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Monday, April 02, 2012

Most of the Next Gen Console Rumors Are Probably Wrong

It's that time of the year again.  Or more specifically, that time of the gaming console cycle when it seems credible enough that the next generation of devices might be in some kind of hardware prototype form that it seems perfectly reasonable to float around rumors about how they'll play (pun intended) out.

Which also means it is time to go visit some old friends.  Take a quick glance back at the news reporting about the PlayStation 3 before it debuted.  We're going to see some similar themes: leaps to conclusion about disc storage and of course, the old ghost about playing used games.  Let's not even worry about these from a Microsoft or Sony or Nintendo stance, just as pure speculation.

No more used games!

We'll start with the real money-maker.  And when I say money-maker, I mean this is essentially the online equivalent of trolling for a news source.  There's no doubt that the concept of having a game console block used games will drive page views and comments - gamers love their used games.  The $40-60 price range of most new titles is painful enough to have many gamers think twice before purchasing and the so called "grey market" that keeps GameStop in business is a handy way to purchase for many gamers.

This was widely reported as pretty much factual for the PS3 before it arrived, with some news outlets even suggesting the PS3 would physically notch your disc to make your game its bitch.  But it just doesn't add up.

Problem is: The used games market hits publishers in the money belt, not console makers.

Probably the biggest problem with this meme is that it supposes that the big three have a huge financial stake in it.  However the real profit loss for the console makers is subsidizing the console hardware, not in licensing software.  While they would surely like to see the "white market" sales go up, even Microsoft managed to turn the 360 into a huge profit machine this generation.  Publishers and studios are the ones who potentially go into the red when they spend money on game development, not the hardware makers.

Worse, such a move could potentially hurt console makers where they are actually vulnerable - selling actual consoles.  Analyst Michael Pachter has guess that blocking the sale of used games would probably lead to a bricks and mortar lead, gamer followed revolt.  I think he's completely right (and I don't always think that about Pachter).

Finally, I still say that the technology isn't quite as solid to pull this off as some other people do.  If you accept that gamers will still have an offline, disc-based experience ... there's no real way to pull this off.

Course, that brings us to...

No more disc-based games!

This one has an awful lot of credence behind it, considering the number of people who are now used to buying games - be it for the PC, Mac, iPad, iPhone, PS3, 360 or other abbreviation, via the Internet.  Steam, app stores, and console networks are big business these days and with some games only available via electronic means (think Minecraft), surely it makes sense that the next generation consoles would follow suit, right?

Problem is: many, if not most, living rooms are still not on the information highway

While wi-fi is largely domesticated and the concept of "high speed bandwidth" is becoming rapidly redundant - there's still a very healthy percentage of gamers who play 100% offline.  And we're not talking about the casual or senior citizen crowd here - we're talking normal if not hardcore gamers.  While  a decent percentages of gamers in 2011 use their console for online activities, it is by far not the majority.  I know it is anecdotal - but I'm constantly getting into conversations about gaming which quickly get confused because I assume they are playing the most recent patch (see Skyrim).

For more evidence check out the OnLive Console.  Did you even know there was such a thing?  While OnLive has exceeded my expectations for what can be done with streaming games - their hardware sales haven't exactly pegged them as "the fourth console maker" yet.  The truth is that the living room is still new frontier for certainly having high-speed access and many consumers don't yet associate their console as an online device.

But if we must have discs, then...

This XYZ console will use XYZ format!

Will Sony keep Blu-Ray?  Will Microsoft adopt Blu-Ray?  Will Nintendo use flash cards?

The problem with this speculation is that it is probably one of the last decisions the console makers need to make.  While architectural decisions about memory, bus speeds, processors, GPU, and other tightly integrated board components have direct impact on how games are actually coded - storage format fairly uniformly decides two things: capacity and load times.  It makes a big impact, for sure, but certainly not as much as how much system memory can be dedicated to textures or the like.

My guesses are: Sony will keep Blu-Ray, as keeping the Orbis a Blu-Ray player fits in their living room strategy and is cost-effective for them.  Plus, Blu-Ray is probably still the best option technically for games thanks to the large capacity on the discs.  Nintendo and Microsoft will probably use some kind of mutated version of HD-DVD because they can own the experience outright without licensing anything to Sony and still rival the size of Blu-Ray.  They might miss out on being a DVD player (but also might not) - but I'm not sure being a DVD player will be a serious game player in the next generation outright.

The problem with the flash card rumor is cost.  Flash cards offer a lot of versatility to developers (and probably the best option if anyone really did want to kill the grey market of used games) but are really only viable for mobile games where the footprint is small enough to keep costs down.  Look at this way - solid state drives have gotten to a point where they are essentially superior to traditional drives, but expect the makers to opt for the latter so that they can sell a "300GB" model instead of a "150GB" one for less price.

Bottom line: the speculation here is fun, but it is way too early to guess right now.


So for those scoring at home - for the top rumors about the next gen of consoles it is: no way in hell, almost certainly not, and way too early to even care.


Tuesday, March 13, 2012

[SPOILERS] Mass Effect 3's Ending From a Narrative Stance

The whole controversy over Mass Effect 3's ending is picking up a feverish pace at this point.  One of the things I'm finding interesting is that many players are finding wrong with nearly the exact same things, which I went over a subset of yesterday.   Usually when fans get upset about storytelling in games, you'll get a host of things they thought were wrong.  A more literary example - ask a hardcore grumpy Tolkien fan what they didn't like about the movies, or what should have been in them: you'll almost always get "Tom Bombadil" ... but also fifteen other random things.


In the case of Mass Effect 3, the fans are all noting the exact same things: including plotholes, lack of closure, deus ex machina character, overall similiarity despite previous choices and a depressing outcome.

Was that really Bioware's intent?  Or did they just completely mangle the message by spending too little on producing the end cutscene?

Instead of focusing on in-game elements, which the more I think about it when those elements include the ability to alter the DNA of every living creature in the galaxy with a green energy cloud ... which supposedly solves all the Reaper's issues and yet they didn't try that like 10,000 years ago because killing is so much more fun ... well, it occurs to me that debating the finer points of things like what happens after all the relays explode might not even be possible - so instead, let's look at just the narrative tools Bioware used to bludgeon their own ending.

1. Deus Ex Machina
Yeah, let's start with the big one that everyone is calling out.  Deus Ex Machina, or "God from a machine",  dates back to plays and operas where exactly that would happen - when all the actors on the stage were in terrible peril, they would get someone dressed up as Zeus or Poseidon or whomever and pulley them down to save the day.  

How did they get out of that mess?  Zeus did it.  We get this here, but instead the question is: "How did we get into this mess?"  Well, apparently The Catalyst did it and has been all along.  And so he's also capable of doing anything else ... like a "synthesis DNA explosion".

The problem with this mechanic is that it is so transparently lazy.  The viewer has no context or setup for the core feature of the ending and is hence forced to simply accept it on faith or be left bewildered.

Clearly, a lot of fans are in the latter camp.

