Archive for September, 2005

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Leaves Change and I Ruminate

September 30, 2005

In many ways, this week made up for the less than lusterful week I had leading up to my birthday. Last Friday, my Sims 2: Nightlife review was okay-ly accepted. Sunday night’s dinner was quite lovely, and I got some much appreciated presents from Katie’s family. Monday and Tuesday we enjoyed the whole “not doing stuff” thing that we haven’t had as many opportunities to do as we’d like lately.

Wednesday’s Poker night didn’t go as well as I would have liked, a nice accompaniment to the acceptance I got for my review of Burnout: Revenge. It’s funny, though. My frustrations with that review led to some cogitating about my writing style, and I tried a more loose tone in a piece on We Love Katamari. Yesterday and today, despite a lot of working, were pretty damn nice.

My life isn’t exciting. Wake up, have some breakfast, check in on the internets, put up some games story, play some games, read, write, sleep, repeat. I like it an awful lot, though. The last few days have been heightened appreciably by the weather, which has finally, finally, dropped down to balmy temperatures. I love the fall. The wind is brisk, the air is cool, and everything feels like possibilities.

Tonight we’ve been brushing up on the shenanigans of the crew of a certain Firefly class cargo ship, as tomorrow we’re going to go watch them in a full-length feature film. My goodness Joss Whedon makes good stories. Sunday, we’re going to be doing a lot of dungeon crawling. We’re starting at 2 and going for something like eight hours, with breaks only for foodstuffs. James Jacobs does good stories too.

A lot of the late year plans have been starting to come together, now that the mountain that was our wedding has been scaled. Looks like I’ll be going to Texas at the end of October, breaking my twenty-five year streak of not having ever done that. It’s for a good cause, though. The Austin Game Conference is the MMOG development conference to check out if you’re into such things. At least, that’s the plan. Later that weekend will be the annual Halloween party, so boo on that. The Whately game (the last one for a while apparently) session that I’ll be attending is going to be on November 5th … the month in which the Xbox 360 launches. Interesting times indeed.

My revelation (such as it is) about my writing is simply that, for the most part I have the actual writing down. I need to put more of me into my writing. I tried to do that with Katamari, and I think it went alright. Thiscoming week will be reviews for Dragonshard and Ultimate Spider-Man.

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Dragon - October 2005

September 29, 2005

The Halloween issue of Dragon is chok-a-block with dead thing, squirmy things, and things that would best be left dead. Unfortunately, the dead walk especially vigorously in October.

“Not for the Living” is unique not only for the creep level of the topic, but for the concept. The piece discusses hauntings of the traditional move and novel variety, and achieves them in game terms by providing templates to apply to physical locations and objects. Starting from a Haunting’s magnitude, you can determine how a rip in the fabric of reality would affect the game world. There are several options presented, each covering a different form of classical haunting. My personal favorite is the Eidolon, a multi-part haunting that attempts to capture the horror of a tale like The Ring. Applying templates to something other than a creature is an interesting idea, and works really well here.

“Birth of the Dead” is a background piece discussing the origins of the undead. If you’ve ever looked at the MM description of the Nightwalker and wondered how exactly such a creature comes about, you no longer need to be curious. The article offers up formation stories for many of the most commonly seen undead types, from Death Knights to Shadows, from Allips to Mohrgs. It’s a great background piece, and if you’re planning an adventure involving a powerful undead critter it would be excellent story fodder.

The short story this month made my eyes glaze over, so I skipped ahead to the creepiest article in the magazine: “The Ecology of the Spawn of Kyuss”. Tying in once again to the Age of Worms Adventure path, this piece details the origins of the worm-ridden undead that play an important role in that campaign. The entire article is nauseating, especially the “Necrology of the Worm” subsection. If you’ve ever wanted to know how an undead leech can transform you into a hungering horror, you’ll know after reading this piece. It’s even better than most of the Ecology works, because it manages to instill a sense of dread at ever facing the creature into the reader. Creepy stuff.

