Tuesday, October 21, 2008

Digital Joystick: Video Game News & Views

I was a little bit giddy when unwrapping my copy of Fable 2 for the Xbox 360. This is the follow up to the insanely ambitious fantasy action adventure role-playing game Fable for the Xbox. This game is set five hundred years after the world of Fable and the fantasy European world of
Albion has evolved in complexity and detail in every measure of the word.
If you ignore the previous game and look at Fable 2 on it’s own you will see an wholly successful action adventure game that can stand on it’s own merits. This builds on and expands on the conventions of Fable crafted by Lionhead games. That is a phrase that really applied to Fable 2; handcrafted. You can tell that this wow gold game was a labor of love by Sir Peter Molyneux. You know it is going to be good when it is a game designed by a knight of both England and France. The first game is not a prerequisite but if you liked the first game than you are going to eat this game up. It is going to be yummy.
The world of Fable 2 comes off incredibly European but better than a trip to the renaissance faire while it manages to be medieval but not a not wholly Tolkien rip-off.
The game is structured around the concept of choices and consequences. You are quietly presented with choices of morality that are not quite so clear and how you choose affects the total outcome of your standing in the world. Unlike Grand Theft Auto that is willing to dispense forgiveness by a simple trip to the Pay-N-Spray the moral choices you make in Fable 2 have lasting serious consequences. Choices of right and wrong are balanced with the quest for power and fame. Sure this game is rated M for Mature but since it presents moral consequences for your actions I would have no problem having the kids that I know enjoy this game.
This game is not just about going on quests and little bad guys but a simulation of social human interactions is a central concept of the game. This is as much The Sims as it is Lord of the Rings. Unlike the first Fable game you can choose either a male or female hero and over the course of the game you can engage in straight or queer romantic relationships. you can get married, buy property, have children along side your quest to save the world.

The graphics are evidence that they had a small army of well trained graphical artists and animators at Lionhead who spent years to develop a rich breathing world that is just as alive as the fake New York of Grand Theft Auto IV.
The gameplay controls are designed around the concept of context sensitivity. That means that the functions of the buttons will change given the situation that you are in and once you pick up the game interacting with the rich world should be second nature. It really is intuitive way to cram a bunch of controls possibilities on to a standard video game controller. The combat nearly approaches a single button game play control placing timing and context over shear button-mashing or complex combos. This game advanced the implementation of magical spells and introduced firearms and crossbows instead of the bow archery of the first game.

I sort of thought that there was too much hype made around the Fable 2 Pub Games XBLA game but then again I never liked gambling and would rather earn treasure by going on quests and killing goblins than rolling the bones.
The work that was invested in the audio of this game really comes across. The musical score and sound effects help to build a fantasy world without getting too Hollywood. The voice acting is actually pretty darn good and greatly contributes to the enjoyment of the game.
One of the main features of this game is a simulated dog that will accompany the hero on the quest. You don’t control the dog directly, you interact with it. You can give it affection or scorn based on it’s actions and it really ties into one of the core central concepts of the game and that is love as well as morality. Sure the Companion Cube of Portal loves you but the faithful companion dog of Fable 2 really seems to care about the trials and tribulations of the hero of Fable 2.

The other core concept of the game is complex social interactions including sex and relationships. You don’t actually see a pornographic depiction of sex but you can meet people, fall in love, propose, get married, co-habitate and move in together and have and raise kids together. This is one of the first games that you can choose a female hero that can actually get pregnant and have kids. Actually I have a hunch that female gamers can fall in love with this game
One of my girlfriend’s close friends is a woman named Jessica that has spend countless hours playing Fable one of the Xbox one and she loved it enough to ask for it for her birthday by name. She does not really play video games but she loves the social interactions mixed with a realistic fantasy medieval world enough that she asked for it by name. So this year we got her a used Xbox one and a copy of Fable one. I have no doubt that once she sees Fable 2 that she will be tempted to go out an spend two hundred bucks on an Xbox 360 Arcade just to be able to play this game. Her favorite part was meeting girls, marrying then and then keeping them happy. She had a wife in every town and the quest for romantic marital bliss was just as important to her as saving the realm. Fable 2 is sooo much better than The Sims.

