Thursday, December 20, 2007

Bullet Hell: Gaming Heaven




by Adam Montgomery

Attack, defend and destroy. Then, you die.

It’s this never-ending cycle that lies at the heart of all Bullet Hell games. Required is a ballet dancer’s toe-tip grace to survive the characteristic blanket-fire that engulfs these game’s screens. Please refrain from recalling Ikaruga, as the game’s tactical element classes it away from the hardcore manic shooters – like the intimidating Batsugun, or Psyvariar.

On the surface, the genre is a band of anti-games: the very opposite of the defining empowerment at gaming’s core. You have a limited agency – a life before an assigned death. Most people will pick up and then immediately put down, startled and stopped by the mountain-like difficulty arc.

Claw away the outer shell, however, and you will find a shocking beast within – a therapeutic one. These games have no agenda to take power from the player, they simply pass it to the deserving. The joy of an underdog’s success is to be found within the relentless waves of a boss’s fire; you elate in your survival with a force few other genres can summon.

Progression, even in small steps, is the main source of reward in these games. Whether it’s getting to stage 4-2 or adding another 10,000 points to your top score, nothing beats topping a personal best. "The zone" is where the real fun lies. Usually you have dropped a few lives by now, but this time you have all your lives left to burn – this run is special. Eagerly, you shoot and navigate your way further, until...YES! You have done it. You’re there. Regular “zone” states, those minutes of unbreakable concentration, occur and you can traverse the landscape of adversity – as laid out by the cruel game master – with ease. Here, you have reached a state of tranquility. Games that pain others now bring you only satisfaction and peace; the hardcore becomes the casual as you become elite.

Then you start again and again. Paradoxically, the games that work the hardest to thwart you with taxing challenges will, without fail, draw you back for another attempt. It works like a sadistic RPG – it’s a grind of immediate action in the hope of attaining eventual strength. And, eventually, with enough effort, you do master it.

If your appetite’s whet for some manic action, I suggest you grab yourself a Dreamcast – unless you feel like buying several arcade machines. In fact, Sega formats are pretty good in general. For a softer introduction, Treasure’s shooters, while hard, are an accessible peek into a land of ramp-like difficulty.

So, get out today and author your own underdog story – written in bullets.

Sunday, December 16, 2007

PLAY reveals Tomb Raider Underworld coming in 2008


PLAY Magazine (via tombraiderchronicles.com) has confirmed that the next Tomb Raider game is Tomb Raider Underworld. In their January '08 issue, PLAY scores an exclusive interview with Eric Lindstrom of Crystal Dynamics, the game's developer.

According to Lindstrom, Lara Croft's latest adventure will feature a level of realism and interaction unprecedented for the series.

For example, "In the level where Lara explores Southern Mexico, she leaves footprints in the mud, but it's raining so they wash away. The bodies she leaves behind in combat encounters will stay, however, as will the debris from any destruction she causes." He also noted that when Lara kneels on a muddy outcrop, only her knee will be covered in dirt and this will gradually dissipate as she continues on her journey.

On creating a new level of immersion, Lindstrom says, "we developed a hybrid lighting model that combines dynamic lights with carefully created light maps to make our world look stunning in ways that none of the available methods could achieve alone." They've also given Lara full motion capture "to bring a more natural fluidity to her movements, with proper weight and secondary motion."

Tomb Raider Underworld in tentatively scheduled for a 2008 release on Xbox 360, Playstation 3 and PC.

Thursday, December 13, 2007

Ubisoft working on web-based Might and Magic game


It's already been a good day for Ubisoft and now they have announced work has begun on a new web-based game set in the Heroes of Might and Magic universe. Heroes of Might and Magic Kingdoms, is being developed for a Spring 2008 worldwide launch.

Heroes of Might and Magic Kingdoms is a strategy game set in a persistent version of the heroic-fantasy world of Heroes of Might and Magic. Thousands of players will be able to rule their virtual kingdoms, lead gigantic armies against each other, master the trades or create legendary heroes. The game requires no download or installation, only an Internet connection. In addition, players can play at their own pace; from 10 minutes to multiple-hour sessions.

“This is a new type of game for Ubisoft, one that allows you to jump into a rich and complex universe just with your Web browser,” said Serge Hascoët, Ubisoft's Chief Creative Officer. “Heroes of Might and Magic Kingdoms will open a wide door to the Might and Magic universe, allowing players to immerse themselves within it unlike ever before.”

Read on after the break for ways to get a key to the beta for the game today.

An exclusive key for the beta test is hidden in the Heroes of Might and Magic Complete Edition that releases today, you can also register on www.hommkingdoms.com.

Web-based games have historically ranged from utter crap to pretty good. With a developer as talented as Ubisoft entering this space, maybe we can expect Web-based games to reach the next level.

Assassin's Creed is killing at retail


Ubisoft announced that in the month since launch its love-it or hate-it epic Assassin's Creed has sold 2.5 million copies globally, making it the fastest selling new video game IP in US history. The company said the title has "greatly outstripped" its sales forecasts and they now expect to sell a minimum of five million copies of Assassin's Creed before the end of their fiscal year in March '08.

As a result, Ubisoft is raising its income expectation by 12%, increasing fiscal year projections by an extra €15 million to €840 million ($1.2 billion). The company also revealed that Tom Clancy's End War, Brothers in Arms and Far Cry 2 are scheduled for release during its next fiscal year, which begins in April. Ubisoft will lay out its complete games portfolio for 2008 on Jan. 23.