Wormfood this month covers some places in the “big city” in the Age of Worms campaign. The generic name of Free City is given to the genre-less campaign hub, but the places they detail are actually pretty interesting. There’s a theatre, a gambling house, an arena, and a bathhouse. Each are great meeting spots to get to know some of the denizens of the city or find some information about plot-specific topics. They also include rules for a simple dice game. The attention to detail the game shows is probably one of my favorite things about the current Dungeon/Dragon editorial staff, evidenced throughout both of the Adventure Paths and dripping from most of the better adventures in Dragon’s sister publication.

“Curios of Corruption” is this week’s Bazaar foray, and details some neat Cthulu-mythos inspired artifacts. Right down to the book with the face that steals your soul, a nasty DM could find several things that they could use to scare the pants off of their players. The Bazaar is followed by a piece on “The Demonomicon of Iggwilv”, which is a slightly misleading title. It should read “The Demonomicons”, because in actuality there are six books representing the demon-queen’s knowledge. A great background piece, the article goes into some detail about Iuz’s mom and her role in eviling up Greyhawk. Technically the Spellcraft article for this magazine, the article details some spells found within one of the tomes. Each of them is predicated on the use of the Planar Binding spell, and allows an evil spellcaster the chance to get more for their money when trucking with the forces from beyond. I love this crunchy combination of rules and background, and the article does a great job of offering up both. Silicon Sorcery offers up some stats for the headlining critters from Shadow of the Colossus. Not sure I’d ever use such stats, but damn is that going to be a cool game.

The D&D buyer’s guide (read: a bunch of pages of ads) that runs at the end of Dragon leads off with a really stupid idea: “Three-Dragon Ante”. It’s basically a non-collectible card game that is intended to be a fantasy themed game you can play in between games or (wait for it) in-character while you’re hanging out in an inn. Dumb. Stupid stuff like this is why I’m glad that Dungeon offers up simple dice games like Marlota, and Spellbones from this month’s Wormfood.

A down note to finish off this issue, but overall another solid issue. I know I’ve said this before, but I continue to be pleased with the quality of Paizo’s magazines. Dragon in particular, post 3.0 changover, was pretty weak sauce. They just seem to be getting more on-game. Keep up the good work, Mr. Mona.

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Dungeon - October 2005

September 26, 2005

Back to pen and paper gaming. October’s dungeon is an interesting contrast of old and new. Dungeoncrafting has changed a lot since the early days of D&D, but every now and again a dungeon shows up in print that harkens back to the simpler days of hacking and slashing. This issue has not one, but two dungeons that have a retro feel.

The first, “The Hive” is a creature feature. Formians, the ant-like people of D&D, don’t get a lot of headlining nowadays … really it’s because they’re kinda crappy. Despite that, The Hive is a neat little dungeoncrawl. It’s has a very retro feel, because it focuses on Formians and giant ants exclusively. The creature-specific module also has a needlessly complicated archvillain, one of those internally inconsistent villain-of-the-weeks you found so often in older modules. Despite the cobwebby feel, it works. The dungeon is well aid out, and the encounters entertaining. For a 5th level adventure, it’s a fun little romp that would be a nice one or two week diversion.

“Hall of Harsh Reflections” is this week’s chapter in the “Age of Worms” adventure path. Adventure path modules are usually very high quality works, and this one is no different. This module moves the adventurers to the big city, The Free City. The change of venue is a good move (getting them out of that backwater), and introduces the players to some of the bigger themes of the campaign. The dungeon is well crafted, but the really excellent piece of the module is a twist that I’m not going to mention because it’s just too good and I don’t want to spoil it. Suffice it to say that it’s a move that the GM would need player collaboration on. You’ve got to love evil modules.

