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Wednesday, November 10, 2010

First Impressions: Call of Duty Black Ops

Faithful Cathode readers know that I was somewhat torn about the release of Modern Warfare 2.  In one hand, it was a slick looking military shooter with some brilliant cinematic scenes and lots of stuff blowing up.  One the other hand, it felt like it was written by a frantic monkey with homicidal tendencies and the entire No Russian controversy was clearly absurd sensationalism.

Black Ops sees the franchise in the hands of Treyarch and the early review is that they've handled it quite well.  I can't speak to the single player campaign yet, going to crack that open over the weekend - so it's difficult to say how reviews claiming it is "the best story in the series" compares to, well, actual storytelling - but I can be hopeful.

Multiplayer is still the tightly designed gameplay that military shooter fans have grown to expect.  There's little variation here from past editions - thought I have to say that I often forget how important it can be to play the same online game as a few hundred thousand other people at the same time.  Stability still seems to be a bit of a concern, and can certainly be annoying when you've had a particularly good round and get dropped - but hardly a big deal when you can just jump right back into another game in about a minute.

In the hours I spent in the game, I tended to drift to the more "strategic" game modes.  I never seem to do well point wise when it's pure deatchmatch, but I am glad to see objective based game modes which actually work.  I still remember back in the CounterStrike days how nearly every game, no matter the mode, descended quickly into Team Deathmatch - and there's occasionally the same here, but for the most part you have a game which helps team quickly organize for specific, simple goals, and it just works.

Tentatively a huge thumbs up - I'm willing to say this may be the game I wanted Modern Warfare 2 to be.

Friday, November 05, 2010

Game Play: Neuroshima Hex (iPhone)

This is a post a long time coming. As a huge Neuroshima Hex fan, I was impatiently waiting the release of the iPhone version of the game since I first heard about it. My expectations were pretty high: it is a fast pacedturn based game, very strategic and dynamic, played out on a board of specific height and width - in other words, a nearly perfect candidate for the iPhone's touchscreen.

I couldn't have been more pleased with the results. The guys at Big Daddy's and Portal Publishing took the effort to heart and have created a highly polished, extremely authentic, and insanely fun portable version of the game.  As of the latest version (1.01 I believe), the bugs are quite few and the only one that really comes to mind is the ability to crash the game by flipping back and forth between menus at the wrong time during a battle.  Trust me, that doesn't happen anywhere near as often as it might sound and actually only turns up as minor inconvenience from time to time.  The game saves the game before every turn, so even if you have to go dash off to that meeting - everything will be waiting for you when you return.

While geared mostly to fans of the game, the developers do provide an introductory video and explanations for all the tiles.  If the game is intimidating to new users, that's probably more to do with the unique ruleset of Neuroshima rather than any fault on the development team.  I actually feel like I know the game much better now having played against the computer with the core set of rules.

So the only thing I want now is more, more, more... the expansion sets, the iPad support, online play, etc.  But for now, I think the dev team deserves a well earned lager and a couple rounds against Moloch.

Sunday, October 31, 2010

Fallout: New Vegas ... A Game So Buggy Good Luck Finishing It

This is a follow up to the post from Friday which noted that while Fallout: New Vegas is pretty fun, it's also full of bugs which are completely ridiculous for a console game in this day and age. I challenged anyone to find a buggier game in the history of the console.

I'm going to up the ante on that. I think Fallout: New Vegas may be the buggiest game ever released.

On any console.

Ever.

My evidence? I can't finish the game. I've tried previous saves, I've tried cleaning the disc, I've tried giving the PlayStation 3 a good old reboot, I've tried moving to other locations and then back - but I can't get into The Strip. The load screen appears, and then there is a black screen. And where do I need to go to finish the game? The Strip. Is there any other way to get there? No, Bethesda didn't have any of the locations in the The Strip as a named location. You can't even go directly there via fast travel, you have to go to a gate first and the walk in ... which is where every thing just fades to black.

And that's it. I've played this game for hours, I've gone on dozens of quests and in an effort to stop the game from crashing I decided to just sprint for the finish line and get to the end of the main storyline. But I'll never get that. This is how the game ends for me:

The load screen appears, and then there is a black screen.

That Bethesda has released a game of this low quality is bad, but it's equally bad that the gaming media has decided to give them a pass. IGN rates this game an 8.5, or "great". Really? Let's recap.

The load screen appears, and then there is a black screen.

That is not a great game. I might be able to give it a good, but a game that can crash consistently after only running for thirty minutes or less with nor rhyme or reason is probably barely worthy of even being a good game, even if everything about the gameplay was stellar.

