Wednesday, September 24, 2008

I'm a Terrible Blogger

I've allowed this page to go fallow way too long. So here's a link to an interview I did with Will Wright while writing a Complicated Games column for Paste called "Life, The Universe and Everything." I kinda enjoyed the talk, because rather than grilling him solely about games, it's kinda like me and Wright met randomly in the dorm TV room and got embroiled in a discussion on religion, science and whatnot until all hours of the morning.

Tuesday, July 01, 2008

Wondrous

Lots of folks are linking to Junot Diaz's examination of Grand Theft Auto IV at The Wall Street Journal. The one thing I'm noticing in among all the bloggers is the distinct lack of praise for Diaz's The Brief Wondrous Life of Oscar Wao. Read this book, people. Diaz is one of us. He's an unrepentant geek. His book is full of references to science fiction, fantasy and role-playing.

This excerpt from The New Yorker is quite different from the finished work in the novel, but it's good enough to help you get the idea.

Monday, March 03, 2008

So That's How It Happened!


One of rocks music's tragedies was re-imagined for me while playing Urban Dead the other evening. If you're not playing this free, lo-fi, massively-multiplayer survival sim we probably shouldn't be friends. My zombie Nick Pazuzu is busy wrecking barricades in Rolt Heights. Cameron VonDoom, the power-metal singer turned army grunt, is bunkered down in a South Monroeville warehouse on the special Dawn of the Dead tie-in map. Cheers to great indie games and smart cross marketing. Now where are those zeds?

Thursday, February 28, 2008

I Want To Make Games



There's been lots of post-GDC blogging, but there's one issue I want to touch on stemming from N'Gai Croal's well-attended panel "Up Against the Wall: Game Makers Take On the Press." The panel allowed developers (many anonymous) to take pot-shots and ask serious questions of the gaming press on issues of journalism, review scores and the differences between game critics and game reporters. As ever, the discussion at GDC was a stimulating mix of great ideas, cogent criticism and healthy rants.

But one point (that I've already seen echoed quite a few places) concerned me a little. During the Q&A session one dev stepped up to the mic and expressed disappointment that many game critics/reviewers were crossing over into game development. He said (paraphrased): "This causes me to take every review they've ever written into question."

I guess what concerns me is this church and state idea between writing about games and making them. The analogy I'm making isn't quite right, because nobody really cares if a game designer decides to start writing about games. So long as they don't cross back. They're concerned that, somehow, game reviewers are softballing their criticism in order to get gigs. And I'm not terribly comfortable with this idea that critics must forever remain monkish devotees to fair and balanced review scores.

Here's the thing: I want to make games. I want to write movies, cartoons, comic books. I want to make music and art and anything else that tickles my fancy. I also really, really like thinking and writing about games, movies, cartoons, comic books, music and art. And, honestly, I'm more suspicious of people who don't have these urges than folks who do. So, yeah. Maybe some may think that my writing about games is worthless now, because someday I might actually stop talking about doing all these things and actually do them.

I don't think this ought to be the case.

There's a long tradition of people who think about and critique a medium before moving on to become a part of it. My favorite example (and the one most likely to peg me as some kind of fancy-pants beard-stroker) is François Truffaut. Before he was an influential part of the French New Wave, he was a contributor to Cashier du Cinema -- a revolutionary publication that championed the auteur theory and changed the way people thought about cinema. Many other contributors to the publication, most notably Jean-Luc Goddard, became part of the medium they studied. There may have been a hue and cry back in the '60s among the cinema set when this all went down, too. But I'd say the creative world is richer for it. Criticism may have lost a few perspectives, but the net gain is worth it. This process gave the world new ways of looking at movies and bodies of work from a handful of directors who were obviously enriched by starting their careers as critics. I honestly don't think that the fact that these wannabe filmmakers eventually got jobs makes their writing any less valid.

There are quite a few more notable film critics who have seen their work onscreen. To me the most interesting was the example of Jay Cocks, a former Time writer who Martin Scorsese invited to write Gangs of New York and Age of Innocence. Heck, even the oft referenced Pauline Kael saw one of her second-stringers go on to write Sunday Bloody Sunday. Just a guess, but I'm betting that The New Yorker was more proud to see one of their scribes earn an Ocsar nod than concerned that she may have used her position to get meetings in Hollywood.

Many are familiar with the fact that Roger Ebert dabbled in screenwriting. He is, perhaps, the best known movie critic on the planet and, so far, the fact that he wrote three jiggle pictures for Russ Meyer (duo pictured above) hasn't destroyed his career. Maybe if the guy gave a glowing review to Transformers, then got a gig writing Tranformers 2, we'd be more suspicious.

It's a question of selling out, I suppose. But who would sell out their opinion in exchange for a paycheck? I guess after the whole Gerstmann thing that's becoming a bigger and bigger concern. Honestly, I'm way too in love with my own ideas to rent them out to the highest bidder. Maybe some people aren't and that's something to worry about. But, I'd say they're the exception rather than the rule.

