November 30, 2011

Blogging Spotlight #1: November 30, 2011

Being an avid news fan, I'm always keen on reading constructive commentary on this industry. And since I operate Volatile Mode hosting my critical rants, I wanted to share other opinion articles I read that trigger brainstorming. Mostly, these articles are featured on larger sites or publications that pay writers, but there are many brilliant people out there. If I'm sent one from a personal blog or volunteer site, it's only dutiful to show respect where its due.

The first entry comes from none other than IGN, praising Bioware for daringly introducing multiplayer to its spacefaring strictly single-player franchise Mass Effect. Based on the writer's points (though I previously agreed with him) he articulately lays out three concrete points presenting a valid argument.
In previous Mass Effect games, Shepard's companions acted more like bullet sponges than productive members of a team, leaving Shepard to do the hard work. Adding co-op forces the studio to carefully break down the core gameplay to work more efficiently with and without human-controlled players, thus improving the overall experience. Though, the question is whether co-op will ultimately improve the combat side of Mass Effect's gameplay.

Looking forward, Bioware would be crazy not to continue this franchise in some format. The writer extends his argument by saying adding multiplayer prolongs the overall experience of the universe while also giving players more value from their purchase. One fact he forgot to add, however, was a co-operative mode springboards Bioware to maintain this universe on a grander scale. The future of the franchise has been rumoured seemingly forever, and with Star Wars: The Old Republic launching soon, EA has built an MMORPG portfolio. A fully-realized universe shouldn't be wasted.

Lastly, Mass Effect is predominantly known as a single-player franchise. That's why the original announcement of multiplayer caused quite the stir. Bioware, hearing the calls, opted to make the mode entirely optional. This is great news considering there's a crowd out there who spent hundreds of hours specifically tailoring their own adventure, their individual version of Shepard. Though, not forgetting the series' roots, multiplayer is still story-focused.

November 26, 2011

Silverblade Sunday #14 - Reliving How the Wii Forever Changed Gaming

For the foreseeable future, major releases Wii-side have struck midnight. The Legend of Zelda: Skyward Sword should be the fabled console's last major exclusive title as sales dwindle and the world prepares for a follow-up machine. Presumably out by late next year, Nintendo is looking to capitalize further on the "weird name but innovative concept" concept with the Wii U. Before that time, however, motion control is still a hot ticket, especially during Christmas, and this season is the last hurrah as sales falter leading to the summer.

The boundary-pushing corporate forefather of this industry, Nintendo never fails to surprise. And that was especially evident during E3 2005. With questions lingering over the company's next project, President Satoru Iwata came on stage to reveal the "Nintendo Revolution", a working prototype, and later showed the controller at that year's Tokyo Game Show. Initial response was mixed, but mostly positive, and "Revolution" was the working name until Nintendo officially changed it to "Wii".

Needless to say, critics were laughing. The console-maker couldn't afford another disappointing machine following the failure of the Gamecube and it was assumed Nintendo missed the point. It was an imperfect package: odd controller, small box and not embracing online. Though, that last point wasn't completely unexpected. Considering the dominance of Xbox Live, focusing elsewhere appeared like business suicide. If only the media knew of Nintendo's targeted audience, they'd have sung a different tune.
Particularly damaging was the new console's name. Nintendo praised its ingenious contraption as "revolutionizing" modern gaming and connecting audiences like never before. The point was stressed so much that "revolution" became the preferred name of the console, and Nintendo actually received backlash from not keeping the title. Eventually, Nintendo gave numerous reasons justifying the change, including "Revolution" being hard to pronounce regionally; "Wii" was meant for the entire family as in "we"; and the last two letters represented the controller. Ultimately, the name didn't deter sales.

Launching in September 2006, units flew off the shelves. British retailers actually ran out of pre-order consoles and needed a month to fulfill all purchases. Sales were persistent throughout the console's first two years, overtaking the PlayStation 3 and Xbox 360 combined in that time period. Currently, the Wii rests comfortably at 80 million units sold, leaving Nintendo to swim in pools full of money. But, while the machine trumped all expectations and outsold its competitors twofold, Nintendo unlocked the true potential of gaming as a medium.

Before the Wii, for a game to break into mainstream popularity was rare. Few franchises ever achieved that desired level of success, and not surprisingly most notable ones came from Nintendo. The shellacking Nintendo received for steering in a different direction actually pushed it to monumental success and instant recognition by its newfound fanbase, the non-gamer, and broke that boundary of widespread appeal. The company did the impossible: first, splitting open the "enclosed" nature of gaming societies; and second, amassed a worldwide sensation.
Unknowingly, Nintendo unleashed a new brand of consumer. Incidentally, around the Wii's unveil, a little known site called Facebook was quickly gaining traction in college campuses globally. Although it would take a couple years, Facebook gaming exploded with certain titles like FarmVille, and Zynga's power-hungry rise to prominence began. The Wii made gaming accessible for the non-traditional gamer -- older women and younger kids -- who didn't feel overwhelmed by complicated gameplay most gamers could do blindfolded. It made these people feel empowered by playing, and oddly enough, they are the same people now playing FarmVille and Words With Friends. The Pandora's Box was opened by Nintendo and Facebook was a direct beneficiary.