2. Simple explanations happen off-screen
Why is Joker fleeing Earth?  How did your squad get away from Harbringer?  How does Shepard survive being blown up in outer space?  You'll never know.  You can imagine a whole host of possible explanations, and while that might highly entertaining for some fans ... the amount of information left up to the viewer is pretty staggering in this case.  It's also very different from the style of storytelling the player has been offered up until this point.  I spend how long in nuanced dialogue to determine tidbits about the story, but you can't tell me why one of my best friends just abandoned me to die?

3. Important (possibly good) things happen off-screen
Perhaps even more important is that if Bioware wanted some of the endings to be "better" than others, they take absolutely no time to make that apparent to the player.  Does controlling the Reapers mean that the Mass Effect relays might be re-built?  Or at least can everyone stuck on Sol get a lift home?  Does being a hybrid mean anything other than having glowing bits?  Does your love interest live happily ever after on a remote planet, or do they die of space malaria?

You'll never know.  Bioware doesn't even illustrate whether the destruction of the relays causes supernovas across the galaxy, which has been previously established as a possibility, or if more than five people are likely still to be alive anywhere.

4. The destruction of the relays overplays the hand
I get the impression that destroying the relays was somehow important to Bioware, perhaps for setting up the next game in the series.  But especially with #3 above in perspective - it in of itself is such a serious catastrophe to the state of the galaxy that the player is left with nothing but questions and the high probability that instead of spending this time saving Earth and the galaxy in general, the galaxy has been sent back to the stone age.  

Take into consideration if the relays had only been destroyed under the "Destroy" option.  First of all, this makes sense - the relays are Reaper based tech, and the Catalyst clearly says all advanced technology will be destroyed.  If any of the other options didn't have this event - those options would have been clearly determined as "good" by players, and the ending wouldn't have been so depressing.

If Bioware really felt the need to destroy the relays, they could have at least shown what happened across the galaxies.  Krogan babies, healthy quarians, new Asari monastaries - whatever.  

In short, Bioware's failure here was a lazy setup, an execution which doesn't do anything but raise completely inane questions and a payoff which doesn't offer anything good associated with what the player has been working for across three games.

Personally, I think a patch to give players three extended cutscenes is certainly in order here.

P.S.: Also consider GameFront's article on this, which is quite excellent.

Monday, March 12, 2012

[SPOILERS] Mass Effect 3's Bizarre (and bad) Ending


See - it's right there in the title. Spoilers.  Big time.

First (and to give those who are still parsing the whole "spoiler" bit a second) - I want to say that the Mass Effect series is still an amazing achievement and hands down my favorite BioWare franchise to date.  I don't know if a full review is really helpful from Cathode - easy to say I highly recommend it.  I have a few nitpicks with it - like the fact that in the far future I have a holographic glove which can unlock doors, repair items and kill people ... but I can't check my email.  Or that once again, BioWare managed to put in a boss fight which suddenly jumps the difficulty (and when both your squad mates die when walking in the room, don't cry "strategy" to me).

99% of this game is gorgeous, plays great and tells a wonderful story.

Until the end.  And I don't think anyone will ever really know what happened here.  Here's five reasons why Mass Effect 3's ending was just plain wrong.

And no, it's not because Shepard usually (and probably) dies. (spoilers!)

1. You don't save the galaxy.
I'm not sure what the definition of saving the galaxy would be ... but let's recap here:

Option 1: Destroy the Reapers and all the mass effect relays.  Destroying the Reapers also destroys all the important technology in the system, totally wiping out both the quarian and the geth and possibly doing untold damage to the other races who have already been decimated by the Reapers.

So in every cycle, the Reapers come and wipe out the dominate species and leave the remaining ones intact to evolve and be harvested later.  So while not the usual plan here - I'd still score this one pretty solidly in the Reaper column.  Most of the galaxy is destroyed, and what isn't has been tossed back to some kind of stone age.

Option 2: Die and control the Reapers.  Which is the first of the three options which starts to leave logical thinking aside.  I'm dead ... but I'm in control.  Worst.  Promotion.  Ever.  There's no indication of what this odd paradox of being both deceased but in control actually means - you're just left to assume.  It doesn't help that every end cutscene is 95% identical except with a few edits and color changes.

For the record, this is the only ending which seems even passable to me.  If I assume Shepard is now some kind of free-floating Reaper god child (seriously, wtf) - then I can assume enough technology and power remains that maybe everyone I just spent all that time fighting for might have a chance to live.

Option 3: Modify the entire galaxy into some kind of organic-synthetic hybrid.  Or as I like to call - what the frak are you talking about? How...   what.  Huh?  I mean, you stick a circuit into Joker, and put some dermal patches on EDI ... wait ... that's all the Reapers really wanted?  They just wanted organics and synthetics to get along?

But I did that.   It's possibly to have the geth and quarians living happily side by side, without any bullshit cutscene or mass genocide.  And since all the mass effect relays exploding still killed the vast majority of life in the galaxy ... I'm still not entirely calling this "saving the galaxy".  Not to mention, oh little glowing god-child of my dreams .... but a synthetic-organic hybrid could still make synthetics which could kill all the synthetic-organics.  And according to you, it's inevitable.  And now the Reapers are on vacation from "saving us".  So the synthesis doesn't really solve anything that controlling option did, except for altering all the DNA in the galaxy.  Everyone is still pretty much doomed, but they get new glowing bits.

So end result of any of this: nearly everyone on in the galaxy is dead, and those that aren't are likely marooned and about to die in the wake of the single most technological disaster in history.

But at least the Reapers were dealt with.


2. Your choices don't really matter.
BioWare did a great job of making me actually care about choices I made throughout both ME2 and ME3, and I felt that ME3 was building off some of my ME2 experience.

Until I got to the end.  Remember all that time you spent wondering if the geth should be given a chance for free will, even though you knew it might turn into another geth war when you really didn't need one?  Well, doesn't matter.  Your choice here is reduced to a bonus "military readiness" and the fact that in one ending, they're all dead - and in the other two they're either altered so that it wouldn't have mattered what you chose (because we all know that if geth just had a real heart to begin with, then ... no wait, that's Wizard of Oz) and then in the other there's actually a strong likelihood they'll probably take over what remains of the galaxy anyway.

More to the point: there's no real epilogue here.  If I sacrificed myself for the galaxy, can I at least know that my significant other got his or her dream of a white picket fence at some point?  Did the Krogan actually succeed in reproducing and hence becoming a threat to all the galaxy again, or did Wrex live up to his word?

You get to make a lot of interesting choices in the Mass Effect series - but at the end you just get a differently colored cutscene and absolutely no resolution or closure whatsoever.

And no, dude and dude's son on some future planet don't count.

3. Last minute premise which makes no sense
Wait, so the Reapers (who are synthetic) were just being controlled by some kind of AI or VI (also, synthetic) in a the longest running campaign of genocide ... in order to ... save organics from synthetics?  Why not just bring down the full bear of that power on ... rogue synthetics?  Couldn't they have just wiped out the geth in ME1 and saved us all that murder and mayhem?  This is like the worst project plan in the history of project management.

Goal: Save organics from synthetics.
Solution: Use synthetics to destroy organics.

