tag:blogger.com,1999:blog-21110940908404873352024-03-13T14:53:22.615-07:00My Generation Is For Sale.Suriel Vazquezhttp://www.blogger.com/profile/05673857584385044943noreply@blogger.comBlogger138125tag:blogger.com,1999:blog-2111094090840487335.post-88858131131954795512014-06-10T15:02:00.001-07:002014-06-10T15:02:22.279-07:00Video Game ExcitementVideo game excitement doesn't happen at conferences anymore, or at show floors. Conglomerate announcements were what we waited on E3 for back when, and a 24/7, 365 news cycle doesn't accommodate that as much. For the viewers, E3 has been years of promise of "this will happen, this game will come out, and it'll be good." Every game is supposed to be good, and we should be excited for everything. Watch more than one E3, however, and we're more likely than not have at least one broken promise to carry around with us. What's big at the show, the biggest new trailer, the most dazzling conference presentation, we eventually learn, isn't at all a predictor of what will actually excite us. So unless the announcement of a game itself is exciting, it's harder and harder every year to muster excitement.<br />
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But I suppose I shouldn't speak for everyone. For press the show is still exciting because they leave with impressions on how the games touted in trailers actually work, whether they're fun or not. If the show weren't exciting anymore, message boards wouldn't have to go down during conferences. And I'd be lying if I didn't say there wasn't anything at the show I didn't want to play: The Dead Rising 3 DLC, the The Witcher 3, and The sequel to Kirby Canvas Curse all come to mind as games that I want to play. But nothing screams "I can't wait to play this" anymore, because nothing is a guaranteed. Everything becomes "that could be cool."<br />
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I still have games I dismiss, games that I root for, and I don't think I've lost a sense of wonder or I've become jaded or anything like that. Instead, I've reallocated my excitement to the surprise of finding out that something is good. Not to belabor the point, but Dota 2, a current all-time favorite, came out of nowhere for me. Most of the time, my favorite games are those that surprise me as I play them, not those that fulfill an excitement quota I set out the first time I saw it. I'm much happier when I'm surprised by A Link Between Worlds, the new DMC (which I admit I'd written off), Dishonored, or Fez when I didn't have much of an idea what they'd end up being. That's where my excitement comes from. Not from the umpteenth trailer shows me nothing of what the game actually is, or wants us to pretend that roller coaster of a scripted sequence counts for much outside of spectacle. I guess that last part does read as cynical.<br />
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The reason I say this is because it's easy and fun to write off the state of video games from a lackluster showing, or something that may not leave us in a tizzy. But we should remember that shows like E3 are not representative of what video games are from a number of angles, and that every year megashows like this become less and less relevant.Suriel Vazquezhttp://www.blogger.com/profile/05673857584385044943noreply@blogger.com0tag:blogger.com,1999:blog-2111094090840487335.post-70186161771595660992014-01-19T08:27:00.000-08:002014-01-19T08:27:10.726-08:00A bunch of tweets in a blog post<ol class="stream-items js-navigable-stream" id="stream-items-id" style="background-color: #c0deed; color: #333333; font-family: Arial, sans-serif; font-size: 14px; line-height: 18px; list-style: none; margin: 0px; padding: 0px; position: relative;">
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<span>3:40 AM - 19 Jan 2014</span>
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" data-feedback-key="stream_status_424838739417128960" data-item-id="424838739417128960" data-my-retweet-id="424912616872349696" data-name="RAP GAME TASWELL" data-retweet-id="424912616872349696" data-retweeter="SurielVazquez" data-screen-name="DockJaw" data-tweet-id="424838739417128960" data-user-id="17434343" data-you-block="false" data-you-follow="true" style="border-bottom-color: rgb(232, 232, 232); border-bottom-style: solid; border-bottom-width: 1px; cursor: pointer; min-height: 51px; padding: 9px 12px; position: relative;">
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<span>1:15 AM - 19 Jan 2014</span>
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" data-feedback-key="stream_status_424802167145639936" data-item-id="424802167145639936" data-name="Suriel Vazquez" data-screen-name="SurielVazquez" data-tweet-id="424802167145639936" data-user-id="16974649" data-you-block="false" data-you-follow="false" style="border-bottom-color: rgb(232, 232, 232); border-bottom-style: solid; border-bottom-width: 1px; cursor: pointer; min-height: 51px; padding: 9px 12px; position: relative;">
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Also it was supposed to be one or two tweets and I wasn't falling asleep when I started. Bye.</div>
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<span>1:14 AM - 19 Jan 2014</span>
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" data-feedback-key="stream_status_424801936034902016" data-item-id="424801936034902016" data-name="Suriel Vazquez" data-screen-name="SurielVazquez" data-tweet-id="424801936034902016" data-user-id="16974649" data-you-block="false" data-you-follow="false" style="border-bottom-color: rgb(232, 232, 232); border-bottom-style: solid; border-bottom-width: 1px; cursor: pointer; min-height: 51px; padding: 9px 12px; position: relative;">
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<a class="account-group js-account-group js-action-profile js-user-profile-link js-nav" data-user-id="16974649" href="https://twitter.com/SurielVazquez" style="color: #999999; text-decoration: none;"><img alt="" class="avatar js-action-profile-avatar" src="https://pbs.twimg.com/profile_images/378800000586161564/fe0e1d9650bc05e3ae2da628f2f27a25_normal.jpeg" style="border-bottom-left-radius: 5px; border-bottom-right-radius: 5px; border-top-left-radius: 5px; border-top-right-radius: 5px; border: 0px; float: left; height: 48px; margin-left: -58px; margin-top: 3px; width: 48px;" /><strong class="fullname js-action-profile-name show-popup-with-id" style="color: #333333;">Suriel Vazquez</strong> <span class="username js-action-profile-name" style="direction: ltr; font-size: 12px; unicode-bidi: embed;"><span style="color: #bbbbbb;">@</span>SurielVazquez</span></a><small class="time" style="color: #bbbbbb; float: right; font-size: 12px; margin-top: 1px; position: relative;"><a class="tweet-timestamp js-permalink js-nav js-tooltip" href="https://twitter.com/SurielVazquez/status/424801936034902016" style="color: #999999; text-decoration: none;" title="1:14 AM - 19 Jan 2014">9h</a></small></div>
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I wrote this late at night because I don't have another real forum for it and so people don't complain about me clogging their timelines.</div>
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<span>1:12 AM - 19 Jan 2014</span>
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" data-feedback-key="stream_status_424801572711710721" data-item-id="424801572711710721" data-name="Suriel Vazquez" data-screen-name="SurielVazquez" data-tweet-id="424801572711710721" data-user-id="16974649" data-you-block="false" data-you-follow="false" style="border-bottom-color: rgb(232, 232, 232); border-bottom-style: solid; border-bottom-width: 1px; cursor: pointer; min-height: 51px; padding: 9px 12px; position: relative;">
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<a class="account-group js-account-group js-action-profile js-user-profile-link js-nav" data-user-id="16974649" href="https://twitter.com/SurielVazquez" style="color: #999999; text-decoration: none;"><img alt="" class="avatar js-action-profile-avatar" src="https://pbs.twimg.com/profile_images/378800000586161564/fe0e1d9650bc05e3ae2da628f2f27a25_normal.jpeg" style="border-bottom-left-radius: 5px; border-bottom-right-radius: 5px; border-top-left-radius: 5px; border-top-right-radius: 5px; border: 0px; float: left; height: 48px; margin-left: -58px; margin-top: 3px; width: 48px;" /><strong class="fullname js-action-profile-name show-popup-with-id" style="color: #333333;">Suriel Vazquez</strong> <span class="username js-action-profile-name" style="direction: ltr; font-size: 12px; unicode-bidi: embed;"><span style="color: #bbbbbb;">@</span>SurielVazquez</span></a><small class="time" style="color: #bbbbbb; float: right; font-size: 12px; margin-top: 1px; position: relative;"><a class="tweet-timestamp js-permalink js-nav js-tooltip" href="https://twitter.com/SurielVazquez/status/424801572711710721" style="color: #999999; text-decoration: none;" title="1:12 AM - 19 Jan 2014">9h</a></small></div>
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Except for the one point in the game where it says no fuck you, go get the camera you don't really need.</div>
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<span>1:11 AM - 19 Jan 2014</span>
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" data-feedback-key="stream_status_424801350229049345" data-item-id="424801350229049345" data-name="Suriel Vazquez" data-screen-name="SurielVazquez" data-tweet-id="424801350229049345" data-user-id="16974649" data-you-block="false" data-you-follow="false" style="border-bottom-color: rgb(232, 232, 232); border-bottom-style: solid; border-bottom-width: 1px; cursor: pointer; min-height: 51px; padding: 9px 12px; position: relative;">
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Outlast has limited batteries, but they're too plentiful. And if you know your way around an area, you can travel in darkness with impunity.</div>
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<span>1:10 AM - 19 Jan 2014</span>
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" data-feedback-key="stream_status_424801139624640514" data-item-id="424801139624640514" data-name="Suriel Vazquez" data-screen-name="SurielVazquez" data-tweet-id="424801139624640514" data-user-id="16974649" data-you-block="false" data-you-follow="false" style="border-bottom-color: rgb(232, 232, 232); border-bottom-style: solid; border-bottom-width: 1px; cursor: pointer; min-height: 51px; padding: 9px 12px; position: relative;">
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Amnesia was cool because you had to worry about your lamplight, since in darkness you went insane. You were worried about supply constantly.</div>
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<span>1:09 AM - 19 Jan 2014</span>
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" data-feedback-key="stream_status_424800737126666240" data-item-id="424800737126666240" data-name="Suriel Vazquez" data-screen-name="SurielVazquez" data-tweet-id="424800737126666240" data-user-id="16974649" data-you-block="false" data-you-follow="false" style="border-bottom-color: rgb(232, 232, 232); border-bottom-style: solid; border-bottom-width: 1px; cursor: pointer; min-height: 51px; padding: 9px 12px; position: relative;">
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<a class="account-group js-account-group js-action-profile js-user-profile-link js-nav" data-user-id="16974649" href="https://twitter.com/SurielVazquez" style="color: #999999; text-decoration: none;"><img alt="" class="avatar js-action-profile-avatar" src="https://pbs.twimg.com/profile_images/378800000586161564/fe0e1d9650bc05e3ae2da628f2f27a25_normal.jpeg" style="border-bottom-left-radius: 5px; border-bottom-right-radius: 5px; border-top-left-radius: 5px; border-top-right-radius: 5px; border: 0px; float: left; height: 48px; margin-left: -58px; margin-top: 3px; width: 48px;" /><strong class="fullname js-action-profile-name show-popup-with-id" style="color: #333333;">Suriel Vazquez</strong> <span class="username js-action-profile-name" style="direction: ltr; font-size: 12px; unicode-bidi: embed;"><span style="color: #bbbbbb;">@</span>SurielVazquez</span></a><small class="time" style="color: #bbbbbb; float: right; font-size: 12px; margin-top: 1px; position: relative;"><a class="tweet-timestamp js-permalink js-nav js-tooltip" href="https://twitter.com/SurielVazquez/status/424800737126666240" style="color: #999999; text-decoration: none;" title="1:09 AM - 19 Jan 2014">9h</a></small></div>
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And it's not like I've never liked a horror game. I love the first Amnesia, even if both games are similar in structure.</div>
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<span>1:07 AM - 19 Jan 2014</span>
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" data-feedback-key="stream_status_424800221348892672" data-item-id="424800221348892672" data-name="Suriel Vazquez" data-screen-name="SurielVazquez" data-tweet-id="424800221348892672" data-user-id="16974649" data-you-block="false" data-you-follow="false" style="border-bottom-color: rgb(232, 232, 232); border-bottom-style: solid; border-bottom-width: 1px; cursor: pointer; min-height: 51px; padding: 9px 12px; position: relative;">
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But you have to want to make the player play along. Outlast doesn't. I can get over the boring parts faster if I break the facade.</div>
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<span>1:06 AM - 19 Jan 2014</span>
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" data-feedback-key="stream_status_424800092852211712" data-item-id="424800092852211712" data-name="Suriel Vazquez" data-screen-name="SurielVazquez" data-tweet-id="424800092852211712" data-user-id="16974649" data-you-block="false" data-you-follow="false" style="border-bottom-color: rgb(232, 232, 232); border-bottom-style: solid; border-bottom-width: 1px; cursor: pointer; min-height: 51px; padding: 9px 12px; position: relative;">
