Tuesday, July 30, 2013

Plague, Inc.

It's eleven o'clock at night and I'm sitting in the living room with the TV off, waiting for the last million people in the world to die so that I can go to bed.

It's pretty obvious that Plague Inc. has kind of got a hold on me. But I still haven't cracked the fungal infection.

The trick, I've found, is to focus on transmission and infectiousness early on; too many noticeable or fatal symptoms and you'll be spotted, racing to defend your disease against the developing cure.

But leave the deadly symptoms too late and you could end up watching your infected billions cured at the last second, with a pathetically low mortality rate overtaken by a late surge in medical research.

That's what has beaten my fungual plague so far. And it's only the third stage; there are still four more disease types to unlock.

But eventually I'll find the magic combination of infection vectors, symptoms and release location to destroy the human population of the planet, and I will sit waiting out the clock again, and I'll feel this strange combination of guilt and triumph watching as the digital billions succumb to my beautiful, perfect sickness.

And then, I'll start over with the parasite.

Monday, July 29, 2013

Beer battered Fish

The problem, for me, with Phil Fish's huffy departure from the games industry is that he's too divisive a figure.

If it had been a more reasonable, likeable person who'd been hounded out of the thing they love by an aggressive, demanding gaming media (and public), then I'd have a lot more sympathy.

For anyone unfamiliar with the events, here's the story. Game Informer, upon hearing a rumour that Microsoft were going to make it easier for independent developers to publish on the Xbox One, reached out to Phil Fish and Jonathan Blow, two self-styled Indie Developers, for comment. They're viewed by many as the "leaders" of the indie dev scene, and haven't gone out of their way to disabuse anyone of that notion.

Both Fish and Blow declined to comment; Fish made some remarks on Twitter about how bothersome he found it that he was approached for comment any time there's an indie games story.

On the Invisible Walls vodcast for GameTrailers, a games critic called Marcus Beer called Fish and Blow out as "hipsters", accusing them of using the games media and their indie darling cred when it suited them, but whining about having to deal with the press when it didn't suit their own self-promotion.

His presentation left something to be desired - it was overtly hostile and dismissive of Blow and Fish's creative talents, and didn't address the fact that they're not PR people but creatives - but the core of Beer's comments were pretty simple and difficult to argue with: a developer's relationship with the press is a two-way street.

The media needs developers for stories to tell, and the developers need the media to tell their stories.

But what I don't like is that this is only how the games press acts when it has power over the developer. While Phil Fish needs the games media to help him spread the word about his new game, the press has more than enough to cover with triple-A publishers and even other indies; they're not reliant on news from Polyton to fill column inches.

But despite the way Activision and EA treat the games media and their consumers, you'd rarely see a contributor to GameTrailers calling for a media-wide blackout on big-budget games just because the developer refused to comment on a rumour.

There's an element of this whole story that feels like a power trip, where the media's in a position to harm a developer when they don't get their way, when the boot's been on the other foot dealing with multinational publishers.

I feel like this could be an important thing to have happened. That Phil Fish has abandoned making games is a big deal, but such a divisive figure has people retreating to party lines; the coverage I've seen is split between "Fish was persecuted unfairly" and "Fish is an asshole", with very little in the middle.

But for all the praise of Phil Fish as a genius, we're now only ever going to have one piece of work to judge him on and that's not enough for me to make that call. Yeah, Fez is a great game, but it took him five years to make and he pissed off everybody he came into contact with during that half-decade, in one way or another.

The games industry has lost an auteur with a distinctive and divisive voice, but I'm having a hard time seeing if that's all good or all bad.

Thursday, July 18, 2013

Shape of Arcadia

I must have completed Skies of Arcadia a dozen times, and abandoned playthroughs another dozen, but something struck me on my most recent journey back from Yafutoma that I haven't been able to dislodge from my mind for the last couple of days.

Just what the hell shape is this planet?

Warning: this is really self-indulgent.

Wednesday, July 17, 2013

Third PlayStation Problems

Here's the problem with PS+ as an alternative to buying games: I have too much f--king stuff to play.