So Bethesda: don't count on me buying any DLC for this game. Hell, don't even count on the disc ever gracing my console again. And if any game from Bethesda ever has a review with the word bug in it again, I don't care if the rating is off the chart - it's not a purchase option for me. I'd be irate if this was a PC game, but on a console? This lack of quality control is simply idiotic.

Friday, October 29, 2010

Gameplay: Fallout New Vegas

I'll start with a confession: I've been playing the hell out of New Vegas. And I could rattle off all the reasons why that is so - except none of them would surprise you if you have already played Fallout 3 in the last two years. Bethesda has managed to sneak in a few new details, most of which add at least a few new concepts - most of which are pretty sound but don't really do anything to change the core gameplay from when Fallout and Elder Scrolls first got mashed together.

And there have been many, many reviews which have mentioned all of that, and how wonderfully the mechanics hold up over the last couple years. So lets' talk about something else.

Let's talk about just how often this damn game crashes, and how completely wrong that is for a console game in the year 2010. The level of instability that this game has is so far off the charts compared to every single other title I have ever played on the PlayStation 3 that I challenge any other blogger or gamer to argue the case that this is not the buggiest release in the history of the console, with the only other contender being Fallout 3 or the even buggier DLC for Fallout 3.

Let's talk frequency: Nightly. At least once a night that I've powered this game on, it has crashed. Let's talk severity: It completely locks up the console, requiring a manual reboot. Let's talk about predictability: There is none. You'll just be walking down the street, turn and look at something and ... bam. Instant lockup. I've had it happen at least once in between locations, causing nothing but a black screen to stare at me while I wondered if I should wait or go reboot the thing again.

The only saving grace is the frequency of the saves in the game: it does an autosave when you change locations or when you sleep. Course, the location autosave may not work correctly if the game crashes at the right moment, so unless you remember to save after every important action - you might be completely hosed anyway. I've lost hours of gameplay by not being absolutely draconian about saving after key points, a habit I've now fallen deeply into for the sake of my own sanity.

And it's not like the game itself is spotless. I walked right past a quest item because it was buried mostly in the ground ... not in "oh look, buried treasure" kind of way - but rather a "model was graphically blended with landscape" kind of way. While talking to a major game character, the conversation was stopped for cinematic animation ... which was blocked because the character for said animation was stuck on a chair. There are times when VATS goes completely on vacation. I'll be swarmed by evil poisonous creatures and tapping the shoulder button like a madman, and absolutely nothing happens.

So it's hard for me to be excited about things like factions, weapon mods, reloading benches or the nifty new companion wheel (though, it is kinda nifty) when I know every time I load the game, I'll end up rebooting my console. I said this about the Fallout 3 DLC, and I'll say it again: this is why I left PC gaming for a console. That Bethesda has had two years to work the kinks out of the engine and it's just as buggy as it ever was tells me one simple thing:

Bethesda needs to ditch this engine. While playing New Vegas, I was also playing the new Borderlands DLC and realized: it looks better, plays faster and never crashes. Yeah, I know it doesn't have the same dynamically loaded overworld that Fallout does, but these are things engines like Unreal and Id's latest have been working on. The Gamebryo engine has always been a burden on Bethesda games, it's never been able to deliver the same graphical quality of contemporary engine and apparently porting it to the consoles saddles the consoles with PC level bugs. It's ridiculous that in a two development timespan that Bethesda has released a product with this few updates, that looks exactly the same as the game before it, and is buggy as all hell.

Is the game fun? Yes. Does it offer hours and hours and hours of play? Yes. Do I recommend it? Yes. Well, if you liked Fallout 3.

Does that justify the level of instability in this game? No.

There, quite honestly, is no justification for the level of instability in this game.

Thursday, October 28, 2010

A Brief Guide To Shaky Cam Horror

In the vast amount of time I have not been blogging, I have managed to catch up on many, many horror movies. While on they way, I rewatched Paranormal Activity in anticipation of of the sequel, and regretfully (because it was free and easy to click on) watched Paranormal Entity.

In my review of Activity, I hoped that shaky cam would become more of a genre in it's own right. And when you get a mockbuster made of your picture, I think maybe that's arrived. So in preparation for a Halloween weekend, let's go through the shortlist of the shaky cam spookers.

The Last Broadcast
One of the earlier, if not the earliest, movies of this type - The Last Broadcast is also one of the least formulaic of the bunch. While you'll see many of the same trappings - first person confessions, running through the woods, people wandering off into isolation, there's more of a whodunit storyline being followed at the core. Not the scariest, or best produced, by far - but worth watching for those who found Blair Witch at least interesting.