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So maybe horror games just aren't for me because they "break" so easily and playing along is so much more key to the experience.</div>
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<span>1:06 AM - 19 Jan 2014</span>
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" data-feedback-key="stream_status_424799905912061953" data-item-id="424799905912061953" data-name="Suriel Vazquez" data-screen-name="SurielVazquez" data-tweet-id="424799905912061953" data-user-id="16974649" data-you-block="false" data-you-follow="false" style="border-bottom-color: rgb(232, 232, 232); border-bottom-style: solid; border-bottom-width: 1px; cursor: pointer; min-height: 51px; padding: 9px 12px; position: relative;">
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these problems (regressive to-do lists, bad stealth) are in lots of games. But when horror fails all you have is are these trite systems.</div>
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<span>1:03 AM - 19 Jan 2014</span>
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" data-feedback-key="stream_status_424799254884802560" data-item-id="424799254884802560" data-name="Suriel Vazquez" data-screen-name="SurielVazquez" data-tweet-id="424799254884802560" data-user-id="16974649" data-you-block="false" data-you-follow="false" style="border-bottom-color: rgb(232, 232, 232); border-bottom-style: solid; border-bottom-width: 1px; cursor: pointer; min-height: 51px; padding: 9px 12px; position: relative;">
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If you try to hide, it's a bad stealth game.</div>
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<span>1:02 AM - 19 Jan 2014</span>
· <a class="permalink-link js-permalink js-nav" href="/SurielVazquez/status/424798991990022144" tabindex="-1">Details</a>
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" data-feedback-key="stream_status_424798991990022144" data-item-id="424798991990022144" data-name="Suriel Vazquez" data-screen-name="SurielVazquez" data-tweet-id="424798991990022144" data-user-id="16974649" data-you-block="false" data-you-follow="false" style="border-bottom-color: rgb(232, 232, 232); border-bottom-style: solid; border-bottom-width: 1px; cursor: pointer; min-height: 51px; padding: 9px 12px; position: relative;">
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<a class="account-group js-account-group js-action-profile js-user-profile-link js-nav" data-user-id="16974649" href="https://twitter.com/SurielVazquez" style="color: #999999; text-decoration: none;"><img alt="" class="avatar js-action-profile-avatar" src="https://pbs.twimg.com/profile_images/378800000586161564/fe0e1d9650bc05e3ae2da628f2f27a25_normal.jpeg" style="border-bottom-left-radius: 5px; border-bottom-right-radius: 5px; border-top-left-radius: 5px; border-top-right-radius: 5px; border: 0px; float: left; height: 48px; margin-left: -58px; margin-top: 3px; width: 48px;" /><strong class="fullname js-action-profile-name show-popup-with-id" style="color: #333333;">Suriel Vazquez</strong> <span class="username js-action-profile-name" style="direction: ltr; font-size: 12px; unicode-bidi: embed;"><span style="color: #bbbbbb;">@</span>SurielVazquez</span></a><small class="time" style="color: #bbbbbb; float: right; font-size: 12px; margin-top: 1px; position: relative;"><a class="tweet-timestamp js-permalink js-nav js-tooltip" href="https://twitter.com/SurielVazquez/status/424798991990022144" style="color: #999999; text-decoration: none;" title="1:02 AM - 19 Jan 2014">9h</a></small></div>
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Hold shift and run by it to the checkpoint. If it kills me, restart at last checkpoint and try again (this has worked numerous times).</div>
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<span>1:01 AM - 19 Jan 2014</span>
· <a class="permalink-link js-permalink js-nav" href="/SurielVazquez/status/424798747151695872" tabindex="-1">Details</a>
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" data-feedback-key="stream_status_424798747151695872" data-item-id="424798747151695872" data-name="Suriel Vazquez" data-screen-name="SurielVazquez" data-tweet-id="424798747151695872" data-user-id="16974649" data-you-block="false" data-you-follow="false" style="border-bottom-color: rgb(232, 232, 232); border-bottom-style: solid; border-bottom-width: 1px; cursor: pointer; min-height: 51px; padding: 9px 12px; position: relative;">
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<a class="account-group js-account-group js-action-profile js-user-profile-link js-nav" data-user-id="16974649" href="https://twitter.com/SurielVazquez" style="color: #999999; text-decoration: none;"><img alt="" class="avatar js-action-profile-avatar" src="https://pbs.twimg.com/profile_images/378800000586161564/fe0e1d9650bc05e3ae2da628f2f27a25_normal.jpeg" style="border-bottom-left-radius: 5px; border-bottom-right-radius: 5px; border-top-left-radius: 5px; border-top-right-radius: 5px; border: 0px; float: left; height: 48px; margin-left: -58px; margin-top: 3px; width: 48px;" /><strong class="fullname js-action-profile-name show-popup-with-id" style="color: #333333;">Suriel Vazquez</strong> <span class="username js-action-profile-name" style="direction: ltr; font-size: 12px; unicode-bidi: embed;"><span style="color: #bbbbbb;">@</span>SurielVazquez</span></a><small class="time" style="color: #bbbbbb; float: right; font-size: 12px; margin-top: 1px; position: relative;"><a class="tweet-timestamp js-permalink js-nav js-tooltip" href="https://twitter.com/SurielVazquez/status/424798747151695872" style="color: #999999; text-decoration: none;" title="1:01 AM - 19 Jan 2014">9h</a></small></div>
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Horror games try to up the tension by eliminiating combat, but that just makes them less scary. When I see an enemy I know what to do.</div>
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<span>12:58 AM - 19 Jan 2014</span>
· <a class="permalink-link js-permalink js-nav" href="/SurielVazquez/status/424798024502476800" tabindex="-1">Details</a>
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" data-feedback-key="stream_status_424798024502476800" data-item-id="424798024502476800" data-name="Suriel Vazquez" data-screen-name="SurielVazquez" data-tweet-id="424798024502476800" data-user-id="16974649" data-you-block="false" data-you-follow="false" style="border-bottom-color: rgb(232, 232, 232); border-bottom-style: solid; border-bottom-width: 1px; cursor: pointer; min-height: 51px; padding: 9px 12px; position: relative;">
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<a class="account-group js-account-group js-action-profile js-user-profile-link js-nav" data-user-id="16974649" href="https://twitter.com/SurielVazquez" style="color: #999999; text-decoration: none;"><img alt="" class="avatar js-action-profile-avatar" src="https://pbs.twimg.com/profile_images/378800000586161564/fe0e1d9650bc05e3ae2da628f2f27a25_normal.jpeg" style="border-bottom-left-radius: 5px; border-bottom-right-radius: 5px; border-top-left-radius: 5px; border-top-right-radius: 5px; border: 0px; float: left; height: 48px; margin-left: -58px; margin-top: 3px; width: 48px;" /><strong class="fullname js-action-profile-name show-popup-with-id" style="color: #333333;">Suriel Vazquez</strong> <span class="username js-action-profile-name" style="direction: ltr; font-size: 12px; unicode-bidi: embed;"><span style="color: #bbbbbb;">@</span>SurielVazquez</span></a><small class="time" style="color: #bbbbbb; float: right; font-size: 12px; margin-top: 1px; position: relative;"><a class="tweet-timestamp js-permalink js-nav js-tooltip" href="https://twitter.com/SurielVazquez/status/424798024502476800" style="color: #999999; text-decoration: none;" title="12:58 AM - 19 Jan 2014">9h</a></small></div>
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I screwed up on a previous tweet: I can be scared by lots of things.</div>
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<span>12:57 AM - 19 Jan 2014</span>
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" data-feedback-key="stream_status_424797737834389504" data-item-id="424797737834389504" data-name="Suriel Vazquez" data-screen-name="SurielVazquez" data-tweet-id="424797737834389504" data-user-id="16974649" data-you-block="false" data-you-follow="false" style="border-bottom-color: rgb(232, 232, 232); border-bottom-style: solid; border-bottom-width: 1px; cursor: pointer; min-height: 51px; padding: 9px 12px; position: relative;">
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<a class="account-group js-account-group js-action-profile js-user-profile-link js-nav" data-user-id="16974649" href="https://twitter.com/SurielVazquez" style="color: #999999; text-decoration: none;"><img alt="" class="avatar js-action-profile-avatar" src="https://pbs.twimg.com/profile_images/378800000586161564/fe0e1d9650bc05e3ae2da628f2f27a25_normal.jpeg" style="border-bottom-left-radius: 5px; border-bottom-right-radius: 5px; border-top-left-radius: 5px; border-top-right-radius: 5px; border: 0px; float: left; height: 48px; margin-left: -58px; margin-top: 3px; width: 48px;" /><strong class="fullname js-action-profile-name show-popup-with-id" style="color: #333333;">Suriel Vazquez</strong> <span class="username js-action-profile-name" style="direction: ltr; font-size: 12px; unicode-bidi: embed;"><span style="color: #bbbbbb;">@</span>SurielVazquez</span></a><small class="time" style="color: #bbbbbb; float: right; font-size: 12px; margin-top: 1px; position: relative;"><a class="tweet-timestamp js-permalink js-nav js-tooltip" href="https://twitter.com/SurielVazquez/status/424797737834389504" style="color: #999999; text-decoration: none;" title="12:57 AM - 19 Jan 2014">9h</a></small></div>
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Once you're lost your fear, most "pure" horror games are adventure games with monsters and manipulative music.</div>
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<span>12:56 AM - 19 Jan 2014</span>
· <a class="permalink-link js-permalink js-nav" href="/SurielVazquez/status/424797408136945665" tabindex="-1">Details</a>
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" data-feedback-key="stream_status_424797408136945665" data-item-id="424797408136945665" data-name="Suriel Vazquez" data-screen-name="SurielVazquez" data-tweet-id="424797408136945665" data-user-id="16974649" data-you-block="false" data-you-follow="false" style="border-bottom-color: rgb(232, 232, 232); border-bottom-style: solid; border-bottom-width: 1px; cursor: pointer; min-height: 51px; padding: 9px 12px; position: relative;">
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<a class="account-group js-account-group js-action-profile js-user-profile-link js-nav" data-user-id="16974649" href="https://twitter.com/SurielVazquez" style="color: #999999; text-decoration: none;"><img alt="" class="avatar js-action-profile-avatar" src="https://pbs.twimg.com/profile_images/378800000586161564/fe0e1d9650bc05e3ae2da628f2f27a25_normal.jpeg" style="border-bottom-left-radius: 5px; border-bottom-right-radius: 5px; border-top-left-radius: 5px; border-top-right-radius: 5px; border: 0px; float: left; height: 48px; margin-left: -58px; margin-top: 3px; width: 48px;" /><strong class="fullname js-action-profile-name show-popup-with-id" style="color: #333333;">Suriel Vazquez</strong> <span class="username js-action-profile-name" style="direction: ltr; font-size: 12px; unicode-bidi: embed;"><span style="color: #bbbbbb;">@</span>SurielVazquez</span></a><small class="time" style="color: #bbbbbb; float: right; font-size: 12px; margin-top: 1px; position: relative;"><a class="tweet-timestamp js-permalink js-nav js-tooltip" href="https://twitter.com/SurielVazquez/status/424797408136945665" style="color: #999999; text-decoration: none;" title="12:56 AM - 19 Jan 2014">9h</a></small></div>
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I'm not saying I'm unscarable or whatever. I am. But when any enemy can be avoided by running enough circles around a floor, I'm not scared.</div>
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<span>12:55 AM - 19 Jan 2014</span>
· <a class="permalink-link js-permalink js-nav" href="/SurielVazquez/status/424797169397166080" tabindex="-1">Details</a>
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" data-feedback-key="stream_status_424797169397166080" data-item-id="424797169397166080" data-name="Suriel Vazquez" data-screen-name="SurielVazquez" data-tweet-id="424797169397166080" data-user-id="16974649" data-you-block="false" data-you-follow="false" style="border-bottom-color: rgb(232, 232, 232); border-bottom-style: solid; border-bottom-width: 1px; cursor: pointer; min-height: 51px; padding: 9px 12px; position: relative;">
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<a class="account-group js-account-group js-action-profile js-user-profile-link js-nav" data-user-id="16974649" href="https://twitter.com/SurielVazquez" style="color: #999999; text-decoration: none;"><img alt="" class="avatar js-action-profile-avatar" src="https://pbs.twimg.com/profile_images/378800000586161564/fe0e1d9650bc05e3ae2da628f2f27a25_normal.jpeg" style="border-bottom-left-radius: 5px; border-bottom-right-radius: 5px; border-top-left-radius: 5px; border-top-right-radius: 5px; border: 0px; float: left; height: 48px; margin-left: -58px; margin-top: 3px; width: 48px;" /><strong class="fullname js-action-profile-name show-popup-with-id" style="color: #333333;">Suriel Vazquez</strong> <span class="username js-action-profile-name" style="direction: ltr; font-size: 12px; unicode-bidi: embed;"><span style="color: #bbbbbb;">@</span>SurielVazquez</span></a><small class="time" style="color: #bbbbbb; float: right; font-size: 12px; margin-top: 1px; position: relative;"><a class="tweet-timestamp js-permalink js-nav js-tooltip" href="https://twitter.com/SurielVazquez/status/424797169397166080" style="color: #999999; text-decoration: none;" title="12:55 AM - 19 Jan 2014">9h</a></small></div>