The final adventure in the magazine is entitled “Dungeon of the Crypt”, and if possible is even more old school than “The Hive”. This adventure is the second in the Hunt of Malar trilogy of modules. The first, if you recall was a very odd vampire werewolf combat set piece involving an undead beholder. Yes, vampiric werewolves. I still haven’t gotten over it. Anyway, the second module is considerably more reasonable. A straightforward dungeoncrawl in one of the many side-dungeons that abut the sprawling Undermountain complex beneath Waterdeep awaits players. Undermountain related dungeons all have a very specific feel, and the Dungeon of the Crypt captures it well. The Dungeon in question is very much alive, with denizens coming and going and an alliance forming and reforming as the result of the party’s actions. It’s well laid out, and while not very large has the same sort of venerable grandeur that many of the older modules tend to evoke. The second chapter in the trilogy is much more reasonable than the first, and I look forward to seeing how they wrap this up.

DM how-to’s this week were interesting as always. One discussed visual and auditory set dressing, a second pondered conspiracies in a D&D setting, and a third was (as has been their wont of late) a random generation table to outfit an object. Staves, actually, and well done too. Nicely done again.

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Birthday of Au

September 25, 2005
I am 25 today. I was born a quarter century ago, and today is my golden birthday. Gold is hardly what the weather is like, for the record. It’s been raining since I woke up this morning, and it shows no signs of abating anytime soon. Which, of course, is fine by me. :)

It has been a very, very long week. I’ve been pretty busy with the writing and the whatnot. Familial stuff has been weighing on Katie, and making things less happy. All in all, I’ve been exhausted the last few days.

But that’s okay, because people seem hell-bent on throwing me parties this year. I had one with my side of the family on Thursday, which was lovely. We went over to Paul’s place for pizza, presents, and conversation. Last night Katie and I threw a shindig here at our place for folks, after a viewing of Corpse Bride (opinion upcoming). We got big sammiches from Subway, and a copious amount of soda. A good time was had by all, I think. This afternoon Katie and I are heading in the direction of her folk’s place, where we’re going to do dinner and such with her family.

No game today, both because of that and a U2 concert that Jeff and Viv are attending. Next weekend we’re going to be doing a marathon session on the 2nd, which will hopefully power us through the bulk of the rest of Chapter One. Mmmm…smell the old gnomes.

My dear wife gave me my presents early this morning, and they totally rule. Besides a highly appropriate Dr. Seuss Book, I got How to Be a Pirate, Captain Flinn and the Pirate Dinosaurs, and the simply indescribable Encyclopedia Prehistorica: Dinosaurs. The Encyclopedia is a pop-up book of truly epic proportions (as witnessed in the pic above). I took a look at it in Barnes and Noble (on her urging) and it really takes the breath away. If you get the chance to play with this thing in a bookstore (or buy it) I highly recommend it. It’s absolutely beautiful, and the science in it is fairly accurate, given current prevailing thoughts.

Between now and next Shackled City session, I have two reviews to write, and a lot of game to play. Off to see a man about a Katamari…

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Electronic Gaming Monthly - October 2005

September 25, 2005

I’ve mentioned before that EGM is probably my favorite of the videogaming periodicals that I receive, and October’s Issue is a perfect example of why I feel that way. Aside from a kickass cover, the issue covers some great games and puts down some interesting opinions in a well-written fashion.

“Xbox vs. PS3″ covers some of the details out of development houses in the approach to the Tokyo Game Show. Specifically, they discuss the fact that both the 360 and PS3 will have to share Resident Evil 5 between them. RE5 looks terrific, with the fast zombies and stuff. An actual new piece of information, that the blazing sun will have a detriment on the protagonist’s state of being. They’re also talking up ways to keep development costs down, like with XNA or middleware. Interesting stuff.

“Gun” is the first good looking western shooter I think I’ve ever seen. I don’t really like the western genre in videogaming, but looks kind of promising. It’s a GTA-style freeranger with cattle to herd, bears to skin, and banditos to arrest along with the actual story missions. Resident Evil 4 is already a tremendous game, but they have a look at the PS2 version coming out soon. It’s looking pretty good. The most interesting add-on is a new single-player campaign that allows you to play as Ada Wong, running parallel to Leon Kennedy. It allows you to dog Kennedy’s heels as he moves through the game, occasionally overlapping to allow seeing the game from a different point of view.