And nobody raised their hand at that meeting?  If anything, the history of the Reapers and geth show that they were going to try to keep organics from destroying synthetics.  The whole spin here seems a last minute explanation to frame the "destroy, control or integrate" outcomes.  It wasn't needed either, I didn't need the sudden inclusion of a "Reaper master" to explain how they were tools all along (Sovereign didn't seem to agree with that, but whatever) or a concise description of their motives.  I was pretty good with "evolution going unchecked leads to chaos, we hate chaos" and going from there.

4.1 Worst plot device goes to: Synthesis Ending

I originally wrote the following section as "worst plot device".  I recant.  The more I think about the synthesis ending, the more I hate it.  It's the ultimate cop-out.  It explains nothing, allows for everything and anything.

Maybe Nano-Tali can eat Nano-Leaves because the green explosion made things work that way?  Maybe Nano-Joker can have man-babies with Nano-Jarvik, because now they are all the same species and sex and there is no more war!

Someone on the Bioware forums asked quite astutely about EDI's fate in a post-Normandy world (which is quite grim if you think about her nature). But the synthesis ending offers a clear possibility: THE NORMANDY IS NOW ALIVE.  The synthesis gave it organic parts and now it will just grow into the Nano-planet and it will never die and EDI will always be fine and can have lots of Nano-Babies with Nano-Joker.

Seriously?  Stupidest plot device since midichlorians.


4.2 Second worst plot device goes to: indoctrination
So Reapers can apparently send out a field which causes organics to fall under their control.  This is often done behind the scenes during the franchise and works kinda OK that way - because it just allows the explanation of key betrayals and whatnot.

But then you have the Illusive Man on the Citadel - himself indoctrinated, and with very little effort making two people be puppets to his will and you start to wonder ... how the hell are the Reapers even remotely losing this war?  It was one thing when there was like ... one of them, or that they were all in deep dark space or whatever ... but if Martin Sheen can play this trick after just learning how it works, why aren't the Reapers just brainwashing the whole galaxy into submission, then killing them off at their leisure while afterwards going back for some brews?

The whole Cerberus angle in ME3 feels a little weird, but the ending just killed it for me.  The Illusive Man is no longer interesting - he's just a tool with some new H.R. Giger makeup setting humanity up for a fall.  And instead of having Shepard and Anderson just shoot each other ... he does what every other garden variety villain does .... he talks them to death until his own demise.  Gee, I was so shocked.

Edit: More evidence - many people want to explain the ending by declaring that Shepard was indoctrinated.  Any plot device so free-form that your reader/player/user introduces it to explain away things which don't make sense - you've just created self-fulfilling plot holes.


5. They stole all this from Deus Ex.
It took reading some forum posts to make this click - but damn I thought this all felt familiar.  And here's why: this is the exact same kind of choices from the original Deus Ex.  You can either become a god-like AI in control of technology, you can send everyone back to the stone age, or you can integrate with technology to "better understand".  Control, destroy or integrate - and even the outcome is more or less the same.

At least in Deus Ex, you got three completely different cutscenes to describe what happens - not just a different colored filter.

OK, that's all for now sports fans.  Look, I still loved the franchise.  I don't know if I'm in the boat to go back and play ... well, any of it, again - and the ending is definitely a reason for that.  But it was a great ride, and I got a lot of great moments out of ME3 even if the ending felt like it was finished by the Korean Animation Studio:


Cheers, everyone.  You might also check out the next post, on how Bioware failed from a narrative point of view.

P.S.: Also consider GameFront's article on this, which is quite excellent.

Friday, February 10, 2012

[Game Play] Kingdoms of Amalur: Reckoning (vs. Skyrim)

Reckoning is, if not anything else, an excellent freshmen attempt from a freshmen studio.  Sure, it famously hails Ken Rolston of Elder Scrolls fame - and that is probably cheating on the "freshmen" front, but this doesn't change the fact that it is a brand new franchise with a brand new engine.

Partially thanks to the Rolston connection, many comparisons were lined up between Reckoning and Skyrim.  I first heard about Kingdoms of Amalur in the midst of forum chatter about Skyrim, the theory being that Reckoning might be a Skyrim experience without the numerous bugs of Skyrim (did I mention this was a PS3 forum?  Yeah....).

I've clocked about 10 hours into Reckoning, so this is probably not an overly comprehensive review - but I'm now walking down the path of thinking that the games are far more different than similar.  Skyrim strives for a dense, realistic world and favors a first person narrative.  Reckoning is a fast paced third person affair with cartoon-like graphics.  Despite their similarities, Skyrim reminds me of old school games like Eye of the Beholder and Dungeon Master, where Reckoning reminds me strongly of Diablo and World of Warcraft.

Reckoning also sports a storyline by R.A. Salvatore - a rather famous author in the Dungeons and Dragons line of fantasy.  Salvatore's backstory seems to give Reckoning a certain edge, but the familiarity of the world with immortal fae, kobolds, trolls, and the like ... does it no favors in making Amalur stand out or seem particularly gripping.  Some of the dialogue and characters are interesting, but largely lacks any emotional impact.

If anything, I think this highlights a very strong suit of Skyrim.  The player manages to feel connected to the NPC's and hence, to the story itself.  In that game, I joined the assassin's guild out of an attempt to betray them (which failed, because you apparently only get one chance to do that...) - which is a pretty complex plot for a computer game that had nothing to do with any of the code.  I don't see anything like that happening in Reckoning.

The world and the story is a solid backdop for the game, and the designs by comic artist Todd McFarlane likewise gives everything you look at an extremely competent feel to it ... but there are rare instances when the design will really give you that "wow" feeling.

At this point, Reckoning would be set for a solid B if it weren't for two factors.

The first is the combat.  It's been noted in every review for the game, but it can't be mentioned enough.  These combat mechanics are through the roof good.  It's not just the way the auto-lock system flows easily without any real user interaction or input.   It's not just the highly stylized combat moves and the pure joy of unlocking new moves and figuring out how to best incorporate them into your fighting strategies.  It's not just the well factored physics and NPC reactions to your moves - enemies "feel" like they go down when they should, and keep charging when they should.  It is how all of that works together.  Rolston, Salvatore and McFarlane made sure that this game had a solid base when it comes to design, but I think the most noteworthy aspect is that the real star of the game had nothing to do with those big names ... it's the technical brilliance behind the most core aspect - beating up monsters and taking their loot.

Back when I modded Unreal, I realized the most important thing to keep right was the quality of deathmatch itself.  Because deathmatch is still the core of any other FPS game.  The Reckoning team clearly understood this rule and have delivered possibly the most awesome action of any action RPG in the history of the genre.

The second factor is simply a credit to the Big Huge Engine.  After a demo which left some players wondering if the game would crash or be full of graphical glitches - the final product is remarkably solid.  I've had occasional frame rate glitches, but nothing which has impacted gameplay.

It's only been 10 hours, so I'll wait to see if things degenerate - but so far I feel no need to have multiple save games.  No need to save intermittently.  No worries about things locking up after clearing a dungeon.  No soldiers drinking beer in mid air or creatures suddenly returning to a default 3D model pose after being beheaded.  Everything just works.  And it works well.