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When my dude dropped the camera, I burst out laughing. I wasn't scared of enemies by then, so I was like well that'll be another 10 min</div>
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<span>12:53 AM - 19 Jan 2014</span>
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" data-feedback-key="stream_status_424796713157529600" data-item-id="424796713157529600" data-name="Suriel Vazquez" data-screen-name="SurielVazquez" data-tweet-id="424796713157529600" data-user-id="16974649" data-you-block="false" data-you-follow="false" style="border-bottom-color: rgb(232, 232, 232); border-bottom-style: solid; border-bottom-width: 1px; cursor: pointer; min-height: 51px; padding: 9px 12px; position: relative;">
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<a class="account-group js-account-group js-action-profile js-user-profile-link js-nav" data-user-id="16974649" href="https://twitter.com/SurielVazquez" style="color: #999999; text-decoration: none;"><img alt="" class="avatar js-action-profile-avatar" src="https://pbs.twimg.com/profile_images/378800000586161564/fe0e1d9650bc05e3ae2da628f2f27a25_normal.jpeg" style="border-bottom-left-radius: 5px; border-bottom-right-radius: 5px; border-top-left-radius: 5px; border-top-right-radius: 5px; border: 0px; float: left; height: 48px; margin-left: -58px; margin-top: 3px; width: 48px;" /><strong class="fullname js-action-profile-name show-popup-with-id" style="color: #333333;">Suriel Vazquez</strong> <span class="username js-action-profile-name" style="direction: ltr; font-size: 12px; unicode-bidi: embed;"><span style="color: #bbbbbb;">@</span>SurielVazquez</span></a><small class="time" style="color: #bbbbbb; float: right; font-size: 12px; margin-top: 1px; position: relative;"><a class="tweet-timestamp js-permalink js-nav js-tooltip" href="https://twitter.com/SurielVazquez/status/424796713157529600" style="color: #999999; text-decoration: none;" title="12:53 AM - 19 Jan 2014">9h</a></small></div>
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"Instead of adapting to the lack of light like a normal human being, let's risk our lives to go get it!"</div>
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<span>12:52 AM - 19 Jan 2014</span>
· <a class="permalink-link js-permalink js-nav" href="/SurielVazquez/status/424796524984283136" tabindex="-1">Details</a>
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" data-feedback-key="stream_status_424796524984283136" data-item-id="424796524984283136" data-name="Suriel Vazquez" data-screen-name="SurielVazquez" data-tweet-id="424796524984283136" data-user-id="16974649" data-you-block="false" data-you-follow="false" style="border-bottom-color: rgb(232, 232, 232); border-bottom-style: solid; border-bottom-width: 1px; cursor: pointer; min-height: 51px; padding: 9px 12px; position: relative;">
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<a class="account-group js-account-group js-action-profile js-user-profile-link js-nav" data-user-id="16974649" href="https://twitter.com/SurielVazquez" style="color: #999999; text-decoration: none;"><img alt="" class="avatar js-action-profile-avatar" src="https://pbs.twimg.com/profile_images/378800000586161564/fe0e1d9650bc05e3ae2da628f2f27a25_normal.jpeg" style="border-bottom-left-radius: 5px; border-bottom-right-radius: 5px; border-top-left-radius: 5px; border-top-right-radius: 5px; border: 0px; float: left; height: 48px; margin-left: -58px; margin-top: 3px; width: 48px;" /><strong class="fullname js-action-profile-name show-popup-with-id" style="color: #333333;">Suriel Vazquez</strong> <span class="username js-action-profile-name" style="direction: ltr; font-size: 12px; unicode-bidi: embed;"><span style="color: #bbbbbb;">@</span>SurielVazquez</span></a><small class="time" style="color: #bbbbbb; float: right; font-size: 12px; margin-top: 1px; position: relative;"><a class="tweet-timestamp js-permalink js-nav js-tooltip" href="https://twitter.com/SurielVazquez/status/424796524984283136" style="color: #999999; text-decoration: none;" title="12:52 AM - 19 Jan 2014">9h</a></small></div>
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"You made it over this gap after seeing like three killers below! Yeah! But whoopsie, you dropped your camera!"</div>
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<span>12:51 AM - 19 Jan 2014</span>
· <a class="permalink-link js-permalink js-nav" href="/SurielVazquez/status/424796189725175808" tabindex="-1">Details</a>
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" data-feedback-key="stream_status_424796189725175808" data-item-id="424796189725175808" data-name="Suriel Vazquez" data-screen-name="SurielVazquez" data-tweet-id="424796189725175808" data-user-id="16974649" data-you-block="false" data-you-follow="false" style="border-bottom-color: rgb(232, 232, 232); border-bottom-style: solid; border-bottom-width: 1px; cursor: pointer; min-height: 51px; padding: 9px 12px; position: relative;">
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<a class="account-group js-account-group js-action-profile js-user-profile-link js-nav" data-user-id="16974649" href="https://twitter.com/SurielVazquez" style="color: #999999; text-decoration: none;"><img alt="" class="avatar js-action-profile-avatar" src="https://pbs.twimg.com/profile_images/378800000586161564/fe0e1d9650bc05e3ae2da628f2f27a25_normal.jpeg" style="border-bottom-left-radius: 5px; border-bottom-right-radius: 5px; border-top-left-radius: 5px; border-top-right-radius: 5px; border: 0px; float: left; height: 48px; margin-left: -58px; margin-top: 3px; width: 48px;" /><strong class="fullname js-action-profile-name show-popup-with-id" style="color: #333333;">Suriel Vazquez</strong> <span class="username js-action-profile-name" style="direction: ltr; font-size: 12px; unicode-bidi: embed;"><span style="color: #bbbbbb;">@</span>SurielVazquez</span></a><small class="time" style="color: #bbbbbb; float: right; font-size: 12px; margin-top: 1px; position: relative;"><a class="tweet-timestamp js-permalink js-nav js-tooltip" href="https://twitter.com/SurielVazquez/status/424796189725175808" style="color: #999999; text-decoration: none;" title="12:51 AM - 19 Jan 2014">9h</a></small></div>
<div class="js-tweet-text tweet-text" style="white-space: pre-wrap; word-wrap: break-word;">
"Aw shucks, the sprinklers don't work! Gonna have to find the two valves needed to turn them on again!"</div>
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my-tweet
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<span>12:50 AM - 19 Jan 2014</span>
· <a class="permalink-link js-permalink js-nav" href="/SurielVazquez/status/424795934396915712" tabindex="-1">Details</a>
</span>
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" data-feedback-key="stream_status_424795934396915712" data-item-id="424795934396915712" data-name="Suriel Vazquez" data-screen-name="SurielVazquez" data-tweet-id="424795934396915712" data-user-id="16974649" data-you-block="false" data-you-follow="false" style="border-bottom-color: rgb(232, 232, 232); border-bottom-style: solid; border-bottom-width: 1px; cursor: pointer; min-height: 51px; padding: 9px 12px; position: relative;">
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<a class="account-group js-account-group js-action-profile js-user-profile-link js-nav" data-user-id="16974649" href="https://twitter.com/SurielVazquez" style="color: #999999; text-decoration: none;"><img alt="" class="avatar js-action-profile-avatar" src="https://pbs.twimg.com/profile_images/378800000586161564/fe0e1d9650bc05e3ae2da628f2f27a25_normal.jpeg" style="border-bottom-left-radius: 5px; border-bottom-right-radius: 5px; border-top-left-radius: 5px; border-top-right-radius: 5px; border: 0px; float: left; height: 48px; margin-left: -58px; margin-top: 3px; width: 48px;" /><strong class="fullname js-action-profile-name show-popup-with-id" style="color: #333333;">Suriel Vazquez</strong> <span class="username js-action-profile-name" style="direction: ltr; font-size: 12px; unicode-bidi: embed;"><span style="color: #bbbbbb;">@</span>SurielVazquez</span></a><small class="time" style="color: #bbbbbb; float: right; font-size: 12px; margin-top: 1px; position: relative;"><a class="tweet-timestamp js-permalink js-nav js-tooltip" href="https://twitter.com/SurielVazquez/status/424795934396915712" style="color: #999999; text-decoration: none;" title="12:50 AM - 19 Jan 2014">9h</a></small></div>
<div class="js-tweet-text tweet-text" style="white-space: pre-wrap; word-wrap: break-word;">
"In order to put out the one tiny area of fire you need to get through a room, go turn on the sprinklers instead of using any other water!"</div>
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<span>12:47 AM - 19 Jan 2014</span>
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" data-feedback-key="stream_status_424795281658359808" data-item-id="424795281658359808" data-name="Suriel Vazquez" data-screen-name="SurielVazquez" data-tweet-id="424795281658359808" data-user-id="16974649" data-you-block="false" data-you-follow="false" style="border-bottom-color: rgb(232, 232, 232); border-bottom-style: solid; border-bottom-width: 1px; cursor: pointer; min-height: 51px; padding: 9px 12px; position: relative;">
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<a class="account-group js-account-group js-action-profile js-user-profile-link js-nav" data-user-id="16974649" href="https://twitter.com/SurielVazquez" style="color: #999999; text-decoration: none;"><img alt="" class="avatar js-action-profile-avatar" src="https://pbs.twimg.com/profile_images/378800000586161564/fe0e1d9650bc05e3ae2da628f2f27a25_normal.jpeg" style="border-bottom-left-radius: 5px; border-bottom-right-radius: 5px; border-top-left-radius: 5px; border-top-right-radius: 5px; border: 0px; float: left; height: 48px; margin-left: -58px; margin-top: 3px; width: 48px;" /><strong class="fullname js-action-profile-name show-popup-with-id" style="color: #333333;">Suriel Vazquez</strong> <span class="username js-action-profile-name" style="direction: ltr; font-size: 12px; unicode-bidi: embed;"><span style="color: #bbbbbb;">@</span>SurielVazquez</span></a><small class="time" style="color: #bbbbbb; float: right; font-size: 12px; margin-top: 1px; position: relative;"><a class="tweet-timestamp js-permalink js-nav js-tooltip" href="https://twitter.com/SurielVazquez/status/424795281658359808" style="color: #999999; text-decoration: none;" title="12:47 AM - 19 Jan 2014">9h</a></small></div>
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"Got the keys! But whoops! [comical sound effect] The key was stuck in a body that fell through the chute! Down we go!"</div>
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<span>12:46 AM - 19 Jan 2014</span>
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" data-feedback-key="stream_status_424795048421515265" data-item-id="424795048421515265" data-name="Suriel Vazquez" data-screen-name="SurielVazquez" data-tweet-id="424795048421515265" data-user-id="16974649" data-you-block="false" data-you-follow="false" style="border-bottom-color: rgb(232, 232, 232); border-bottom-style: solid; border-bottom-width: 1px; cursor: pointer; min-height: 51px; padding: 9px 12px; position: relative;">
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"You're gonna need three fuses to get this key in the laundry chute!"</div>
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<span>12:46 AM - 19 Jan 2014</span>
· <a class="permalink-link js-permalink js-nav" href="/SurielVazquez/status/424794897028104192" tabindex="-1">Details</a>
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" data-feedback-key="stream_status_424794897028104192" data-item-id="424794897028104192" data-name="Suriel Vazquez" data-screen-name="SurielVazquez" data-tweet-id="424794897028104192" data-user-id="16974649" data-you-block="false" data-you-follow="false" style="border-bottom-color: rgb(232, 232, 232); border-bottom-style: solid; border-bottom-width: 1px; cursor: pointer; min-height: 51px; padding: 9px 12px; position: relative;">
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<a class="account-group js-account-group js-action-profile js-user-profile-link js-nav" data-user-id="16974649" href="https://twitter.com/SurielVazquez" style="color: #999999; text-decoration: none;"><img alt="" class="avatar js-action-profile-avatar" src="https://pbs.twimg.com/profile_images/378800000586161564/fe0e1d9650bc05e3ae2da628f2f27a25_normal.jpeg" style="border-bottom-left-radius: 5px; border-bottom-right-radius: 5px; border-top-left-radius: 5px; border-top-right-radius: 5px; border: 0px; float: left; height: 48px; margin-left: -58px; margin-top: 3px; width: 48px;" /><strong class="fullname js-action-profile-name show-popup-with-id" style="color: #333333;">Suriel Vazquez</strong> <span class="username js-action-profile-name" style="direction: ltr; font-size: 12px; unicode-bidi: embed;"><span style="color: #bbbbbb;">@</span>SurielVazquez</span></a><small class="time" style="color: #bbbbbb; float: right; font-size: 12px; margin-top: 1px; position: relative;"><a class="tweet-timestamp js-permalink js-nav js-tooltip" href="https://twitter.com/SurielVazquez/status/424794897028104192" style="color: #999999; text-decoration: none;" title="12:46 AM - 19 Jan 2014">9h</a></small></div>
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It doesn't help that Outlast has as much in common with a Dick Van Dyke skit as it does a horror movie.</div>
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<span>12:45 AM - 19 Jan 2014</span>
· <a class="permalink-link js-permalink js-nav" href="/SurielVazquez/status/424794752253325313" tabindex="-1">Details</a>
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" data-feedback-key="stream_status_424794752253325313" data-item-id="424794752253325313" data-name="Suriel Vazquez" data-screen-name="SurielVazquez" data-tweet-id="424794752253325313" data-user-id="16974649" data-you-block="false" data-you-follow="false" style="border-bottom-color: rgb(232, 232, 232); border-bottom-style: solid; border-bottom-width: 1px; cursor: pointer; min-height: 51px; padding: 9px 12px; position: relative;">
