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All posts by Andrew Armstrong
Videogame Nation
The Urbis Gallery opened the Videogame Nation exhibit two weeks ago – I was invited by the curator, David Crookes, to go along. I meant to get up something about this before, but my camera died (these are it’s last pictures) when I broke it accidentally.
The exhibit is based around the UK videogame industry from past to present – there is enough for a good few hours, if not more, looking at the exhibits, playing the games on show, and reading the huge amount of information on a whole range of aspects – from playing to making videogames.
An entire bus stop, yep
I personally loved it – some great games on display (apart from the arcade cabinets all free to play), design documents and a varied amount of information on different magazines, publishers, developers and people. The games are presented in a variety of forms – including some nice football bench seating for Sensible Soccer, and a bus stop and bus seat backs for portable games (okay, that was more odd then great, hehe).
N64 lunchtimes!
I added a few things to the places you could write and draw – I’ve got pictures of my additions to the wall of consoles (sadly missing out several older consoles, but still allows you to pick one and put a comment up), and my Half Life “crowbar” cover, no doubt by now replaced but, well, a game which deserved a clean classic-like cover π (it was also easier to draw then any of my other ideas! π ).
The Urbis at night
Half Life cover
There were also some great displays on the mini-controversies in the UK around videogames. For Manchester, the Manchester Cathedral sillyness, with Sony’s response printed in its full glory, in the 18 rated section (where, for some reason, Bully was situation despite not being rated 18…), as well as some on the value of fitness to do with videogames.
Never finished Oliver-twins material
However, the main thing that was great for me was the history side – there is a lot of information about pre-current-generation games, including ones not finished (Dizzy 2, as photographed to the right), the design of many UK titles – Lemmings, Sensible Soccer, Broken Sword (which I still need to play…), Jeff Minter classics, Oliver Twin games and things from the bedroom programming era – including Elite, and more. It is about the only UK exhibit of videogames on right now – so well worth a visit. Check my gallery of pictures to see some of the information boards and pictures of what was available to play – not at all comprehensive, I should have took more picture π
I am also going to try and get back for some of the Sunday-timetabled related events, some sound very interesting π and if I go I’ll put down what they were like (especially since I’ve not been updating my site much!).
For more pictures I did find Negative Gamer to have some great pictures up, and David has a small Flickr set too π
Mirror’s Edge
The City at Night, rather awesome.
I got Mirror’s Edge for a much more reasonable Β£15 at Game on Friday, and finished it on Saturday. The game was, I’ll say, about equal measure of fun and frustration. From what other critical looks I’ve seen, that pretty much is the consensus all round. It is also ridiculously short, as a fast-action platformer, if you actually succeed in doing levels well, the game flies by.
The good parts are that it is, at it’s best points, a great moving, great looking game. The first person perspective can really work, and I thoroughly enjoyed leaping around with speed. The runner vision (where you are best going marked in red) generally succeeds, and level layouts are generally well made in this regard – although quite linear most of the time. I also want to point out, the lack of GUI is refreshing – you actively use your hands (to press buttons, turn things as appropriate) which looks and feels awesome.
However, on the other hand, coupled with the short (no, exceedingly short) nature of the game, it suffers when the design is purposely annoying. One major section I spent at least half an hour falling and dying constantly consisted of jumps and actions which were, really, easy to make, just Faith never seemed to grab hold of something. The game strings out the content by making some bits really difficult, and so get used to seeing that same bit again and again if there are not enough save checkpoints.
I’ll also note there is online activation. This isn’t great, although at least it isn’t a “contacting server to make sure you can’t install this”, so I will always, at least, be able to install it. Since it is so hidden though, I do wonder how many installs I get…hmm…
The combat, well, less said the better. By far the worst aspect of the game – and I wish it was impossible (allowing fast speed to instead allow you to dodge with special moves, or incapacitate for a while, or at best knock out with one button press – not a quicktime event!). The various forced fights, well, I gave up on pacifism pretty quickly near the end. The boss fights, were, well, bizarre – a one which was two rounds of hand to hand fighting, two which were a single quicktime event, and another which was against a server room…sigh.
