Just a quick post today:
Hit up this site for a bunch of clever Pong variants, some of which will have you giggling out loud.
Then, check out Ancient Greek Punishment. It’s worth it. No, really.
Just a quick post today:
Hit up this site for a bunch of clever Pong variants, some of which will have you giggling out loud.
Then, check out Ancient Greek Punishment. It’s worth it. No, really.
Games are no stranger to controversy. We’ve had Carmageddon, we’ve had Mortal Kombat, we’ve had Postal, and these are just games the media gets worked up about. Of course a lot of this is just nonsense, it may be crude but it boils down to “old people don’t get hip new things”. Or they tell outright lies. Then there’s things which actually warrant comment, such as Custer’s Revenge or Super Columbine Massacre RPG! Well we can add another one to that latter list, a list of games which probably warrant genuine criticism.
It is called Lady Popular. Kotaku has a writeup, but I will relate the gist of it here for those of you who are understandably averse to anything Gawker-related (Though it’s written by one of the Rock, Paper, Shotgun chaps so it’s not their usual drivel).
Lady Popular, explicitly billed as “A game for girls”, is a game where you play the role of a female. Or, a female in the bizarro reality-TV world that someone clearly conflates with real reality. Your first task to becoming a “smart, talented, and successful woman” is to move out of your parent’s house. You do this by completing three tasks. One is to rent an apartment – all fine and dandy so far.
The other two tasks are to get a haircut and to buy something at the mall. Getting haircuts and going shopping seems to be quite literally half of the stuff you can do in this alleged game.
But okay. Let’s stretch the definition of charitable beyond all reason and allow this. After all, people do give a lot of consideration to their appearance. It’s part of one’s identity. Being able to take care of such things and to make purchases is a part of being an adult, even if it’s not exactly up there with raising kids or paying off your mortgage. So we’ll allow it, because much worse is to follow.
An early objective sees you invited to a party. But oh no! You don’t have anyone to go with! Yes, a fundamental and early objective in this game is to seek a boyfriend. “But Mister Adequate!” you cry, “That may be poorly presented, but relationships are a part of growing up as well!” Yes, well. Put aside that acquiring a boyfriend is presented as a central objective to a young woman’s life – not as one part of it, not as an option among many options from abstinence to having many one-night-stands, not as something that tends to just happen when you meet someone you click with – a central objective without which her life literally cannot proceed – put that aside. Because do you know what happens when you do find a boyfriend?
Do you? Can you guess?
He gives you money.
Every day.
He gives you a daily stipend. Although there are jobs in the game this appears to be a major source of income, and as far as I can gather you keep getting your girlfriend allowance as long as you’re dating someone. A core part of this game is literally to find a sugar daddy. Now I don’t know about anyone else, maybe things changed whilst I slumbered wreathed in fire beneath the earth for a hundred thousand years, but last time I checked the concept of a “successful woman” did not tend to involve finding a boyfriend for the sole purposes of attending parties and paying for your hairdressing and shopping needs. If you wanted one at all (Dear God can you imagine if these people tried to allow for lesbian relationships? That would be such a clusterfuck I’m glad they just plain pretended it doesn’t exist.) it was more about companionship, having fun together, and being a best friend. You know, equal parts of a whole. Maybe I have become the old fogey who doesn’t understand the hip kid way of doing things? But I doubt it. Of course this also means that the monetary success of the guy is THE major factor in his worthiness. Truly a good message to send to our young ladies in this straitened economic times, with unemployment rising around the world.
Another important objective, and one which seems to persist throughout the game, is to watch your weight. Now I’m a lazy neckbeard, so I freely admit that messages about good health tend to pass over my head unheeded, but this isn’t even that – this is just straight out “Remember that excessive weight loss or gain is not healthy and will make your lady unhappy”. Getting too fat will MAKE YOU UNHAPPY; this is presented not as a societal construct but a simple fact of reality.
I honestly cannot begin to fathom just who on Earth would come up with something like this, who would greenlight it, and who would program it and put the art assets and everything together. This game seems to be designed to travel back in time and kick Emmeline Pankhurst and Susan B. Anthony in the ovaries so hard their great-grandkids feel it.
Now for a palate cleanser. Something that has strong female characters with realistic flaws, motivations, and personalities, which is neither patronizing nor insulting. Something like…
The front of this blog was, until I posted this, a very pleasant post. It was an enthusiastic post by a long-time gamer about one of her very favorite games ever. It heartens me when someone enthuses so about something they love, doubly so when it’s in a medium I cherish.
And that is why it hurts so much to post this, because there are ugly, ugly things afoot and I’m just not able to stand them anymore.