The only thing I can really complain about on this game is the technical bugs that were in the early version that I played. It is well publicized that there is going to be a software title update patch that Microsoft and Lionhead are working on due out within the week but it is a little disappointing that it does not feel a hundred percent finished and tested. But then again it is not as big of a letdown as Windows Vista. Zing… Rimshot. While Fable 2 might seem a bit rushed for the holiday release it is still incredibly ambitious and I hope that the army of programmers at Lionhead get a chance to put the finishing touches on this game. I have a gut feeling that when I beat this game that I am going to be longing for more. I hope they make a smeg load of downloadable content as well as a Fable 3, One of the most ambitious things about this game was an online gameplay component over Xbox Live. It was not done for the pressing of the first batch of the discs and i’ll have to do a separate review on how online cooperative play ends up working out. I can’t wait to get a copy of this game into the hands of my good friend BBQ and I hope that we can go on quests together over the Xbox Live network soon. I personally would much rather play this game online than World of Warcraft ( Buy wow gold ) and I see the possibility that this game might become the first super popular online RPG of the console video game systems. Currently if you set the online interactions to anyone you will see other peoples gamer pictures as floating circle icons over the towns and world of Albion and you can talk to them but the original plan was to join them as an online henchman and join their quests. You can have a second player pick up an Xbox controller in the room and join in as an onscreen henchmen and I saw this in full effect at Penny Arcade Expo 08. I really hope Microsoft does not drop the ball and they let Lionhead studios finish and polish this game to it’s full potential.
This game should be as big a killer application game for the Xbox 360 as Metal Gear Solid 4 was for the PS3. It is better than the last two Legend of Zelda games and that is coming from an admitted life-long Nintendo fanboy. This is one of the best western developed games and I can’t wait to see what Lionhead studios can do with the future of the Xbox platform. This is a much better game than Grand Theft Auto IV. I have only had this game for a couple of days but I have already surpassed my Xbox Live achievements on this game than GTA IV. If you own a Xbox 360 or are planning on getting one than you really need to consider getting this game. This is not only one of the best games of the year but it is a defining reason to own and Xbox 360.
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Posted by JImmy in 03:17:30 | Permalink | No Comments »

The cost of Warcraft

Rory Cellan-Jones
17 Oct 08, 16:07 GMT
If you’ve got any bandwidth limit on your internet use, you may have bust through it this week, especially if you have a teenage son. Why? Well it could be the cost of war - or rather world of warcraft
I’ve been keeping a close eye on my bandwidth use at home because I keep breaking through my 25gb per month limit. When I signed up to my ISP I thought that would be ample, but then found that we were using as much as
1 a day, which seemed a lot. Then on Wednesday this week we broke all records, with more than 2gb downloaded. I was away from home, my wife’s surfing habits are mostly limited to reading obscure economics blogs, so the spotlight fell on our teenage son, who spends a certain amount of time online in his room in the loft.
He was quick to come clean: “I did use a lot yesterday because a big patch for a game came out,” he told me. The game was World of Warcraft ( Buy wow gold ) - and, according to a colleague who is another WoW fanatic, the patch was around 2gb and took him almost a day to download, even on his reasonably fast connection. The online multiplayer game is about to release an expansion pack, a huge event for warcrafters, and this patch is apparently essential for those gearing up for the next version.
Now I don’t resent my son’s gaming habit - he does do his homework in between battling orcs and he’s an invaluable source of information about a subculture which is a bit of a mystery for a man of my age. Reading through the notes about the patch, I realised again just how little I understand. It promises, apparently, “a hunter pet skill revamp, new talents and spells for existing classes, and the implementation of barber shops for players.”
Err, right. But it’s all set me thinking about the extraordinary impact that online gaming is having, both as a business and as a user of consumer bandwidth. We hear a lot about another virtual world, Second Life, but that’s more of a media phenomenon than a commercial success. World of Warcraft, on the other hand, has around 11 million subscribers paying around £9 per month to play the game. That’s one very lucrative business, and something that other game franchises are seeking to emulate.