Ghostwatch
Back in 1992, the BBC released this little known gem. It actually caused some hysteria upon its release and was named in one suicide (no joke). I haven't seen it as of yet because it's nearly impossible to find, it has only aired twice and while it hit DVD in 2002, doesn't look like it's been made available for import anywhere.

Blair Witch Project
BWP remains the epicenter of the shaky cam films, having gathered a lot of attention, making lots of money and distilling the basics of the concept: low budget, handy cam directing, and possibly most importantly ... a plot which centers just as much about how relationships take a downward spiral in a crisis as it does about ghosts and creepy moments. It's a hallmark, actually, of what works and doesn't work for these kinds of films ... if the actors can't sell you on the fact that they're in crisis mode, you're probably not going to be in crisis mode either.

Quarantine
Not nearly as much of a copycat as it could have been guilty of, Quarantine uses the shaky cam concept on a twist of the zombie genre with somewhat mixed, but usually decent results. There's a level of predictability, partially because we've all seen the same kind of zombie film a dozen times before ... and also because this is one of those movies that oddly features one of the final scenes as its cover. Can't strongly recommend, but did find it somewhat entertaining.

Cloverfield
The reason why Cloverfield is something of a landmark film in that it combines the general formula: a small group of people armed with a handycam in a desperate and bizarre situation, with Hollywood special effects and a big budget. Most interesting is that the former seems to work much better than the latter, though the level of destruction that the budget provides offers a great deal of value. Somewhere along the way, the movie starts to feel more like a standard monster flick - but it offers a lot of new moments along the path.

Paranormal Activity
The genre took something of a breather for a few years, but a great awakening with this 2007 title. The movie nails precisely what works - focusing on sounds more than visuals, keeping a tight lens on the two leads while document the strain on their relationship the spookhouse moments have on them night after night. I wasn't sure what would hold up during a late night rewatch, but really the only diminished effect is that lack of theater speakers to really catch the mostly invisible action during the film.

The Fourth Kind
A victim of overselling the premise by repeatedly trying explain why Milla Jovovich is on the screen, The Fourth Kind moves the concept over to alien abductions while also trying to provide a backdrop for better produced "re-enactments" than the normal handycam directing provides. There's some very good bits in the midst of it all, though the sum doesn't quite live up to the parts.

Paranormal Entity
A pretty hideous copycat of Paranormal Activity, courtesy of mockbuster producers The Asylum - Entity plays out like a poor student that couldn't pay attention during class. Lacking nearly all of the elements that made Activity work, Entity manages a couple of shock moments but in the long run will mostly scare you for the fact that you bothered to watched the thing in the first place.

Paranormal Activity 2
Have not seen it, but the reviews have been good and fully plan to either by or shortly after Halloween.


Paranormal Entity

Saturday, October 16, 2010

Notes From Management: Not Dead Yet

Apologies for the near month long dearth of anything on old Cathode Tan, it hasn't really been by choice and I hope in the next couple weeks to start being able to blog on a more regular basis again. It's the same old story - lots of paying job type work devouring aspect of daily life, little room to not just blog but to be doing much worth blogging about. Heck, I downloaded the latest Borderlands DLC recently and I'm not sure I've even installed it yet.

However, I just recently accepted an offer from Salesforce.com to become a Developer Evangelist. As an Evangelist, maintaing blog and twitter content will become part of my job description, so hopefully Cathode will be able to benefit from that inertia as well.

I've got one more week of work at Model Metrics left, then a week off, then off to evangelizing. Does New Vegas come out just in time for that one week off?

Oh, I believe it does...

Friday, September 24, 2010

For Sunday: Mozilla Seabird

Mozilla recently got community feedback and design concepts from Billy May, the guy who redesigned the Blackberry into touch screen and produced this demo:



Sadly it will likely not go much past this relatively awesome video, but awesome all the same.

Sunday, September 19, 2010

Is Good Old Games Dead, Or Just Playing?

Apparently over the weekend, Good Old Games, a digital distributor of old Windows games from the Polish company CD Project, went bully up with a public message that it couldn't exist in it's current form anymore:

We have recently had to give serious thought to whether we could really keep GOG.com the way it is. We've debated on it for quite some time and, unfortunately, we've decided that GOG.com simply cannot remain in its current form.

We're very grateful for all support we've received from all of you in the past two years. Working on GOG.com was a great adventure for all of us and an unforgettable journey to the past, through the long and wonderful history of PC gaming.