Let me begin with a small sample of events:
That’s enough by itself really, and I’ll write at length about why it does matter that they’re using the X-Com name for something that is entire not X-Com at another point, but suffice it to say, FFFFFFFUUUUUUUUUU-
I’m not opposed to online/casual games in principle, but on the other hand, you can pay a full $19.99 USD for a single civilization pack. OR you can pay $99.99 (Yes, one shiny cent shy of a Ben Franklin) for everything. Oh no wait, I’m sorry – everything for now. That’s just the “season 1 pass”. It lasts for the next six months. Ninety nine dollars for six months of a game. And they say MMOs are bad value!
Brian Reynolds now works for Zynga – founded by a man who wanted to be able to buy victory because he sucks at games – and defends the most excruciatingly casual, pay-to-win games imaginable.
Many companies (I’m looking at Namco real close right now because of their SCIV shenanigans) put DLC on the damn disc. Even Paradox is making DLC now, though at least that’s all genuinely optional stuff. How long until their graphical DLC stomps on player-made graphics mods though?
DLC in itself can be okay. Look at what Rockstar make: The Ballad of Gay Tony, The Lost and Damned, and Undead Nightmare are all absolutely superb. But they’re all pretty much expansion packs in their own right. The increasing nickel-and-diming of players for stuff that is either on the disc, should have been in in the first place, or would once have come free in a patch (Remember those? When patches had stuff in them?) is just disgusting. I get going where the money is, but there’s still plenty of money to be made on those of us who actually play videogames; We’re the ones who still buy tons of games in the recession, we’re the ones who still buy Nintendo consoles even after they made the GameCube, and we’re the ones who are going to invest serious time and money into gaming.
In short,
It’s Friday and I know a lot of people are antsy about the weekend and wanting to get through their day, so today I am here to tell you about a brilliant little flash game called Depict1. It’s an action/puzzle game, and the entire thing sort of gives me Portal vibes (in the form of the game’s “theme” and its quirky narrator), but there is a pretty big twist to the game that takes it from being a run of the mill flash game and makes it very clever: basically, it takes every typical gaming convention you know and turns it on its head.
The game requires thinking outside of the box and breaking the gaming-fourth-wall in order to advance, and every puzzle is built in such a way that it requires just a little bit of knowledge from the previous level to succeed. And the best part is, it’s quite short. It took me about, oh, forty minutes to complete it the other day on my first playthrough, including the “secret ending” (which I highly recommend taking the time to find). Just now I did it in about 15 or 20 minutes, now that I’ve got the puzzles down pat.
Go take a look at it if you have a half hour to kill and want to have fun with a quirky and clever little game. It’s definitely one of the better flash games I’ve played in some time.
If we’re going to improve videogames, then we need to do something which might seem a bit counterintuitive – we need to look at games which got it wrong. Que? Don’t we need to look at what went right and emulate it? Well sure, but we also need to look at what went wrong, and why. Sometimes this is very obvious, of course, and needs very little investigation. A game with a bad control scheme is always going to suffer, for example, regardless of the rest of its merits. More interesting, perhaps, is to look at games which fall into that very broad, but very overlooked, category of “Yeah it’s not bad I guess”. Mediocre, average, adequate, the games which don’t get many people excited, don’t do anything too amazing, and you probably won’t want to buy new but when you find it cheap a couple months later, won’t necessarily be a bad purchase.
For me, Spore is a first-class example of a second-class game. It had all the ingredients for being a classic; a legendary designer, a man who has literally invented a genre; his development studio, Maxis, responsible for some all-time greats, as we have discussed on this very blog; and that video from 2005, the video, the one which got us all so ridiculously excited.
This. Looked. Awesome.
And Spore, in the end? Spore was a much less interesting game. It looked like it was going to revolve around evolution and development in a really meaningful, enjoyable sense – you would experiment to figure out what worked, you would have different things that were beneficial depending on what kind of critter you were building, all sorts of things like that. Vehicles would have utility depending on how you shaped them, and buildings might to some extent as well. None of this was true, at least not beyond the cellular stage, where placement of parts did make a difference, and gave us a taste of what we were hoping for.
