games does not mean that dangerous material will be approved any more than an R18 category for films does. The Classification Board could – and would – take into account the increased impact, if there is one, of content being interactive. It could well refuse classification to something that would’ve received an R18 rating were it not interactive.

In exactly the same way, in fact, as an incident represented on film might have more impact than a book, and the present rating system for film takes that into account. Which is why some films of books are refused classification, even though the book is widely available. The same thing could – and would – happen with an R18 rating for interactive media. The Board would simply not be classifying abusive material that is inappropriate for adults.

The “greater impact” line is a furphy, because it ignores the fact that ratings already take into account any “greater impact” by virtue of the type of media in question. It is simply not an argument for refusing to give the Board the ability to distinguish between adults and teenagers, which is precisely what – and all that – an R18 rating would do.

This is 2010. It is absurd that the Classification Board is still hobbled in its ability to properly rate interactive content, by those who do not understand the medium. An R18 rating is inevitable – the question is, how many Australian children are exposed to adult content while we wait for it.

I urge you to implement an R18 rating for interactive media as soon as possible.

I look forward to reading yours in the comments.

UPDATE: Would’ve been useful to know of this little statistic before submitting the above:

Prior looked back at the past three years of game releases and found that 85% of MA15+ rated games were rated M (for 17 and older) by the USA’s ESRB. 50% were rated 18+ by the Europe’s PEGI.

That’s pretty damning – but I suppose the nanny-staters would say we should just be banning more instead.

Supernanny spouts crap about videogames
February 12th, 2010 by Jeremy

Keith Stuart of the Guardian’s “Gamesblog” has torn apart a broadcast on UK TV last night by “supernanny” Jo Frost, in which she sought to smear videogames as “desensitising kids to violence” and “reducing empathy”. As Keith points out, Jo’s methodology is highly suspect, open to contrary conclusions and highly misleading – which means we can expect to see Michael Atkinson relying on it any day now.


I’m not much of a scientist, but I sure am good at patronising people with bullshit.

Just thought you should be forewarned with the details of this fakery before you see it reported uncritically.

RRQ Episode 03: “PC Gaming, Part Two”
February 8th, 2010 by Rohan

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Episode 03:
“The As-yet Incomplete History of PC Games, Part Two”
with special guest Ben Mansill

About the first part of this podcast: “It was weeks ago now, over a number of beers, that the three of us here at RRQ decided that really, what would make a fascinating podcast, was to go over the history of PC Games. Now, while most of us have at least partially changed our gaming habits to include Consoles, really we’re all PC gamers at heart. We tinker, and we love depth over The Shiny.”

So, as the discussion with our special guest Ben Mansill of Byteside (Hey! That sounds like some kind of Stargate reference) continues in this episode, we delve into different genres, how they affected PC gaming as a whole, and finally discuss the future: where PC gaming is going, and just how we all feel about this.

To be more precise, the topics covered include:

  • First-person Shooters
  • The development of 3D Acceleration
  • Real-time Strategy games
  • Turn-based Strategy games
  • Simulations (including Elite and its clones)
  • Distribution methods & packaging PC Games
  • and finally, the future of PC Gaming

We hope you enjoy the episode! If you’d like to help us out, spread the word – let people know what you’re listening to on twitter, facebook, via telegram or smoke signal (although we’d prefer a review on the iTunes store or a good tweet/forum post).

FOOTNOTE: Comments about the Ares launch vehicles were made before the Obama budget was released. Sigh.

Links to things discussed or relating to this show:

  • Duke Nukem Forever’s demise – related to the discussion of “unfinished masterpieces”.
  • Daikatana – as above.
  • Terminator: Future Shock and Skynet – the two true-3D first person shooters, and the first to push players to use mouselook.
  • Hardw[a]r (the most creative Elite-esque game ever) on Wikipedia and a still-running and useful fan site.
  • Terminus – the other Elite-clone with the scarily complex newtonian physics model.
  • Orbiter – the free, space-flight and orbital mechanics simulator by Martin Schweiger.
 
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MS vs Live customers
February 8th, 2010 by Jeremy

It was nice the other week to see a little remorse, even insincere, by Microsoft on the subject of its ripoff “points” currency system:

I think people like to see the dollar amount. We never intended to ever mislead people. I think we want to be transparent about it, and so it is something that we’re looking at. How can we be more transparent and let people see it in actual dollars? The fact is that you’ve got to think that we have one service that we’re offering around the world. The nice thing about points is that no matter if you’re on the yen or the euro or the dollar — something that’s 200 points is 200 points everywhere around the world.

Yeah, but those 200 points don’t cost the same.

And you don’t sell in multiples of 200. In fact, whilst most games are priced in multiples of 400, you only sell points in multiples of 500, so consumers HAVE to pay more for games, even once they’ve figured out the real-world cost – something the points system clearly obscures.

“We never intended to ever mislead people” indeed. What a total lie.

As Gizmodo pointed out:

But don’t think they’re just doing it because they’ve suddenly acquired a conscience. In all likelihood, if Microsoft moves away from the Points system on Xbox Live, it’s because they’re planning on expanding the Zune Marketplace and integrating it more with the Xbox 360. The Zune Marketplace is in dollars (or whatever local currency you’re using), and it’d be much easier to unify the two systems by switching it all to currency than cramming the points system into the Zune Marketplace.

Meanwhile, someone else is suing Microsoft on the grounds that they were charged for points they were prevented from using.

Oh, Microsoft, will you ever really change?

(No, as the next post – about how Microsoft’s offensive ripoff hard drives for the 360 discourage gamers from purchasing Live content, and how publishers should consider switching to a platform where potential customers can actually store their product – will demonstrate.)

UPDATE: And now MS is removing online support for all original Xbox games. See the problem with games whose multiplayer is dependent on the indefinite good grace and benevolence of a soulless corporation? And just to rub salt in the wound, MS has removed paid DLC from Live, so many of those those wanting to play a last Halo 2 match at Bungie’s farewell, can’t.

Microsoft’s explanation for shutting down original Xbox games is that those older titles are to blame for the stupid 100 person friend list cap. Does that make any sense to anyone? If older games don’t support more than 100 people, then just limit those games to the first 100 games on someone’s friends list. MS’s original solution, capping EVERYONE to 100 friends, makes no sense to me; and its new solution, shutting down all original xbox games, even less.

Remember, online Xbox gamers – you’re paying Microsoft for this service.