This actually impacts my gameplay.  Since I don't have five old savegames around, I don't reverse time when something goes wrong.  Probably the best "RPG" moment I had in the game was when an NPC in a quest got killed - which doesn't normally happen, and I was supposed to defend him.  It kinda sucked, because I got that "Quest Failed" message - but it had some emotional weight.  Especially when I then got a follow up quest for his dead wife.

I wish Reckoning had more of that kind of complexity, but I'm more happy to play an expansive RPG without all the technical issues that Bethesda ships with their games.  I hope Reckoning can now be a counter-argument to the nonsensical "all big games ship with big bugs" theory defending titles like Skyrim and New Vegas.  It's really just big games shipped and developed by Bethesda.

So short version: a very solid A-.  It's not a dense world, and you aren't going to find a gripping storyline here.  There is much about Amalur which is pretty but kind of vapid, but if you're a Diablo type of RPG person where the storyline essentially just connects you between points of having a lot of fun hacking things apart, Amalur promises hours and hours and hours of doing just that.

Tuesday, February 07, 2012

[Game Play] The Problem with Catwoman

Arkham City has a lot of things going for it and for those things has earned plenty of accolades and inclusion in Game Of The Year discussions.  I'm not really going to to go on here about the improvements to the combat, or how the open world plays well with the Zelda-esque handling of the adventure genre in general.  Instead, we're going to talk about Catwoman.

The used games market is something of a villain for the games publishers in general and the reason why you now usually will need to enter in some kind of code to do things like play online.  The publishers are infuriated with the numbers stores like Gamestop make in repeat sales of their products without the publishers seeing an additional penny.

For gamers, the so-called "grey market" can be a huge boon.  By waiting for titles after the (insanely important to the publisher's PR) release day they can get increasingly better deals on titles and by trading in their recent titles they can see even better discounts on completely new titles.  This reason alone is probably why we shouldn't read too much into reports about game console X banning used games anytime soon (especially with said rumors reporting on extremely vague technology in order to accomplish said feat).

However, we should expect developers and publishers to continue to find new and inventive ways to force people who buy used games to give them money.  In fact, I just entered a code for the online pass for Kingdoms of Amalur.  This is notable because Amalur has no online mode.

For Arkham City, Rocksteady decided to include a code to unlock what could essentially be considered first day DLC - meaning that it was additional content outside of the normal gameplay which could otherwise be purchased separately - but Rocksteady decided to give people buying the game new a bonus of having the DLC right away.

At face value - I don't have any real issue with this strategy.  An argument could be made about what is truly "DLC" and what is simply normal content that is being intentionally divided out for an extra fee.  It gets particularly contentious when gamers discover this "DLC" was actually on the disc they paid for all along and the "download" is just a key to unlock it.

I'm honestly on the fence on that one - just can't bring myself to feel too strongly about it.

No, none of that is the problem I had with Catwoman - the star of the DLC for Arkham City.  The problem I had with it is all the ways Rocksteady made sure to shove the leather clad whiptress in your face.  It started with every single time I started a game, getting a reminder that Catwoman existed and I hadn't entered in any code to unlock her and am I sure I want to continue without doing that?

She also gets her own icon on the main menu, again reminding you if you haven't unlocked her that maybe, just maybe you should?

And of course, she gets a leading role in the first part of the game because if you didn't remember already, Catwoman is totally in this fucking game.

Now at this point I found the above mildly annoying.  Annoying enough that I eventually just entered the damn Catwoman code even though I had no intention of trying her out until I was completely done with the main Batman material.

Oh, how wrong I was.  Now remember that Batman is one of these non-linear designs with tons of side quests.  But it isn't open so much as branching - which means that some parts of the side quests until you get the right gear or whatnot.  Which is fine - and I didn't even think it was weird when late in the game I wasn't allowed to pursue side quests because "so-so is in trouble".

But that mission finished the main storyline.  And once you finish the main storyline, and you have unlocked Catwoman: Rocksteady forces you to play Catwoman.


Let me repeat that in bold, Rocksteady forces you to play Catwoman.  Continuing your existing mission will start as Catwoman.  Starting a New Game Plus starts as Catwoman.  Why "New Game Plus", which traditionally means starting completely over but with more difficult settings and more interesting bonuses - starts with supposedly completely optional content and no other options I am completely and utterly baffled.

Supposedly, the appeal of New Game Plus in Arkham City is starting with all your gear.  Which would be cool, except that Rocksteady forces you to play fucking Catwoman.

And Catwoman?  She kinda sucks.  Towards the end of the game, Batman is tricked out with all kinds of gear and Catwoman has squat, crap and a whip.  So being forced to play as Catwoman is exactly like having all of your toys taken away.

The result?  I did not finish any of the side quests.  I did not finish the so-called Catwoman DLC.  I didn't do anything because I found being forced to play as Catwoman to be such a dull, that I simply exchanged the game for Kingdoms of Amalur when my pre-order came up.

Rocksteady.  If you're reading.  Hear this: I will not play your boring DLC to get back to my main game.  Forcing your DLC down my throat does not make your DLC more important, it makes me annoyed and your game an early contender for the very used game market system you apparently so despise.

If you want to have used game buyers buy DLC which was free for new game buyers - fine.  But, sweet Jeebus, Rocksteady - keep Catwoman in your pants.  Featuring her in all the promo gear, flashing her in my face on every new game, putting her in the main menu and then shoving her down my throat when it comes to the game does not make her compelling.  Giving her truly new compelling gameplay would make her compelling.  All you did was make her annoying, me annoyed, and your game sold for $23 to be resold for ~$50.

I sent some tweets to Rocksteady to explain why supposedly optional DLC suddenly became my only option.

They have yet to respond.

Sunday, January 29, 2012

[Logically Speaking] Santorum vs. Gay Marriage

I generally try to keep politics out of Cathode Tan, but sometimes politicians just say things which are simply an affront to logic itself.

And yes, I'm talking about Rick Santorum. Faithful Cathode Tanners also know that I'm a fairly staunch advocate of gay rights - though I generally just consider it advocating human rights. Anyone who has actually spent time with a loving, faithful gay couple and walks away with the thought that "we should totally ban that" ... well, I just can't see how it doesn't come from a place of fear and ignorance.

When the politicians use logic to cover up that fear and ignorance - it requires logic to set that right.

When Santorum is asked about gay marriage, he often applies the "slippery slope" argument, that for instance legalizing gay marriage would in turn open the door to legalizing polygamy.  Here's Santorum laying out his so-called argument:



Rick says that if we are going to have a conversation about one, we have to distinguish the other for him.

So let's do that.

Let's outline Rick's logic.
  1. All people have the right to be happy.
  2. Because gay marriage would make some people happy, it should be legalized.
  3. However, marrying multiple people would also make some people happy.
  4. Therefore, if we legalize gay marriage - we will need to legalize polygamy as well.
This is a classic straw man argument.  The formula here goes:
  1. You have proposed X.
  2. I can prove Y is similar to X.
  3. Y is undesirable.
  4. Therefore, X is also undesirable.
The problem is, of course, that X != Y.  It's a substitution for a real argument when you lack the facts to actually distinguish X from Y.  This is why it works for Santorum as a stump response.  The potential voter is prepared to talk about gay marriage, not polygamy - and so is placed in the same camp of not really being able to distinguish X from Y.