Monday, December 10, 2007

Bioshock floods the VGA's


In case you missed last night's Video Game Awards (commercial) show on Spike TV, the big winner was Bioshock, which took the top prize for Game of the Year as well as Best Original Score and Best Xbox 360 Game. The only award I strongly disagreed with was for best driving game. Dirt got the award over Project Gotham 4 and Forza Motorsports 2. I enjoyed Dirt, but I don't consider it in the same league as the other two, especially Forza 2, which is the best console driving simulation on the planet.

2007 Spike TV Video Game Award Winners:

Game of the Year - Bioshock (360, PC)
Best Role Playing Game - Mass Effect (360)
Best Shooter - Call of Duty 4 (360, PS3, PC)
Best Multiplayer Game - Halo 3 (360)
Best Handheld Game - Legend of Zelda: Phantom Hourglass (DS)
Best PS3 Game - Ratchet and Clank Future: Tools of Destruction (PS3)
Best Xbox 360 Game - Bioshock (360, PC)
Best Wii Game - Super Mario Galaxy (Wii)
Best Rhythm Game - Rockband
Best Graphics - Crysis (PC)
Best Military Game - Call of Duty 4 (360, PS3, PC)
Best Action Game - Super Mario Galaxy (Wii)
Best Driving Game - Dirt (360)
Best Individual Sports Game - Skate (360, PS3)
Best Team Sports Game - Madden NFL Football 2008 (360, PS3, Wii, PC)
Breakthrough Technology - The Orange Box (360, PS3, PC)
Best Game Based on a TV Show or Movie - The Simpsons Game (360, PS3)
Most Addictive Video Game Fueled by Dew - Halo 3 (360)

I struggled with the decision of whether or not to include the full name of the final award. It is such a blatant commercial, as was most of the show. But, if you've watched the Grammy Awards or the Oscars, while their presentations are less blatantly commercial, their goals are not. As video games strive for the same respect and creative recognition as those other mediums, sponsorship will play a vital role. Let's just hope they are able to tone it down a bit in the future.

Wednesday, December 05, 2007

Ethical bankruptcy = financial bankruptcy

"Because Television can make so much money doing its worst, it often cannot afford to do its best."
-Fred Friendly
Substitute the word 'television' with 'internet', and the above quote seems almost prophetic. Those were the words of Fred Friendly, the producer of See It Now, CBS's landmark news show, which was hosted by Friendly's longtime partner, the iconic Edward R. Murrow. As documented in the excellent film, "Good night and good luck", Murrow and Friendly used a series of See It Now shows in 1954 to shed light on the underhanded tactics of Senator Joseph McCarthy who, at the time, was using his political office to persecute innocent citizens under the guise of halting the spread of communism.

While there is little doubt the power of TV played a vital role in those events, it would have been useless without the courage and resolve of Murrow and Friendly. Despite repeated attempts by McCarthy and opposition members of the press to paint them as communist sympathizers and faced with the possible destruction of their careers, they never wavered in their shared belief that they were acting for the public good.

That was fifty years ago, but the lessons are just as relevant today.

For the past several days the internet has been buzzing over the latest example of ethics being sacrificed for profit. Gamespot, a well-respected source of video game news and information, fired their popular editorial director and employee of eleven years, Jeff Gerstmann, allegedly as a result of pressure from game developer Eidos, a large buyer of Gamespot advertising space. Gerstmann had recently reviewed Eidos's latest release, Kane and Lynch: Dead Men, giving it a decidedly negative score of 6 out of 10.

Since you're reading this blog and not living under a rock, you are probably aware of this story and have likely chosen a side by now -- believing either that Gerstmann was unjustly sacrificed on the altar of corporate profits, or that Gamespot and their parent company, CNET Networks, were within their rights to fire an employee who jeopardized an important advertiser relationship, potentially costing the company hundreds of thousands or even millions of dollars.

To clarify, I'm not comparing the social impact of reviewing a video game to that of preserving the Constitution. I also have no interest in proving or disproving the accuracy of the allegations against Gamespot. The fact is, true or not, this incident is a black eye for the entire business of gaming journalism. I am more interested in where we go from here.

"With great power there must also come - great responsibility."
-Stan Lee

As a medium, the internet is approaching a crossroads. In fact, it may have already barreled through it. As a tool for generating profit, the internet's been around for less than 20 years, but with recent acquisitions of companies like YouTube, MySpace and others commanding prices approaching $1 BILLION, the power of the internet to shape public opinion, create buying trends and influence corporate decision-making, is quickly approaching that of television. But it's still just a tool, and like Friendly and Murrow half a century ago, it is our courage and resolve that will determine the internet's impact on society.

Unlike websites that focus purely on entertainment content, journalistic outlets are tasked with balancing advertiser needs with fair and objective reporting, all the while producing compelling content that will attract and maintain high levels of readership.

Most video game outlets only make money because readers trust us to be unbiased sources of information. They count on us to help them avoid wasting time and money on bad games. If readers believe the opinions of game reviewers are no more than thinly veiled marketing campaigns dictated by game developers, that trust will be lost and those readers will leave en masse, taking all those advertising dollars with them.

As far as I'm concerned, if we betray the trust of our readers just to make an easy buck, then we deserve our inevitable fate...extinction.