Category Archives: Videogames

“videogames” “video games” “digital games” – whatever your term, this broad category means any discussion by me or others on games.

Halloween Team Fortress 2 Medic Costume

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My complete costume, although I should have tidied myself up a bit before the picture

I forgot to post up how I did my rather quick and dirty Team Fortress 2 Medic costume for Halloween. It required the use of sewing, which I got help with from my mum (luckily for me, since it required a sewing machine). I also had some relevant bits already lucky.

So, a quick run through, what I aimed for was to get just the costume part done for a Team Fortress 2 Medic – not really any props (such as the bonesaw, backpack or medigun). To get a half decent setup I’d therefore need:

  • Thick rimmed glasses
  • Lab coat, appropriately changed (patch, buttons, etc)
  • Gloves of appropriate colour
  • Trousers of appropriate colour
  • Boots
  • Belt and some attachments
  • Shirt and tie of appropriate colour

Read on for how I did each part… Continue reading Halloween Team Fortress 2 Medic Costume

National Videogame Archive Visit

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A Pile O’ Stuff to sort

Today I visited the National Videogame Archive, or the beginnings of it at least! I met with Tom Woolley, who is the Curator of New Media – the National Media Museum where this is going to be hosted is branching out into videogames after it’s name change – previously it focused on TV, radio, photography and film.

The archive in it’s initial state was pretty cool to get some pictures of, and the start of it considering it’s only been publicised this month, is a damn good one. Tom detailed every way the archive stuff at the museum was setup and his plans to put on hopefully a permanent exhibition (maybe with interactive elements and some games to play), or at least a temporary exhibition of videogames once the museum has enough material – perhaps in a few years. These are quite lofty aims, and hopefully the collection will rapidly grow to fill the need. When putting on an exhibition Tom will be able to get more material specifically for that exhibit too – hopefully adding interviews, oral histories, and so on and so forth to the collection.

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The original Sony Eyetoy Prototype!

There’s a great deal of work to do – luckily, it is run through the museum rather then it’s own endeavour so he has a lot of help (although, it comes with a cost of justifying all his decisions due to their somewhat limited space and money πŸ™‚ ). He is requesting any material that might be worth via. the donations policy. Since they haven’t got a complete console collection yet, and not an abundance of games, now might be a good opportunity to help!

Since this is the only videogame archive in the UK now, since Swindon’s efforts are currently closed down for now, it is a worthwhile think donating and helping the project if you can. There are more general computer museums for mainframes and non-videogame computers of course, but this specifically will also archive all kinds of culturally worthy material for videogames too – including relevant magazine collections, digital material, and a lot of things developers might have πŸ™‚

Video Games Live Was Great!

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The show!

Video Games Live was fun stuff. For the day, we visited first Funland arcade in the city centre then went off to the show. There were some Guitar Hero: World Tour bits going on before it began, too.

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The awesome Martin Leung

The show itself was great. All console music, basically, but quite well done mixtures of tracks and video accompaniment. There were also some special bits – Martin Leung (who didn’t really talk πŸ™ ), did first a set of Final Fantasy tunes and then his famous Mario and Tetris tracks on the piano. There was audience interaction too – someone who played Tetris by being the gun at the bottom, although it didn’t work to well πŸ™ – and also a Guitar Hero: Areosmith track, accompanied by Tommy Tallarico.

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Tommy getting a world record

Tommy Tallarico hosted it, and even got a Guinness World Record for the most games worked on by a single person during the show. Jack Wall was the conductor, who has created some great music before, conducting his own Mass Effect music during the show too.

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Fanart in the video for “One Winged Angel”

A few oddities though – there was no Square Enix videogame footage, substituting Disney movie footage for Kingdom Hearts, and fanart for the Final Fantasy “One Winged Angel” piece. Odd that. Also, there was a distinct lack of PC videogame music – no Red Alert, Civilization, Half-Life or anything else (but there was the ubiquitous World of Warcraft, and for some reason Everquest II. There was also Diablo III – they need to update the video which was all concept art though πŸ™‚ ).

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The videogame historian in me wanted to know what it was like up in the old Sony arcade…

I also got the CD, which is pretty good (if only I still did my radio show!) – I love the Civilization 4 rendition, which is one of my favourite tracks. The line to get it singed was a wee bit big, but oh well, I’ll try and get it signed some other time πŸ™‚

I hope they can get around to doing a Phoenix Write melody at the show, if so, I’ll definitely go again πŸ™‚ – there’s my full gallery of pictures of the event. I also had some videos; which are pretty cool:

atypicalgamer also has a report on the event, with some better pictures too πŸ™‚

Video Games Live!

Going to Video Games Live tomorrow in London, should be a good event – I missed an opportunity to see it in San Francisco last February, and so I made my mind to go to this whatever. My grounding from my radio show should put me in good stead, no doubt a lot of tracks will be console games πŸ˜‰ Going with some friends too, and should be visiting some arcades and shops beforehand. Hopefully the weather isn’t too bad is the only thing! Travelling in London is not fun at the best of times, heh.

Next week are some other things, like the London Games Festival and GameCity which I’ll post about at the weekend, then share my thoughts on next week. Citizen journalism here I come! πŸ™‚

Max Payne

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Best way to improve Max’s psyche is to frame him for murder!