The first fundamental problem comes from Rick's first statement.
  1. All people have the right to be happy.
Which is a) not the original argument and b) isn't factual.  We have a constitutional imperative, as it were, to the "pursuit of happiness" - but we have laws in place because if being a serial killer makes you happy the state still has the right to track you down and place you in the electric chair (your state laws may vary).  So no,  not everyone has the right to be happy.

A more factual opening statement would be:
  1. The state should not create laws which impede a citizen's pusuit of happiness without proof of harm to the state or citizens.
At this point we don't need to worry about introducing ridiculous arguments like I can kill people because it puts a smile on my face.  It should also neatly remove equally ridiculous arguments like "legalizing gay marriage would open the door to bestiality or pedophilia" since proof of harm in such cases easily fall under sexual and/or physical abuse.   So let's continue with this as our opening statement (we'll lump citizens and state into one here as well).
  1. The state should not create laws which impede a citizen's pursuit of happiness without proof of harm to the state or other citizens.
  2. There's no evidence which shows gay marriage causes harm to to the state and therefore should not be made illegal.
  3. However, there's also no evidence that polygamy causes harm to the state and therefore should also not be made illegal.
  4. Therefore - if we legalize gay marriage, we should legalize polygamy as well.
So ... that's a more realistic framing of Santorum's argument.  And there's one problem, at least for Santorum.  In this state, it actually holds water.  Without proof that polygamy causes harm - perhaps it as well should be legalized as well.

You read it here first: logically speaking - Rick Santorum supports legalizing polygamy.  Once you remove the moral panic aspect of it, at least.  Of course, Santorum's biggest stock is moral panic.  If he's going to try to attack polygamy as well as gay marriage - he should really get some facts on both first.

The case against polygamy is rather complicated and gets very quickly wrapped into cultural specifics like child marriages.  However, existing laws in place should provide the protection of children.  Probably a more utilitarian issue also provides a segue into a core issue of the rest of the debate - legalizing polygamy could likely tear a hole in our tax and estate code that current lawbooks aren't really willing to deal with.  It's not the definition of marriage which causes an issue here, it's the fact that you've now compounded the possibilities of what was previously defined. "1 Man, 1 Woman" simply makes for an enforceable tax code - far more than "X number of men, and X number of women."

The ramifications on divorce alone would keep the lawmakers busy for years.  So we can leave whether polygamy would result in direct societal harm and state that our current legal structure isn't yet equipped to deal with it.

You know, kinda like how lawmakers are currently handling the Internet and plenty of other technological issues.

Since gay marriage is clearly a different issue than polygamy and we've laid out a case for why polygamy should not be (currently) legalized which does not effect our case for gay marriage, our argument now looks like this:
  1. The state should not create laws which impede a citizen's pursuit of happiness without proof of harm to the state or other citizens.
  2. There's no evidence which shows gay marriage causes harm to to the state and therefore should not be made illegal.
  3. Therefore we should legalize gay marriage.
We can remove polygamy completely as it has no bearing on either the original statement nor the outcome.  The only real issue at stake here is our second statement.   There are now studies which show that gay marriage raises well adjusted kids, some evidence that lesbians may be better parents than their heterosexual peers and even some that state it is good for the economy.  Also, statistically speaking - even if gay marriage were to become legal in every state ... the overall percentage of gay marriage would still be extremely small - so any impact on society (good or bad) would likely be minimal making our second statement fairly safe.

The problem Santorum has from a logical perspective is that the slippery slope began not when people began to propose gay marriage - but rather when the federal government got into the business of defining marriage in the first place.  By placing this definition on the books, it clearly opens the door for changing said definition down the road.  If Santorum and his ilk really want to "defend" the nation from gay marriage - the only logical method would be to bar the government from legalizing marriage at all.  Remove the federal definition, and you remove any chance that the government will "permit" it.  By insisting on a definition is to invite a debate on changing that definition - that's simply how our government works.  This would in fact be the most direct route to get what the far right wants - a definition of marriage organic enough to be bound by local laws and morals.

Of course - this would also remove the benefits of formalizing legal marriage.  Tax benefits, a legal framework for familial issues and a definition for estate laws all directly benefit society.  In other words,  all the reasons why legalizing polygamy would be inherently difficult (if not undesirable) are justifications for creating a legal framework for marriage.

So now our argument looks like this:

  1. A legal framework for marriage benefits society.
  2. Excluding gays from marriage benefits fewer people than inclusion.
  3. Including gay marriage into the legal framework will increase the benefits offered from the marital legal framework.
  4. Therefore, gay marriage should be legalized.
Any questions?  If you're going to respond in rebuttal, please:
  • Don't use religion as justification.  This is why we have separation of church and state.  Leviticus quotes may simply get deleted.
  • Same goes for gay bashing.  Take it elsewhere.  Or preferably, nowhere.  Insults and the like may also simply get deleted.
  • If you're going to quote studies, please link to them.
  • As a warning - beware of editorials which can't prove causation.  Yes, I've read them.

Friday, January 27, 2012

[In The News] The Old "Consoles Will Block Used Games" Returns

Long time readers of Cathode Tan might remember back when the PlayStation 3 was about to roll out, we got tons of interesting news posts of very dubious quality, not the least fervent that the PlayStation 3 wouldn't play used video games. It started with a rumor based on a patent, got twisted, add a big of blog phone game and then the Guardian was reporting the rumor (only to get it later vetted and pulled).

Well ... it's baaaack. Via Kotaku:

But that disc detail could be far less impactful to the next generation of game consoles than the assertion I've heard from one reliable industry source that Microsoft intends to incorporate some sort of anti-used game system as part of their so-called Xbox 720.

It's not clear if that means that the system wouldn't play used games or how such a set-up would work. Obvious approaches—I'm theorizing here—like linking a copy of a game to a specific Xbox Live account could seemingly be foiled by used-game owners who would keep their system offline. My source wasn't sure how Microsoft intended to implement any anti-used game system in the new machine.
-- Sources: The Next Xbox Will Play Blu-Ray, May Not Play Used Games (And Will Introduce Kinect 2)

Emphasis mine. First, let's set aside the notion that the next gen Xbox will use Sony's Blu-Ray for a whole other rumor-busting post. Let's focus on the concept of reporting something based on an anonymous source who can't provide any actual details on how this might work. If you can't detail how this might work - I don't see what the point is in reporting it at all. How this would work is the story. Last time, people were actually thinking the PS3 would scratch a notch into the disc to determine if it had been played.

We'll also set aside the questionable grammar of describing obvious approaches and only describing one approach and instead focus on the notion that the theory is hypothesizing using Microsoft's paid online service for punishing used game owners.

Because yeah - that sounds like a decent business strategy. Hey, I finally signed up for Xbox Live. Why aren't my old games I bought at GameStop playing?? Unsubscribe.

So not so much obvious, more like ridiculously bad customer trust.

Look people - the games industry might see the used games market as some kind of "grey market" area where they don't see any revenue while GameStop sells a $59.99 game once for $59.99 and then again for $56.88 ... but Microsoft's (or Sony's) role as a game publisher isn't going to override their need to sell consoles and XBox Live. And any strategy down this general direction would do just exactly that.

