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    The opinions expressed herein are my own personal opinions and do not represent my employer's view in anyway.

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    NHL 10 Demo Impressions

    by bberry posted: 8/24/2009 1:31:00 AM

    No tomfoolery today, I'm just plunging right in.

    The focus of many of this years improvements is adding realism to the game.

    The demo for EA's 2010 entry into the NHL gaming franchise battle starts off with a bunch of tutorials for some of the new features designed to add that realism to the game.

    Anyone who knows hockey will tell you that games are won when 2 guys go into the corner or up against the boards, and your guy comes away with the puck. For the first time in an NHL game, players can truly experience this part of the game with the addition of board battles to the game. Whether you're the guy with the puck, or the guy trying to knock his ass down and walk away, it truly adds depth to the game.

    Then there's the addition of more gameplay styles. The one likely to draw the most attention is the Hardcore style. The game play slows down, and it's noticable from the minute you start playing. I think it's because the game has to handle a lot more details and it's designed to feel as real as possible. THe differences between stars and scrubs is accentuated, in a way that feels slightly beyond real, but a lot closer to what you see in the other styles. You're not going to get as many game winning goals from your 4th line left wing, but you'll truly earn the goals you do get. And goal scoring is only the beginning. Just try hitting with your soft 2nd line euro winger. Or Marian Hossa.

    Actually, I wouldn't try anything with Hossa. I think EA has picked up on his complete lack of karma. In all 3 versions of the Game 7 scenario I played, Hossa had a last second shot on his stick, and on 2 of the 3, the AI hit the post. On the other try, I played as the Wings, and I shot it over the top of the gaping net. Sure, it could have just been me, but I'm sticking with blaming Hossa. It's worked for Pens and Wings fans in back to back years.

    Of course, there's the change that's bound to draw the most attention; first person fighting. Personally, I'm not one for fighting. Hell, I play soft for a big guy when I actually play hockey. ("Am I a big guy Tree?" "Yeah, Johnny, you're a big guy" "No, Tree, I'm not. You're the big guy.") But I recognize it's place in the game, and what it does for the teams and the fans. Those same fans are going to LOVE the fighting aspect of this game. There's no pre-programmed key sequence to win fights. Instead, it brings you right into the fight making all the decisions. Are you going to grab and grapple? Or are you a serious thrower, who wants to get the momentum back on his side? Blocking, shoulder movements, uppercuts and jabs are all a part of this mode. (A certain Editor in Chief who will remain nameless is a bit of a *ahem* thug on the ice. I think EA may have written this and the more realistic checking system just for him).

    The feature I'm most excited about is the change to the Be a Pro process, where you start as a junior player, looking to get drafted. Through a rather abbreviated process, you can play in a prospects game, and by standing out, affect your draft status. In my first attempt, I wound up actually LOWERING my draft status, from 15th to 20th. The second time around, I scored a goal and put the shot on goal that set up the game winning goal. I actually wound up getting drafted first overall by the Dallas Stars. It's not everything you'd want in a Junior/Minors/NHL progression, but it's another step in the process.

    So, that's a pretty good overview of what's in the demo, leaving a lot more to look forward to when the NHL 10 releases on September 15th.

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    Pepsi, Rock Band and me

    by dkeener posted: 7/27/2009 8:48:00 AM

    Back in late June, I posted about the joint Pepsi and Rock Band promotion where they were giving away Rock Band Special Edition kits, RB tracks, trips to Harrah's and more.  Well, I decided to focus my efforts on obtaining as many of the 5,000 daily Rock Band tracks as possible to bolster my Rock Band catalog.  It was easy to obtain codes because, unlike most folks, I usually sit at my desk and put away a single Diet Pepsi 20 oz every morning instead of coffee.
    What started out as me submitting codes and then winning three to four RB tracks a week eventually stretched into a consecutive win streak that was approaching 20+ submissions.  While this doesn't seem like much, there are only 5,000 codes being given away daily...nationwide.  Well, all good things must come to an end and this morning, at 8:17 a.m. EST I went for my 21st consecutive winning attempt to get a free track....and was rebuffed by the four cheese balls in the video on the website that tell you if you won or not.  Maybe now I will focus my efforts on winning the daily prizes, including the trip to Harrah's.  Still, getting $40 worth of Rock Band tracks for doing what I normally do on a daily basis isn't all bad.