But World of Warcraft ( Buy wow gold ) - and other online games - are also sending a lot of data back and forth across the internet, even when they are not issuing 2gb patches. How much is difficult to tell. I’ve just read a technical paper by Austrian scientists called “Traffic Analysis and Modeling for World of Warcraft” (pdf link), and I’m none the wiser, though I think what they’re saying is those gamers use a lot of bandwidth. My ISP said they’d seen the effect on traffic of the patch, but did not know how much impact normal gaming had.
When I spoke to Neil Armstrong from another internet service provider PlusNet, he confirmed that the World of Warcraft update had certainly been a major event: “It’s a very big patch… we’ve seen a very significant increase in traffic.” And he said online gaming in general did use up quite a bit of bandwidth - around 120Mb for a four-hour session. Not as much, though, as streaming video services like the iPlayer, which Plusnet’s usage monitor tells me uses 250Mb an hour.
But it’s clear that together online gaming and video streaming are having a dramatic impact on the amount of bandwidth consumers use - and they are increasingly having to pay for that. Mr Armstrong told me that a couple of years ago his average customer would rarely use more than 2gb a month, whereas now that’s up to around 7gb. He said a third of customers using Plusnet’s 15gb a month service were now finding they needed to top up, at 75p a gigabyte, for extra bandwidth. In other words, without really noticing, we’re now paying more to go on a Warcraft quest or catch up on that missed episode of Strictly Come Dancing.
In my case, it means I’m going to have to shell out to raise my 25gb service with another ISP to 50gb a month. Ah well, I suppose it’s worth it as long as World of Warcraft is quite as educational an experience as my son claims. It’s certainly taught me a bit more about internet economics.
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Posted by JImmy in 03:16:17 | Permalink | No Comments »

Your Turn: The art of the walkthrough

From the perspective of someone who has had the soul-crushing job of writing thorough game walkthroughs for magazines in the past, it is always astonishing how many people are prepared to devote countless hours to writing game guides for sites like Gamefaqs.
There is no financial incentive to write walkthroughs for most online sites, just some kudos from your peers and the satisfaction that you might have helped a fellow gamer or three squeeze out more enjoyment from their latest purchase.
But as new Screen Play contributor Kelly Holland writes today, not only does writing a walkthrough threaten to sap any enjoyment for the author, but there is also a real risk for the reader that they are doing more harm than good when consulting a guide.
Kelly, who posts on Screen Play using the handle “Cha”, is a 27-year old researchassistant based in
Melbourne whose favourite games are Silent Hill 2 and Monster HunterFreedom 2. Her Your Turn debut can be found below.
The art of the walkthrough
The walkthrough writer is a strange beast, often found obsessively exploring scenery or doggedly repeating a scene to test all possible outcomes. It takes a lot of tenacity to explore a game world as fully as possible. It also changes the goal of play, and among these compulsively meticulous types can even induce a particular relaxed state that cannot be achieved through more conventional game-progression. Or maybe that’s just me.
Truthfully, I don’t really have the time to devote to that level of painstaking exploration. Not if I want to keep my job, at any rate. But I am naturally a fairly obsessive-compulsive gamer, and interested in the little details instead of rushing toward the conclusion. Recently, I’ve begun to occasionally set aside some time for writing guides about obscure games where I feel I have something to contribute. This got me thinking about the level of work involved, as well as how walkthroughs, strategy guides and online databases change the gaming experience.