And that's aside from the point that I've yet to hear anyone give a technical method which would actually work. Bad business and sketchy technology? Not buying it. Let's wait for some real 720 news.

Which out of the original article is ... uh, yay! Kinect 2!

Sunday, January 22, 2012

[Gratuitous Plug] To Trust The Wolf

So my brother wrote a book which you can grab from virtually every e-service on the planet.  The summary:


As the mundanes riot against the control of the witches, threatening to tear the fragile realm of Raioume apart, the Gran Mater of the Coven races to defend one little girl who holds the key to mankind's future, only to find her beset by ancient demons the Gran Mater had assumed long vanquished.

So begins the story of Perdita Perrault, an awkward but precocious young witch who struggles to find her place in the world, a path which ultimately leads her to the Gran Mater's greatest enemy, the vicious and blood-thirsty Wolf King, Lupus Rex.

To Trust the Wolf is the first book of the Little Red series of novels, set in a land filled with political intrigue, governed by a matriarchal society led by a martial order, the Red Cloaks. The story of the Gran Mater, Perdita, and Lupus Rex weaves a dramatic thriller against a backdrop of magic, witches, and wolves that will captivate and enthrall. 
-- Smashwords

You can buy it from Amazon or Barnes & Noble. I've got my copy on Kindle on the trusty iPad - to be read soon during business trips when I once again forget how heavy the volumnious hardback edition of 1Q84 is...

Wednesday, January 18, 2012

Game Play: Kingdoms of Amalur Demo

It's been about a month, faithful reader (or both of you - if the other guy is still around) ... the holiday drag is now nearly officially over and the gaming hangover which has been the survival of all of those November releases is behind us.

I could tell you about Uncharted 3 - which is simply one of the most technically impressive games on any platform to date.  It's just so ... so ... insanely solid.  The writing, the animation, the graphics, the inner mechanics - everything just clicks.

But you probably already knew that.  You might not have known about the Kingdoms of Amalur demo which just dropped on PSN and XBLA.  It's gotten some legs in the press because of Ken Rolston, of Morrowind and Oblivion fame, coming out of retirement to help retire it.

The main feeling on the net, even before playing it, is that the game is a mashup of Skyrim (or more generally, The Elder Scrolls in general) and Fable.  There's a little truth to that - but I think either comparison is dangerous.  Rolston's stamp is certainly all of this game - in the latter portion of the demo you can essentially go and do whatever you want.  So I tried to steal from a store, got caught, busted out of prison and went on a killing spree on the townsfolk as they tried to reign me in.  And that was all in like twenty minutes.

But the world design feels more like World of Warcraft, or I suppose Fable - if Fable was far less linear.  You don't quite get that "what is over that hill" feeling you get in Skyrim - but that doesn't mean the world isn't open to explore.  The combat mechanics are very difficult to describe - they easily transcend the usual button mash + power attack of most action RPG's by forcing players to dodge and defend themselves ... as well as pay close attention to the tactics of the enemy which change impressively from one type to the next, but I certainly wouldn't call it "strategic".

The thing is - Amalur is so clearly utilizing the playbooks of other games that describing it without making comparisons is difficult.  The problem is if you were honest - you would be making comparisons not just to Rolston's previous games, but WoW, Fable, God of War, most Bioware RPG's and probably wear yourself out by the time you remembered Nethack.

What Amalur has going for it is some excellent design and mechanics.  Unfortunately the demo appears to be plagued by more than a few bugs - I noticed a few "hall of mirrors" ... a graphics glitch when the rendering engine doesn't know what to render.  Other players have reported crash level gltiches.  As anyone who has read Cathode know, I've beaten on the rotting corpse of the horse which is Bethesda's miserable QA process in the past ... and hope Amalur won't have such issues.

One thing that I noted: I don't know if the lack of specific save is because it is a demo, or will be part of the game.  Not being able to have multiple save points would give the game a sort of permadeath like quality (not really, but actions would have consequences you can't take back ... like murdering a whole town).  I'll be curious to see what the full version has in the way of save game control.

Full version comes out Feb. 17th - very much looking forward to it, if it isn't too crash-laden.

Tuesday, December 13, 2011

Why Skyrim is not Game Of The Year Worthy ( and Bethesda certainly not studio of the year )

The recent marketing spun Spike awards granted the latest version of Skyrim both Game of the Year and Bethesda studio of the year.

I wish I could feel differently, but these accolades are really a sad reflection on the industry leaning towards the figure of sales on a certain product rather than actual quality.  In my initial play of Skyrim, I thought it a high watermark of the RPG genre ... and well it should have been, except for the thousandfold number of bugs which have been found within the game since people have played the game for the hours for which it was designed.

Many professional review sites have boasted playing the game for 50 hours or more.  50 hours on the design of Skyrim is nothing.  Most users play the game for over 100 hours, if not 200 hours before what they consider completion.  Skyrim should not be granted lenience because the designed hours of play is far greater than the industry average ... this should be rewarded greatly but only if Bethesda can offer it without the sacrifice of quality.

Honestly, I don't think they can.  And after their marketing brigade about how Skyrim is based on a completely new engine - which is clearly a false assumption ... I don't know how any gamer can trust Bethesda again as a game studio.

I'm not going to replicate the many videos out there showing the horrendous performance on the PlayStation 3.  I haven't seen this kind of performance, but what I have seen are these insane quest breaking bugs, like the inability to break through spider webs with a two-handed sword:


Spider webs, Bethesda?  Seriously?  I didn't hack this quest in any way ... in fact I can run through it twice and get  completely different results on spiderwebs  which can result in me being able to finish the quest or not.

Someone at Bethesda please explain how this is possibly the result of modern quality assurance.  How is this anything remotely in the realm of acceptable loss?

Update: My video on the map being confusing to use was pointed out to be more of a usability nightmare than really a technical issue with the game.  OK, I'll grant that.  I'll also grant that it was probably a factor of being annoyed at running into both the Blood on the Ice quest breaker and the quest breaker above.

Fine.  It isn't like you have to throw a stone very far to find other examples of quest breakers.

Like this one:

Or this (glitch doesn't happen again for this guy until towards the end of the vid):


Or this (seen this one documented a few times):



Or this one where you can get out of the Mind of Madness quest, and find yourself unable to do anything:


And so on, and so forth, etc. and yada yada.

I may have enjoyed Skyrim, but that really does not excuse the media's ability to completely ignore Bethesda's inability to properly test their software title after title.

Monday, December 05, 2011

Bethesda Owes Gamers Truth on "Creation" Engine (hint: It's still Gamebryo)

I'm not even going to go back and drag up all the posts I've made about Fallout: New Vegas and what a horrible bugfest it was.

The important thing here: it's still broken for some players, even today.

Now, like myself, many other gamers who experienced the nightmare which was Fallout: New Vegas were delighted to hear that it was going to use an all-new engine.  And when I say it was reported to use an all-new engine, I mean: Bethesda themselves stated that the engine for TES V: Skyrim would be all-new.