I'm still stupid early in Saint's Row 3, have just about gotten to grips with XCOM again, and just about finished the tutorial in Kingdoms of Amalur; meanwhile I've not even gotten around to downloading Battlefield 3 (I only remembered that it's there after seeing it on the store homepage) and didn't give Demon's Souls a proper shake because I knew I'd have more fun with other stuff I've yet to finish. Not to mention my rapid abandonment of Hitman, Arkham City and Vanquish (although I'd finished the latter two on 360 previously). And then there's the arcadey stuff like Joe Danger and LBP Karting that I've still not gotten around to.

And now, in August, they're giving me another sandbox game in Mafia II (I platinumed Sleeping Dogs and am having enough fun with Saint's Row to see it through at least to the end of the story), Spec Ops: The Line (which I'm partway through on PC but will probably restart on PS3 anyway), and Need For Speed: Most Wanted, which I was quite intrigued by, pre-release.

I've only actually managed to finish Catherine and Okami so far, both of which I'd already beaten on other platforms.

I should definitely get a bigger hard drive. Having to delete stuff to make room for other games has really killed my ability to drop-in to stuff that I might otherwise have stuck with.

Wednesday, July 03, 2013

Broken Age split

This has been doing the rounds on Twitter this morning, and I'm kind of disappointed by the response to the news that Double Fine aren't able to make a whole videogame for $3m.

The full statement, from Double Fine's CEO Tim Schafer, can be read all over the internet (I happen to have a tab open to Destructoid's story, so have that), but the TL;DR version is that they got too ambitious and rather than compromise, they're going to make some cuts to the first half of the game to get something ready for public consumption.

They'll then release that first part of the game, in January, on Steam's "Early Access" program - which lets them sell the (unfinished) game to the public. The remainder of the game will then be released at no additional cost to Early Access buyers (and Kickstarter backers).

There's almost a sense that some people feel Double Fine should have been able to make the whole game using only the money raised through Kickstarter. But then what? Are they not supposed to sell it? Was there some unspoken agreement that, with the whole thing paid for by Kickstarter, the game would then be released for nothing?

It's kind of fascinating to me to see the reaction, though. One of the great things about the Double Fine Adventure project is the transparency; for the first time, consumers are getting to see how the gaming sausage is being made. But rather than learning from seeing that process, they're getting angry that the reality doesn't match up to their utopian ideal.

Even though Double Fine are getting to make the game they want to, on their own terms, it was never going to be a smooth ride. Publishers might be difficult taskmasters to work with, but I'm surprised at how not surprised I am that working directly for your audience is even less stable.

Tuesday, June 25, 2013

Kids on the Slope, dubbed

By and large, I prefer to watch anime dubbed rather than subtitled. Most of the stuff I've seen, especially when I was running aNIme, was on DVD and I watched it dubbed first, so that's the voice I associate with the character.1

That's changed a lot since I began my Crunchyroll subscription, however - I've not seen anything for the first time dubbed in years.

I've previously written about how brilliant Kids on the Slope is, and having rewatched it through once (as well as revisiting my favourite episodes - 1, 7 and 12 - on multiple occasions) it's still firmly in the "best show ever" slot.

So it was with some trepidation I put the dub on today. I'd always had trouble imagining it in English, and the announcement of Steven Foster as the ADR scriptwriter and director wasn't reassuring. Foster has always been a polarising element; he's known for playing it a bit fast-and-loose with translations, which makes him great for comedy scripts, but not such a steady hand for drama.

The script is generally uneven as a result; some of the lines are tweaked to add slang and (jazz) references, but others are awkwardly formal. Narration, which is open for the broadest reinterpretation without animation to match, is often frustratingly literal.

The cast, by and large, are solid2; Chris Patton is a predictable but reliable choice for Kaoru, but I'd not heard much of the other leads' work before this show. Rebekah Stevens is unreservedly great, but I'm still warming to Andrew Love. Sentaro was always going to be a tough one to get right, and while I think there are elements of Love and Sen that match up it doesn't quite gel.

Part of the problem is the direction; in Japanese, Sentaro has a pretty thick accent and doesn't have great diction, slurring consonants at the end of sentences. In English, he's far too well spoken, with the exception of some contractions which sound obvious and forced as a result.

There are also a few irritating mispronunciations, with Kaoru's name getting the brunt. The vowels sound like they've been swapped in his first name, so Ritsuko sounds like she's given him the nickname "Coruscant"; the wrong syllable is emphasised in "Nishimi".