“Game Coaching” is a fripping funny article about professional Halo 2 coaches. An intern gets coached by a series of individuals ranging from one of the top competitors in the country to a 7 year old (the youngest pro player in the country). I love the idea of a 20-something player getting schooled by a 7 year old, and an interesting look at the practice of game coaching. Overheard: “Be a Nerd. Watch lots of movies, read comics, do what you’ve gotta do. If you can run your friends through a Dungeons and Dragons game as a dungeon master, and they have a good time, congratulations: You’re a game designer.” - Alex Jimenez

Speaking of design, a fluffy non-piece about Lorne Lanning’s work as a game designer. I’d care more if he hadn’t crapped his company down the tubes to do magic happy movies. “Castlevania: Dawn of Sorrow” looks truly excellent, on the other hand. It’s a traditional 2D Vania title, with 3D elements and some interesting collecting bits. EGM’s countdown to their 200th Issue continues to be interesting. The “Top 10 Bosses” hits some of the all-stars; Alma, Nemesis, Psycho Mantis, Mother Brain. Sephiroth snags the top spot. It makes sense that he does, of course, given the central topic of this issue.

“Preview Feature: Shooters” is a several page spread about upcoming FPS titles. A few of them (Battlefield 2: Modern Combat, Half-Life 2) are console ports of PC titles that sound as if they’ve already had all the interesting sucked out of them. HL2 is supposed to be a good port, but what’s the point of a Valve game with no multiplayer? Star Wars Battlefront 2, though, and Serious Sam 2, look like a lot of fun. It’s very interesting to me that a lot of titles I remember playing several years ago are now coming back in new forms. Serious Sam, Half-Life…it’s like a 90’s revival.

“The Final Countdown” details the many Final Fantasy VII sequels and spinoffs that Square-Enix has been working on for the past few years. Advent Children gets a deep look, an interview with Director Tetsuya Nomura. Interesting stuff, especially in regard to some of the decisions regarding the supporting characters. Before Crisis, the mobile game that was looked at so deeply in Game Developer, and Crisis Core, an upcoming PSP game, both get brief looks as well. The Dirge of Cerberus FFVII shooter starring Vincent Valentine looks absolutely delicious, and probably is the FFVII project I’m most looking forward to. It’s not scheduled to be out until next year, but it looks very promising. They then have a look at the future of the series. Final Fantasy XII is likely to be released in the states at the end of next summer (yay), but there has been a lot of coverage on the nets about production difficulties. I’m not going to hold my breath. Either way, the big deal that everyone is shvitzing about is the possibility of a Final Fantasy VII remake for a next-gen console. The FFVII tech demo at E3 was absolutely breathtaking, and was literally the only moment during the event that I gasped while looking at footage. I even saw it live, so that was cool. That would be really cool, but I don’t see it coming anytime soon. Maybe a nice christmas present for PS3 owners next December?

Reviews are solid, as always. I really like the sheer number of numbers EGM throws at you for each review. It allows a number of opinions and outlooks to get filtered by your brainpan. They gave Darkwatch the same score I did too, which is always nice to see. Next month: The 360 will be here. :D

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Game Developer - September 2005

September 20, 2005

Ahh…Game Developer. My monthly periodical that makes me feel dumb. Luckily, this one is kind of short because it’s a special “Mobile” issue of the magazine. There’s less article for me to feel dumb through. Mobile gaming has been a quickly expanding business the last few years, as phones gain in sheer computational power and graphical capability. Pretty much every movie that comes out gets a mobile tie-in now, and now more respectable developers are taking a look at the mobile market.

Actually, I felt pretty good about this issue. I understood most of it because ,um, I was a programmer. Sometimes I forget about that. The Skunk Works piece is about an IDE for Java Development on phones. Not only does it do the normal IDE stuff (colour coding, diff viewing, code management), it lets you develop for specific phone hardware and software.