Then it all came crashing down. Your creature’s strengths and weaknesses weren’t determined by the design at all, just by the stats of the body parts you acquired. Which wouldn’t have been a bad compliment to the designing by itself, but replacing it wholesale? Nope. Oh, and the huge, cohesive world which it seemed like we would have to roam and explore and hunt over, with a dynamic ecosphere? In actuality other creatures just hang out near their nests, in groups of 10-15, and do nothing beyond that. The tribal stage was much the same. Rather than the Populous-esque experience which we were hoping for, it was a very simplistic, very easy affair. Not high crimes in itself, again, but contrasted against the potential, thoroughly disappointing. This is after all Will Wright we are talking about. And how we awaited the City/Empire stage! Oh my, this was going to rock. A cross between SimCity and Civilization! Who among us hasn’t dreamed of such a thing? But alas, t’was not to be. The design by this point had become completely aesthetic. Even the cursory customization of the previous stages was essentially gone now. There were no items to add to increase your buildings’ durability, for example, or to make them produce more money, or anything like that. The city building aspect was merely a simple puzzle game, revolving around where to place buildings in the grid. The empire was hardly more developed, though at least they made the concession of having different ways to take over other cities. Did I mention that once you reach a certain point you can just hit a magic button and win the stage?
Then you go to space. Space, space, space. It was always billed as the top dog of the Spore stages, the thing which everything else was building up towards. So maybe it was okay. We can take it, the other stages aren’t really bad, they’re just not great, not what we were hoping for. Well clearly they spent all their time on the Space stage, making it the best it could be, right? … right? Guys?
Well, it is big, at least. The space stage in Spore is massive, that can’t be denied. If only there was much to do in it. If only terraforming was an interesting and involved process that was at least somewhat different according to each world’s unique situation. If only you could go and do stuff without being called back to deal with a crisis every ten minutes. If only the design of your spaceship mattered. If only you could make choices between speed, fuel, armaments, armor, etc. If only, if only, if only. And that’s really the story of Spore – taken by itself it’s not a bad game. What is there is fun enough to play a bit of, and the designing is at least visually engaging and somewhat enjoyable, even if not consequential. But even without Maxis, without Will Wright, without that video presentation, the potential is so clear, and it falls so far short. The end result is an extraordinarily shallow experience, which has very very little replay value, in a setting which feels exactly the opposite of what was hoped for – it’s not a big dangerous world you must struggle to adapt to and overcome, it’s a world designed specifically for you to play around in. Which would be fine if there was a lot for you to DO, except the sandbox is so lacking in sand, or a bucket and spade, and I think the cat peed in the corner of it. Now I accept that hype is playing a part here, it can’t not, but that only raises the question of why they thought moving so radically away from the GDC ’05 model was a good idea. Before Spore came out everyone was going berserk over that video.
So yeah, Spore: There’s a reason I list it as my most disappointing game ever. Which again, is not to mean worst – it’s worth picking up if you come across it for a few bucks, and it’ll keep you entertained for a few hours quite happily, maybe more depending on how you take to the designing stuff. But for me, for what I was hoping for? It falls so far short I don’t even know quite how to express it. It really breaks my heart to see something with so much potential fall so far short.
It has come to my attention that not everyone is aware of this brilliance, so I’m here to rectify that.
First, an intro. Pac-Man was one of the very first video games I ever played. I don’t even know how young I must have been– two or three– either way, I don’t remember not knowing what Pac-Man is and how to play it.
In the years since, I play versions it sometimes when I’m feeling retro. It’s held up well, but it doesn’t keep my attention as long as it used to when I was a little kid. The same maze over and over just got old.
So. Guys. This. The World’s Biggest Pac-Man.
At first, I assumed it was just a bunch of player-made mazes that you’d play through one at a time. Eh, okay, I’d give it a shot, it’s something different. I picked a maze at random and began the game. I was about halfway through when I decided to use one of the tunnels to get a ghost off of my tail and warp over to the other side. You know, like a normal Pac-Man game.
My mind. Was. BLOWN. When it took me to another maze.
After that I was hooked. If I start this game up, I’m inevitably going to be playing it for a really long time. I don’t know if I’ve ever been so thoroughly impressed by a version of Pac-Man. But this. THIS. I dunno. The desire to “see all the mazes” is just ridiculously strong. Stronger than you may initially think.
So go check it out, but BE WARNED: It may suck your entire day away.
Oh, and some of these mazes are truly devious. It’s great.
Some of you may be familiar with QWOP, an utterly ridiculous game where you are more likely to shuffle over the finish line on your knees rather than run.
Well, they’ve put out a new game now – GIRP. It’s as ridiculous, but a bit more playable than QWOP was on account of things actually being visible in terms of what should be pressed.
In the words of Father Jack Hackett… FECKIN’ BIRDS AGAIN! I’ve not finished it yet but I’m highly compelled by it. I recommend you go give it a try! Once your brain figures out how it works you might end up doing some fun crazy things. I kicked the bird up the arse.