I'm not even paraphrasing here, not even a little bit.  Now, if you read through that recent FO:NV forum post, you'll see that the user is stating that the game becomes unplayable after the save file reaches a certain file size.

Gee, I dunno?  Sound familiar?  Yup, it's the exact same issue that everyone is talking about with Skyrim on the PlayStation 3.  And what is the most technical explanation for the problem that has been released to date?

It's the one offered by Obsidian, the developer of Fallout: New Vegas.  It explains how the Gamebryo based games use a file strategy to track the changes throughout the game world, and how consoles can have problems loading and managing those changes into memory.  No memory = no performance.

Now, I've been lucky.  I've had a few quest bugs and the occasional performance issues.  I've had two crashes.  I've had maybe a handful of lockups.  From my time with the game, I would say that I'd stick to my guns in that compared to Fallout: New Vegas - it is a godsend, and compared to normal games it is only slightly buggy.

But - that's me.  There's now plenty of video evidence that other players of Skyrim are experiencing what I experienced with Fallout: New Vegas (and to a slightly lesser degree, Fallout).  I don't know why I'm one of the lucky ones - but that isn't really the point.  The point here is that I bought Skyrim because I thought it was an all-new engine, as did many other people.

But how is it that an "all-new" engine has the same fundamental problem as the last engine, with apparently the same save file structure and loading concepts as well?

How is it that items in the world are rendered and handled in almost the exact same manner as the old engine?  Sure, the textures look nicer and Bethesda has cranked up the pretty in all sorts of ways, but someone who has played all the Gamebryo games can't load up Skyrim and deny the fact that the game looks and feels just like the old games did.

All-new engine, my ass.  All new graphics pipeline, perhaps.  Kicking Speedtree to the curb and implementing your own plant-life, sure.  New ways of loading textures, maybe.

But at the end of the day - the so called "Creation" engine is just lipstick on a pig.  Bethesda hasn't even been able to fix the problems with their last game, but they continue to march on with the same core technology ... only this time with more of PR spin to give gamers false confidence.

That's pretty shameful, and there are a lot of Skyrim players ... especially on the PS3 ... with plenty of righteous anger at the company right now.

I really don't know if I'll buy the next Bethesda game.  I can't trust the Gamebryo engine, and I can't trust Bethesda when they say they aren't using it.

Wednesday, November 16, 2011

Game Play: Skyrim


Update: Obviously I was a bit hasty, as several PS3 owners are reporting that after save files of a certain size, the game will start to increase in lag while playing until slowly becoming unplayable.

My own file size is about 9mb, and I have had a few issues like what is being reported - but can still make an afternoon out of it. Currently on a thumbs sideways kind of judgement. Bethesda has a patch coming out supposedly after Thanksgiving, but no confirmation that patch will fix it.

I'm still a big fan of the game in general, but feel for the PS3 players. And some of the player stories are of the kind I can't recommend it for the PS3 anymore. This is absurd, Bethesda, just absurd.




Faithful readers of Cathode Tan (and yes, I am referring to both of your) know that I have frequently felt that for the Fallout titles in particular frequently performed, shall we say, less than the standard amount of quality assurance.  I won't bore with a bunch of old links, but let us just say that the terms "buggiest" "game" and "ever" might have been used in regards with words like "New Vegas".

Seriously, a bug which can be fixed by wearing the right in-game hat?  Seriously?  A few months ago Bethesda released an update to New Vegas which reportedly fixed all the crashes, slowdowns, world holes, and other game breakers.  I tried it out for about five minutes before realizing that my experience with all the previous bugs had sucked every ounce of desire to ever play the game again out of my marrow.

So let us just say that I bought Skyrim with some trepidation.  Sure, I hadn't read any previews mentioning bugs - but it isn't like the gaming media has done a particularly good job calling Bethesda out on these issues, usually sidelining it to a paragraph in a review and then just giving the game a 9/10 anyway.

I've now spent many, many, many hours in Skyrim on the PS3.

Many hours.

And I haven't had a single serious technical problem.  I've run into the very rare temporary slowdown. There was one instance where the ground didn't load and I could fall into it.  Compared to the "grinding slowdown to a crash" of the previous games, Skyrim is quality assurance nirvana.  But more importantly, compared to most games out there - Skyrim is easily as stable if not slightly more so.

Why is this so important?  Why am I devoting several paragraphs starting out this review to it?  Simple.  I'm astonished with how utterly complete the experience is without all the glitches and crashes of the previous games.  That Skyrim is more graphically intense than the previous engine is nice, but being able to wander the Nord countryside without worrying about a crash was the real mission Bethesda needed to succeed.

Skyrim essentially takes some of the best concepts from the recent Fallout games, wraps them within the expansive RPG concepts of Elder Scrolls and delivers them in a very eye pleasing package.  Bethesda is declaring the Creation Engine a completely new engine, as opposed to the Gamebryo engine of the past titles.  How much is completely new I somewhat wonder - there is an awful lot about the game which has the identical feel from the Gamebryo titles ... but whatever is new, old or slightly updated - Bethesda has gotten this one right.

Elder Scrolls fans will be familiar with the core mechanics here.  Wander the countryside, stumble onto adventures, advance your skills by using them, and otherwise take in the open world RPG events of Skyrim.  The amount of content available to the player is insane.  I've currently got about twenty open quests, I think, and I don't know when I'll finish them because I'll stumble onto new ones while questing.

There's some streamlining at play here over the older games.  The crafting is simpler, and I feel as if magical items are more functional and useful than they were in Morrowind or Oblivion.  I find myself using the same strategy as I have before - a kind of mage/warrior/thief hybrid which works wonderfully with Skyrim's skill system.  I've seen YouTube videos of more "pure" builds and it seems that the game properly rewards you for either type of play.

My complaints are rather small.  Item management is still a burden, even once you get a faithful companion to offload some items.  Some missions feel a bit too linear, too hack and slash.  There have been a couple of the puzzles which honestly the solution was more annoying than entertaining.  But these are just tiny issues in an otherwise epic game.

Skyrim is simply one of the best RPG games to ever grace any console or PC.  It's the high watermark of the game design and philosophy of the Elder Scroll franchise.  I'm quite glad to now be in a camp where I can look forward to the future titles instead of dreading a soul crushing experience.

Highly recommend.

Unless you have a PS3. Sadly. Until Bethesda and PS3 gamers can confirm a proper fix.

Monday, November 07, 2011

Movie Watch: Paranormal Activity 3

I've generally been a pretty big fan of the Paranormal Activity franchise.  I got some friends to re-watch the first two prior to heading out to see the third.  I think one of the most positive things about this series is its ability to dig deeper into the history of the story with every installment without feeling overly forced.

By itself, Paranormal Activity 3 holds its own against the first two movies.  There is still the methodic observations on everyday life and scenes where nothing goes on at all just to set that creepy baseline for the viewer.  There is still the judicial use of sound of effects to warn the viewer that something is about to jump above that baseline.

And there is still what I like to refer to as excellent Hollywood magic tricks.  I simply refuse to point to an example because the less you know about what happens in the film, the better, but while the series has special effects - they're extremely subtle and you could almost imagine most of the events of the film happening on a stage in front of you, not something which simply must be pumped through a high end computer to generate.