The lasting impact of the Wii puts the gaming industry right in the centerfold. An entire industry is currently watching Christmas next year, where if rumours are true, Microsoft will be stiff competition for the Wii U. Here's to hoping Super Mario Galaxy 3 is a launch title.

Silverblade Sunday is my sometimes weekly feature about a prominent issue or reflection about the video game industry. Check out the tab up top! And please subscribe via RSS, email, submit to any blog directories or sites like StumbleUpon or Facebook, Tweet, and anything else to spread the word! Thanks, truly. :)

November 25, 2011

The Dark Brotherhood of Skyrim, Mortal Beings Begone

I completed this mission recently, and if put in that same situation I wouldn't know how to react. And I was feeling creative, so the following is my interpretation of "With Friends Like These..." of the Dark Brotherhood storyline. 

Skyrim has too much going on. Thousands of individual pieces of code running at once simulating an overly productive world verging into civil war, several guilds with different motives and intentions, and the sinister reputation of a broken Sanctuary operating in the shadows. Skyrim explores the flourishing world behind the scenes, similar to its predecessor, without the Fighters' Guild presence. Instead, the mead hall Jorrvaskr, plumped east of Dragonsreach in the crown jewel of the province, Whiterun, serves the able warrior.

Dragonborn is given the opportunity to join each established institution and aid their rise to prominence. The Dark Brotherhood and Thieves' Guild are shadows of their former selves; The Mages' College of Winterhold is detested by the mostly Nord populous who distrust magic; and the Companions are revered throughout Tamriel's northernmost province. All of this occurring concurrently to a dragon uprising and a blossoming civil war. Skyrim is entering mass chaos.

Entering an inn, Dragonborn inquires about everyday rumours from the innkeeper. She's surprised to hear of a troublesome lad recanting the Black Sacrament, beckoning the Brotherhood's service. Traveling to the Stormcloak fortress of Windhelm, she meets Aventus Aretino, a young man enthusiastically wishing for the death of his former foster mother, Grelod The Kind, who operates an orphanage in Riften. Once the contract is complete, some days pass and Dragonborn finds herself awakening in an abandoned shack, hunkered just east of Solitude.
 The kidnapper presents herself in an orderly manner as Astrid, leader of Skyrim's Sanctuary, and accuses Dragonborn of stealing a contract. Instead of offering an introduction to Sithis, the Lord of Death and demigod of the Brotherhood, she gives Dragonborn a choice. The choice of whose life to end. Turning around, Dragonborn notices three individuals with wicked histories. Astrid, speaking softly, says she'll hand over the key so long as Dragonborn murders one person.

Dragonborn is indecisive. She paces around the cabin, weighing the hurtful nature of each person's background. Strongly considering her motherly tendencies, she leaves the bitter housewife alone. The Khajiit is awfully rambunctious knowing his life could end by my hand, she spoke fluidly. Upon hearing this, a sharp shiver crawled up his back. Feeling his urgency, Dragonborn approached with her dagger and put the blade to his neck. He begged and screamed and fought tears as the Nord warrior slyly undid the rope restricting his hands. Dragonborn, sensing the agony, pulled the blade away and spoke: I have been commissioned by the Dark Brotherhood to end at least one of you. 

Suddenly, the Nord sprang up, ripped the potato bag from his face and sprinted toward Dragonborn. Seemingly unafraid of replenishing his hunger in Sovngarde, what Nords believe is heaven, he came leading with a full fist. Undeterred, Dragonborn swayed gracefully and stabbed him in the stomach. Astrid, impressed by Dragonborn's willingness, obeyed her promise. Unsure of these new sensations, Dragonborn entered the Dark Brotherhood Sanctuary, just west of Falkreath, to enter her new title as professional assassin.

November 23, 2011

Choices for Spike's VGA Nominees - Part 1

While defending the legitimacy of Spike's award show is daunting, it's still the only glorified representation of such an award show airing on national television. And as far as I can tell, this is the first year a Call of Duty release hasn't been included among the GOTY nominees, so kudos to the organizers. Most of the categories look fairly represented by deserving titles, so let's get to the butchering, shall we?


Studio of the Year: Bethesda
Nominees: Bethesda, Naughty Dog, Rocksteady, Valve

Although this debate mirrors the Game of the Year nominees, it's also imperative to include reputation along with their release. Bethesda ingeniously waited to be the last major release of the year, thus during voting Skyrim is most noticeable. Considering the overall reputation, I probably would have given the nod to Valve if any news had spilled about another Half-Life, but the studio has been tight-lipped this year. 

