January 06, 2006

Animal Crossing: senseless bit of fun or fueling our capitalist consumer addictions? You decide...

These web comics pretty much sum up the experience: Oscar and Nookie.

ps if this post was published successfully it was through the very cool firefox extension made by the people at performancing.com.

October 24, 2005

Fahrenheit: The temperature finally drops.

Interactive Cinema as a genre rose and fell in the early to mid 90s, with (infamous) titles such as Dragon's Lair and Cyberwar that gave you superior graphics at the expense of gameplay - requiring you simply to press 'Left' or 'Right' at the correct moment occasionally. Now wacky Frenchman David Cage of Quantic Dream has made his attempt to resurrect the genre with Fahrenheit.

In their previous outing Omikron: The Nomad Soul (1999), Quantic Dream employed instead "Sandbox" (I hate that definition) style gameplay for their "immersive experience": cutting the player loose in the city of an alternate dimension. Now they've changed their tack to Interactive Cinema (to read their gaming manifesto in handy point-form click here), although they still utilise their motion-capture studio to its fullest.

Being a big fan of Nomad Soul (as it was named out here in Aus), I'd been awaiting the sequel (which has just gone back into development) for some time; until it was put on hold indefinitely to complete their new project Fahrenheit. This game looked promising enough, especially with the interesting idea of playing it from multiple (often directly opposing) viewpoints; each bundled as a separate episodic module to be released (roughly) monthly - to give it the feel of a television series. Various things conspired against Quantic Dream, and the episodic structure was abandoned, as well as their original publisher. That it came out at all is miraculous to say the least; to be successful at all is the icing on the cake.

Nomad Soul was criticised for trying to be all things to all men: it attempted to integrate several genres into one (Adventure; FPS; Fighting), while leaving adherents of each genre unsatisfied. While Cage would no doubt try to defy categorisation of Fahrenheit under anything but "Interactive Cinema", the game has been all but offically adopted by the Adventure genre and community. It might best be viewed as one of several possible new directions for the ailing genre to take.

It starts out promisingly enough, beginning with a cinematic sweep over New York City with the main character providing voice-over that sounds slightly cheesy, but not unforgivably so. The first scene is suitably gritty, not to mention tense. The primary innovation on the branching dialogue trees typical of Adventure games is that there is a time limit to your choices, so everything you do is given an urgency, but unfortunately this urgency isn't always appropriate. From 'level' to 'level' you are given the option of controlling any one of the 3 main characters (not 4, despite what the game promises - if you're going to include Marcus' tiny part, then why not also The Oracle's?), however this choice is seemingly illusory, as all must be completed to advance (although this might not be entirely true, I've only played it through once, and it's possible that you might be able to skip less important sections depending on the choices you make).

And this is another claim the game makes for innovation: that the branching storyline choices provide for alternate endings. The autosave feature (which is activated virtually every scene) means that you cannot really create multiple savegames on the one playthrough to make different choices; instead, you must play the whole game through to see the different story branches (although it seems it may be possible to circumvent this feature with the help of a little inventiveness).

Somewhere around the middle of the game, the complexity and pace of the story speed up dramatically and, unfortunately, bottom-out somewhat. One is left with the feeling that this is the result of abandoning the episodic structure in favour of a single 'feature'. It seems that the story from this point was written, but not yet fleshed-out, and any subsequent 'fleshing-out' was cursory to say the least. The relationship between the two main characters is never really developed, and when it climaxes there are definite titters to be heard from the 'audience'.

This may not be a result of rushed development, however, and may instead just be bad writing. The same accusation can be made of the bizarre love-twist finale to Nomad Soul; indeed many elements of that game are included in Fahrenheit. In fact, at times it feels like someting of a 'Best-Of' of Nomad Soul (in the same sense that some of the best gags in Shaun of the Dead were just rehashed from Spaced), and certain story elements (such as the aforementioned relationship) come across as rather farcical. Come to think of it, there are more farcical elements than just the storyline: for instance, Afro-American character Tyler Miles is always accompanied by a funky, porn-ish soundtrack, even during the darker moments of the story.

That said, the awesomeness of the soundtrack is truly revealed upon unlocking it as one of the easter eggs (which is what those coupons you pickup through out the game are for), besides which it makes for some damned funny gaming. The downtime scenes such as where where the same character has a basketball shoot-out with a colleague to avoid paying back the 100 bucks he owes him is equally cool, as well as when the two cops have a spar in the gym.

I bought it on PS2 rather than PC, as for several years Adventure games had been simultaneously released on PC and console, and I'd never tried the console versions. Given that the controls were usually geared towards those platforms, it was worth a try. The graphics were decent for PS2, but not suitably improved from Nomad Soul to impress me overmuch. Everything is muted by the grainy filter and subdued colours, and this serves to disguise the lower level of detail: I'd be interested to see what the X-Box and PC versions look like. The motion-capture, however, has not improved enough since 1999, and the models still tend to exaggerate all their movements. Thankfully, characters no longer only mime wielding objects (as in Nomad Soul), and are now provided with appropriate props.