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    Man's virtual best friend

    by dkeener posted: 4/15/2009 2:00:00 PM

    I love my dog.  No, nothing like the bundle of energy that Chuck picked up earlier this year, but my virtual dog in Fable II.  I finally was able to unwrap the game and spend some time with it, and I have fond to this point that my dog is the best.  He is so much better than the Ranger's bastard dog that attacks everything in sight in Guild Wars.  Not only is he loyal and protective, but he has the innate ability to sniff out the goods hidden in the earth such as a rubber ball or a sack full of gold.  I mean, short of a golden egg laying goose, how can you go wrong with a pooch that shows you exactly where a hidden chest of loose gemstone is waiting to be found?  While I have yet to name my pooch using my Collar of Power, it still breaks my heart to see him limping around like he was backed over by a garbage truck after when we get involved in a dust up with a beetle or a bad guy.  Did I mention that I love my dog?

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    First Impression: Tritton AX Pro Precision Gaming Headset

    by bberry posted: 2/26/2009 11:36:00 PM

    A couple of months ago one of our readers emailed me and asked about high end gaming audio headsets. He mentioned that most gamers don’t have the opportunity to try most of the products used on the Pro Gaming tours, and most don’t even have a presence in mainstream retail. He asked about a specific product, the Tritton AX Pro, and if I could perhaps do a head to head review comparing it to the Astro A40. Well, here at GN, we aim to please.

    Between wedding planning and now preparing for a mid-summer move to the east coast, I’ve been a little behind, but aside from my BlackBerry, the AX Pro is probably the thing I’ve used the most the past few days. For me, stress requires gaming, music, or both. And what could be better than a Dolby Digital Surround Sound headset to cover both of those needs?

     

    This is just my first impressions, and I’m saving most of my head to head comparisons to the other headsets I’ve reviewed for the final review, but I do some high and low points I want to cover in basic.

     

    First, the construction and form factor. The AX Pro is really light, but at the same time is built solidly. In fact, of the high end headsets I’ve reviewed (and I think I’ve covered them all now), this one is easily the sturdiest. It even looks more rugged than the others.

     

    The cords are thick but not obnoxiously so, and even with a lot of options (which I’ll leave the details of to the review), the headset and decoder are easy to assemble, configure and attach to PC, 360, and even my iPod (for grins).

     

    One of the cool features I like that the integrated volume control on the headphone cord uses color LED backlighting  to display the relative volume level of each pair of drivers. This is particularly awesome in the dark and matches nicely with my Saitek Cyborg keyboard.

     

    And those drivers…. The sound from this thing is REALLY FREAKING GOOD. It’s sometimes difficult when you’re playing a game, or listening to music to really tell the difference between one headset and the next. But for units like the A40 or the AX Pro, it’s obvious they are heads and shoulders above most headsets in the marketplace. Left 4 Dead in particular took advantage of the surround sound.

     

    The two negatives I have so far are in regards to configuration. The first is that the unit requires 2 power adapters to use the headset and the decoder box. In the age of green technologies and high energy costs, this is not something I would have expected.  Second, it doesn’t have a battery option for the decoder. Other units may eat the batteries for breakfast, but I’ve found this feature to be very useful, as you can just unplug without untangling from the headset.

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    music | PC | Xbox 360

    My 360 will probably RROD because I am posting this

    by jyan posted: 1/30/2009 10:29:00 AM

    But it is a rather funny shopped image. Nice job Pete359.

     

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    Indie Highlight: The Maw

    by rkalista posted: 1/22/2009 3:56:00 AM

    Last night off XBLA I downloaded the demo to Penny Arcade Expo’s PAX 10 Audience Choice Award winner (and Independent Games Festival 2009 finalist), The Maw.  Twisted Pixel's 3D light-puzzler/platformer is a cute little thing.  But Audrey II started off all adorable in the Little Shop of Horrors, too.

    Frank the blue alien (that’s you) is strong-armed into some spaceship’s science lab holding cell.  An immediate bond formulates between Frank and the Maw who’s also in a heavily-watched cell.  Alarms inexplicably go off and rumbling tosses everything about.  Frank awakens at the crash site.  The translucent purple Maw and Frank, quickly reunited, are fast friends.  Frank groans with a headache from the impact.  The Maw’s excitement is tongue-wagging.