Best Xbox 360 Game: Batman: Arkham City
Nominees: Batman: Arkham City, Forza 4, Gears of War 3, Portal 2

I actually had to think about this. My immediate choice was Gears, but after playing through Arkham City, Rocksteady did a stupendous job of articulately crafting a sectioned corner of Gotham full of references for fans and newcomers alike. One thing I immensely enjoyed was how the game played out like a giant Batman encyclopedia, sorely eclipsing what Arkham Asylum did in trying to teach newbies about the famous comic character's adventures.

Best PS3 Game: Uncharted 3
Nominees: Infamous 2, Killzone 3, LittleBigPlanet 2, Uncharted 3

The PS3 suffered heavily this year from Sequelitis, but never a bad thing when reading the game lineup. Now I'm not a Sony person myself, but from what I played of Nathan Drake's final treasure hunt honestly blew me away. It's extremely difficult to replicate success, but Naughty Dog did a flawless job in giving fans the desired ending while still presenting heart-pumping action. No game is this much of a thrill ride.

Best Wii Game: Zelda: Skyward Sword
Nominees: Zelda: Skyward Sword, Disney's Epic Mickey, Kirby's Return to Dream Land, Lost in Shadow

The unfairest debate thus far. Unusually dark for a Disney release, Epic Mickey did a spectacular job at presenting something brand new completely unseen from Disney. But based just on history, Zelda takes the cake tenfold. I watched an entire playthrough online (because I don't own a Wii) and I was genuinely excited to watch each episode because the game was that engaging. And who doesn't love to fly dangerously?


Best PC Game: Minecraft
Nominees: Battlefield 3, Minecraft, Portal 2, The Witcher 2: Assassins of Kings

For PC gamers, this year was special. Battlefield 3 saw the platform regain prominence, Minecraft showed the inexplicable rise of indie gaming, and Portal 2 delighted fans for half a year. This debate should come down to what release had the most impact, and I believe Minecraft is that title. Not only did Mojang rile the imagination of millions, but Minecraft casually revealed the true power of video casters indie gaming. Every indie developer now is trying to mirror what Notch did.

Best Mobile/Handheld Game: Infinity Blade
Nominees: Ghost Trick: Phantom Detective, Infinity Blade, Super Mario 3D Land, Jetpack Joyride

The next decade should be called "the indie decade". Angry Birds, Minecraft, and now Infinity Blade. Chair Entertainment pushed the graphical boundaries of the platform, allowing for beautiful environments that exemplify the possibilities of future mobile games. Seamless controls, an simple yet enticing story and the Unreal Engine spawned the fastest-selling title in the history of iOS, and the days are closing on a sequel.

Best Shooter: Battlefield 3
Nominees: Battlefield 3, Modern Warfare 3, Gears of War 3, RAGE

Surely, this contest is a head-to-head. Although Gears had fantastical gameplay and id, the creators of the genre, released a game, the two heavyweights will duke it out for votes. Knowing the history of this award show, Call of Duty will likely take the crown. But five years is too long to wait. Battlefield 3 should get enough deserving votes to claim victory, but if not, expect some backlash (that may also get referenced during the show).

Best Action Adventure Game: Batman: Arkham City
Nominees: Assassin's Creed Revelations, Batman: Arkham City, Zelda: Skyward Sword, Uncharted 3

This is probably the toughest choice on the entire list. Every title displayed an unparalleled understanding of the term "action adventure" in completely different settings. The choice is really up to preference: open world or linear adventuring. Personally, I love the open world concept, and Rocksteady envisioned Gotham by plumping other known adversaries into the fold, building an immense catalogue of enemies. Arkham City could almost be played like a documentary and the lasting effect wouldn't change. 

Expect part two tomorrow! I wanted to split these up to spare you guys from staring at a huge list. There are 25 nominations total, so three parts will consist of eight nominations and a separate one for GOTY. Hope you enjoy your evening, and for my American readers, stuff your faces for me.

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New Design, New Beginnings

Hey guys, as I prepare to enter the world of own-domain-land, I just wanted to a solid template that would work until I do stylize the site. This one might be temporary, though I'm not entirely sure. But the next few days mean big changes for Volatile Mode, and I just want to thank you all for spending your time here.

As I prepare to launch the site, I'm always looking for permanent designs, or people who are willing to give constructive criticisms on the state of affairs for the site. VM is built for you guys, and I'm only one in the background, and sadly design (especially web design) has never been my strong suit. So, please, if you have any recommendations or something, make sure to pass them along because suggestions are welcome. You guys come to the site, so you should have a say in how it's built! 

I still really enjoy writing about games, and having a platform makes the process just that much sweeter. So thanks for subscribing, truly, and I hope I can continue this adventure with all of you in the farthest of futures. Jeff out. 