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<a class="account-group js-account-group js-action-profile js-user-profile-link js-nav" data-user-id="16974649" href="https://twitter.com/SurielVazquez" style="color: #999999; text-decoration: none;"><img alt="" class="avatar js-action-profile-avatar" src="https://pbs.twimg.com/profile_images/378800000586161564/fe0e1d9650bc05e3ae2da628f2f27a25_normal.jpeg" style="border-bottom-left-radius: 5px; border-bottom-right-radius: 5px; border-top-left-radius: 5px; border-top-right-radius: 5px; border: 0px; float: left; height: 48px; margin-left: -58px; margin-top: 3px; width: 48px;" /><strong class="fullname js-action-profile-name show-popup-with-id" style="color: #333333;">Suriel Vazquez</strong> <span class="username js-action-profile-name" style="direction: ltr; font-size: 12px; unicode-bidi: embed;"><span style="color: #bbbbbb;">@</span>SurielVazquez</span></a><small class="time" style="color: #bbbbbb; float: right; font-size: 12px; margin-top: 1px; position: relative;"><a class="tweet-timestamp js-permalink js-nav js-tooltip" href="https://twitter.com/SurielVazquez/status/424794752253325313" style="color: #999999; text-decoration: none;" title="12:45 AM - 19 Jan 2014">9h</a></small></div>
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After the first death it's impossible to be tense or scared. Yeah I'll get startled at jump scares, but I'm not thinking about survival</div>
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<span>12:44 AM - 19 Jan 2014</span>
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Outlast made me think that I just don't like horror games.</div>
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<br />Suriel Vazquezhttp://www.blogger.com/profile/05673857584385044943noreply@blogger.com0tag:blogger.com,1999:blog-2111094090840487335.post-6463185686273503442013-08-12T13:35:00.001-07:002013-08-12T13:37:57.820-07:00A Quick Dota 2 Primer<br />
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<i>I had the odd and gratifying experience of introducing some of my friends to Dota 2 over the weekend. What started out as watching a game while we waited on people to go out became a marathon as we sat through most of <a href="http://www.twitch.tv/dota2ti/c/2717813">the longest game of Dota 2 in professional history</a>. Another six (!) or so hours followed on Sunday as we watched the last day of matches. By the time Alliance finally took the last game, they were invested, even if they didn’t know half of what was going on.</i></div>
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<i>So in case you had a similar experience, and want to start playing the game, here’s primer I wrote up a while ago that might help nudge you along.</i></div>
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It’s true that Dota 2, like most games that spawn from its predecessor, is a “hard” game to learn. You could play for over 600 hours (like I have) and still feel like you know nothing. Even after that much time spent, I haven’t messed around with every character, and I sure as hell haven’t played most characters to their fullest. By that time, you’ll still learn something new with every match -- mostly minor details and combinations that learn when they’re used against you. For example, you can send Axe, Silencer, and Outworld Destroyer into a lane where they may not belong individually, but combining Axe and Silencer’s abilities to drain health and mana with OD’s mana replenishment means your opponents will starve as you collect some easy gold. You may not know what a lot of that last sentence means, and that’s fine. Dota 2 isn't necessarily “hard” to learn; it’s just too big to hold all at once.</div>
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I could make this a "proper" primer by describing the rules of the game and such, but that's not the best thing to tell you (you'll learn all that stuff anyway, should you choose to dive in). What's important is that you understand that Dota’s too big. It's too big because you have to keep track of a lot of seemingly nonsensical rules. It doesn't make much sense that a courier -- a donkey (or chicken, or ferret, or a gnome carrying a pig) on wings that ferries items to and from the base you buy them from -- is slower while carrying an empty bottle item than with a full one. It doesn't make sense that you can “stack” neutral creep monster groups by luring them away from their camps at the right time, then going back and attacking the second group that spawned while the first was away because no one could see into the camp. But shake off the dissonance for the sake of balance. I swear it pays off.</div>
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The tutorial is a good place to start, but it won’t teach you everything. It’ll teach you the basics of last-hitting and a little bit about laning, but it will also teach some bad habits. If you just sit there in lane, bashing creeps until you last-hit them, you’ll push the lane, putting you and any allies with you at risk. If you spam spells the way you’re encouraged to in the first tutorial, you’re not going to do well. And you won’t learn about specific character item and skill builds, which can vary per match. I found that the easiest way to learn was to read up on some guides, and ask as many questions as I could -- if you tell people you’re bad going in, they’re a little more likely to be helpful.</div>
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You may also suffer from being unable to keep track of everything you need to do at once; in one match, you may remember to check the runes, but you’ll forget to harass the enemy properly to deny them gold and experience, and that your ward (which gives you crucial vision to counter ambushes) placement was poor. Early on, you’re very likely to have a match where you have no idea what you’re doing and will be overwhelmed by teamfights, asking what the hell just happened. It may even cost your team the match.</div>
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Again, just fine. You can’t hold all of Dota 2 at once. You don’t really have to. Perhaps the best thing about Dota 2 is that, like Team Fortress, it lets you to help your team in different ways, which allows the game to cater to different player tendencies. Have a knack for hotshot daredevilism and don’t want to worry about teamwork early on? Play a ganker like Nyx Assassin or Night Stalker. Are you the quarterback that wants the glory for every win? Play a carry like Luna, Lifestealer, or Faceless Void. Prefer to sit back, set up kills, and be a team player? Play a support like Tidehunter, Omniknight, or Witch Doctor. This variety begets longevity; you can play five different matches in a day (not recommended for socialites, but I’ve done it before) and play five completely different “games”; you can lane support one game, jungle-farm another, and carry the team on your back the third.</div>
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Yes, Dota 2 has lots to learn, and you’ll never really stop learning, but it’s just about the most fun I've had in multiplayer gaming in years. I’m still getting my ass kicked constantly, still cursed out by people who don’t speak my language, but I enjoy the game enough to go back in again and again. And, when you finally have the experience of winning a close game (and you will, trust me), it's a high few games can match. With the game finally out, it’s much easier to find groups of people to play with online and learn together, and once you have a semi-regular group of players to join up with, it gets even better. I still can’t hold all of Dota 2 at once, but I’m bursting at the seams to tell you about self-indulgent anecdotes that once every hundred games or so. And dammit it if I just didn’t talk myself into going and playing another match by writing this.</div>
Suriel Vazquezhttp://www.blogger.com/profile/05673857584385044943noreply@blogger.com0tag:blogger.com,1999:blog-2111094090840487335.post-14158383620516087732013-08-01T07:51:00.001-07:002013-08-12T16:39:42.027-07:00Fireballs, lame play, and watchabilityIt’s hard coming across articles like this recent <a href="http://venturebeat.com/2013/07/21/adrift-in-a-sea-of-hadokens/">VentureBeat community article</a> and stop yourself from immediately laughing it off or writing a scathing response. I myself decided to call it “painful to read.”And it’s so easy for the people in the fighting game community, people who know the games being talked about inside and out, to dismiss this kind of viewpoint. Where they see an opportunity to make a game more watchable by changing certain elements and making the game more fun to watch, people who've played (or even watched) the game for a long time can clearly see why separating the Street Fighter IV tournament into fireball and non-fireball brackets is such an absurd idea.<br />
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And, had that article come to my attention a little more than two years ago, I might have actually agreed with that kind of suggestion.<br />
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I’ve been watching fighting games regularly since EVO 2011. I’ve watched every EVO since 2009. I almost failed a pushover computer management class in high school because I spent so much time watching old Capcom VS. SNK 2 matches instead of “learning” how to use a computer. But I didn’t watch streams regularly, didn’t fill entire weekends with match after match of Street Fighter, Marvel vs. Capcom, and other fighting games until I heard that EVO wasn’t the only time people sat around and played fighting games, which was only after I saw a video of an interview with EVO 2011 Super Street Fighter IV champ Fuudo, and the youtube recommended videos lead me to <a href="http://www.youtube.com/watch?v=M-2sqfvIUlY">Excellent Adventures</a>.<br />
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So I haven’t been around the scene all that long, and I think the issue at the core of a no-fireball tournament is one we should discuss. But first, allow to elucidate why a no-fireball tournament is not a great idea.<br />
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Fireballs, as boring as they may look being flung out over and over, make the characters who have them who they are. Disallowing their use in a tournament (even if it was just a tournament complementary to the regular one), would effectively make some characters who rely on their fireballs useless.<br />
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But instead of seeing “a whole bracket where every fight felt unique, shedding light on unexplored matchups,” we’d see characters whose main weakness are fireballs dominate instead. I’m not incredibly tuned to Street Fighter IV’s balance, but I suspect we’d see a lot more of Crimson Viper, Seth, E. Honda, and Zangief<sup>1</sup>. While the change in characters and the lack of fireball wars would be a refreshing change of pace for a while, that feeling wouldn't last long. It doesn't have the novelty of a gimmick (like having a l<a href="http://www.youtube.com/playlist?list=PL1B9AF7637F85F34E">ow-tier character tournament</a>) to see it through. Instead, we’d see people complain about the new characters that dominate those brackets, and instead of being bored by the fireball wars, viewers would eventually be tired of the constant coin-flip battles that characters like Cammy and Crimson Viper create.<br />
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In fact, one of the main reasons Zero is currently one of the most-hated characters in Ultimate Marvel Vs. Capcom 3 isn't because he’s too good at keepaway, it’s that without enough keepaway to prevent his mixups on incoming characters, he can just tear through entire teams who never get a chance to even play the game properly.<br />
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Then there’s the issue of the legitimacy of a no-fireball tournament. The article asks for there to be a side tournament for the game, not unlike the two or three-man team tournaments you’ll often see on the first day of some major tournaments. These can be fun (and occasionally produce <a href="http://www.youtube.com/watch?v=0Ho1PJiaS4w">great moments</a>), but they’re not the main event. No tournament that changes the standard rules of the game without good reason can really serve as the main event. A tournament where certain moves are banned, and therefore where balance is affected without the intent to make the game more fair (i.e., banning unfair characters like Akuma in SF II), would be playing the game at less than its full potential.<br />
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In some cases, such as the ban on O.Sagat in Street Fighter II in many Japanese tournaments as more of an unspoken rule than a concrete one, rules will be set in place to make the game more “fun” to watch, but that’s mostly so that a dominant character won’t ruin the game for viewers and competitors. Fireball characters aren't dominant or overpowered in Street Fighter IV. In fact, a comment on the VentureBeat article breaks down the SFIV tournament’s character choices:<br />
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<i>Rundown for Top 48 (mains, didn't count counter-picks):<br />5: Cammy<br />4: Ryu<br />3: C. Viper, Fei Long, Sakura, Sagat, Yun<br />2: Ken, Zangief, Rufus, Adon, Makoto, Akuma, Guy<br />1: Gen, Ibuki, Balrog, Seth, Rose, Vega, Oni, Gouken, Abel, Dhalsim<br />Breakdown:<br />24 different characters were represented in the Top 48.<br />20 of the 48 players main a character that has a fireball (41.66%). This means that 58.33% of the characters represented in the Top 48 do not have a fireball.<br />Of the 24 various characters used in the Top 48, 50% of them had a fireball.<br />Cammy, whom many consider to be one of the top characters, represents the most played character in the top 48 with 5 (about 10.5%).<br />24 different characters were mained in the top 48. Out of 39 total characters, or 61% of the cast in the game. That's pretty impressive considering this is a sample of 48 of the top players in the world.</i></blockquote>