    A couple hexic-uniformed guards also regain their senses, beat back the zealous but still miniscule Maw—whose panic attack goes off with Kill Bill-like sirens—before a drop ship swoops in and lassoes its guards aboard and away.  The Maw’s unbridled enthusiasm is immediately infectious.  I walk across the blocky crash site, find and then fearlessly don a wrist-mounted electronic leash that tethers me to the Maw.   The Maw doesn’t seem to mind at all.  The soundtrack kicks in with chewy, beatbox-infused jungle rhythms....

    We emerge from a narrow, chocolaty canyon and into a glen populated by round, bouncy, inarguably adorable creatures.  To my horror—and then to my amusement—The Maw swallows one of the bouncy creatures whole.  Unleashing the Maw, it bumbles about the glen but can’t catch up to the bouncy creatures.  I call him back with some alien “suwee!” and it leashes up to me again.  I lead him around, and without warning, run him in a circle, letting him chomp down a diet of bouncy creature thingies.  If I unleash him, he pretty much stays, licking his lips (and his cyclopean eye) at the prospect of his next meal.

    At a boulder-blocked portion of the trail, I learn that the leash can also tether to inanimate objects.  The boulder, many times my size and weight (Frank’s, that is), pulls along nicely with the leash.

    We arrive at an even larger glen, this one populated by an even greater varieties of swaying, bulbous plant life, with yellow question marks (a recognizable enough trope in videogames nowadays) floating above the heads of some plants that look like a giant crossbreed of Venus Flytrap and Velociraptor.  I approach, the Maw safely in tow.

    The Veloci-Flytraps panic, the Maw panics, I don’t see what the big deal is, and the glen is now jumping with more snack-sized bouncy thingies.  The Maw sets about its single-minded task of devouring anything even remotely appearing on a carnivorous menu—and it grows yet again.  While only waist high five minutes ago, the Maw is now looking over my head, and he thinks (with a bubble cloud) about his next meal…which is decidedly a much larger, four-legged Spore-like creature it spied earlier on the other side of the glen.

    I take him to dine on small, bouncy creatures and the Maw chomps down gladly, always chomping, but the four-legged creatures it was thinking about eating have torch-lit tails.  The Maw chomps one, spits it out, lets out another alarmed yell, then bounds off to the base of a waterfall and starts swallowing gobs of water.

    Distressed, I unleash the Maw in the running stream.  I run to the firebrand creatures, lasso an unwilling one, then drag it back to the stream.  Tssss, the torchy creature loses its fire, I re-leash the Maw, the Maw swall
    ows the formerly-firey creature in an enthusiastic gulp, then the Maw itself turns into an orange, blistered, charcoal-smoked, fire-breathing version of the Maw.  It starts gushing flames out at anything moving in a relatively bouncy fashion around it, burning an orange radius around itself.  I run the Maw straight at the Veloci-Flytraps that frightened the Maw off before, and the Maw belches fire all over them in an unhesitant stream.  Me and the Maw press on to the next corridor, and the demo draws to a close.

    So, what have we learned?  The Maw joyously devours anything and everything (except Frank the blue alien for no other reason than we need two living components to this boy-and-his-dog tale), while the Maw grows and morphs into different manifestations of whatever it snacked on.  Don’t try to eat anything you can’t swallow whole.  Don’t eat anything that’s currently on fire.  And witness “You are what you eat” taking on literal proportions.  Sure, it's cute, but I won't be going back for seconds right away.

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    First Impression - NPPL: Championship Paintball 2009

    by bberry posted: 1/17/2009 9:53:00 PM

    From time to time when you agree to review a game, the PR firm slips another game in the envelope with the one you're reviewing. They usually do this to get a game that hasn't gotten a lot of notice in front of a few more people. And they don't even ask you to review it. They're just hoping you'll give it a look and if you like it, you'll mention it on the site. I know this is part of the "inside baseball" some readers don't care about. But every once in a while the game they slip in the envelope is better than the one you actually agree to review. For some in the gaming public, NPPL: Championship Paintball 2009 would be one of those games. 

    NPPL 2009 is a product of FUN Labs and Activision. It is to paintball what all the WWE games are to wrestling, giving the player the opportunity to take the place of his or her favorite professional paintballer, and compete in tournaments across the globe. While paintball doesn't have anywhere near the following that wrestling does, it's a decent first person shooter, at least in short bursts.