There are, unsurprisingly, a lot of very bad walkthroughs available online. Most obvious are the common spelling and grammar issues, but there are other common traps. For example, some guides insult their audience by calling a task “simple” or “easy”. Others are peppered with editorial comments as though the author forgot whether they were writing a walkthrough or a review.
It’s probably harsh of me to even begin critisising the writing in something I assume is mostly compiled by kids and people with a lot of time on their hands. And in the end I am still amazed at the number and quality of guides that are available. It is an unpaid gig in a busy world, and I have ever increasing respect for good walkthrough writers. There is a definite knack to setting out information in a way that allows people to navigate to relevant information while avoiding unwanted spoilers.
The purists among you may be shaking your heads at this. Certainly, referencing a walkthrough or strategy guide can have a huge effect on gaming. It removes some of the challenge and can spoil the upcoming story. It may put at risk the interactive elements that make a game different from a movie or book, particularly in the case of puzzle or adventure games.
At the same time, small pieces of information can make the difference between finishing a game and giving up in frustration. They can also extend the life of a game through revealing unexplored secret areas or scenes. To me, that is where the real value of the walkthrough lies.
The art of the walkthrough is not only in the writing. There is also an art to reading them. It’s an exercise in willpower, and in walking the line between enhancing and spoiling a game. The position of that line is a very personal thing, and I think that helps to make an individual game accessible to a broader range of people.
I used to play a lot of World of Warcraft (Buy wow gold ) (please don’t hurt me!) and during that time possibly discovered some of the darker side of information availability. I had a whole world to explore, but I wanted the quickest path to my goals. Any information I needed to achieve that was only a quick database search away. It was even simpler if I set up mods to tell me everything automatically in game.
In an MMO game world with content added at an externally determined speed, it removed some of my usual art for information use. When I was taking progression seriously, anything seemed fair in the race to keep up with the people around me. Quick access to knowledge was the one edge I often had over the people with more time to play than me.
The databases and wikis demonstrate how amazing some online games are on a social and community level (and I love supportive and helpful gaming communities, by the way). But in this case I had my usual gaming habits turned upside down. Becoming more goal-orientated was a fun and interesting experience for a time, I’ll admit. But it’s now one of the reasons MMOs are a bit of a failure for me on an actual gaming level. Not an inherent flaw in the genre, just one of the impacts it had on me personally.
These days I play games on my own terms again, and I think a lot more about how I want to approach playing a game. I think this is probably something a lot of gamers do less consciously. There is a lot more variety among gamers than the subjective split into “casual” and “hardcore”, of which the use of external information is just one example. I find it interesting to think about other people playing the same game as me, while having a very different experience.
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Posted by JImmy in 03:15:21 | Permalink | No Comments »