Later this year we'll test just how comfortable gamers are with their taste-makers making games. Penny Arcade have long been a trusted source for honest opinions regarding games. They've been assailed, a little, for their work doing ads and illustrations for game companies, but I don't think the vast majority of folks really call Gabe and Tycho's taste into question. I suppose there's an outside chance that Penny Arcade Adventures: On the Rain Slick Precipice of Darkness will cause suddenly cause readers to call every pick and pan into question. I kinda doubt it. Here's why:

If you ask any game critic out there why they do what they do they'll say 1) "I love video games" and 2) "I love my soapbox."

A soapbox is kinda pointless when you're shilling somebody else's ideas.

Monday, February 11, 2008

Mini-Rant: The Orange Box


I try to keep this blog positive, but the issue of The Orange Box has been nagging at me -- especially post awards season, when so many gave the The Orange Box honors for being such a great value. But I'd like to argue that The Orange Box isn't a game. It's marketing. Calling The Orange Box the best game of 2007 is like calling the #1 Combo at In 'N Out the best hamburger. The correct answer is The Double Double. The fact that it comes with fries and Coke should be of no concern to connoisseurs of hamburgers. Something similar happened in cinemas this year when the Weinsteins bundled two movies together and called it Grindhouse. Thing is, the Grindhouse package was meant to be consumed in one sitting. Death Proof and Planet Terror were shortened and cut together with trailers and all kinds of other stuff. I think Grindhouse really can be taken as one experimental movie, while it's really hard to argue that The Orange Box is a single game. Now, just like Grindhouse The Orange Box is being split up into individual parts, but unlike the Grindhouse (which had their missing reels replaced and trailers, sadly, ditched) they'll likely be no different from the games early adopters played. Is Portal, now, only a fraction of a game?

Friday, January 25, 2008

Endless Ocean: Mini-Mixes

I'm currently reviewing Endless Ocean, Nintendo's new sandbox-style scuba diving game for the Wii. And as much as I love the game's exploration and leisurely pace, I'm a little disappointed that Nintendo didn't take a minute to step back and add a features or two to the game before shipping it to the States -- sorta like they did with Animal Crossing (which was actually the second, enhanced version of Japan's Dōbutsu no Mori).

Anyway, aside from the game's flimsy customization, the biggest oversight is the in-game mp3 player. You can throw songs onto an SD card and listen to them while you're diving or futzing around on The Gabbiano, but the damn thing only seems to repeat the same track over and over. That's why, with the inspiration of the NeoGAF forums (and particularly the great advice about Audacity from user Xristot), I've created a series of Endless Ocean Mini-Mixes, seven bite sized tracks filled with ambient-electronic weirdness and three more upbeat "topside" selections to provide a soundtrack when you're training dolphins or developing film.

If anybody else out there wants to share their Endless Ocean mixes, please post in the comments or jump into NeoGAF's Endless Ocean thread and link 'em up.

Here's the playlist, with links to the source albums.
1. Asea (zShare Link)
Neu! - “Im Glück” from Neu! 1
Tortoise - “Along The Banks of Rivers” from Millions Now Living Will Never Die
Booka Shade - “ Lost High” from Movements
Eluvium - “Under the Water it Glowed” from Indecipherable Text

2. Shimmering (zShare Link)
Kraftwerk - “Heimatklange” from Ralf & Florian
Growing - “Cumulusless” from Color Wheel
The Orb - “Falkenbrück” from Okie Dokie It's The Orb On Kompakt
David Bowie - “Subterraneans” from Low

3. Submerged (zShare Link)
Symbiosis - “Umbra” from Clandestine Electronic Subculture
Massive Attack & Mad Professor - “Moving Dub (Better Things)” from No Protection
Fila Brazillia - “Weasel Out Of The Muck” from Luck Be a Weirdo Tonight
Mr. Scruff - “Fish” from Keep It Unreal

4. Other (zShare Link)
Brian Eno and David Byrne - “Mountain of Needles” from My Life in the Bush of Ghosts
Ghost - “Daggma” from Snuffbox Immanence
Animal Collective - “Throwin the Round Ball” from Danse Manatee
Hu Vibrational - “Friends and Gardens (Corker / Conboy Mix)” from Microsolutions #1

5. Surge (zShare Link)
Steve Reich - “Section 7” from Music For 18 Musicians
Andrew Thomas - “Untitled” from Fearsome Jewel
Apparat - “Not a Number” from Walls
Hu Vibrational - “We Walk” from Beautiful: Boonghee Music 2
The Art of Noise - “Moments in Love” from The Best of The Art of Noise

6. Sonar (zShare Link)
Cornelius - “Wataridori” from Sensuous
Sam Prekop - “Faces and People” from Sam Prekop
Tortoise - “Dear Grandma and Grandpa” from Millions Now Living Will Never Die
Can - “Sing Swan Song” from Ege Bamyasi