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So what a tournament where fireballs are banned for reasons purely based on “watchability” and not balance would do is simply change the dominant characters and likely reduce the overall character variety. Less variety, in turn, would make the tournament less interesting to watch. What’s more, because the ban is based on how fun it would be watch (and not balance) players wouldn't take it as seriously, because they wouldn’t be playing the “real” game. This tournament would be a distraction at best -- something for players to do while they wait around for the real tournament to start, while everyone is still arriving. People would still end up watching the Akuma-Akuma mirror on Sunday night primetime.<br />
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So when people complain that Akuma is boring to watch because of his diagonal fireball, it absolutely irks me, not because the character isn't less fun to watch, but because they’re making judgement based on a superficial understanding of the game they are watching.<br />
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The point here isn't to look down my nose at someone who doesn't understand why a no-fireball tournament is such a bad idea. It’s to help those players understand the game they’re watching, which is a chronic issue with competitive gaming<sup>2</sup>. This also, of course, does not address the main concern, the reason why some viewers would think that a no-fireball tournament could work. The fact of the matter is: watching people trade fireballs, or watching a character dominate with them, isn't as much fun to watch to most people as aggressive play. Even if you don’t know the specifics, you can’t change the fact that lame play can intrinsically be more difficult to watch.<br />
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Even the author’s favorite game at EVO, Ultimate Marvel Vs. Capcom 3, suffers from this. ChrisG is one of the most divisive players of the game, in part due to his consistent dominance, but also because watching his team win is often frustrating to watch; if ChrisG’s gameplan works (and it usually does), characters have a very difficult time even moving as Morrigan fills the screen with fireballs in front of and behind his opponent. For someone who doesn't understand what’s happening, let alone why it’s happening, this fireball war does indeed seem boring. This is not a recent problem, nor is it only experienced by people who are only spectators. The ChrisG hate is pervasive across the entire scene, by casual and hardcore players alike, and people have hated current people’s champ Justin Wong’s “lame” play for years, going back to his Marvel vs Capcom 2 and Street Fighter III days.<br />
<br />
I, for one, actually enjoy this kind of style, because rather than focus on what is currently happening (the fireball barrage), I’m thinking about what isn't happening: In the Akuma-Akuma mirror, I’m learning how Tokido and Infiltration have completely different styles of play using the same character, how they both have different ways of breaking the fireball war and get in on their opponent, and I’m eagerly waiting for when they’ll finally see their chance and break sequence. But that’s an acquired taste, and you probably won’t like watching it the first time you come across it.<br />
<br />
Of course, there’s no real way to “fix” the natural watchability of lame play. You can balance a game so that lame play is discouraged, but even at the heart of the most aggressive game is a tinge of lame play, because sometimes, using the clock to your advantage, or waiting for your opponent’s patience to break, is as viable a fundamental strategy as giving them no room to breathe.<br />
<br />
---<br />
<br />
The best way to “fix” the viewership issue is to educate the viewer, to help them acquire the taste for and understand of lame play. So let’s watch that Akuma mirror match.<br />
<br />
Some quick background information to spice things up: Infiltration (the dark-purple Akuma) was the person to beat at this year’s EVO; not only did he win last year’s tournament undefeated, but he made it look easy, and he took almost every other tournament he attended over the following year. Tokido (the red Akuma), though one of the five Street Fighter “gods” of Japan, had fallen off a bit as the world’s premier Akuma, but as mentioned in the video, he’d finally defeated friend and rival Daigo Umehara in a major tournament and made it all the way to winner’s finals, where he lost to Xian, who would go on to win the whole tournament.<br />
<br />
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<br />
<br />
You can tell their playstyles apart even from the first move; Infiltration is aggressive, moving in close and poking, while Tokido immediately jumps back and starts using the air Hadouken. Tokido decides the spacing of the match, but Infiltration sets the pace by not ever letting Tokido settle in for a fireball war -- knowing Akuma’s weaknesses, he moves in and lands the first hit. Infiltration continues to poke and Tokido continues to go for fireballs. Infiltration will occasionally meet Tokido’s fireballs with his own, but he’s never content sit and trade Hadoukens for long. Then, the second Tokido sees Infiltration’s pokes overreach, he punishes him with a knockdown from a sweep, then promptly feeds him a combo for over a third of his health bar. Then, with a huge lead in life, he goes back into fireball mode instead of trying to finish off his opponent, acknowledging Infiltration’s knowledge of the character’s mix-ups. Now Infiltration can’t play the fireball war, but being aggressive becomes too predictable, and Tokido waits for his chance and punishes overreaching aggression a second time and wins. That’s a lot of action in a single round of “lame” play.<br />
<br />
The second round, Tokido goes for more fireball setups, and Infiltration starts playing along a little bit; he still moves in whenever the opportunity presents itself, but he has to adapt to the keepaway with a bit of his own, but Tokido’s setups are just too safe, his ability to see Infiltration’s approaches too good for Infiltration to get through. Tokido is adapting a style similar to what ChrisG does in Marvel; he keeps you at distances that make it easy for him to create openings when you try to get in, not just “away”. And he’s not just spamming fireballs, he’s making sure that he can follow up the relatively minor threat of the Hadoukens with something strong in case you decide to try to break sequence. Infiltration is known for utilizing Akuma’s vortex options (i.e., aggressively knocking you down once then knocking you down again with Akuma’s various options after he knocks you down<sup>3</sup>), but that doesn't work against Tokido’s knowledge of what Akuma can do at what position, and he doesn’t crack under Infiltration’s pressure. Even when Infiltration gets some momentum by learning to anticipate Tokido’s rhythms, he changes up his play and catches him off-guard.<br />
<br />
Infiltration eventually adapts and begins shifting the game to his favor, continuing to go in again, but this time focusing more on punishing Tokido when he gets too comfortable or aggressive. He gets enough momentum to take a match by simply trading health for knockdowns, which are his bread and butter. Infiltration only really needs to catch Tokido off-guard a couple of times to get a lead, and it’s much easier for Infiltration to punish Tokido’s offense when he’s ahead than it is to get in on Tokido when he’s behind, and the match in this case ends up being in his favor. Then, finally, Tokido shifts the momentum back by cooling off and playing defensively, except this time with a bit unpredictable aggression; Infiltration matches him closely here, since he’s able to fight offense better than defense, but Tokido wins the fireball war, and eventually wins based on his ability to read Infiltration’s counters to this defense.<br />
<br />
Yes, there’s lots of fireballs going around, but even when there are two or three of them on-screen at once, you don’t see either player sticking with the same actions for long -- they always make sure to do something different after every Hadouken, so that neither player read the other too easily. There’s so much happening in the midst of Tokido’s fireball play that it’s astounding how many variations he’s able to come up with (though part of that has to do with Akuma in general).<br />
<br />
Next, we should look at the next match, Tokido vs. Xian, to show that not only are fireball characters not boring or dominant, but that fireballs are not the only source of “lame” play.<br />
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<br />
Tokido starts the first round off the same way he did versus Infiltration: jump-back fireball. But Xian focus-cancels right through it, gaining some meter and effectively nullifying the spacing Tokido hopes to create with the fireball. Tokido still manages to keep Xian at bay, but Xian knows how to weave through the barrage, which means Tokido can’t chip him to death. Xian then trades some health for a knockdown just as Infiltration did, but he capitalizes more effectively; now Tokido doesn't have the room to go for fireballs, and Xian’s offense overwhelms him, even when, by the end of the round, he starts switching to offense.<br />
<br />
Tokido uses fireballs more aggressively in the second round, pushing Xian back until a fireball lands, which Tokido uses to put Xian in the corner. Tokido’s vortex pressure then blindsides Xian, and by the time Xian turns the tables, Tokido is in a position to switch back to defense, and a single punish is all it takes for Tokido to win.<br />
<br />
Then Xian manages to take around by using the timer against Tokido. Tokido continues to keep Xian away and punishing aggression, but Xian eventually gains some momentum, and then turns the tide of the match by pulling off a Super-into-Ultra combo, and without the life lead, Tokido has to go in. Xian keeps Tokido, who is no longer throwing fireballs, off his back long enough that by the time Tokido puts Xian back in the corner, it’s too late.<br />
<br />
The second match goes by quick, as Xian shows that he’s figured out the fireball game. He’s not afraid of Akuma’s keepaway, and can now see the holes and punish them more easily than before. This again prompts Tokido to go on offense, and this is where Xian shines. Tokido is simply not ready for Gen, and even after a close round, he still can’t manage to build momentum or keep Xian away.<br />
<br />
Xian eats Tokido alive in the first round of the third match by using Gen’s own powerful vortex game to completely fluster his opponent, who’s not as used to being on the receiving end of ambiguous mix-ups. In the second round, however, Tokido’s offense finally starts paying off, bullying Gen long enough to starve him of space. There is, however, a particularly telling moment in this round. Tokido follows up an EX fireball with a Demon Flip-into-divekick (a common vortex setup), but Xian sees right through it and punishes it. After that, when Tokido’s aggressive momentum wears off, he’s much more careful with his fireballs, firing them lower to ground, but losing a bit of space advantage. This is all Xian needs to take his final round. The tighter, safer spacing allows Xian to move in much more easily, and after punishing the most innocuous fireball with a Super, Gen’s vortex does most of the work afterwards. Next, with a sliver of life left, Tokido can’t risk using fireballs, what he initially thought was his safest option. This is the first real time Tokido’s decided to play are ground-based spacing game (read: footsies), and it doesn't work out.<br />
<br />
Xian forces Tokido to not rely on his fireball pressure after seeing the holes in the strategy, then simply waits for him to switch strategies, after which he’s easily able to counter a character that uses fireballs to bully him. It may not seem like it at first, but Xian outlames Tokido.<br />
<br />
And if you’re still not convinced that lame and fireballs have a lower correlation than you might think, Justin Wong and Snake Eyes <a href="http://youtu.be/9yM7HYsYU7c?t=41m21s">would like a word with you</a>. <br />
<br />
---<br />
<br />
I’m still bad at fighting games, and have only just gotten to the point where I can see matches beyond “this guy hit the other guy a lot more, so he’s winning.” I can’t count frames, and don’t know my Option Selects from my resets. And getting to that point takes a little bit of work, for sure. But even for someone who hasn’t been around long, once you begin paying more attention to what players are doing than what’s happening, you can find lots to see, and the games in general become more fun to watch. This is why it’s difficult to watch fighting games at first, and why it’s difficult to demo them at events. If you don’t have even a basic understand of the systems in place, matches can just look like nonsensical button-mashing. Fireball wars are harder to watch because there doesn't seem to be as much going on, but there’s way more going on and it can be just as exciting as any other kind of play. You just have invest in knowing what you’re watching a little more. Whether viewers are interested in making that initial investment is up to them.<br />
<br />
And yes, it’s easy to read an article from someone who may not see the games we watch the way we do, roll our eyes, and leave a scathing comment. But we should remember that even some diehard viewers and players share a core issue with the author, and that it’s better to educate than malign.<br />