Bioware Jedi Choking World of Warcraft

This post truly marks the end of an era. World of Warcraft is finally starting to lose substantial portions of the subscriber base, with recent reports touting disturbing numbers. Many promising titles have been deemed 'the WoW killer', similar to gracing the cover of Sports Illustrated. Basically, it's a death sentence. But these games quickly fade out of the public eye and Blizzard's MMO continues its prominence.

A new survey asking current WoW subscribers sought the ultimate answer: what effect will The Old Republic have on subscription numbers? Only an estimate, but the survey suggests as many as 1.6 million could disappear from the world of Azeroth. Rough calculations (I was never good at mathematics) show a potential monthly loss of $24 million. Additional reports say 50% of those polled had grown tired of the game. After almost nine years, the behemoth is losing steam.

The numbers sound devastating, but Blizzard still operates the world's most populated MMO. Considering the game's longevity, this is nothing short of impressive. Though, as many forum-goers understand, there's widespread opinion regarding the cause of WoW's decline. Response to Mists of Pandaria has been underwhelming to say the least, specifically targeting the brand new race. The Pandarians are seen as, well, a joke within Warcraft circles, and many hardcore fans feel the new expansion is retreating from the reinvigorated difficulty presented from Cataclysm. If fans are timid about the game's future, they'll turn to other outlets. And this works out beautifully for The Old Republic.

December 20 might mark the beginning of the end for one of gaming's most successful stories. Could World of Warcraft outlast two console generations? We'll see!

November 21, 2011

Are Bethesda's Games Like Spider Webs?

I was at GameStop recently inquiring about Saints Row: The Third (but with the holiday rush I decided to hold off until Black Friday) and these two foulmouthed kids were there. One even chirped at an old lady! Anyway, they were rambling on about Modern Warfare 3 and someone walked out with a copy of Skyrim. Eventually the kids did get kicked out, but not before traumatizing this older woman buying Elder Scrolls for her son. I intervened and the last comment I heard was, "Bethesda's games are like spider webs. All those annoying bugs and they don't give a care in the world."

Now I was impressed the troublesome pair knew of the studios and their reputations, but then that comment got me thinking. Bethesda's creations have always launched with horrendous glitches, and I guess with thousands of individual pieces of code operating at once that's unavoidable, but what if some glitches are left in on purpose to grab headlines?

Surely a game five years in the making had rigourous testing done beforehand, but amazing glitches like this are probably added for comedic effort. The giants launch was so prominent that the creatures were unconquerable, and many just assumed that's what happened with Dragonborn tussled with the mammoth protectors. Of course this was a terrible glitch, but hilarious nonetheless, and Bethesda is considering fixing it in the first major patch expected soon. What I find amazing, however, is how testers didn't catch that when the giant/mammoth combinations were one of the most notable fixtures in the demo.

And now this is an excuse to post my favourite glitches:

This was one of the first major glitches discovered. While widespread now, that still doesn't diminish how horribly bored someone was to find this out. Compared to the giants, this bug is rather specific so there's no way Bethesda could have known. But seeing that would convince any shopkeeper to wear protective headgear. 

The song makes this video. When I first saw this, I was stunned, but then I encountered myself while passing a guard on my way to Riften. Unsettling is understating the fact, especially after completing a quest involving ghosts and vampires. 

As with the previous video, I committed this unknowingly. I had stolen a horse from a Stormcloak camp and it followed me everywhere. I was surveying the road for locations near Solitude when a dragon attacked, and out of nowhere my horse galloped beside me. For two seconds my horse levitated and immediately died from the fall. After annihilating the dragon, I teabagged it for my fallen horse in memoriam. 

I'm not saying Bethesda should stop including these glitches, but it certainly raises suspicion on their motivations. We're on to you Bethesda! 

Please tweet, subscribe via RSS or email, submit to Facebook and StumbleUpon and other services. Or leave a comment! Or even shoot me an email. Jeff out. 

We Need a Standardized Rating System

Courtesy of The Guardian
I promise I'm still here! Skyrim just has that effect on people. I hope to return updating the blog five days a week to round off the year nicely. And I just want to announce that Volatile Mode has been nominated by the Canadian Weblog Awards under "Pop Culture". Please check out the site and spread the word!

The greatest English word ever to be written down is kerfuffle. For those not acquainted with such a word, it means a slight problem or fuss. And the latest kerfuffle stirring from the industry is the reliance on review scores, specifically regarding the Metacritic score of Modern Warfare 3. To give clarification, normally any single release wouldn't cause this broad of an argument, but Call of Duty has been built as both a representative of the gaming world and a punching bag for armchair critics.