The control system has been discussed at length elsewhere; suffice it for me to say that my biggest criticism of it is that it means you can only watch the action set-pieces of the game in your peripheral vision, and most of them aren't unlockable as easter eggs. This can be slightly annoying, as they're quite spectacular in a Matrix-y sort of way. Indeed, the game manages to fall on the right side of the very fine line between homage and plagiarism/derivativeness; a fall that always seems to be inexplicable. Oh, and the sex-scene that was cut from the US release ISN'T interactive. At least in the Australian version. Or maybe I just hadn't made the right story-branch decisions earlier ...

This is a game that every serious Adventure gamer (and they all take themselves a bit seriously, don't they?) should play, if only to see one possible trajectory their beloved genre may take. It's also part of the gaming vanguard where developers are trying to make games for people who don't usually play them (see the above-linked manifesto). Interesting stuff; watch this space.

October 21, 2005

Nintendo Listen To Fan: Fan shuts the hell up.

Well, they've gone and done it. In my review of Warioware: Twisted I suggested that Nintendo incorporate the motion-sensitive feature of the game into more of their library: specifically driving games. Now they've gone and done it. Now I'm all for innovative gaming and, if you'll reread my post, I in fact CALL on them to do use my idea. I seem to recall, however, asking for credit and millions of dollars for my idea. Is that too much to ask?

Not only that, but IGN have stolen my characterisation of the "rumble" feature of Twisted as more of a "rattle". I just discovered that they described the rumble of the DS rumble-pack bundled with Metroid Prime Pinball and Mario and Luigi: Partners In Time as a "chirp".

Is there no justice in the world? Who ever will save me?

October 03, 2005

Australia Gets Fahrenheit: Discards Celsius.

I was finally able to pick up Fahrenheit last week and, maybe because I have been expecting a game from David Cage/Quantic Dream of (Omikron:) The Nomad Soul fame, I just don't feel that it's quite the Second Coming we were all promised. That said, I've only played it for a very short time so far. We shall see.

September 29, 2005

Another Code: Two Memories. Not one; not three; but two.

Just bought/played/finished Another Code: Two Memories, from unknown Japanese developer Cing, known in other territories as Trace Memory. Being something of a closet Adventure gamer (I'm still in the closet!), I just had to have this when I saw it was coming out. Its pretty manga aesthetic (and I say manga and not anime because most of the pretty images are stills) and cosy gameplay make for some enjoyable playing.

The majority of gameplay is from a top-down (yet 3D rendered) view, and you drag protagonist Ashley through the woods and rooms of Blood Edward Island with the stylus: not as annoying as it sounds. Puzzles see the view switch to 1st person, and it is usually at this point that this view comes up on the touch screen and you can affect the object with the stylus - or microphone depending on the puzzle (the one puzzle where you blow the dust off an old painting is bizarrely satisfying).

The majority of the game takes place in a dilapidated mansion that was the scene of death and jealousy, in the company of a young boy's ghost. All of this should spell out "haunted", but take the creepiness out of a haunted house, and you'll end up with something like the Edwards' mansion here. There's probably about 6 hours of relaxed gameplay here (provided you don't get stuck on the obligatory illogical adventure game puzzle), and replay value is added (so I've been told) with the unlocking of an easter egg after the credits and added content upon recommencement of the game. I'd recommend anyone buy it, if it didn't cost $69.95. As such, I will only recommend it to anyone who likes adventure games or manga. This last category should include anyone anyway.

September 27, 2005

Nintendogs: even better than the real thing

Got the new pink DS on the day it was released! It was packaged with the Nintendogs of one's choice: Chihuahua and Friends, Lab and Friends, and Dachshund und Friends. All the other dogs can be unlocked theoretically. Some require luck in finding certain items, most require winning lots of money in competitions.

I got Lab and Friends but the nice guy at EB threw in the cover of the demo Chihuahua because the (real) dog on it is sooo cute.

It's only early days now, but I've taught my Elliott how to sit, lie down, shake, wave (like shake only higher up), play dead, roll over, play (shakes his bum - so cute!), jump and back flip (get it to jump when it's sitting). It doesn't have the most advanced voice recognition so if anything has an "a" in it, it thinks it's saying "shake". Apparently the trick is to use two or three words for your tricks but I'm not that creative. When your pet does actually respond correctly, it is strangely rewarding. And patting the little fellow, surprisingly, doesn't get boring. It is so apparently happy and responsive (if you pat it enough, you can get little imaginary bones that the dog will eat) that it so hits the soft spot like a real animal.

On the first weekend home with my Nintendogs I also had to look after a real life Golden Retriever puppy. She ended up have a severe allergic reaction to an insect bite and had to be driven to the emergency vet at midnight which ended up costing more than the DS. Even before that incident, I was wanting her to go home so I could play with my Nintendog.

September 20, 2005

Waiting For Fahrenheit. Prophesy THIS.

Where's Fahrenheit? It was due out last Friday, but there's no word on it yet. I hate living in the arse-end of the world.