More cutscenes like this in game!
The story was hodgepodge – I didn’t like the flash-like cinematics (looks so drab, and un-pretty!) – I think the game engine was underutilised there. The characters were also very unsympathetic, and it barely made sense (“Wait…what? you’re going to investigate a random security firm just like that?!”), and looks like serious sections of sense were cut from the game. The difference between levels (an excuse to do parkour) and the story (I have to go to this area…why exactly?) is quite strange. I didn’t even get to see the protagonist’s base in first person – interactive cutscenes would have been awesome for the game too, like Half-Life 2 has, since you can see your hands – but never actually pick up and use anything. Still, since you are playing a character, it’s not too bad – although like I said, a missed opportunity to not do it for all the cutscenes. The ending – well, if it even was one, was…just a little clichΓ©d, and also a bit silly (for some reason you’re not shot by dozens of security people). If there is a sequel, there’s not many characters who are left alive out of the very tiny cast, so at least there might be some more interesting people there the future.
The audio also went out of sync on my system for some reason when it came to the speaking parts and cutscenes (I tried with and without vsync and PhysX, meh). This leads on nicely to say that the game also always displays in 16:9 – don’t play this on a square monitor, and my 16:10 monitor always had black bars. This is a downright lazy port, what with my audio issues and the black bars, almost but not quite as bad as Assassins Creed (which was worse because it had the fun “multi layer escape” option, making Alt-F4 faster). It does however at least look amazing, with great visuals (including lots of bloom) and some good sounds (running feels like running!).
Fun disarm moves, if you can pull them off…
How would I improve the gameplay myself? Make the protagonist more prone to doing the “right thing”. Moves are bloody ridiculous to pull off without pre-knowledge of the level layout – especially when you mistime a jump not quite late or early enough. My thinking would be to make it more Assassins Creed-like, where you can hold an “Up action” button and it’ll do a jump at the edge of a building or ledge, and also if there is an available jump while hanging and looking in a certain place – do it automatically (not having to press “up action” then “up action” again to hang on then “up action” again to pull yourself up – holding it down should be enough, and be much more fluid). Also stopping at edges better, so you don’t just fall off, would help – there is no reason why I should be looking at where my feet are in a first person game – my feet should know there is nothing there, and stop walking!
The combat – like I said, remove or drastically improve it. Pacifism would be great (so always having avoidable combat), but failing that the removal of the quicktime gun taking event would be nice – make it always consistently knock out the enemy would be nice. If you are able to get near these gun people, then they should become easy to take down (if you stand still, you would be easy to take down, moving fast though should be another matter). Make sure that the AI also can’t shoot through their friends would also be cool, and adding actual AI so it didn’t just do scripted cover usage (which I saw about once) would be nice. Those melee guys were ridiculous too π multiple chasing enemies, with tasers, just is frustrating (and rather dumb, since it seems they are the ranged weapon they have, and you can’t disarmt hem in one hit – so you get two people able to hit you, you can’t knock either one out quickly, so you die).
So much to explore outside…if only we could.
Finally, it’d be nice if like Assassins Creed, it was more open world. The tight control is sometimes nice (for setpieces), but mainly frustrating in the game (when trying to figure out “how on earth do I get up there” usually). So many closed doors, and never an opportunity to see what The City is like in the short time – you only ever meet security personnel! The bag angle is also lost almost immediately when the game starts – this would have been great to have as “something to do”, in addition to mission objectives (and also make the other characters in the story have more point to them). At the very least, making all the cutscenes use the game engine, and possibly even be interactive, would be a great plus.
Give Mirror’s Edge a try if you have a chance – borrowing it should be easy, since you can finish it in something like 5 or 6 hours at the most, and give it back the same day! π I did enjoy the fast parkour bits when they worked for me, so worth trying just for that, and the visuals are a great change of pace too.
See my gallery for a “travelogue”, or playthrough via. screenshots, or click below:
Red Riding and Lost
My TV schedule is pretty empty – maybe a bit of catchup on the BBC iPlayer (such as Charlie Brooker, or comedy), but I don’t really watch much else actively.