    This game has a lot going for it. You can play in exhibition mode where you're just joining a team and going out to shoot the crap out of your opponent, against the AI. You can do the same against human opponents in online games over Xbox Live. When you are playing in career mode, you take over the management of a team, and aside from running around shooting up opponents, you're also responsible for picking your teammates, setting active lineups, and purchasing equipment upgrades for your team paid for by winning tournaments.

    This isnt to say the game is all-together perfect. For one thing, it's a single player game locally. Games like this are a lot more fun in a multiplayer format, and while Xbox Live works for this, I've found short team matches are better for local multiplayer. That's the other major flaw I've found so far. Many of the individual matches are over in like a minute or two tops. The battles are occasionally intense, but they are incredibly short. While the matches are fun while they last, a full tournament takes only a few minutes to complete.

    I'm still playing my way through, and I'm hoping the courses get more complex and the battles longer, but right now it seems like a fun game that might be good for paintball players looking for a way to play when there's two feet of snow outside, or FPS junkies looking for a fix when they don't have long to play.

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    First Impression - Civil War: Secret Missions

    by bberry posted: 1/4/2009 10:33:00 PM

    I am an unabashed "fan" of the US Civil War. Fan is the wrong word, but I have never figured out what the right word is for being fond of a particular war. To be a fan of war in general is really just wrong, and that's not me. But I figure being interested in one war is ok. So what does that make me? A civil war afficianado? A civil war devotee? It's not so much the history of the war as much as the underlying mentality that would allow two halves of the same country to go after each other like pitbulls in Michael Vicks back yard. Anywho, back to the game I'm supposed to be talking about here. Civil War: Secret Missions is a History Channel game developed by Cauldron and released by Activision. Ok, that is WAY too much bold for one sentence. Now that I've gotten the part that studies have shown 97.24% of readers don't care about out of the way, I can get into my early impressions.

    Civil War: Secret Missions is kinda like a trip to your local museum of science and industry; It's mostly about boring old stuff, but they manage to make it fun by turning it into games and experiments. In CW: SM, you play the role of a solider (for the north or south, depending on the mission), working with a small unit of AI soldiers causing mayhem behind enemy lines. The learning part of the game comes in the form of animations and text describing real Civil War battles, and the actions of the soldiers and commanders who carry out the exact raids you'll be mimicing in the game. Many of the missions revolve around technologies that were developed during the war, such as the Gattling gun, and the technologies are often required to finish the missions.

    Unfortunately, that's where the wheels come off the cart a bit. Because these missions are designed to be somewhat historically based, the missions are fairly structured and have some tight limitations on where you can go. Especially in missions that occur on woodland trails it feels very much "on rails". That being said, the action in these scenes is fun. The combat feels probably somewhat like it did back then. Weapons have severe limitations and are inaccurate. The AI isn't particularly smart, and opposition actions are predictable. You can often time when the enemy will pop up next from behind an obstacle. But combat is rewarding and even fairly difficult at times, even on just a moderate difficulty.

    I've only gotten through the first couple of missions, and haven't even been able to work for the eventual winning side in the conflict yet. The missions are longish, even without a failure the first one took me about half an hour. There does seem to be a lot of gameplay for the money on this title.

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    Adventures in Braid and the overwrought metaphor

    by rkalista posted: 1/3/2009 7:39:00 PM

    New Year's Eve 2008.  My wife Grace and I paid fellow GamingNexus writer Sean Nack and his wife Stephanie an overnight visit.  We brought over Monopoly, but we weren't feeling very cutthroat.  We brought over Balderdash, but weren't feeling definitive.  Nothing at the theater piqued our attention.  And so my mind wandered back over the year, as minds are wont to do when another 365 days have come and gone.  And I'd resolved to pay more attention to indie developers for the upcoming year, 2009--but it didn't feel like it was too early to start.

    Jonathan Blow's Braid was a game that I'd continually skipped past.  My Xbox 360 red ringed a week before it hit XBLA.  By the time my 360 came back, Spore hit.  Then Warhammer Online hit.  Then Civilization IV: Colonization hit.  Then Fracture (wince).  Then Dead SpaceFable II, Far Cry 2, Fallout 3, Need For Speed Undercover (wince again), Prince of Persia...then a revisit to Pirates of the Burning Sea and the new-to-me Europa Universalis III.