Usual readers know I'm not the biggest fan of Activision's franchise, but no other series this generation comes remotely close in terms of sales generated. This topic desperately needs discussion, so this is the perfect opportunity. Metacritic's sole purpose is to average review scores from sites and publications, and in doing so the site has become a vital resource for many prospective buyers. The site's growing importance is hugely problematic for developers and publishers, even dropping THQ's stock over the "disappointing" scores for Homefront.

The glaring fault of this system, though, is the sole focus on the score. Mainstream titles get sent out to anywhere from local newspapers to international publications, and this means potentially hundreds of opinions. Metacritic does a credible job of taking the most productive reviews into account while also displaying how many are factored, but the epicenter of interest is always the averaged score. Moreover, considering the amount of reviews tallied, at least for Homefront, an average of eight is actually respectable. This hysteria caused by a game not scoring higher is ridiculous, but that's another blog post.
Pfffft. Who needs numbers these days? 
All this commotion wouldn't occur if there was a standardized rating system implemented by every single publication that handles video game reviews. The issue is primarily psychological. Think about it: what game sounds more appealing, 8/10 or 4/5? Same grade, but the latter appears more promising. Formal cooperation is improbable; but if gaming is to grow as an "art", why not take a page from other mediums? Most film reviews are done via the five-star format. And for people claiming that doesn't give an "accurate interpretation" of the writer's opinion, they're obviously not reading the review itself. In my opinion, Kotaku gives the best judgment: a simple "yes" or "no". Although they give a clear answer, the question confronts the reader and allows them to make their own decision.

Now that's out of the way, the troubles regarding Modern Warfare 3 concern the "user reviews" and this stupid rivalry with Battlefield 3. Yes, both are prominent first-person shooter franchises having releases this year. But just because two games share a genre doesn't mean they are direct competitors. This pointless bickering can only be attributed to the release window and nothing else. Oh, and the needless corporate bashing doesn't help either. User reviews must be abolished to filter out the stupid, plain and simple.

Reviewing a major release isn't cut-and-dry. Many factors are involved in the process -- not only ranking the game itself, but the response from readers and how that one review could affect the publication's reputation. I don't have the pleasure of writing for a major audience yet, but if I'm ever presented the opportunity, I'll design my approach like walking into a warzone. The situation getting hostile people.

Stay tuned to Volatile Mode for more honest, independent coverage on the games industry! And please tweet, subscribe via RSS or email, submit to StumbleUpon and similar services, and like VM on Facebook. Not only does it show you guys care, but it's all the more gratifying as a blogger to know my opinion is accounted for. Thanks. Jeff out.

November 14, 2011

How Ridiculous is Saints Row: The Third?

Credit to GameInformer.
Don't forget to check out my Skyrim review. I worked hard on it! And I just want to thank everyone for pushing VM past 1,000 views daily for the first time, actually exploding to almost 3,000. Means a lot, truly. Please subscribe and keep checking back! 

Spoilers beyond this point!  

Woo! Do the shuffle dance. Playing Saints Row: The Third brings on the weirdest thoughts and emotions, furthering the many oddities of, arguably, THQ's greatest franchise. Those oddities are displayed immediately, where in a bank heist gone wrong, the Saints find themselves falling from grace. After Japanese commercials, clothing lines, sponsorships and even energy drinks ("Saints Flow"; great name), after an explosive series of tutorial missions that involve catapulting through a plane, the gang is forced to rebuild in a new city. That city being Steelport; reminiscent of, but not identical to, Stillwater.

Considered the comical brethren of Grand Theft Auto, The Third literally holds nothing back where entertainment is concerned. Ludicrously brash, perhaps the most illogical (but hilarious) weapon is The Penetrator, a lethal giant purple dildo. Yes folks, you are reading that correctly. When beating innocent bystanders down, that action triggered the rarest of ideas, which I vocalized awkwardly to my good buddy: "What would you be more terrified of: a guy approaching with an Uzi or a giant purple dildo?" Having to pause the chaos, his disconcerting face spoke volumes. We actually had to think about this. Concluding it was better just to reenter ourselves amidst the gang war, we returned gloriously and wiped the floor with The Syndicate, the collective name of the many gangs that populate Steelport.

The amount of references are just shy of astonishing. Basically, anything culturally relevant in the last decade is alluded to at some point. (Recognizing all the references would make a great drinking game.) Taking a page from successful zombie survival shooters, a new enemy is introduced chemically engineered from a future comrade. Quite comparable to The Heavy from Team Fortress 2, as the Saints massacre the Syndicate's leader, it's revealed the steroid-filled Brutes are genetically enhanced clones of Oleg, a former KGB officer who's found naked. With a certain area blurred out. Vastly superior to any regular human being, these roidheads throw seemingly weightless cars around. That's the genuine ridiculousness of this game.