However, this weekend I got around to watching the last two parts of Red Riding, a three-part fictionalised drama series based around the Yorkshire Ripper time – the 1970’s and 80’s. Each one was film-length, broadcast back in March, so sadly not online any more. It’s rather nasty material – covering Police coverups and brutality, child kidnapping, serial murderers, and plenty more – but excellently written, if a little bemusing in places. Really good acting, and the stories are not something I’d go back to but don’t at all regret watching. I don’t want to reveal more details since it’ll spoil things, although I fully enjoyed all three, make sure to watch them close together – I watched the first a month ago, and it was hard to remember details – the storyline is kind of continuous but each episode is self-contained, making it more rewarding to watch them close together. If you have a chance to watch it, do give it a shot π
I also am still watching Lost. Lostpedia is a gem for making sense of things, I have to frequently explain things to my Dad, who doesn’t remember things from more then a few episodes ago. π It is, however slowly “getting there”. Time travel (spoiler! well, not really at this point…) sure is a bitch to make sense of. I very much doubt it’ll be fully explained at the end (there’s enough sci-fi and fiction stuff there that they’d need several years to explain it all), but it won’t be, I think, as bad as the Prisoner when it ends. Worth watching, as long as you go with the flow. It is still entertaining, and that’s what matters to me.
I probably need to find a few more things to watch (although I do intend to buy House at some point and watch more of them on TV) – although my game stack is piling up right now – Mass Effect, Empire: Total War and more Civilization: Revolutions to play!
Online…OnLive…Please, no!
A quick counterpoint to “The future is online video delivered game experiences”, or even “Has to be logged into to an online service to authenticate”.
Online is not ubiquitous, nor is it a service like a phone network, nor is it reliable. It costs the customers money if there are active caps (Games can be upwards of 10GB. Better make sure you spread out reinstalls or deletions).
For video on demand versions like OnLive, the constant streaming will be interrupted, choppy, and only really available local to the right server, which means having server farms basically in your city for the latency problems to be removed.
For the “Has to be logged in to an online service to authenticate”, I’m looking at YOU Game For Windows Live and Dawn of War 2, there are a ton of times when the internet is unavailable. Making it mandatory for saves to be linked to an account on a PC is rather silly, even more so that you need to specially make the account offline by being online first to get offline functionality (which keeps it offline…or something…egad it’s so badly made!)
Even Steam doesn’t get off lightly – look, fine, make games choose to patch themselves, but having a huge patch released which slowly drip feeds even though you want to play the singleplayer is ridiculous.
The services for singleplayer are going to require the kind of service that ISP’s can never hope to provide, and I for one will soon dread it. That and not being able to sell on games, sigh. Or archive them (or their patches), or install anything offline, or play anything offline (say goodbye to portable laptop gaming or LAN parties).
It’s seriously getting silly, urg…I don’t want to be tied down to such a single point of failure for singleplayer, just do not want! π I hate to imagine what It’ll be like if the services are shut down – I guess Bioshock will be stuck not installing, and no more patches for Dawn of War 2, if I can even get it to run in the first place. Sigh. The current deals are all very one sided, for shame.
Videogame Movies…Entirely Forgettable
I watched two films on the way back from America a few weeks ago…one was a reasonably okay drama called “A Bunch of Amateurs“, pretty standard plot by my reckoning but good enough to watch. Then there was…some other film. I am pretty sure I watched two anyway…I am sure it was something…had action, must have been action…ummm…
So it went when I returned and tried to remember something I had watched not the previous day.
The film? Max Payne… Continue reading Videogame Movies…Entirely Forgettable
My GDC 2009 Notes Online
AI Roundtable!
I’ve took all evening putting up my GDC 2009 notes, woo! Pictures, slide links as appropriate/available, and slight checks on the notes actual content – although there are obviously major gaps and my notes are still improving, not quite got to “nicely abridged” yet in my style.