Dun-dun…dun-dun…dun-dun…dun-dun…

I’ve just finished (for the third time?) Max Payne, released in 2001. It is kind of one-of-a-kind in videogames, using a mix of graphic novel and in-game cutscene work. It’s also a damn difficult game, even with the main feature – bullet time – which can slow down time for a limited amount allowing the player to aim in real time.

The story really stands out as something unique. Totally over the top (it’d be over the top as a graphic novel to be honest!), and entirely apt for the strange situation the game puts the protagonist Max Payne in. He’s constantly spouting off clichΓ© lines and over the top vocabulary, parodied in one of his dream sequences, although this is all in his mind; it fits beautifully, filling the narrative with actually quite sane things considering the insane situation. A man must cope, and Max sure finds his way.

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This is not a game for kids. Some very unsavoury characters in the game…

The actual plot could be considered bare-bones. It’s got it’s own minor complexities, and it all fits together well enough once the pieces are arranged. Most of the plot points are excuses to shoot more bad guys, to be honest, and it’s entirely fair that most of the time Max points this out. I won’t spoil anything here though.

The game also parodies itself, twice. Take that! The humour is spliced throughout – gangsters and enemies do small, pop-culture heavy conversations before Max shoots them dead. There are homages to The Matrix (noting the game was in development before the film was released, although the main feature was renamed Bullet Time to match the film, it wasn’t the initial inspiration), and other films in several scenes. Most of Max’s own dialogue is darkly funny, considering what’s going on. There are also a few (Lords and Ladies, and Mystery Unknown) TV shows (which are used to better effect in Max Payne 2), with soap-opera style acting and parodying Max’s own situation.

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Vinnie Gognitti returns in Max Payne 2, here he’s not happy to see Max…

The gameplay is tough – tough, and quite quite unfair. The game’s own designers have said there is no difficulty slider – the games lowest difficulty is meant to alter the AI’s accuracy and health automatically if the player does badly, but in truth this just meant after the first few enemies it went from “Not quite so tough” to “insanely tough”, while the other difficulty levels just automatically set it to “insanely tough”. If you can persevere and learn your way around the controls and weapons, it works quite well, although too many times a freak grenade or a close range shotgun blast ends the game early. Keep your hand hovered over F5 to quicksave (which, nicely done, has 2 slots incase one really puts you in a worse position!).

There are some nice setpiece parts though – such as getting through some Gangsters to a weapons cache basically unarmed, larger battles in mansions, on boats and in banks, and when an entire restaurant is blowing up and you have to get out. There’s little “key finding” to open doors, so it’s almost always a linear game, which as long as you don’t pay too much attention doesn’t matter as much as you might think (seeing where I was previously after 15 minutes annoyed me a bit).

The AI, since I’m interested in it, is basically non-existent to be honest. There are times it even gets stuck in the most simple situations. It’s entirely scripted in a nice cinematic way – to a fault usually – so a replay needs to be spread out by a few years, like I have, since otherwise you remember exactly what will happen next. The AI generally ducks and aims for where you’ll be, and might take a second or so to turn if you run past them, which is of course to allow bullet time to actually work. While they don’t run out of the way of grenades, they do realise someone’s attacking them at least if they see one. Basic, but acceptable. Any harder, and the game might become unwinnable. For comparisons sake, Max Payne 2 lowers the toughness of enemies and gives them generally a bigger AI boost (with more open areas and suchlike), which makes it more run-and-gun, where as this game, AI flaws are sometimes the only way of getting past a situation πŸ™‚

On the technical side, the graphic novel side still looks great today (and this is with the Remedy game team doing all the acting), and the game engine itself can hold up still for the most part. The sounds still works fine, and seems to cope somewhat well with surround sound. The freaky dream sequences are frankly, quite scary – the sounds are the worst part. I’ll say it holds it’s own compared to some 2001 titles – shame it doesn’t support widescreen though, and there is no lip synced models. Max Payne 2 likely will hold up better over a longer time, since it improves the visual quality a fair amount, but this game isn’t too bad for the time.

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“Congratulations!” – I almost half-expected it to be spelt incorrectly πŸ™‚

Well worth another play though, and it’ll be much more fun then watching the film version I bet, which according to the Max-Payne stylee graphic novel video, looks to be almost, but not quite completely unlike it. Oh well! Check out my screenshot gallery if you have no qualms about spoilers – although I tell you, capturing any action shots in this game is massively difficult. I must move my screenshot key somewhere different πŸ™‚ If you want to see the game’s intro, check the Internet Archive where I put a copy of it.

Give the game a shot if you ever see it cheap, I think it’s worth persevering through. πŸ˜€

This Week, I Have Been Mostly Playing…

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This week I have been mostly playing…

I’ve obviously played a lot since my last post, Red Alert and Deus Ex (which is still in progress) for instance, but also I have played Halo 3‘s campaign in Co-op, and the Half Life 2 engine mod Age of Chivalry and Half Life: Decay (read on for more). Continue reading This Week, I Have Been Mostly Playing…

NMOC D-Block

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A quick thing from the NMOC – I visited D-block with Adam and investigated the slightly damp, and sometimes dry collection of computers and bits and pieces there. A lot of the material would need to be moved into the archive once it is upgraded in space, and other bits I presume haven’t got the priority to be repaired or used yet or are duplicates of existing machines. Some interesting stuff there though, well worth visiting despite the state of the building (which has structural problems with the floor and had and vandals get in, and a fire previously).