BlizzCon 2008: World of Warcraft: Wrath of the Lich King Preview -

October 19, 2008 - With the release of World of Warcraft (Buy wow gold) ’s second expansion, Wrath of the Lich King, less than a month away, it’s understandable why there are nearly twelve million gamers excited for November 13th. Northrend is offering a lot more than just a new class and 10 levels of experience to it’s massive fan base. This years Blizzcon answered a lot of questions of the PvPers of Azeroth, and Blizzard is adding a plethora of new content for the arena, battleground, and world PvP junkies alike.Wrath of the Lick King will launch with two brand new arenas for the gladiatorial style combat introduced with WoW’s first expansion. The Ring of Valor is the first, which sits inside of the Horde capitol of Orgrimmar. The match starts off with your team rising in a caged elevator, and is the first arena to start opposing teams off right beside each other. Once the elevators reach the arena floor, the cages drop and the match begins. The Ring of Valor features two fire hazards which run the length of the arena, which could be critical in splitting team members up, as the fire will place a damage over time effect on your character if you step into it. This arena also features rising platforms, which can offer ranged classes an escape from melee pursuit, or simply provide an effective line of sight blocker while it’s raised. Both the fire hazard and the rising platforms are periodic events and not random, Blizzard stated, in order to remove the random aspect of the arena and have the more skilled and prepared team the winner.The second new arena takes place in the new neutral capitol city of Dalaran, aptly named the Dalaran Sewers, a rather small arena with a simple layout. Each team starts in a pipe, and jumps out into the arena. If a ranged or healing class tries to stay up in the pipe and support their team, they are shot out with a magnificent burst of water. The middle of the arena also has a dynamic water feature. Every so often, a stream of water falls from the ceiling. This pillar of water makes an effective line of sight blocker, but will knock you back a few yards if you try to walk into it. Like the hazards in the Ring of Valor, this water stream is a timed event, so skilled teams will definitely be able to use it to their advantage. Other than the water feature, a central raised platform, and a few scattered boxes useful for line of sighting, the Dalaran sewers is a pretty straight forward arena.
The new battleground being implemented in WotLK is called the “
Strand of the Ancients”. This is an attack-defend type map, featuring 15vs15 action, and is shaping up to be the coolest battleground yet. The game starts off with one team on defense, within the walled fortress, and one team on offense, who are traveling towards the fortress on boats. The whole storm the beaches thing feels very World War Twoish, and is extremely cool. Once the attackers land, they have to fight their way up the beach, and destroy a series of gates to get into the sealed fortress. How would one break down said gates, you ask? Well…with siege weapons, of course! The attackers get various tanks and catapults to destroy the gates, but they aren’t the only ones who get to have all the fun - the defenders get emplacement cannons to fire back at the invaders. To make sure players don’t feel obligated to have to jump into a siege weapon in order to be useful, they also included mines which can be carried by individual players to the gates to blow them down (as long as they aren’t disarmed by the opposing team, that is). The siege combat and destructible buildings are a pretty slick addition - and very well balanced. A siege tank, for example, can easily be taken down by a handful of defenders, so a tank without an escort of protectors is quite vulnerable. After the attack run is either successful or turned away, the teams switch sides, and it starts again. Depending on how well (or poorly) the defenders preformed determines how long their attacking run will be. For example, if the attackers successfully broke into the fortress in 4 minutes, then the defenders only get 4 minutes for their attack run. Conversely, if the defenders hold out for, say, 10 minutes, then they get that long for their assault. This is a cool addition that will make players try their hardest on both sides of the spectrum, as you need to do well in one, in order to succeed at the other. Siege combat, destructible environments, and the overall coolness of the map all come together to make Strand of the Ancients one of the coolest battlegrounds yet.Last but certainly not least is the addition that World PvP fans have been aching for since the introduction of the honor system: Lake Wintergrasp. Wintergrasp is an entire zone in Northrend dedicated entirely to PvP. Wintergrasp consists of a fortress that can be claimed by either the Horde of Alliance every two and a half hours. This battle will consist of siege vehicle combat and destructible buildings in battles with hundreds of players. The problem with world PvP objectives in the past have always been the lack of a proper incentive. The PvP towers in Silithus and Eastern Plaguelands back in original WoW were mostly ignored, and even Halaa and the Bone Wastes in the Burning Crusade never hosted the epic open world PvP that they were supposed to provide. Blizzard, it seems, have learned from their mistakes if Wintergrasp is any indication. A few of the benefits of holding Wintergrasp include the ability to do specific daily quests, a portal from Dalaran to Wintergrasp, a “spirit shard” like drop from all bosses across Northrend, and perhaps most important, a unique raid instance. Only by having your faction control Wintergrasp can you enter the Vault of Archavon in an attempt to slay Archavon the Stone Watcher, who drops both PvE and PvP loot, which alone will make everyone want to control Wintergrasp. There will also be a rank system with regards to Wintergrasp, which will allow you to enter stronger siege vehicles and earn other bonuses, such as bonus honor. This was implemented to encourage people to actually participate and fight, and not just sit at the back of a group and go AFK. In order to get all of these perks that Wintergrasp offers, your faction must take control of the fortress. If you manage to do that, then when the next round begins, you have to defend the keep from the opposing faction. Each assault is set to be around 30-40 minutes long, and with all of the rewards for controlling it, Lake Wintergrasp is shaping up to be the thing that finally brings back world PvP.Other additions to the PvP system Blizzard hinted at included the ability to queue up for battlegrounds from anywhere in the world, guild battlegrounds, and a certain buff called “tenacity” that will increase one teams damage output and lower their incoming damage if they are outnumbered, to even the scales. Lastly, Blizzard mentioned something they would like to implement is the ability for characters to gain experience in battlegrounds, which would be a nice alternative for leveling alts. All in all, come Wrath of the Lick King, it’s going to be a good time to be a PvPer.Stay tuned for Part 2 of our Lich King preview, PvE, later this week.
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Posted by JImmy in 03:13:22 | Permalink | No Comments »