    And through it all Braid has been taunting me, calling me a spineless, lilly-livered coward for (predominantly) sticking with this holiday season's no-brainers.  Jonathan Blow is a man that, as far as I can tell from photographs and videos, has never smiled in his life; and he wasn't smiling at me now either. So it was time to take my cowardice and crutch myself on Sean Nack and his wife.  One hour before an incredibly slow-moving ball was to drop in Times Square, I convinced everyone to participate in what's been heralded in certain circles as the Most Pretentious Moment in Gaming for 2008:  Braid.  Plus it's been showing up--rather conspicuously--as the media darling on more than one Top 10 of 2008 list.

    All four of us took up strategic positions on the couch, and it took all four of our minds put together to make it through the infernally-puzzling Braid.  We played, we laughed, we scoffed, we scolded, we shook our heads in defeat, we threw our heads back in victory, we pumped our fists with elation then alternately wished we could punch Jonathan Blow in the face.  It'd been several years since I'd been on a roller coaster ride, but traversing Braid certainly counted.  And just because we made it through doesn't mean the entire journey made complete sense.  Here's what Braid's aftertaste fet like to Sean and I--this is copied and pasted from a back-and-forth email between the two of us--plus Sean divulges his sentiments on the endings of Far Cry 2 and Fallout 3 as well.

    * * * * * SPOILER ALERT * * * * *

    [And if you haven't played Braid, then none of this will make sense out of context anyway.]

    Randy on Braid:

    Grace and I were in deep discussion about Braid during the three-hour drive home last night.  We were rather...dismayed by the insistence of it being a metaphor for atomic bomb construction.  We felt the story, in and of itself, was strong.  The character development, the human but individually tragic relationships, the open-ended sense of loss--despite "closure" being achieved, which I felt was never truly achieved--was stellar.

    Ultimately, the story is awesome...until one tries to break it down into an overwrought metphor regarding the life of J. Robert Oppenheimer ["the father of the atomic bomb"].  Then?  It fails.  My Dad has given me plenty of advice over the years, but rarely is it eloquent.  He's a practical guy.  But one time he said something that stuck with me ever since.  "Just because no one understands it doesn't make it 'art'."  Besides that shocking-but-true point, Grace and I are fairly literate individuals.  We all have different things that we fixate on, and Grace and I are the type of people that fixate incessantly on plots and subplots, themes, motifs, symbols, texts and subtexts.  We're decently versed in those types of machinations.  (That's not bragging in the least.  There have been plenty of times where I'd trade that fixation for the ability to change the oil in my vehicle.  It'd be far more useful.)  So if Grace and I don't 'get it,' (if anybody doesn't get Braid) that's not a failing on the person playing it.  That's a failing on the part of the creator.  The moment you have to over-explain your wonderful metaphor, that's the moment that it crashes to the ground.

    Then Grace hypothesized something.  Something she doesn't fully buy into, even though she threw it out there during the discussion.  I think it works.  She said that Braid isn't just a metaphor about the atomic bomb.  It is, in fact, three storylines braided together.

    I gave that some deep thought.  And I like that theory. 

    There's the atomic bomb strand of the braid.  Fine.  Slapping us across the freaking face with a direct-pull quote and a footnote makes that one irrefutable [Oppenheimer's famous "Now we are all sons of bitches" quote].  It was crass and heavy-handed, but it's there, so there's no way to ignore that.

    But that doesn't discount the rest of the human instrospection on the level of individual relationships either.  Which, in my humble opinion, stand out stronger on their own merits as opposed to veiled references to "The light would be intense and warm at the beginning, but then flicker down to nothing, taking the castle with it." 

    I think the other two strands of the braid deal with the relationship with his mother and the relationship with the woman that ultimately got away:  His soulmate (though I'm reticent to use such a loaded term).

    This disucssion between Grace and I went on for a few hours, so this is unfairly boiling down some of our conclusions.  But here's another thing to consider, in case Jonathan Blow might fret that Grace and I are a couple of people that just don't 'get it' when it comes to his story:

    Once a piece of artwork (as he clearly feels Braid is) is presented to an audience, the artwork is no longer the sole property of the creator.  There are three areas at work:  There is the artwork itself, then there is the viewer, and then there is the space between.  There is a series of mental and emotional negotiations and compromises that take place between the artwork and the viewer.  Once the connection is made somewhere in that clumsy no-man's-land between the two, then that is what becomes the final standing on the work of art (though "final" can be as temporary as subsequent viewings at any later point; art is 100% capable of evolving).  The art, after this compromise, is no longer the same size and shape as when the artist first conceived it.  There's no way for it to remain the same.  Otherwise--if the artwork was a static structure--it would be more of a math proplem, and less of a piece of art.  If Braid was static--if it was an A+B=C math problem with only that singular solution/interpretation--then it would arguably no longer be art.  That explosive middle ground?  That is where the art truly takes form.