I'm not sure how many of these problems I'd have if I wasn't so familiar with the Japanese cast, though. If I'd been used to the dub for several months before hearing it in Japanese, maybe there'd be bits of it that bug me just as much.

I can't help but feel disappointed, though. The dub strikes me as rushed; I'm sure the affection I have for the show is influencing my opinion, but I really think it deserved a more measured approach - or at least someone to read over the script before recording.

1 At the beginning, I would watch both language tracks for reviews, but eventually came to the conclusion that people who only watch subtitles wouldn't care how good the dub was, and if you're watching it dubbed then you probably aren't bothered by them.

2 The only horrific mistake in the cast - although this, again, comes down largely to Foster's uneven direction - is what they've done to Seiji Matsuoka. There's a hint of camp in the Japanese actor's performance, but it's cranked all the way to uncomfortable stereotype in the dub.

Tuesday, June 18, 2013

The Last of Us

My new year's resolution was to get through the year buying only one game. That one game is The Last of Us, which came out on Friday last week; I completed it late on Saturday with a total playtime of just over thirteen hours, and it's been stuck in my head ever since.

Part of that is because of the haunting score by Gustavo Santaolalla (which I'll be torturing my wife and neighbours with as I fail to learn it over the next few weeks), which constantly sparks flashes of the people, places and events from Naughty Dog's post-apocalypse.

The critical acclaim the game has collected so far is not unearned; while bits of the game do feel derivative and there's maybe too much emphasis on combat - I'd prefer fewer, tougher enemies and more sudden, brutal confrontations than the squads of opponents - the atmosphere and characterization is, I'm fairly certain, unequalled in gaming.

Spoilers follow.

Friday, June 14, 2013

Cowboy Bebop

At the end of last month, a one-off event in Edinburgh brought the director of Cowboy Bebop, Shinichiro Watanabe, to Scotland for a screening and Q&A session. There are few anime fans who've seen Bebop and dislike it, but it's getting pretty old by now and despite listening to Yoko Kanno's soundtrack albums fairly regularly I'd not seen it in a few years.

There were two episodes shown, both selected by Watanabe - Session #6 Ballad of Fallen Angels and Session #22 Cowboy Funk. According to the question-and-answer session afterwards, Watanabe picked the most serious and least serious episodes - and remarked that it's difficult to believe they're from the same series.

I often feel like anime series' are trying to split the difference between super-serious and slapstick; recent shows in particular, like Gargantia or Oreshura have really interesting setups that get regularly sidelined by wacky adventures. If they were just comedy or just drama I'd enjoy them a lot more, but sitting on the fence often just highlights the weaknesses in both elements of a show.

But it's a testament to how great the characters, atmosphere and design in Cowboy Bebop are that it not only manages to pull off such disparate storylines, but I can't imagine either the comedy or drama being removed from the show. I think it comes down to the personalities of the characters; they're such believable people that having a laugh makes sense. They get on each others' nerves, tell jokes, fight and work together in a way that makes sense.

Two episodes wasn't really enough. While I've not found the time yet to start a rewatch - I might wait for the Blu-ray release at the end of next month - I'm really keen to give it another run through.

The photo at the top of this post is of my now most prized posession. The cel cost me a few hundred dollars when I bought it eight years ago; I'm sure it's probably worth a fair bit more now. I was originally planning to ask Watanabe to sign Moanin', by Art Blakey, but realised I'd only bought a digital copy of the album.

Thursday, June 13, 2013

Attack on my Patience

Oh, Attack on Titan, you started off so well. Despite the shonen trappings, tropes were falling left and right - culminating in the wonderfully shocking end of episode six, the ultimate "fuck you" to my, and no doubt many of your audience's, expectations.

You even followed it up with two episodes that seemed to keep that middle finger firmly raised to the predictable nature of anime shows with a clear hero, ignoring the events for an entire installment. I dared to hope that you were going to leave the knife twisted.

Then came the end of episode 8. Cracks appeared in my optimism, as the single best thing you'd done was suddenly and irrevocably undone. Then the end of episode 9 fucked it into a cocked hat, ensuring I can never be surprised again by your antics.

And now, after the tenth episode, you're back on familiar, even predictable territory. The storylines set up in the last 22 minutes have such obvious outcomes that I'm not sure I care if my assumptions are correct.