Usually, games don't limit only one specific action to a button, directed toward a certain body part. Perhaps the most ostentatious aspect of Saints Row is the nutshot button. Forget the array of wrestling moves; Luchador and Tron-inspired gang members; microwave lasers and human cannons; the friendly whose voice is autotuned; and other enemies inspired by Team Fortress 2; a dedicated nutshot button makes The Third one of the greatest games of all time. No other title achieves this level of absurdity, or even comes close. Through pure comedic value, the game supplies a remarkable amount of outrageous antics to delight even the timidest of society. In other words, no one cannot like this game.

It's hugely unfortunate I must wait until Black Friday rolls around. I miss pimping out fire trucks. 

November 8, 2011

Cartoon Network: Punch Time Explosion XL is Better Than Modern Warfare 3
















Yeah, I said it. And I'll prove it too. Because I can prove stuff in a list, and every single person on this
godforsaken Earth loves reading lists. So suck on that Call of Duty fans (though I did put over 25 days into Call of Duty 4 so this post is disdainful because Activision decided to put profits before respectability). On forth my fellow readers, a list awaits!

1. The first-person shooter has grown stagnant. Although in recent years we've seen great strides in improvement, what remains popular also remains stagnant. I don't know how long the modern combat first-person shooter will stick around, but until Call of Duty begins faltering in sales more and more publishers will continue to demand a present military setting. Or at least until the Middle East achieves absolute peace through the Arab Spring protests and American developers finally lose that cliched, overdrawn story idea. Creating anything is just that, being creative, and I never understood how people could play the same regurgitated garbage repetitively.

2. Fighting games are awesome. For a genre sorely overshadowed in popularity by the FPS, it's exceptional to see any developer/publisher tag team dare release anything today, going against the behemoth franchise. Beyond that, Cartoon Network: Punch Time Explosion XL (other than the long title) actually looks enjoyable. Featuring many of the Network's staple characters, which I'll discuss later, these characters do battle systemically mimicking Super Smash Bros., a fact fine by me because Nintendo confines its legendary franchise to one per generation. I'm a huge advocate for creating an identity, but I think it's really alright for a game so significantly under the radar.

3. More people watch Cartoon Network than will participate in Elite. This is only a proposition. I wish it to be true, but knowing how stupidly willing the average Call of Duty fan is (I understand the addictiveness, I actually bought the Call of Duty 4 map pack) Elite will get 1-2 million subscribers. According to this report, Cartoon Network sees about three million viewers on their Friday night bloc. That trumps my Elite predictions so I win.

4. More memorable characters. After Robot Chicken memorialized Captain Planet, the endearing environmentally conscious hero will battle against other notable CN characters, including the infallible kid scientist Dexter (not the serial killer), the Powerpuff Girls and Samurai Jack (he's a samurai!). Call of Duty has so many faceless 'protagonists' that die off too quickly that we can't become attached to these supposed heroes, but to be fair, the personality-less template is a staple of the entire genre, not limited to Call of Duty.

5. Seriousness vs. mindless fun. What Activision's main franchise has accomplished is built a brand around a fictional global conflict with Russian terrorists. Though entirely fictitious, sometimes I play games to escape the fluent seriousness of today's society. Punch Time looks like mindless fun (at Super Smash Bros. expense, nonetheless), a great hour or two of combating with friends over beloved characters. And it's funny: both games will be played by predominantly adolescent audiences.

This list was really fun to write. Modern Warfare 3 will be the highest selling game of all-time, which in some ways is utterly fantastic because it highlights the medium. But after word spreads to the news outlets of the infamous scene a la No Russian, the game becomes another terrible misrepresentation of the greatness of gaming and demeans the industry once more. So, to parents reading, please go pick up Punch Time Explosion XL and don't feed the Activision train more. Thanks. Jeff out.


Disclaimer: This is meant to be an offhanded article, so please don't take it seriously. 

November 6, 2011

How Gaming Saved My Life

Since this idea got denied by several publications, I'll just put it here. I was gonna save this for something special, but writing it several weeks ago and having it staring me down, I'll post it to get this off my chest. Think of it what you will. 

The elation, the overwhelming feeling of excitement, when discovering something for the first time is beyond comparison. Many different emotions protrude from the individual: disappointment for not investigating sooner; hopelessness if no one else shares the same adoration; anger if the activity has a negative influence. When I first discovered the art of video games, all these emotions and more smacked me senseless. I saw the good and bad that comes from the medium -- the satisfaction of overcoming challenges, loneliness for the more hardcore fans unwilling to publicly vow affection, potentially becoming addicted. Video gaming has all these possibilities and more of impacting the player either positively or negatively.

I was eight and completely unattached from the world. My mother, a recovering alcoholic, practically destroyed familial bonds and a strange tension arose between my family members and I which continues to current times. Blaming myself as any kid would, I didn't have an outlet to vent my frustrations. I resorted to punching walls, bullying, and being a nuisance to feel powerful; through this, I transformed my once-cheery self into a suicidal recluse. It still baffles me today how I'm still breathing.