    That may sound like a bunch of hoity-toity collegiate Art Interpretation 101 garbage to some, but that's how my mind deals with artwork.  Art is like those particular variety of fruit seeds that have to pass through an animal's digestive system before it can germinate.  Now, in this overbaked metaphor, Braid is the fruit, I am the fruit-consuming animal, and the germinated seed that I poop out is the final manifestation of Braid.  Jonathan Blow?  He was the tree.  He spawned the fruit, but the fruit would only fall to the ground and die without an audience/animal/Randy-Grace-Sean-Stephanie [Sean's wife] to come along, eat it, and poop it out again.

    But you know what?  When all's said and done, if I were of a mind to make a Top 10 of 2008 list, then Braid would unquestionably be on that list.  Just because I didn't fully accept some of the conventions Jonathan Blow assembled doesn't mean it wasn't one of the most enjoyably complex tests of mental endurance I'd engaged in this past year.  Braid is brilliant.  The mindful debate that Sean and I put forth shouldn't diminish that in the least.  It was simply time for the dialog on this game to open up.

    Sean on Braid:

    For me, the bomb thing is fine, it's the specifically Oppenheimer focus of the theory I read that I have trouble with. I'd prefer to think that Tim [Braid's protagonist] is representative of humanity's quest for power, the Princess being the power, the candy store being temptation ("it from bit and ethical calculus"), and the mother being kind of nature or our innate humanity. Something like that. 

    I like that Mr. Blow thinks that games should be art, but I think that he's going in an obscure direction that I don't necessarily think fits the medium. Braid works really well as a sort of poetry (kind of...intimately distant, making you feel emotions but at the same time you're not very sure why or more accurately where they're coming from, your motivations are so aloof), and while that's cool, the story is extremely disconnected from the gameplay. It's fantastic as a kind of love letter to a bygone, 2D platforming era, but on top of that already fun concept is foisted this extremely pretentious nuclear cautionary tale? It would've made more sense to me to make it, I don't know, a little J. Robert Oppenheimer in a lab coat and glasses hopping over Nazis and atomic particles, you know what I mean? Significantly less subtle, but significantly more sensical.

    Aside from Braid being merely disjointed, I think that games have a great potential as more of an experiential art medium, like a play or a movie you participate in. The problem with that is that in a lot of cases, in order to have great drama, a game's story requires you to make certain decisions. Not a perfect example because it wouldn't be that great of a game, but imagine a Schindler's List game; if the choices were all completely free, the player could choose not to save the Jews, but then where would the story go? Manufacturing sim? Another great example is something I've been dying to discuss with you: the ending of Far Cry 2.

    As you already turned it in, I assume you won't finish it off, so I'll tell you: the Jackal ends up being a guy who's actually trying to stop the war because he's become so disgusted with himself and what he perpetuates, so at the end you can either detonate a bomb to block off a canyon and save the locals from the pursuing warlords that requires your death, or you can have the jackal do that (and die in the process) and you can escort said locals to the border with a bribe, pay off the other nation's guards, and then kill yourself because "you're part of this cancer." Either way you decide you die, and it has somewhat of an emotional impact, but it would've been higher maybe if you felt more about either character, for which I would place the blame on the cracked-out-fast voice acting; good stuff's there, it just goes by so fast (and is so difficult to find; why put the best parts of the story on tapes scattered in random places that you'll very rarely find by any other method than luck?) that it's hard to absorb. It ultimately feels inevitable, but the game's ending is scripted while allowing you free choice in a tactical-gameplay aspect, which is a great experience even if it gives you a total downer ending.

    The ending for that one and Fallout 3 are very similar, in that it requires you to either do something that kills you or have another person do it; me, being the Wastland Savior that I am, did it myself, and while it had an emotional impact it was stunted somewhat by the "I can't play this character in the world anymore" sadness. That's fine and it was an in-character decision, but you know, I also have a radiation-immune supermutant right there that I could've sent in; they sacrificed some storytelling common sense for the sake of a heroic ending, which is ok, but for a game that's all about my behavior and what I choose to do, the choices at the end are a little limited. I could go on and on about good versus bad endings, but my point is that this medium is capable of inherently involving choice to a degree that others are not capable of, even if at this point we're somewhat hampered by the fact that it has to...go in a direction, it has to end.