Tuesday, June 04, 2013

So this has gone well

This whole post-a- day thing took a pretty severe rumble of a cliff. Knew that the first day I let myself skip it would be dangerous.

I've even has stuff to post about - meeting Shinichiro Watanabe, for instance, or the new YoYo Games office - but actually writing has been difficult to commit to.

Must try harder.

Starting tomorrow.

Wednesday, May 22, 2013

Xbox One

The media reaction to the Xbox One is going to be interesting. Most of twitter, Google+ and forums I've seen so far have been less than impressed - but they don't have to play nice with Microsoft for press materials.

I've not read any articles properly yet, but the headlines seem to be sticking to facts - the machine's name, launch window and other basic indisputable information.

I wonder when - or if - we'll start to see opinions seeping into the coverage, given how poorly-received it was by enthusiast gaming communities.

Monday, May 20, 2013

Nexus 4

So long, webOS.

Palm's (and then HP's) little phone OS that couldn't quite has served me pretty well these last few years, but with the hardware slowly getting on my nerves and no app ecosystem to keep me with it, I have given in and moved to a more active operating system.

I got my Nexus 4 delivered today (I'm typing this on it now), but have been using Android on my tablet for the last few days so the growing pains have, so far, been minimal.

The biggest change is the keyboard; the last three phones I've used have had physical input so moving to a touch keyboard is a bit weird. The Nexus comes with a fancy swipe keyboard installed as default though, so it's an even bigger change.

I'm still not as fast with the swipe as I was on the Pre, but I do think I'm getting faster. It takes some of the imprecise pecking out of the equation too, which was worrying me a bit about a touchscreen-only phone.

Thursday, May 16, 2013

Random Access Memories

I have something of a standoffish enjoyment of Daft Punk. I like Discovery (apart from One More Time, which just reminds me of unenjoyable school discos) and the Tron Legacy soundtrack (who doesn't?), but could never get into Homework or Human After All. I was mostly looking forward to the new album, Random Access Memories, but had fully accepted the fact that I might not click with it.

Disappointment has been avoided however, because it's fantastic. With the exception of Get Lucky, which I've been overexposed to on the /r/mashups subReddit, there's not a single track I'll skip. Some of them are a bit long - possibly just because I'm used to the shorter Tron tracks - but I've had it on repeat for a couple of days at work and I'm still loving it.

It's a weirdly old-school album for a techno group, though; aside from its obvious disco influences, most of the instruments are being played live rather than replicated electronically - which has a much bigger impact on the sound than I'd expected. There are still synths, but the non-electronic foundations of the tracks really cement the old-school 70s sound.

Sunday, May 12, 2013

Into Darkness

The new season of Sherlock seems to be heading in a new direction

This is going to go into spoiler territory for Star Trek Into Darkness, so consider yourself warned.

Wednesday, May 08, 2013

Fuse (solo)

I know that Insomniac's official feed is only going to be retweeting the positive responses they're getting to the Fuse demo, but I am pretty stunned that it's getting such enthusiastic feedback. It's not a disasterous demo by any standard - it has some flaws but is clearly non-final work - but it's not done anything to assuage my fears that the final game, post-OverStrike, is anything more than a solid 7/10 shooter.

The game's level design and UI reminded me a lot of Vanquish which put me a bit on the back foot - I was spending a lot less time in cover than I probably should have been and ended up being put down quite regularly. There was always an AI companion nearby to pick me up in short order, but I would have liked to have some control over their actions, Mass Effect-style during the general gameplay. It didn't feel like a coherent experience; they didn't seem to try to follow my lead and their targeting priorities were... questionable.

That's almost certainly solved by using human co-op partners - or maybe actually using the LEAP option to move between characters - but playing solo was a frustrating experience. Another Vanquish-led expectation was the enemy strength - while Platinum's hyperactive cover shooter swarms you with enemies, the majority of them are easily dispatched with a headshot or two so I rarely felt overwhelmed. By comparison Fuse's bad guys are veritable bullet sponges, which only added to my trouble when peeking out of cover.

Add to that a surprisingly large number of high-level enemies (for an intro/demo level, at least), snipers and oversized robots, and I wasn't having a whole lot of fun. I felt on the back foot for the majority of the play time, swamped and alone - not a reassuring sensation in a game where you have three companions who should be helping out.