Game news: ‘Warhammer Online’ takes on ‘World of Warcraft’

Real news from the virtual world:
-HAMMER TIME: Four years after its launch, Blizzard Entertainment’s “World of Warcraft ( Currency: wow gold ) ” continues to dominate the field of massively multiplayer online role-playing games (known by the acronym MMORPG). It’s not for lack of competition; dozens of companies have tried to peel off some of the 10 million “WoW” subscribers, only to be stymied by technical problems, lack of polish and player attrition. Funcom’s “Age of Conan,” for example, got off to a fast start earlier this year, only to be derailed by those problems.
The latest challenger is determined to avoid such issues. “Warhammer Online: Age of Reckoning,” the sword-and-sorcery fantasy developed by Mythic Entertainment and published by Electronic Arts, has already attracted 750,000 subscribers since its September debut. But Mythic co-founder Mark Jacobs said: “The launch is just the beginning. Even the first year is only a step.”
“No MMORPG is ever ready to go out,” Jacobs said. “These games are so complicated, you can never get it 100 per cent right.” For a new online game to succeed, he said, players have to be “able to do everything it says on the box.”
“Warhammer” executive producer Jeff Hickman said the goal is to “keep the momentum going,” especially with the busy holiday season and a much-anticipated “world of warvraft ( Buy wow gold ) ” expansion coming up. “We stay on top of what’s going on, and we’re going to keep expanding,” Hickman said. “We care about what the players are saying. Our first two patches were about making players happy - within reason.”
Creative director Paul Barnett said “Warhammer” is more than a computer game, it’s a hobby. “And at 50 cents a day,” he added, “it’s the most cost-effective hobby in the digital age.”
-VIRTUAL OBAMA: Most of us have got used to ads in video games, particularly in sports games, where they provide a dose of realism. It makes sense that you’d see a Ford billboard in “Need for Speed,” or a Puma poster in “NBA Live.” But wait: What’s Barack Obama doing in “Burnout Paradise”?
If your Xbox 360 is connected to the Internet, you may see ads for Obama in some 18 games, including “Madden NFL 09.” The Obama campaign is targeting gamers in 10 states that allow early voting; the ads promote a website, VoteforChange.com, that explains the process.
“It reaches an audience that is typically hard to reach - young males, roughly 18 to 34,” said Holly Rockwood, a spokeswoman for Electronic Arts, publisher of all the above. “That’s very appealing to our advertisers.” There’s no indication that Republican John McCain’s campaign will mount a similar strategy.
-FEAR OF MUSIC: The most intriguing PlayStation 3 game of the year is Sony’s “LittleBigPlanet.” Unfortunately, it got a little too intriguing when an early reviewer discovered a few quotes from the Quran embedded in a musical track.
Sony recalled all copies of the game, which was due to go on sale this week. “We have taken immediate action to rectify this and we sincerely apologize for any offence that this may have caused,” said corporate communications director Patrick Seybold. Revised “LittleBigPlanet” discs should go out next week.
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Posted by JImmy in 03:11:53 | Permalink | No Comments »