    Games all have a story, and this is a story that someone is telling, so even with options you still end up at choice A, B, or C. But i think...fantastical endings are great, but why not have a situation where...I'll use this scenario from the upcoming Heavy Rain as an example (though I'm adding in my own options): you're trapped in a house with a serial killer, and your options are A) jump out the window and run away, him never knowing you were there and he shows up later in the game oblivious to your investigation, B) you hit him and run out, but now he's more weary and harder to catch, or C) kill him and move on to another villain who may behave differently because you now have this reputation. Each one of these actions could have far-ranging consequences about how you and the killer would behave inside the game, have wildly different experiences based on any of these choices (if you hit him and run out, maybe he figures out who you are and he's more of an important villain than he would've been if you had just escaped, or if you killed him the police are suspicious of you and make it harder to perform your investigations), even though the ending would be the same. Games should have crazy reveals inside the narrative, be first and foremost about the journey, not the destination. All throughout Braid we were sitting there saying "wtf?", and at the end we were left saying "WTF?"

    If games were novels, I'd prefer they be either fantastically scripted epics, like Call of Duty 4 or Half-Life, or Choose Your Own Adventure books, to a degree that the Fables and Fallouts are just starting to approach, but are still very distant from; heading towards a conclusion, certainly, but a conclusion that is a result of the choices you make. Games are unequivocally art, but Braid? Braid is Salvador Dali; Fantastic, surreal, provocative, but ultimately bizarre and somewhat unfulfilling, even if you can't look away.

    * * * * *

    [ADDENDUM FROM RANDY:  After poring over the script further, Grace, my frighteningly insightful wife, devised an even more plausible theory:  Braid is made up of not just three but six different strands (correlating with each of the levels/worlds)--not necessarily interlaced with one another--that play out more like the movie Groundhog Day. Tim was capable of fully rewinding time, and he did so on six separate occasions, each time with six relatively different starting points, and six different conclusions, despite his general goal remaining static.  The Oppenheimer connection?  That's a seventh braid introduced very late in the game.  That's why it's so discordant with the other worlds' streams of thought.  But this particular theory would require yet another very lengthy blog...]

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    Xbox 360

    Is Microsoft stooping to the level of the AppStore?

    by dkeener posted: 12/23/2008 4:22:00 PM

    Last week Microsoft unveiled a new user created application from its XNA community that was nothing more than a glorified screensaver of a Hi-Definition fireplace.  While on the surface it is cute and seems like it might be a funky little add-on, it quickly became apparent to me that the Xbox 360 Virtual Fireplace was nothing more than a bending-of-the-rules money grab by Microsoft and the person who developed it.  The tipping point came when the $5 price tag was revealed.

    Now, I know (and have made) all the arguments about “just don’t buy it” and “it’s not hurting anyone”, but the piece that is disturbing to me is that it was user created out of the XNA community.  The same XNA that proudly proclaims on their main page (XNA.com) that XNA is “a community all about games - created by you, played by everyone.”   To answer the question before it is asked, the word “games” was highlighted by the good admin at XNA.com, not by me.  I would love someone to provide a great explanation to me where a $5 HD fireplace falls into the “games” category.

    The minute someone in the XNA quality control department allowed this non-gaming application to slide through the process was the same minute Microsoft exposed Xbox Live Marketplace to the shady dealings that have plagued the AppStore by Apple.  Does anyone remember the “I’m Rich” app?  While this is only one non-gaming Application, how long before we start seeing a flood of junk hit Marketplace because every schmuck with an XNA dev kit thinks he can make a quick buck by creating a screensaver or something?  In my opinion, the QC staff at XNA needs to be reprimanded for breaking their own rules and letting this junk slide through.  Then again, they opened the door to Pandora’s Box, so maybe their penance is to have to review every non-gaming submission that comes their way.  If I’m Microsoft, I quickly remove this application from the XNA system and Marketplace, or create a brand new genre for useless money grabs like this.  I'm interested to hear feedback on this topic, please leave it in the comments section or the GamingNexus forums.


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