7. Siren (zShare Link)
Uli Teichmann - “Piano Tec” from Pop Ambient 2006
Tim Buckley - “Song to the Siren” from Starsailor
Radiohead - “All I Need” from In Rainbows
Labradford - “and Jonathan Morken. Photo provided by ” from E Luxo So

8. Topside Tracks 1 (zShare Link)
Manu Chao - “Me Llaman Calle” from La Radiolina
Joe Strummer - “Filibustero” from Walker Original Soundtrack
Peter King - “Mr. Lonely Wolf” from Shango

9. Topside Tracks 2 (zShare Link)
The Beach Boys - “Don't Go Near the Water” from Surf's Up
Gal Costa - “Que Pena (Ele Já Não Gosta Mais De Mim)” from Gal Costa
Grupo Oba-Ilu - “Shango” from Santeria: Songs for the Orishas

10. Topside Tracks 3 (zShare Link)
The Maytals - “Pressure Drop” from The Harder They Come Original Soundtrack
Sound Dimension - “Solas” from Jamaica Soul Shake Vol.1
Prince Jammy - “Fist of Fury” from Trojan Dub Box Set Vol. 2

Thanks for the interested everybody, I took down the .zip link because I was getting close to my bandwidth limit. Grab the individual tracks at zShare!

Friday, January 18, 2008

Cloverfield: Third-Person Shooter



Movie critics like to toss around comparisons to video games as a kind of short hand for thin stories, ADD action and CG monster mayhem. The flick Cloverfield may be the first movie where these parallels may really have some weight behind them. I caught the movie earlier this week and was struck by how many moments of video game deja vu I'd felt while watching it. There's a sequence in a helicopter that reminded me of a half dozen different rail shooting levels -- the most recent example I can think of is Blacksite: Area 51. In the Midway game you're in a chopper looking down on giant monsters as they rip through a huge bridge span. The scene's been in a dozens of games. The only thing missing from the similar sequence in Cloverfield was the mounted chain gun and the trigger button.

Minor moments aren't all that ties Cloverfield, I think inextricably, to video game storytelling. There's something inherent to the movie's reality TV gimmick that makes it feel more like a game than any movie I've ever seen. The movie is a series of continuous shots. Most filmmakers save the long shot for special occasions -- scenes that need added immediacy. Cloverfield has only a handful of edits: moments when, for one reason or another, the camera stops shooting. Otherwise, the flick is one long string of extended shots. The camera rolls and rolls as the action happens, rarely pausing for breath, almost never missing a moment.This is how we experience nearly every video game we play. The only difference is how the camera is handled.

The Cloverfield camera is handled by an amateur. He's in the middle of the action. Because of this the camera (and our perspective) gets knocked around quite a bit. That's a far cry from the steady camera work of Lakitu. When I think about the third-person video game camera, I always think back to Super Mario 64 and that moment when Mario walks up to a mirror and we see Lakitu, the bespectacled turtle, floating on a cloud, dangling a movie camera from a fishing pole. In my mind Lakitu is the default cinematographer of all 3rd person video games. Part of me thinks that it was the introduction of Lakitu that made games too complicated for the average player. Because when we're playing Super Mario 64, we're really responsible for two characters. We move Mario around. And we have to keep tabs on Lakitu to make sure he's giving us the shot that we need. These new perspectives complicate things. Are we Mario? Are we Lakitu? Or are we the camera that Lakitu is dangling?

If you're even remotely sensitive to motion sickness it's hard, when watching Cloverfield, not to feel like the oft jostled camera. But we're also meant to relate to the cameraman himself, Hud (either a stealth reference to video game 'heads-up displays' or the Paul Newman movie). Hud's contribution, besides lugging the camera halfway across Manhattan, is to bring a secondary love interest into the picture -- probably my favorite part of the movie. The flick's "A" story is about Rob, the guy whose going-away-party gets interrupted by the monster attack, and his subsequent quest to save his girlfriend. But the more interesting subplot, where Hud crushes on Marlena (played by Mean Girls starlet Lizzy Caplan) reminded me more than a little of Half-Life 2: Episode 2.

There's a sort of pairing off that happens in Cloverfield. And Hud, the camera guy, finds himself matched with Marlena -- a girl he'd been admiring at the party before everything went to crap. These quieter moments feel more first-person, because, even though we're looking through the camera lens and not Hud's eyes, we're practically in Hud's skin when he hits on Marlena. Later when she leaps out of the darkness to save Hud's hide from alien creeps, it's hard not to see the parallels between Marlena and Alyx Vance, the kick-ass love interest/sidekick in Half-Life 2. I can't speak for other people, but I'm pretty sure I formed a crush on Alyx because of 1) proximity, 2) peer pressure (her father and Professor Kleiner practically begged us to propagate the species) and 3) she was the first video game character I didn't need to babysit. Hell, she saved my hide more than a couple times. Cloverfield's Marlena practically wields a crowbar.