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<span class="Apple-style-span" style="font-size: x-small;"><br />
<b>1 </b>These are educated guesses based on two years of spectating and casual training. I’m probably wrong -- feel free to blow me up about it.<a href="http://www.blogger.com/blogger.g?blogID=2111094090840487335#top1"><sup>↩</sup></a><br />
</span><br />
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<span class="Apple-style-span" style="font-size: x-small;"><br />
<b>2 </b>Fighting games are among the most watchable genres in gaming (it’s much easier to grasp why being hit in Street Fighter is bad, versus knowing why a counterpick or clutch deward in Dota 2 may have just turned the tables in a match) and EVO did a better job this year of explaining a lot of the terminology used as well as the actions on-screen. But unlike sports, which are so ingrained in modern culture that it isn’t too difficult to sit down and watch them, you’re going to need a lot more viewing time with a video game to understand what’s going on.<a href="http://www.blogger.com/blogger.g?blogID=2111094090840487335#top1"><sup>↩</sup></a></span><br />
<br />
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<span class="Apple-style-span" style="font-size: x-small;"><br />
<b>3 </b>This is, by the way, the reason I find Akuma more difficult to watch than other characters: not because he’s too passive, but because he can be too aggressive and not get punished for it. Watching the Akuma vortex is the most frustrating part about the character, not his fireball keepaway.<a href="http://www.blogger.com/blogger.g?blogID=2111094090840487335#top3"><sup>↩</sup></a><br />
</span> Suriel Vazquezhttp://www.blogger.com/profile/05673857584385044943noreply@blogger.com1tag:blogger.com,1999:blog-2111094090840487335.post-84724857232211093382012-10-09T13:32:00.004-07:002012-10-09T13:38:24.550-07:00Faux-Chaos<div style="text-align: justify;">
They Bleed Pixels’ faux-retro look mirrors its <a href="http://www.gamasutra.com/view/news/33270/gdc_2011_welcome_to_masocore_.php">masocore</a> design -- necessity disguised as stylistic choice, more well-adapted crutch than renaissance. Put together a relatively cheap pixelated art style and a tendency to focus on fewer, harder challenges that extend a game’s lifespan through repetition, and you have a potent kick of faux-nostalgia.</div>
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<br /></div>
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To their credit, developer Spooky Squid Games introduces a bit of chaos to a genre that typically relies on rote memorization and execution. Longer levels, fodder enemies, checkpoints, and a combo system make They Bleed Pixels more like a regular platformer, and upset the “perfect run” mentality masocore games often cater to. Portions of pure traversal and fighting are mixed in directly with the masocore challenges, and makes the entire experience feel novel; at one point or another, most masocore games make you feel as though you’re just bashing your head against a wall, but They Bleed Pixels considers pacing more than you’d think.</div>
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<br /></div>
<div style="text-align: justify;">
The “flow” of difficulty in They Bleed Pixels, then, becomes more varied when it introduces adaptation as a necessary skill than when a challenge falls back on lessons from the masocore school of learning by dying. But this isn’t necessarily a positive. The zombies, bomb-spiders and Samara Morgan knockoffs complicate the precise, twitch-based challenges more than they should, and they can make success and failure seem based on chance. If, for example, a zombie guarding a ledge you need to hop on to proceed doesn’t attack you immediately after you land on said ledge, when it’s done just that every other time you’ve tried, it’s hard not to feel lucky (it’s conversely frustrating when the opposite happens).</div>
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Adaptation is certainly a skill. But the kind of challenge They Bleed Pixels is going for -- maneuvering through a sawblade-riddled obstacle course -- doesn’t benefit from ambivalent challenge. Here the unpredictable factors are frustrating for the wrong reasons, and when the obstacles are static, they’re unremarkable. The conflicting challenges of dealing with variables and mastering a challenge through repetition turn They Bleed Pixels into an uneven mess, and the game becomes even worse when they’re one in the same. If the “classics” They Bleed Pixels takes inspiration from were this fucked, then they probably aren’t worth revisiting, and there’s not enough faux-nostalgia in the world to fix that.</div>
Suriel Vazquezhttp://www.blogger.com/profile/05673857584385044943noreply@blogger.com0tag:blogger.com,1999:blog-2111094090840487335.post-31041525740193154992012-08-09T11:53:00.000-07:002012-08-09T11:57:31.802-07:00Thoughts on the oncoming singularity*<div style="text-align: justify;">
<br /></div>
<div style="margin-bottom: 0in;">
<div style="text-align: justify;">
I almost skipped <i>Binary Domain</i>.
Its hackneyed boxart, its plastic characters and environments and its
<i>Final Fantasy</i>-esque user interface -- all of these things gave
me the impression of a game attempting to emulate, rather than adapt,
the modern standard. But the third-person shooter is such a stagnant,
conservative beast that even minor changes in its formula tend to
pique interest. So while <i>Binary Domain</i> is still "just
another shooter," it's the minor differences that are worth
mentioning, and ultimately what prevent the game from being entirely
forgettable. For the first time in a while, a shooter feels human.</div>
</div>
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<br /></div>
</div>
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For one, there's a lot more talking in
<i>Binary Domain</i> than I was expecting. The central question of the game,
whether sufficiently sophisticated AIs can be considered human, gets
harped on constantly by the entire cast of the game at length. But
rather than give me varying perspectives, though. <i>Binary Domain
</i>makes its mind up early on, and
makes it point to tell me how terrible automatons mixing with humans
would be. Only in the last act of the game did I ever question the
game's stance and, call me a extreme futurist, but I don't find
integrating robots and humans all that offensive.</div>
</div>
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<div style="text-align: justify;">
<br /></div>
</div>
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<div style="text-align: justify;">
The amount of cutscenes and
conversations with teammates (including dialogue choices that are
anything but, since agreeing with the person asking the question is
the only viable option if you want combat to go more smoothly) in
<i>Binary Domain</i> sound completely removed from the image of the
average shooter, but the surprise isn't that it was there, it was
that I liked it. Much as I disagreed with the game's thesis, the fact
that I was even arguing with it is noteworthy, and I much preferred
that to engaging in combat.
</div>
</div>
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<div style="text-align: justify;">
<br /></div>
</div>
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I haven't said much about how <i>Binary
Domain</i> plays, but that's because it's "just another shooter."
A crash-course on the design of <i>Binary Domain</i>: the level design is
poor when it isn't boring, the bosses are tedious, and most of the
guns, upgrade system an all, are interchangeable. Of course, those
criticisms are important, but they're the robotic failures. The human
failures are there too, but that <i>Binary Domain</i> even has human flaws
is the most interesting thing about it. The theoretical prototype
android will likely have plenty of defects, but I think most of us
would say its existence will itself signify a success.</div>
</div>
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<i><br /></i></div>
<div style="margin-bottom: 0in;">
<i>*Yes, I hate coming up with titles.</i></div>Suriel Vazquezhttp://www.blogger.com/profile/05673857584385044943noreply@blogger.com0tag:blogger.com,1999:blog-2111094090840487335.post-50124356870651599342012-07-31T18:27:00.001-07:002013-04-24T14:37:17.392-07:00On Suda Goichi and Surrealism<div style="text-align: justify;">
Michael Thomsen's recent Kill Screen
<a href="http://killscreendaily.com/articles/profiles/nonsense-art-suda51/">article</a>
on what he calls "the nonsense art" of the games of Suda
Goichi makes a few points that I'd been mulling over for a while.
Firstly, his assertion that writers and critics see every piece of
art they encounter as a fundamentally interpretable and cohesive.
This is true enough; non-fiction writers can be seen as interpreters,
of sorts, in that they take information either not available to the
masses or not easily discernible by them, and distill it into a more
digestible format, lest we all comb over <a href="http://contextfreepatentart.tumblr.com/">patents</a>
all day. This may or may not aid us when examining art, since, as
Thomsen puts it, "Irreducibility is a defining characteristic of
surrealism," so when something doesn't discernibly make sense,
game critics might push against it.</div>
<div style="margin-bottom: 0in;">
<div style="margin-bottom: 0in;">
<div style="text-align: justify;">
<br /></div>
</div>
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I love the absurd, the surreal, when
put to good use -- but I can't completely fall in line with Thomsen's
way of thinking. At times, I think Thomsen gives Suda a little too
much credit, doing what he calls out others for doing:
overinterpreting minor details. He
calls the simplistic movement in <i>Killer7 </i>an
"elegant and obnoxious decision<span style="color: #333333;"><span style="font-family: Georgia;">"</span></span>
that is part of Grasshopper games' tendency to be "hostile
to interpretive idealization in every aspect<span style="color: #333333;"><span style="font-family: Georgia;">"
</span></span>when really, Suda himself, in <a href="http://www.gamasutra.com/php-bin/news_index.php?story=13098">an
article</a> Thomsen linked to, has explained his use of the
simplified control scheme:</div>
</div>
<div style="margin-bottom: 0in;">
<div style="text-align: justify;">
<br /></div>
</div>
<div style="margin-bottom: 0in;">
<div style="text-align: justify;">
“<i>In many action games you control
the character directly. But there are many people who find that too
difficult. They don’t know how to hold the controller, or how to
use the analogue stick. I decided not to use that complicated control
scheme."</i></div>
</div>
<div style="margin-bottom: 0in;">
<div style="text-align: justify;">
<br /></div>
</div>
<div style="margin-bottom: 0in;">
<div style="text-align: justify;">
If you
take that quote at face value, any artistic statement made by <i>Killer7's</i>
simplified movement is an unintentional byproduct. Later on, Thomsen
interprets the overbearing sexuality of <i>Lollipop Chainsaw
</i>"as a bizarre ventilation of guilt, acknowledging how lurid
and disfiguring these clichés must always be—men depicting
themselves as monsters who need defeating at the hands of their own
cultural creation," He then makes the point of dismissing any interpretation of any
of Suda's games to make his real point: that Suda's games are surreal
art because they're fragments and small correlations of meaning that
don't cohere, and don't do so on purpose, and that it's "trap
surrealism lays for us," that trap being a pile of non-sequitors
rife with potential meaning that maybe, just maybe, connect into a
grander statement. Of course, the grand joke here is that by
Thomsen's logic, his own interpretation is itself meaningless (though
to be fair, he kind of makes that point himself).</div>
</div>
<div style="margin-bottom: 0in;">
<div style="text-align: justify;">
<br /></div>
</div>
<div style="margin-bottom: 0in;">
<div style="text-align: justify;">
His argument isn't that all
interpretations of all forms of art are meaningless, just that Suda
creates his works in such a way as to defy easy interpretations. This
might be true of his earlier titles, but not of his later ones. <i>Shadows
of the Damned</i> and <i>Lollipop Chainsaw</i>, both of which were
more collaborative efforts and whose surrealism is more aesthetic
than intrinsic, for example, both seem less surreal than absurd,
using ludicrous setups as backdrops while they engage in more
traditional gameplay (another point Thomsen makes). They're not as
weird as we're used to from Suda (a case I've made <a href="http://mygenforsale.blogspot.com/2011/08/compromise-of-damned.html">before</a>),
and to me seem easily interpretable as the exploitation-inspired fare
they appear to be at first glance. They're crazy for the sake of
being crazy, and while not every piece of art needs layers of meaning
to work, the nonsense Thomsen identifies in them as isn't there as
statement; it's there because elephant motorcycles and giant cock
guns sound cool and edgy, and for the purposes of creating a game
that's fun to play, that's good enough. I don't think there's an
intentional surrealism -- it's just a byproduct here.</div>
</div>
<div style="margin-bottom: 0in;">
<div style="text-align: justify;">
<br /></div>
</div>
<div style="margin-bottom: 0in;">
<div style="text-align: justify;">
And really<span style="color: #333333;"><span style="font-family: Georgia;">,
t</span></span>he term "Nonsense art"
seems like a dismissive pejorative, especially considering that
Thomsen correlates Suda's games with surrealist art, which I'd argue
might be a more appropriate title for the article. He's not
chastising Suda for making games that don't follow a neat string of
logic -- he's reveling in their absurdity. And I do too, going as far
as considering Suda one of, if not <i>the</i>, best designers in the patently
odd.