End the spoiler free section of it.  If you liked either of the first two, highly recommended.  If you haven't, and now that we are in the post-Halloweeen season, I'd probably recommend snagging the first one at least and watch all the films.  But Paranormal Activity 3 is certainly a fun spookfest on its own right.

Is the plot unraveling?
If there's any complaints about the third movie - it's that it raises some interesting inconsistencies with the first two movies.

SPOILERS ABOUND FROM THIS POINT ON

Got that?  Is the bold and all caps clear enough? Ok, then.

First problem that the movie gets itself into is the dubious use of images in the various trailers.  The trailers seem to be sections of the film which were mostly not used in the long run, which is relatively legitimate but can get a little confusing.

This is especially true since one of the key plot points mentioned in the first two films is the girls' house being burned down, which is apparently shown only in one of the trailers (I've seen it, but never caught it on TV).  The timestamp of the trailer, however, points to the house fire happening after the events of the film and my guess is that the makers wanted to keep the "final shock scene" which has been the trademark of the first two films instead of any kind of explanatory epilogue.

Also confusing the references to the girls' mom in the first two films.  Micah makes a crack about not inviting her over in the first film, and the girls talk about her briefly in the second with references not shown in the third film (namely people coming over and their mom crying a lot).

There are two defense for the mentions in the second film.  One is that their mom may have been crying more than we saw in the first film, especially considering the overall discord in the house towards the end ... and perhaps "people" included Dennis' friend.

Or, and this goes for Micah's reference in the first film - "mom" refers to their adoptive mother.  We don't really know what the girls remember or think happened after grandmother walks them upstairs, after all.

Still, this shows a danger of a story being told in a chain of prequels.  You can't expect viewers to try and piece together all these minor aspects - it should be part of the fun.  I don't think the third film necessarily violates anything plot-wise of the first two movies, but the filmmakers should be on notice: Paranormal Activity fans are taking notes.  And any future movies will be judged with those notes in the margin.

Paranormal Activity 4?
When walking out of the theater, I had thought that perhaps this would be swan song of the series.  After all, we have a pretty complete picture of the story in general.  And if they do another prequel, they would probably have to drop the found film aspect or go to reel to reel or something like that.  Neither sounds like a good idea.

But money is money - and Paranormal Activity 3 made a metric ton of it.  A fourth film is almost assured.  Those note taking fans have noted there is a "1992" tape shown in the box Katie brings over ... which possibly indicates they'll advance the story a few years after the events of the third film and perhaps explain the house fire, the adoptive mother, etc.

Another good possibility is having a movie which takes place after the events of PA2.  The makers have clearly made an effort to keep in touch with the original cast members, perhaps to make sure Katie Featherston would be around to portray her more demonic side in what would probably need to be the series finale.

So far the producers, directors and writers have done a good job keeping to the spirit (no pun intended) of the first film, so I'm still confident they can keep the quality up.

First trailer which reminds me of Blair Witch 2, however - and I am so not confident....

Saturday, November 05, 2011

Game Play: Battlefield 3


Let's put this review into two distinct parts.

Singleplayer
The offline campaign of Battlefield 3 is stunningly beautiful in parts and quite honestly one of the best written single player first person shooters in recent history.  The story actually manages to make sense for almost the entirety of the game, unlike the plot line of Modern Warfare 2 which I could only describe as a wtfest.


Sadly, the graphics and decent writing get absolutely kicked in the balls by some completely rookie mistakes in level and game design.  Invisible walls inhabit the otherwise immersive world in a surprising number of places.  My favorite was after having held down the fort (metaphorically) for some time, myself and my fellow soldier finally made our way to an Osprey for escape.  Hooray!

Except that my fellow soldier could run into the Osprey, whereas I was blocked by a force field of doom while getting shot at by enemy forces.  That was until he started yelling at me to get on the ramp...

Worse, however, is the number of times your squad will be positioned in a spot which seems utterly reasonable ... and yet is actually a complete death trap.  Try to position yourself in the same manner as your squad and you will get cut to ribbons.

These flaws aren't minor and they aren't rare.  They trip up the game nearly constantly.  If Battlefield 3 was a single player game - I would recommend giving it a pass.

Thankfully...

Multiplayer
I am absolutely enamored by BF3's multiplayer.  Despite several warnings that the Quick Find may be malfunctioning - I have never had a problem jumping into a game.  I think mute may be the default, because the battlefield is devoid of singing, guitar playing, racist, swearing and threatening sounds of other online shooters.  The squad mechanics are simple and unobtrusive.  The servers do not seem to be dominated by clans making teams one sided.

That last bit is, I think, very interesting.  From what I can tell, BF3 seems to try to balance teams in between maps.  I haven't gotten into many situations where a blowout appears to continually occur on a server.  This is a massive relief.  I haven't had a chance to dig into Uncharted 3 yet, but one of my huge complaints with the online play of Uncharted 2 was that their "buddy" system meant that veteran players could essentially mop up levels if they were friends and enough of them were online at the same time.

The vehicle mechanics seem well tuned.  There's the occasional moment of having to run across long distances - but seems far more rare than BF2.  The firepower of vehicles also seems well balanced versus available counter-measures.

I'll undoubtably get into Modern Warfare 3 over the holidays - but for the moment Battlefield 3 is definitely my goto game for online play.  Uncharted 3 may well occupy for some time next week, but if Battlefield 3 was multiplayer only - I'd still highly recommend it.

Friday, November 04, 2011

Game Play: Dark Souls

I was a rather huge Demons' Souls fan ... even if I did find the ending so mind numbingly difficult that I ended up using a rather nasty "cheat" to accomplish. This was after several attempts at finishing the final boss with online players, an attempt which only resulted in my online ratings getting butchered with every failure.

 When I kept reading that Dark Souls, the "spiritual successor" as it were, was going to be even harder ... I was a little apprehensive. Could From Software had decided to just amp everything up from the original - perhaps for the sake of publicity?

Thankfully, the answer seems to be no.  If anything, I'd say Dark Souls is an excellent refinement on the original.  It maintains that crisp sense of combat with an absolutely brilliant grinding design which slowly allows the user to increase their knowledge of the area and increase their skills and ability to deal damage.  I'm certainly not going to call Dark Souls easier ... but it feels like the mechanic have been shifted around more than simply amplified.

That's not to say that there aren't spikes of difficulty.  I tried to assault a two demon tag team event for most of an afternoon, only to get through in ten minutes when I managed to summon two players for aid.  This was true of the first one as well, however - Dark Souls is intended to be played within the confines of the inventive online functionality - and woe goes to the player who isn't taking advantage of the seamless co-op design From has used here.

My only complaint is that the grind can still get to be somewhat numbing.  Impressively - I can't call it annoying.  I don't want to throw the controller across the room because I just got killed by some dextrous skeleton.  But there are times when I just need to take a step back from Dark Souls and give it a rest.

Which is perhaps why the game is so unique.  In this day and age where if a company can churn out enough graphics to distract a player for twenty hours ... it's considered a success.  But Dark Souls insists that you engage it from the mechanics at the very root of the game - and finish it when and how you can.

Highly recommend.