The world against me. That was my mentality for a majority of my childhood. When someone approached me in a friendly manner, I'd brush them off. Around the time of my birthday in 1998, the feelings were becoming increasingly worse. News spread of my mother's condition and other kids labeled me as "boozer baby". Before that, I wasn't known for anything, so even with the negative tone I felt some appreciation for being noticed. How sick and twisted is that? No child should ever experience that regardless of the situation, but it's unavoidable.

Feeling the disconnect, my father so graciously purposefully forgot my birthday and got me a few things for Christmas. Not much, though. Thirteen years ago we weren't the richest bunch on the block, but I always appreciated the sentiment. It's the thought that counts. Anyway, I found this little box with my name on it. Nothing gargantuan like I had envisioned the night before, nothing hugely expensive, just a tiny box. My father wanted my sister and I to open our presents in a certain order (probably to give the illusion all these little things lead to something bigger). Four presents down, some crayons, a colouring book, and other goodies laid before me. If I had known that fifth present would change my life forever, I would have prepared more.

Reaching for this odd squared contraption, I didn't know what to think. I became enamoured by the strangeness oozing from this gift as my sister rifled through her parents. My father shouted: "C'mon, open it already." Always the cheeriest at Christmas! I stared blankly for several more seconds, closed my eyes, and started tearing through the wrapping paper like there was no tomorrow. My eyes forced themselves open, and I met pupils with a strange tortoise with water pumps on his back. I froze. "Pokemon" was written in bold yellow letters and the glossy blue case gave great contrast.

"Apparently it's the next big craze," my father spoke with a chuckle. He had never said such a phrase before, meaning he put a lot of thought into his elusiveness. I finished opening my other gifts, still unfazed by that mysterious turtle. Just small knickknacks, clothes maybe. I casually walked downstairs and put batteries in my Game Boy. Starting Pokemon Blue up, I had no idea who Game Freak or Nintendo were. Aloof to the Japanese craze, I played for a good hour. I couldn't have been more disinterested in anything. Too overcome with emotion as per usual, I guess.

That Boxing Day, we had an annual tradition of visiting my aunt who lived a distance away. My aunt Nancy, my mother's sister, was the greatest of cooks, and I adored her pumpkin pie and mashed potatoes. Trying to find an outlet to pass the time, I found my handheld and played again. Upon reaching Viridian City, trustworthy Charmander at my side, it hit me like a sledgehammer how awesome video games were. It was just a simple adventure, but having full control of this character and harbouring the ability to manipulate this environment as I saw fit blew my mind. "This isn't like the movies!" I told myself on a constant basis.

I'd go for gaming marathons, playing several hours in a session. And surely, unbeknownst to me, I was slowly ridding myself of these terrible nightmares and suicidal thoughts. I attribute my continued existence to Nintendo and I'll always be grateful. Even today, I still use gaming as a distraction when I feel the need. It's now second nature to chainsaw something or try and catch them all. An impulse. But also, in spending so much time playing games, I never lost that recluse side of me. Therefore, gaming will always be a double-edged sword: my sanity at the cost of loneliness. I still question if I made the right decision.

November 5, 2011

For Activision, Controversy Means Copies Sold

Modern Warfare 3 is hitting store shelves this Tuesday, but already the game has sparked some interesting tidbits prior to release. One leaked copy sold for $1725, conflicting reports between Activision and Microsoft question the pre-launch embargo ban, and an innocent child gets blown apart.

There's an unwritten rule developers must abide by when dealing with sensitive topics, and that is simply: no kids allowed. Specifically, violence against kids. The mass slaughtering of pixelated adults is perfectly fine, but children are off-limits. Sensing this, Activision is always looking to drum up controversy because more headlines means more sales. Modern Warfare 2's notorious 'No Russian' scene became common anti-gaming fodder for the mainstream media and undoubtedly aided the exorbitant sales count.

Over the last few days, Activision has worked tirelessly to remove any evidence of the cutscene's existence before Tuesday, a sheer sign the company plans to capitalize on the impending controversy come launch day. The scene shows a presumably American family touring London, and the daughter is ecstatic about London's famous landmark, Big Ben, seen off in the distance. She notices something and runs to the other side of the sidewalk while being chased by her mother. A white van bearing a green logo parks and as the family approaches, the vehicle explodes and frantic shouting can be heard. The scene shifts to a news broadcast breaking the story. (I would link to the video if I could find it, but please watch at your discretion.)

Unquestionably, sensitivity is a prominent issue in all forms of media, especially not limited to video games. But challenging that sensitivity for advertising purposes is morally reprehensible and completely unethical. Furthermore, Activision's actions don't contribute to improving the industry's reputation. Activision has always been surprisingly candid about their moneymaking intentions, and as Call of Duty ages, apparently the publisher has likened to using sensationalism to increase sales instead of improving gameplay or the franchise's reputation. Jeff out.