</div>
</div>
<div style="margin-bottom: 0in;">
<div style="text-align: justify;">
<br /></div>
</div>
<div style="margin-bottom: 0in;">
<div style="text-align: justify;">
Thomsen actually leaves out some of
Suda's earlier works in his analysis, which would've actually aided his arguement. <i>Flower, Sun, and Rain</i>, for example, fits nicely within
the surrealist label. But <i>FSR</i>'s surrealism doesn't just come
from its <i>Groundhog Day</i>-esque
time-loop premise, or its fever dream of a story. Playing the game
itself is often frustrating and weird, which I've <a href="http://bitmob.com/articles/flower-sun-and-rain-what-is-a-game-with-both-pleasure-and-pain">argued
before</a> is an intentional design decision. And all you need to see
of <i>Michigan: Report From Hell</i> to conclude that it's surreal
apart from its title is this <a href="http://www.youtube.com/watch?v=AasXmJrVUB8">clip</a>.
These titles are surreal to their core, whereas <i>Damned</i> and
<i>Lollipop</i> are only superficially so. You may be in punk-rock
hell or fighting zombies in an arcade, but you're doing the same
shooting and slashing you've done in so many other games. Suda's
history seems to heading towards something resembling an avant-garde
director losing his patented touch over the course of becoming more
mainstream, though he's thankfully not there yet.</div>
</div>
<div style="margin-bottom: 0in;">
<div style="text-align: justify;">
<br /></div>
</div>
<div style="margin-bottom: 0in;">
<div style="text-align: justify;">
I do think that Suda's earlier works,
like <i>FSR</i> and <i>Killer7,</i>
cohere into a grander statement. <i>FSR</i>
stands as one of the few early parodies of game design, and makes the
point about the intrinsic absurdity of videogames while laughing
right along. <i>Killer7 </i>is
the closest thing video games have to a David Lynch film. But they're
full of practicalities, like the decision to make movement simplified
because anything else was too complex for Suda, who simply wanted
players to see his vision without worrying about spatial awareness.
They're likely also nonsensical at first not because of some artistic
intent, but because of some fumbling in presentation (see <a href="http://faqs.ign.com/articles/642/642437p1.html">this
link</a> for a great interpretation of Killer7's plot). So while
Thomsen's point of some interpretations often reading too much into
nothing does work, it's not for the reason he thinks, and even if
it's self-admitted, he makes the same mistake. It's not nonsense,
even if that can be a good thing -- it just takes a little more work
to interpret. And while interpretations can completely miss the mark,
if enough of them overlap, there's probably something there. Of
course, the final say is up to Suda.</div>
</div>
<div style="margin-bottom: 0in;">
<div style="text-align: justify;">
<br /></div>
</div>
<div style="margin-bottom: 0in;">
<div style="text-align: justify;">
Now, if Grasshopper can bring The
Silver Case over to the States, we may have this conversation again
some time.</div>
</div>
<div style="margin-bottom: 0in;">
<div style="text-align: justify;">
<br /></div>
</div>
<div style="margin-bottom: 0in;">
<div style="text-align: justify;">
<i>Addendum (Spoilers): Thomsen makes a
factual error when he says that Harman is not a definable character,
and that his multiple personalities "eliminates any conception
of self that we might have for him." It's actually Garcian
Smith/Emir Parkreiner who assimilates the Killer7, including an
avatar of Harman Smith. This is important because the game
does make an effort of fleshing out the game's real main character
(Emir), so he does have a sense of self. Even Harman, as complicated
a character as he is, does have a backstory. He is not simply a
surrealist trick used to rock the player off-base.</i></div>
</div>
</div>
Suriel Vazquezhttp://www.blogger.com/profile/05673857584385044943noreply@blogger.com0tag:blogger.com,1999:blog-2111094090840487335.post-52786024929138840382012-03-23T10:13:00.002-07:002012-03-23T10:13:55.655-07:00Of Log Traps and Pride<div style="margin-bottom: 0in; text-align: justify;">Taro Ebine's victory at Final Round XV's <i>Ultimate Marvel vs. Capcom 3</i> tournament may have been a surprise, but it wasn't unheralded. By the time Ebine (or as most of the chatters on Twitch TV came to know him, “Kusoru”), made it to the Grand Finals match, he'd gone from novelty to underdog to favorite. He'd already defeated several of the <i>Marvel 3</i> vets – Peter “Combofiend” Rosas, Ryan “Filipino Champ” Ramirez, and Job “Flocker” Figueroa – on his way to the top 8 bracket without so much as breaking a sweat. Veteran pro player Justin Wong, who'd been eliminated earlier in the tournament, mentioned on Twitter that in a first-to-ten set earlier that weekend, Kusoru had defeated him 10-8. Justin's prognosis for beating him in a tournament set was grim.</div><div style="margin-bottom: 0in; text-align: justify;"><br />
</div><div style="margin-bottom: 0in; text-align: justify;">But it's not just Ebine's remarkable skill that made the <i>Marvel 3</i> finals so much fun to watch. To the Final Round crowd, he was in every way a foreigner; he was a Japanese player (not something you see often in the <i>Marvel 3</i> tournament scene) and was using characters and tactics that few pro players were even aware could work. Both in and out of matches, there was a sense that he messing with both the players and the audience as he decimated the competition. After every match, Ebine went for the dramatic – cocking his hands like guns or doing bat-swing motions when he won a round with a Hyper Combo (which gave him enough time to do poses), and contorting his face in agony when he lost. Regardless of whether this was an act or common behavior, Ebine was a cheerful showman, which galvanized the online audience and polarized the tournament crowd. Players are usually cheerful between matches, but it's all business when sitting down to play at a tournament. A violation of that unwritten rule changed the atmosphere.</div><div style="margin-bottom: 0in; text-align: justify;"><br />
</div><div style="margin-bottom: 0in; text-align: justify;">The narrative Ebine's presence both in and out of the game created also broke ground. The Japanese player's in-game team comprised of Viewtiful Joe, Frank West, and Rocket Raccoon, none of which are considered top-tier characters by most players (Ebine himself, though somewhat jokingly, <a href="http://www.eventhubs.com/news/2012/mar/08/kurosus-tier-listing-ultimate-marvel-vs-capcom-3/">doesn't regard them that highly, either</a>). All three are goofy characters, which is at odds the rest of the top 8's character selection – high-tier, oh-so-cool fighters that take themselves too seriously. In that sense, the characters the players used reflected the attitudes of the players themselves – goofy and offbeat versus serious and conventional. And goofy won every time. From the moment Ebine defeated Ramirez's Dark Phoenix team in <a href="http://www.youtube.com/watch?v=wjsJOQfO_X4&list=PL34C377E12A0A2008&index=2&feature=plpp_video">two equally spectacular ways</a>, the baffled online viewership was with him (even Ramirez himself walked away from the match with his hands up in confusion).</div><div style="margin-bottom: 0in; text-align: justify;"><br />
</div><div style="margin-bottom: 0in; text-align: justify;">He was showing players and viewers alike something they'd never seen before: top-level players being slaughtered by out-of-left-field tactics that didn't look like they should work. Between Viewtiful Joe's barrage of of dive kicks and Voomerangs, Frank West's general trickery, and Rocket Raccoon's now-infamous Log Trap assist attack, Ebine didn't just beat his opposition – he made fools of them. Log Trap specifically was his primary way to wreak havoc; a long-range attack covering most of the screen, it usually allowed Ebine a fatal combo every time it hit, regardless of what character he was using. Every match he played became a matter of when, not if, the Log Trap would hit, and watching people who are usually on top of their opponent scramble on defense fundamentally changed the game people were watching.</div><div style="margin-bottom: 0in; text-align: justify;"><br />
</div><div style="margin-bottom: 0in; text-align: justify;">And much in the same way the trench coat and spandex-clad characters on-screen had to change behavior, so did the players using them. As the American players grew increasingly nervous about being ousted by someone who is both an outsider and, to some degree, mocking them, the tournament became about national pride. Before the US's last hope, Eduardo “PR_Balrog” Perez-Frangie, stepped up to fight him, players Ebine had defeated earlier engaged in huddle to advise Perez-Frangie on how to fight his strange opponent. The homegrown players had banded together to defeat the foreign threat. Even when Michael “Yipes” Mendoza faced off against Perez-Frangie after being defeated by Ebine to decide who would fight Ebine in Grand Finals, there was a clear camaraderie between the two, with a “give 'em hell” handshake at the end of the match.</div><div style="margin-bottom: 0in; text-align: justify;"><br />
</div><div style="margin-bottom: 0in; text-align: justify;">During the Ebine/Perez-Frangie match, you could see that Perez-Frangie had indeed taken the advice he'd been given and adapted. He knew the Log Trap was coming, and towards the end of the set, he was properly working his way around the attack. He even utilized some tricks of his own, landing a powerful X-factor infinite attack a few times against Ebine's team. As soon as that happened, the crowd and even the commentators became excited at the chance of a comeback. It never truly came, though, and as Log Trap after Log Trap hit, it was more and more clear Ebine had the match in the bag.</div><div style="margin-bottom: 0in; text-align: justify;"><br />
</div><div style="margin-bottom: 0in; text-align: justify;">But as soon as Ebine won the final round, both competitors became people again. Perez-Frangie went to shake Ebine's hand with a smile on his face but was overtaken by a mob of Ebine's teammates rushing to congratulate their friend. Whether Perez-Frangie was happy for his opponent or amused by his antics and fatigue wasn't clear. Ebine, for his part, did a tired gun-cock gesture one last time before throwing his head back in exhaustion, retiring his usual cheery self to just take in his victory. After leaving his home country for the first time (<a href="http://www.eventhubs.com/news/2012/mar/08/kusoru-i-definitely-wont-be-going-back-usa/">something he's apprehensive about doing again</a>), he'd made the trip worth it for him and his team, financially and emotionally. But most importantly, he'd blindsided the <i>Marvel 3</i> scene. But the local players will be back next year, no doubt with a new few new tricks of their own. And you can bet they'll have practiced their log-hopping skills.</div><div style="margin-bottom: 0in; text-align: justify;"><br />
</div><div style="margin-bottom: 0in; text-align: justify;"><i>You've read the book, now see <a href="http://www.youtube.com/watch?v=dfF5sSjI01k&list=PL34C377E12A0A2008&feature=plpp_play_all">the movie</a>.</i></div>Suriel Vazquezhttp://www.blogger.com/profile/05673857584385044943noreply@blogger.com0tag:blogger.com,1999:blog-2111094090840487335.post-19470338589637753912012-03-05T17:26:00.004-08:002012-03-05T17:29:24.570-08:00Better Living through Fusion<div style="text-align: justify;">Despite being as gobsmacked by Metroid Prime as the critics were back when, I hadn't dared to venture to the Metroid side of the 2D “Metroidvania” sub-genre, sticking with the DS Castlevania games and Symphony of the Night until recently. As it turns out, Metroid Fusion's ambient running and gunning is more up my alley than recent Castlevanias' RPG upgrade systems and overwrought plot. A guide character still points you to your next goal within the game's more structured map setup – six sub areas versus a large single one – but between story snippets limited to bookends for each area, you're left to your own devices, which can be as frustrating as it is liberating. I'll confess to using a FAQ more than once, but I'm glad the game doesn't resort to the gaming equivalent of baby-talk.</div><div style="text-align: justify;"><br />
</div><div style="text-align: justify;">So that's the setup for my run through Fusion, but here's the kicker – Metroid: Other M, most recent Metroid title, has a distinctive smell, so to speak, and there are hints of it in Fusion. Rather, it should be the other way around; the divisive aspects of Other M had their origin in Fusion. Specifically, Fusion began the dangerous task of fleshing out Samus, a main character who before was a cipher for the player, albeit a non-traditional one (I didn't find out Samus' gender until a paused a Super Smash Bros. screen of her being electrocuted). She exposits the introduction of Fusion, her thoughts as the story develops, and her history with Adam Malkovich, who in Fusion leads Samus around as he did in Other M. In the former, it's through an AI program designed to replicate him, but I'm splitting hairs. He also has the same knack for telling Samus when she should and should not use her weapons, though in Fusion Samus still has to find all of her upgrades instead of being told to do so.</div><div style="text-align: justify;"><br />