If there are any omissions or problems, email me and I’ll correct them. Extra slides (and notes if you want to have them uploaded) are welcome, but I’m pretty impressed – the majority of the talks (and I went to a lot of roundtables and panels rather then talks) are online. Enjoy!
GDC2009 – Friday – My Student Mixer, AI SIG roundtable, Game Preservation and a Cold
Friday – the final day of GDC. In the morning passing over a Larrabee session I visited the career area briefly – loud, busy, and I just noted who was there more then anything.
Later in the morning was the AI SIG Roundtable. There was really not much a chance of discussion on the problems with going forwards with the AI Standards the SIG seems to be built around. I hope that the issues are resolved and information provided or worked on that AiGameDev or the AI Guild themselves wouldn’t do – such as academic relations, looking at listing tons of papers, and so forth. I’m going to keep an eye on it and lurk but I’ve got too many commitments elsewhere to help directly.
I had my own session – the student mixer – just before lunch. I took a few notes – but mainly it was discussing some of the cool things the students present were able to do, how they felt about their course and work (which they are all usually fine with – no doubt the people who come to GDC are that dedicated π ) and about the IGDA efforts I did a little questioning about if they thought more communication, student groups or possibly in the future a student event would be a good idea – on all counts yes, and I hope to get this going by myself if no one else will help π – one of the things people dislike is the students have to be integrated into the normal chapter meetings, online resources and groups – segregating it helps immensely, since it would allow people interested in the area to help, but the rest to work on their own things.
During the mixer I finally got to meet Julia Brasil – who is finishing her design/art course soon, and I meant to meet last year. In fact I managed to miss Corvus Elrod who I saw once but had to rush off somewhere else. In any case, we went to the Preservation SIG meeting, then roundtable – lots of notes I have to write up, and a general feeling of some progress, with a lot more to do in the future came out from some of the stories people brought up. In related news to this seeing Devin Monnens article in the print IGDA Journal was awesome.
In the evening there was the AI Dinner, where I got to discuss all sorts of things. Some nice discussion on things with a few fellows from Google, including possibly getting the search term “A*” or “A* search” specially listed as an exception – since it currently just lists all the terms starting with A π – also discussed some bits and pieces of AI, design of an MMO, and the IGDA a little.
Lastly, throughout the day I got a worse and worse cold. Urg, the final few days of my trip will be pretty basic – I’m writing this on Sunday and, well, I’m not out riding a bike as I had hoped – at least this didn’t hit me early on in the week. *sniff sniff* *achoo*
GDC2009 – Thursday – Meet the Press, QoL and a AI Roundtable
A lot of various things done on Thursday – this year I was looking to see what the IGDA was doing in more depth, especially on the QoL side. Jason Della Rocca is leaving, so they explained in the AGM that there is a process underway to get a new executive director. There was also news on the Leadership event issue – no apology from the person directly involved but at least an apology from the board chair herself at the lax actions of the response and not having any coherent voice, although I think more needs to be done (as did several question askers). The board voting (it being a rather closed process), the board being silent (they’re getting a blog, so a good first step) and other items were also brought up (website revamps, money issues, chapter restructuring). My notes will be up next week.
I also went to the QoL committee roundtable – a lot of issues were raised as being problems to tackle and there is a reasonable action plan underway – as well as changing it to a Special Interest Group so more people can get involved. I’ll report more on this as I get involved.
The morning had the second AI Roundtable – less people (it clashed with another AI session!), but very informative on some subjects. I’ll get notes up next week π
Finally, an area that I keep an eye on is game press – so going to Meet The Game Press panel was interesting. There was some good information on how to promote games – such as how to contact the press – and some of the problems they have too. They didn’t go much into why there wasn’t much journalism done, but it was at least very informative on how the 3 different sites run.
The evening had me visit the speakers party, which was fun (although I missed Simon Carless who I intended to chat to, who was always busy speaking with someone π ), although I felt a little out of place just doing the lowest of the low student mixer (which I think is important, but I doubt everyone would, hehe π ).
Max Payne 3
I’m muddling…no Remedy, but hey, more Payne. I’ll just hope for now.