Which is good, because the big lesson I got out of “State of the Industry: Mobile Games” is that developing for mobile platforms is very lucrative. License games sell like crazy nowadays, because people who buy games for the cell phones are pretty much, by definition, those mythical creatures we refer to as “casual gamers”. Arcade style games and quick, easy to pick up and put down titles are mostly what seems to be getting made, with 3D gaming on mobiles being a very recent and still largely niche market. Not only is the business expanding, but the cost of doing business is going up. Like the casual gaming market on the PC, what was once pretty much a cottage industry is expanding rapidly and the cost of developing games is rising as the expectations of consumers go up. As consumer interst rises, the heavyweights of more traditional videogaming are starting to sit up and take notice. Mobile gaming revenue is expected to hit $1.8 Billion by 2009, and EA (surprise, surprise) is looking to get a slice of that pie. An interesting piece with a lot of good background material.

Which I needed, because “Mobilizing Content”, an article about actually developing games for mobiles, was quite eye opening. Mobile gaming may be lucrative, but it’s also hard. Between the hardware (dozens of different handheld sets which may be big sellers on the market at the time) and the software (again, dozens) there are hundreds of environments on which your code might have to run. Above and beyond the internal bits, gross physical characteristics like the screen size and orientation, or how the buttons are laid out are going to have a big impact on how well people can play your game. The idea, then, is portability. They cite the Aqua Teen Hunger Force mobile game, which uses as much hardware and software agnosticism as possible to ensure that many configurations will be able to run it well. There is also a lot of discussion about trimming down the amount of memory used for the title, very old skool in thought.

The postmortem for the issue is old skool as well. “Before Crisis: Final Fantasy VII” is a prequel to the PS1 title and was released in Japan back in 2004. Here in the states, it’s due to be released sometime in early 2006. The mobile game is an action/RPG starring the Turks, the black-suit clad villain group from the original FFVII. Not surprising given the high quality that Square-Enix usually aims for, the postmortem was extremely interesting. The piece highlights the difficulties and possibilities of mobile gaming amazingly well. The game managed to meet hardcore and casual gamers halfway, moved people into a network-oriented mode of gameplay without the many downsides of an actual MMOG, and managed to do a little bit of innovating by making use of the ubiquitous cameraphone in a clever way. (Photos could be taken with the camera, and were transformed into appropriately colored magicite based on the general color of the photo taken.) The difficulties of the project were illuminating as well. Primarily they seemed to beserver limitations, the lack of interoperability between different phone models and manufacturers, and the inherent problem of setting the right difficulty level for a game aimed at hardcore and casual audiences. Postmortems give the non-developer an interesting glimpse behind the scenes, and this one was especially interesting given the hardware and developer in question.

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[orc voice] Work, Work [/orc voice]

September 19, 2005

Back to the grind on the games page today, and this week overall. This is going to be a very busy fall and winter for me, with lots of worthwhile releases to look at and this little thing called the Xbox 360 to take a look at. Last Friday I put up an editorial about the Revolution’s possibilities, and this week should see three reviews. The first one is already up, and you can take a look at my opinion of Darkwatch. Wednesday should see another shortish review about Sims 2: Nightlife. Friday’s piece will discuss Burnout: Revenge, which is a lot of fun. The third game may have been moreso…I haven’t decided yet. Revenge definitely gives some clues as to what we can expect on Microsoft’s next gen hardware. Lots of interesting UI choices and visual bits.

This weekend went past quickly. Watched “A Knight’s Tale”, the football/knight movie that is very, very bad. Very. It was okay though, because the De Smets made french onion soup, which was tasty. Yesterday’s game went well, I think. It was our first all-dungeoncrawling session; the group is moving at a good pace and showing good teamwork. Here’s hoping we can keep it up.

Otherwise, the only things on my plate are birfday stuffs. Thursday I’m having dinner with the fam, Saturday we’re having folks over for funnery after a showing of Corpse Bride, and Sunday is dinner with the in-laws. (As an aside, I apparently now have a subscription to the Official Xbox Magazine. I don’t know why. Did someone sign me up? Did I? I don’t remember. It’s tough getting old.)