To the readers: Why do you make of this? Is Activision toying with the unknown here?

November 4, 2011

Australia Up to Old Antics Again, GTA V Threatened



Why are Australian authorities so untrustworthy of their competent adult populous to make purchasing decisions for themselves? The country made a huge step forward recently, introducing an R18+ rating equivalent to a Mature grade mandated by the ESRB, to huge applause from the Australian gaming community. But now, government officials are redacting their pledge. The Attorney General of New South Wales, Greg Smith, was interviewed in a poorly-researched segment claiming he wants Grand Theft Auto 5 banned outright. The most baffling aspect is Mr. Smith originally voted in favour of implementing the new rating.

I've never met this person, never even heard of him (and surely I'll avoid NSW whenever I find the time to visit Australia) but does he not understand what he's proposing? His remarks contradict and discredit the new rating even before it's implemented. I could enter the overly cliched debate of other violent forms of media sharing the identical "harmful" traits as any Grand Theft Auto release, but what the Governor General is saying implies his government doesn't trust competent adults and parents to make conscious decisions for their own well-being.

IGN did a better account of breaking down the blatantly fraudulent piece that aired on Seven News, so I won't get into that. But the most problematic part is the last quote from the Governor's spokesperson: "His main concern is that if something is grotesquely violent and it merits Refused Classification that it should be refused classification... but we're still on board with R18+; we want that to go ahead." If the government is adamant on allowing this rating, they shouldn't be undermining confidence for the rating by singling out an upcoming game perfectly suited for the rating.

An unfortunate setback of purportedly banning Grand Theft Auto 5 is not just limiting free speech, but also drastically reducing the chance of development studios setting up in the country. Australia's game development industry is slowly imploding after several high-profile closures, even warranting this doomsday report. And last time I checked, jobs are a hot topic globally and the video game industry is surprisingly resilient during bad economic times. If the industry collapses, Australia would be missing out on potential growth.

He won't read this obviously, but I hope the backlash is enough for him to redact his comments. There's more important things in the world to stress over.

Why Do You Game?

Coming to define the gaming experience is RecklessTortuga's fantastic viral series The Online Gamer, mockingly showcasing how permissibly irritable gaming culture has become. Of course the series is a purposefully terrible misrepresentation of the gratification and self-fulfillment the medium can give, but after binging through a few episodes after another tireless night, I wonder why people put themselves through such stress. Thinking further into the topic (dropping the "why" bomb is sometimes dangerous), I wanted to discover why people submit themselves to video games.

In my case it's rather personal, and maybe as my audience builds I'll disclose that information someday, but I've always had an insane interest in the psychological aspects of this industry. A prominent example being reports surface daily claiming pixelated violence leads to real-world aggression, then other studies come out contradicting that information. Supposedly countless acts of violence can desensitize us to the wrongness of the act, but levelheaded gamers can work past that. I play Grand Theft Auto to relieve real-world stress, not coalesce my murderous tendencies.

As a consumable medium, gaming is perhaps the most engaging, allowing interactivity between players but also sparking fiery debate among the most passionate fans. Through the discussion, I know of some people who associate themselves distantly with the culture, eventually being overwhelmed and respecting the diehard support of many fans. That adoration is infectious, and like communities formed around films and music, it's not outlandish to say many just fall victim to the culture. The passion is what makes gaming so attractive, essentially creating an unavoidable network of nerdiness. The culture surrounding this medium is palpable, from the wildest conference moments to everyday folks purchasing Angry Birds without a second thought. And as gaming finds its identity, more of society will embrace (and be enveloped by) this inescapable passion. "Gamer by accident" is the appropriate term.

Being so immersed in an experience can deeply affect the state of mind, even toying with feelings on certain objects and emotions. Many games force choices with inexplicable and unforeseen consequences -- Mass Effect utilizes this masterfully, and more than 1000 variables will shape the campaign for Mass Effect 3 early next year. Pitted with these choices, it's hard not to question our own sense of ethics and moral standing, and our decisions can even be traced to our deepest insecurities. Such choices -- whether to exterminate a race for misunderstood misdeeds, program a fabricated mindset into a hive mind, or shoot a trusted comrade desiring the best outcome for his people -- portray us either as monstrous beings or of the kindhearted. Playing these sequences is a great measure of our inner intentions -- perhaps unbeknownst to us -- and through these decisions we can actually witness the aftermath, something films or music could never achieve.

Lastly, and most importantly, scoring a headshot on the other side of the map on a buddy and acquiring the coveted trophy of any rivalry -- bragging rights -- is the greatest feeling.

To the readers: Why do you game? Do you use it as a social activity, to spur creativity, or maybe to kill time? We all have our reasons. Start the discussion in the comments below! (And don't forget to share this on any social networking site by clicking that shiny row of buttons. It helps out dearly.)