Posts Tagged ‘rohan’

Breaking Immersion with DLCs

Friday, August 27th, 2010

I’ve been waiting a long time for Mafia II. 2920 days, in fact. Since I first saw the truly extraordinary opening video for the original Mafia. Hell, I didn’t even need to have played the game before I was excited about whatever they might do with a sequel. Once I’d actually played the game, I went from excited about a sequel to frustrated that I couldn’t play it immediately.

Being a huge fan of the era (and the genre) I was, naturally, pretty quick to pre-order the uber-awesome feature-packed special edition, complete with A2 posters of ’50s pin-up girls and even some bonus DLC.

Flash forward to the 26th of August, and I’m at home and slowly, methodically punching in the DLC codes into my xbox before booting up the game for the first time.

Now, you need to understand something about me. My fixation with the ’30s through to the ’50s is pretty full-on. I’m one of those people who’s read most James Ellroy novels more than once, and who even tolerated ‘Mobsters’ and ‘Mulholland Falls’ despite them having almost no redeeming features as films.

This being the case, when I boot up a game like Mafia, I try to get as involved as humanly possible in the story. I don’t run around like an unruly hoodlum – I try to behave in-character as much as I can. This means a that, in a story like Mafia, I try to consider the situation the main character is in and let it guide my decisions.

Vito, the protagonist of Mafia II, quickly finds himself sleeping on his friend Joe’s couch, doing wet-work for the mob while wearing a grotty leather jacket and driving a stolen car whose plates have been changed. This seems to sum up the tone of the early game pretty well – a game that spans a decade. As the game progresses from the part of the story in the ’40s to the ’50s component, the world changes appropriately. The music, cars and the look and feel of the city shifts.

But at the beginning, you’re stuck with whatever clothes you can buy in the city of Empire Bay during the final months of World War 2 – an era defined by shortage, food & fuel rationing, et cetera.

So when I realised what the DLC had done, I was quite perplexed. Let me explain – by unlocking these pre-order DLCs, I had brought four new ’50s sports cars and some mob/vegas style outfits into the game. Cool, no?

Definitely cool. Some additional kit to make Vito look like a really successful mafioso, and some swanky new sports cars to make getting away from the cops just that much easier. The only problem is that, being bonus DLC, the content is promptly made available to you from the beginning of the game.

While the game’s story is guiding you through stealing your first car and shopping for ’40s-style clothing throughout the shops of Empire Bay, sitting in the players’ garage are four anachronistic sports cars and in his wardrobe, four outfits that there’s no way a man who’s having trouble coming up with the cash to rent his own place would be able to afford.

I dread to think how much easier the early car chases of the game would be if you drove these ’50s-styled beasts around instead of the ’30s and ’40s clunkers that dominate the roads in this chapter of the game.

Now, I’m fully aware that this is really quite a silly thing to nitpick about – but in a game where immersion in the game world is key to keeping your audience, and where such attention to detail has been paid in every aspect of the game’s visual development, it seems a bit unfortunate to throw in bonus stuff that breaks this.

Me, personally? I’d have been happy if I at least had to spend in-game cash to get the content I’ve unlocked… though I realise that I’m probably alone in this regard, and it would most likely have been a rather bad business decision had they done this.

What do you think? Have you ever obtained DLC of any kind (not third-party mods, but first-party content) that has changed the game for the worse for you? What about the actual gameplay? I suspect these fast cars will give players with this DLC an advantage in the early-game, although it’s just a theory so far. Have you ever obtained DLC that altered the difficulty of the game itself?

One Small Step

Friday, July 16th, 2010

I was lucky. I really was. As a space nerd, that is. See, I grew up reading space stories – real ones. Underneath the Star Trek and the video games like Lightspeed and Frontier: Elite II I read book after book about space programmes, both manned and robotic. On my wall was a huge poster showing the sun, the orbits of the planets and – most importantly – the paths taken by the space craft which had explored or were still exploring the solar system.

I was lucky for this reason – I’d somehow failed to learn that NASA was putting money into developing a series of free, educational space games until the release of the first game was upon us. Moonbase: Alpha is a rather strange game. Based on the unreal engine, it’s a first/third person action/strategy game where you and up to 5 other players work to repair the life support systems of a semi-permanent base on the moon, based on the original plans to do so by NASA under George W Bush.

Things have been shaken up a bit now – Obama’s government has increased NASA’s budget and changed their goals, meaning the NASA games will likely remain the only glimpse at this particular moon base. But still, this game remains as a fun, interesting, semi-hard-scifi game which shows what that base might have been like, at least from the outside.

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You Have Been Disconnected

Thursday, July 15th, 2010

So, late last night I was prowling columns of interesting writers, and stumbled upon a review for an indie game I hadn’t heard of in the months since its release. The game was Digital: A Love Story, and the concept alone (never mind the praise by Emily Short, the columnist I was reading) was enough to make want to give it a go.

So I did, and then my morning vanished. While I had originally wanted to avoid writing ‘reviews’ here on RRQ, so many good indie games that have cropped up recently that I am unable to review for other sites have made me decide to start doing some individual game coverage here at RRQ – but only for off-beat, unique games that you might otherwise miss if you stick to mainstream sites for your gaming news & reviews.

(Note: There are no spoilers in this review)

Digital: A Love Story has a concept that, in some ways, might seem familiar if you’ve played games like Uplink or the forgettable Hacker games by Activision, at least on the surface. But there’s a major difference – while Digital may involve hacking, that’s just a pretense to tell quite an immersive, fascinating story about… well, a relationship, I suppose. Where Uplink is really just a strategy game, Digital is a story that happens to be in game form – and it’s infinitely more immersive and engrossing in this medium than it would be as a novel or a film.