This doesn't mean the idea behind GOG.com is gone forever. We're closing down the service and putting this era behind us as new challenges await.


Following this, however, has come the announcement of a re-release and more information to arrive later this week ... fueling the notion that this is more publicity stunt than funeral wake. Stunt might be harsh - though the overly morbid tone of the plain home page message doesn't lend to mere restructuring ... so if GOG returns in a week or so, they could certainly be accused of being overly dramatic.

Thursday, September 16, 2010

For Sunday: Monsters Trailer

This looks pretty awesome.

Tuesday, September 14, 2010

For Sunday: Congress in AutoTune

Love. It. Thanks Klem.

Geocache Hunt Turns Bomb Scare

Sigh.

Lake County Sheriff's Department officers, including the bomb squad, and the Long Grove Fire Department were called to the scene, Jonites said.

The store and the parking lot were evacuated as a precaution, but no injuries were reported.

Officials determined the box contained a geotag used to help GPS systems track locations, and pieces of paper, the lieutenant said.

The geotag is part of an Internet treasure hunt called Geocaching, where players use a GPS device to track hidden geotags which issues the latitude and longitude of its location, the lieutenant said.
-- Internet scavenger hunt leads to bomb scare in Riverwoods

I sigh mostly because there's nobody to really rail against here. You can't really blame the police for investigating a mysterious package being hidden in a public place, nor can you really hate geocachers. They're just so darn adorable. But sigh, this is the world in which we live.

Friday, September 10, 2010

(Also) For Sunday: Portal 2 Coop Trailer

For Sunday: Paranormal Activity 2 Trailer

Thursday, September 09, 2010

Apple Quietly Reverses Developer Tool Ban

Apple did not specifically mention Adobe — though investors drove up shares of the company up 12 percent on the news — but the changes seem to mean that you can use Flash to develop your apps, and then compile them to work on the iPhone and iPad with a tool called Adobe Packager. This could be boon to publishers, including Condé Nast, owner of Wired, which use Adobe’s Creative Suite to make print magazines and would now be able to easily convert them into digital version instead of re-creating them from scratch in the only handful of coding languages Apple had allowed.

To be clear, that doesn’t mean Flash is coming to iOS as a plugin: You still won’t be able to view Flash content on your iPhone, iPad or iPod Touch. This change in Apple’s policy just means developers can use third-party tools such as Flash to create apps sold through the App Store
-- Apple Eases App Development Rules, Adobe Surges[Wired]

For all the bluster that roared from Apple on banning the use of tools like Adobe's Packager, including a strongly worded essay from Jobs which essentially ignited the debate on HTML5 versus Flash/RIA/the world, it has now softly backed away from the stance that such tools would lower the quality of the App Store and let developer use them.

Why? Well, possibly because Apple's reasoning was mostly PR nonsense designed to look like a strong technical argument ... but I have to somewhat doubt that really factored much into the equation. This is Apple we're talking about here and the company has been able to use PR to defy gravity countless times before.

The more prominent, and probably more likely, theory, is that Apple decided it wanted to trot out that amazing Epic Citadel demo (which is, by the way, truly amazing - at least on the iPhone4) they realized that there would be no way to unleash it onto the world without subsequently backing off on the whole third party development tool.

Epic's bread and butter, after all, is the third party development toolset which allows for other companies to license their technology for games ... and a huge feature of that is UnrealScript - a specific language the engine uses and how the majority of Unreal games are coded. To have shown the demo and then not change their policy would have just been an enormous tease.

And to change the policy to only let Epic in would likely have brought anti-trust champions bearing down on Steve Job's office door.

So it's true - you can probably thank video games that Apple has come to its senses.

Tuesday, September 07, 2010

Land of Me And The Wilderness Downtown: AIR and HTML5 Demos

I love mornings where new things land in my lap. First was an email asking to go try The Land Of Me, an interactive children's story/game developed in Adobe's AIR. Designed for preschoolers and with Prof. John Siraj-Blatchford from the The University of Swansea - The Land Of Me looks to be a delightful artistic romp ... well, if you're around two years old. There is a free chapter to download and try and since it runs on AIR - the game runs on most PC's and Mac's.

A few twitters also pointed to The Wilderness Downtown, probably best described as an experimental HTML5 video mashup with Google Maps. It's an interesting concept which mostly works - currently best serving as an example of what using the HTML5 video tag might mean down the road. It is, however, specifically designed for Chrome - though it appears to work in Safari, those certain devices using Mobile Safari need not apply.

Enjoy, peeps.