The game is a sort of sci-fi / hacking story set ‘five minutes in the future’ of 1988. You load the game and promptly find yourself confronted with “Amie Workbench”, which looks suspiciously like the old Amiga Workbench – complete with many of the same quirks. Having been given this shiny, brand-new computer, you are encouraged by the good Mr Wong to dial this fascinating new service called a Bulletin Board System.

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Gaming Platforms

Wednesday, June 9th, 2010

A discussion topic just came up – which gaming platforms do you use? This was relevant because I’m in the bizarre situation of having almost everything it’s possible to play games on. Between my partner and I, we have a Windows PC, Mac, iPhone, iPad, 360, PS3, Wii and PSP. (Just missing the DS, and really don’t care)

Obviously, when you have access to all these devices, you aren’t going to spend equal time on each. It becomes a “right tool for the job” situation. So, after now having most of these (except the iPad, which I will discuss separately) for numerous months, just which devices have proven to be the most frequently used ones?

I’ll list them in rough order of use (most used to least) and give some reasons for this.

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Unintentionally Spontaneous Excrement

Thursday, May 6th, 2010

As in life, there are moments in gaming where the only reasonable response is the phrase, “Oh, Shit!”

Now, this phrase, versatile as it is, can be used to mean a wide variety of different things – from “It appears that the killer is still alive,” to “I have been shot, please call for an ambulance as soon as possible,” and even the all-time classic, ”I admit to experiencing surprise and frustration at learning that you have, in fact, forgotten to bring the hummus.”

For this reason, I decided to recount a top-five list of these “Oh, Shit!” moments from my own personal gaming experiences, complete with imagery.

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RRQ E06: Narrative & Storytelling

Wednesday, May 5th, 2010

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Episode 06:
“Narrative & Storytelling in Games”
with special guests Joab Gilroy and Jessica Citizen

After an unforseen hiatus due to a computer being in for a service and an extended period of being busy with my web series project, we’re back for another episode.

This time, after playing through the relatively-recent possibly-overhyped PS3-exclusive Heavy Rain, we decided it was worth focusing an entire discussion on narrative and storytelling in games. As it seemed like a natural continuation of our inaugural episode on Gaming as a Unique Medium, we brought back Joab Gilroy from GameArena. To provide a different perspective, we also invited along Jessica Citizen of Gamepron (and some other sites).

Due to the nature of this discussion, please be warned that we spoil the ending of  a fairly large number of games including Heavy RainSystem Shock 2BioshockShadow of the Colossus and Planescape: Torment.

Our meandering discussions took us to subjects such as:

  • D&D Gold Box games
  • Space Quest, Quest for Glory and other adventure games
  • Interactive Fiction
  • Half-life 2 (Because Jeremy can’t go 5 minutes without discussing it)
  • 101st Airborne in Normandy
  • The Mass Effect series and character death
  • Continuing on after character death
  • Delivering multiple choice options in games
  • Meta-story in the game world (such as in Assassin’s Creed and the new Prince of Persia series)
  • The passage of time in game stories (such as in Metal Gear Solid)
  • Dialogue trees
  • Cut scenes as a method of delivering plot
  • Plot twists in games
  • A huge discussion of the merits of Heavy Rain
  • The limitations of game stories – having to be based around action or conflict for the most part
  • Flower & Flow – narrative without dialogue or even characters
  • Metro 2033 and Book-to-video game adaptations

RRQ E05: Epic Fail – Gaming Disasters

Thursday, March 18th, 2010

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Episode 05:
“Epic Fail – Gaming Mistakes & Disasters”
with special guest Nate “Blunty3000″ Burr

During one of our fairly common drinking-and-gaming sessions, an idea popped up: Why not devote a podcast to all the things that have gone wrong with gaming? From niggling but constantly-recurring game design mistakes to whole consoles that failed to launch, it seemed the perfect topic for our next big discussion.

It also seemed appropriate to bring on one of youtube’s most creative rantists (yes, I’m inventing that word if it doesn’t already exist) Blunty3000.

So, join us for a 90 minute exploration of all the things that gaming has done wrong – either by ineptitude,  publisher intervention or just plain old bad luck.

Topics brought up include:

DRM and other factors in Game Reviews

Thursday, March 11th, 2010

After my recent article on Silent Hunter 5 and Ubisoft’s fascist, broken DRM system, a large number of comments kept me unsure just what to do with regard to buying the game or not. Sure, I wanted to check it out – see how it panned out as a game, and see just how it compared to earlier Silent Hunter titles, but I also began to slide into the category that seemingly almost all the commenters is in. I just didn’t want to throw down cash for a title that I wouldn’t even properly be able to enjoy with Australia’s net connectivity being what it sometimes is.

In the end, the question became moot, as I was given a copy to review for GameArena. It went up the other day – you can give it a read here. If you don’t want to read the whole thing, here’s the gist – my last paragraph:

In all, the game seems to alternate between a wonderful, engrossing experience and a frustrating, incomplete one – and while we can hope that upcoming patches fix many of these (often niggling, sometimes major) problems, for the moment, Silent Hunter 5 remains a interesting but partially-broken game.

But reviewing Silent Hunter 5 presented me with a series of problems. Do I bring up the DRM? Is it reasonable to? What about the general state of the game? If a game is already being patched to remove some of the problems found in it at launch, should this factor in to a review?

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Fisher-Price Strategy Gaming

Monday, March 1st, 2010

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

Tuesday, February 23rd, 2010

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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!