</div><div style="text-align: justify;">In fact, after finishing Fusion, it's hard not to see that Other M is to Fusion narratively as Ocarina of Time was to A Link to the Past – a retelling with a few twists. Allusions to Samus' military past, the return of Ridley (though that one's a running theme of the series in general), the hint of a “mysterious new threat.” Mostly, though, it's the exposition. Odd, really, since intricate backstory seems at odds with Metroid's desolate, quiet exploration. Metroid, from my experience (the Prime trilogy, mostly), benefited from the era of its inception, when 8 and 16-bit graphics didn't do any sort of proper narrative justice. When most games either emulated arcade rulesets of trial-and-error or went with grandiose, sweeping narratives, Metroid and Super Metroid, whether they aimed for it or not, were something in between; the gameplay focus and wordless play of the arcade crowd and the consistency of the narrative group. That's where the series' trademark isolation comes from – being an arcade game with a lifespan longer than a few minutes. The dark backgrounds and eerie tunes also help.</div><div style="text-align: justify;"><br />
</div><div style="text-align: justify;">Both Fusion and Other M tamper with that balance of game and enviorment. But surprisingly, Fusion comes out a winner and Other M a wreck. Why? It's a simple matter of placement. Most of the cutscenes in Other M are placed in a scattershot fashion; before, after, and during fights and other checkpoints. They interrupt. They're frequent. They're long. In Fusion, they're commercial breaks. Taking place mostly during elevator rides and in briefing rooms, where a rhetoric of waiting is already established. Even when the scene makes an elevator ride go on longer than it should, the expectation of downtime is there. Fusion takes advantage of its natural flow, while Other M meddles with your actions at times. Other M's haphazard mechanics and control scheme didn't bother me – in some ways, I preferred that simplicity – but its dull and intrusive narrative did. When all the melodrama of Other M sticks out more than any of its design decisions, the foundation almost seems besides the point.</div><div style="text-align: justify;"><br />
</div><div style="text-align: justify;">Samus is a character interesting enough to flesh out. She's more than a blank slate, and I'm fine with losing my sense of immersion for the sake of getting to better know someone I'm familiar with. But only when done right – as punctuation, not intrusion. Premise is important, but method matters more.</div>Suriel Vazquezhttp://www.blogger.com/profile/05673857584385044943noreply@blogger.com0tag:blogger.com,1999:blog-2111094090840487335.post-49469410660974210622012-02-29T15:49:00.000-08:002012-02-29T15:49:16.181-08:00Turnin' on the ScrewThe following posts cover most of the current Aris Cross Assault situation:<br />
<br />
<a href="http://penny-arcade.com/report/editorial-article/sexual-harassment-as-ethical-imperative-the-ugly-side-of-fighting-games">Ben Kuchera reports on Aris' comments towards Super_Yan on Cross Assault</a><br />
<a href="http://www.giantbomb.com/news/aris-aris-bakhtanians-releases-statement-on-recent-comments/4007/">Patrick Klepek reports on Aris' comments the following day</a><br />
<a href="http://www.itbrog.com/journal/2012/2/29/the-freak-the-geek-games-journalisms-coverage-of-sub-culture.html">Isaiah T. Taylor offers a good viewpoint for why the fighting game community felt defensive</a><br />
<a href="http://www.neogaf.com/forum/showpost.php?p=35591569&postcount=784">Victor "Sp00ky" Fontanez offers his own comments</a><br />
<br />
<div style="text-align: justify;">Opinions are everywhere on the subject, but those pieces cover most of the situation as I see it. A recap for those on 56k or poor phones: On the live stream for Cross Assault, a reality show about two teams competing for $25,000 through a new fighting game, Team Tekken coach Aris Bakhtanians Miranda "Super Yan" Pakozdi by asking for her bra size, smelling for the benefit of the viewers, and making frequent references to the condition of her thighs ("How are your thighs doing today, Miranda?"). Then, Pakozdi forfeited a match the would have determined whether she was still eligible for the prize money. An appropriately large negative reaction ensued.<br />
<br />
I don't feel as though I have much to add at this point, so I'll make this quick. Aris was unequivocally wrong but doesn't represent the entire fighting game community. Miranda can't be blamed for what she did. Calling people "White Knights" for defending her is idiotic. She made frequent enough mention about how uncomfortable she was that her not reporting the issue sooner is not an issue. If you think she was doing anything other than getting on the show for the purpose of gathering attention, you're missing the point by such a large margin I'm afraid you might actually hit a bystander in the crowd (this analogy implies arguing is like an archery competition, in case you're lost).<br />
<br />
On the other hand, the press is not responsible for giving your community coverage. And if they do cover it, it's not their job to paint the scene in a positive light. They can only offer as much perspective as possible, and should attempt to contact as many sources as possible when reporting on a touchy topic.<br />
<br />
The exposure the community got over the whole affair is a good thing. And not in the "any publicity is good publicity" way. You cannot solve an issue unless it's exposed and there are consequences as a result of that issue. It's the only repeat offenders can learn the problems they are causing. I'm sure Aris is feeling that now, and has apologized. A little late, but all we can do is move on. But imagine if this hadn't caught fire. Aris would still make lewd comments, commentators would not know there's a line, and the scene would have stayed the same, bullshit and all. If this issue forces more strict regulation on what can be said on a stream, that's a good thing, because it allows more people the ability to watch a sport they love without having to make excuses and give anyone who might not understand the scene a disappointed "Yeah, I know, but..." I want to watch fighting games. As Jared Rea has asked, I want my fighting games without sexual harassment. There are limits to free speech.<br />
<br />
If the community can learn from this, clamp down on its bullshit just by keep its mouth shut some of the time, we're all better off. Making sure people don't yell "rape!" during a match won't change your lifestyle. Think about having sex with fictional characters all you like -- just don't let me know about it. There's still a lot to love about watching people play fighting games, but we don't have to love all of it. I want this community to grow, but it doesn't have to be filled with ignorance for it to work. Just watch <a href="http://www.twitch.tv/leveluplive">Wednesday Night Fights tonight.</a><br />
<br />
And yes, I'll be getting a copy of Street Fighter X Tekken when it comes out, because my team can consist of a rotund Mega Man and a Bear.</div>Suriel Vazquezhttp://www.blogger.com/profile/05673857584385044943noreply@blogger.com0tag:blogger.com,1999:blog-2111094090840487335.post-37665661020021349882011-12-17T10:00:00.000-08:002011-12-17T10:00:03.264-08:00A Monster in Their Parasoul<div style="margin-bottom: 0in;">From the hours of footage I've seen of the game on Wednesday Night Fights and elsewhere, Skullgirls looks like a game I'd enjoy. Its promise of teaching novice players how to actually handle themselves in a fight instead of just combos they'll never learn to implement means a scrub like me could learn to block mix-ups, see openings, and wean myself off poor tactics like jumping in constantly with the intent of using the strongest attack at my disposal. The midpoint it chooses to play at (the methodicalness of Street Fighter crossed with the more absurd tactics of the Vs. series) sounds right up my alley. It's a smarter kind of fighter, learning from both community feedback and the genre's history to create something that just might be approachable and tournament-worthy at the same time.</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">One look at the <a href="http://skullgirls.com/characters/cerebella/">overly-endowed and fetishized </a>characters that populate the game, however, and it's likely that some of the people that looked at the game as an entry point in the fighting genre will turn away. Alex Ahad, creator of Skullgirls' world and characters, <a href="http://oh8.deviantart.com/journal/Skullgirls-272920402?offset=10#comments">doesn't mind</a>:</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">“<i>I totally understand that my style is not for everyone. The art style is more of a cartoon exaggeration, both in proportions and poses, with several inspirations mixed in. I would be pretty content if Skullgirls was a small project and had a niche following. If you enjoy the style of this game, I can never thank you enough for your support and welcome you to our world with open arms. If you have too much of a problem with Skullgirls, then this game isn't for you. To each their own. I'm ok with that notion, and would generally prefer to stay out of public discussions.” </i> </div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">The art style Ahad has chosen for the game isn't the problem. It's that the breast-physics are exaggerated, panty flashes are prevalent and intentional, and not a single member of the all-female cast wears pants, instead opting for dresses, skirts, or <a href="http://skullgirls.com/characters/ms-fortune/">whatever Ms. Fortune's wearing</a>. When a character's super move involves her flipping upside down and revealing her underwear, it's a problem. Skullgirls' lead designer, Peter Bartholow, defended the panty flashes by mentioning that “if a woman dressed like this were to fight, there would be some panty flashes.”</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Ahad distances himself from the <a href="http://www.eurogamer.net/articles/2011-12-07-skullgirls-sexism-complaints-are-misplaced-and-shallow-chivalry">Eurogamer piece</a> that previous quote originated from in his DeviantArt post, but regardless, Bartholow's point clearly doesn't hold up. Citing that the style of the characters is ”<span style="color: #333333;"><span style="font-family: Proxima, Arial, Verdana, sans-serif;"><span style="font-size: x-small;">j</span></span></span>ust where Alex's interests lie,” doesn't fix the problem; if the characters you designed have skirts that are too short to properly hide their underwear (Parasoul), or fight in such a way that they'll show their underwear during a super (Cerebella), the solution is to design more practically-dressed characters, not to say that it's a byproduct of the character's outrageous designs. </div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Sounds like the cries of a censor seeking to maximize a game's appeal, and to some degree, it is. But I'm looking for more subdued fighter designs in order to play with more people, not to increase my earnings. With the possible exception of Peacock, I don't know that there's a character in Skullgirls that I'd feel comfortable playing as by myself, let alone in a group of people*. Am I not confident around groups of people? Probably. Do I stand a better chance getting more people to play with me if at least half the cast doesn't make eyes roll? Most definitely.</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Ahad says that characters' behavior within the game makes them empowered women, not sex objects, and that that's “the difference between something being sexy and being sexist.” Whether that actually bears out is unclear, but when Parasoul's upside-down cross is closer to 90<span style="color: black;"><span style="font-family: sans-serif;"><span style="font-size: x-small;"><b>°</b></span></span></span> than even 45<span style="color: black;"><span style="font-family: sans-serif;"><span style="font-size: x-small;"><b>°</b></span></span></span> relative to her body, taking her seriously as an empowered woman becomes difficult. Ahad also cites that none of the characters use their sexuality as weapons, that none of the characters are as bad as Cammy from Street Fighter, and that people don't complain about muscular men, but those points have been <a href="http://kotaku.com/5868595/nerds-and-male-privilege">countered elsewhere recently</a>, so I'll keep it succinct: simply because Cammy is poorly designed and people don't complain about the male characters in fighting games doesn't mean you can get away with it. Not only should Reverge have the perspective to not repeat those same mistakes, but they also don't have a legacy to bind them to characters like Cammy – they're free to correct those errors, but are choosing not to in favor or indulging an artist and a niche audience.</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">The <a href="http://shoryuken.com/2011/12/13/skullgirls-creator-alex-ahad-responds-to-sexism-accusations/">Shoryuken piece</a> regarding the topic considers the matter closed. By simply stating his view and denying the allegations against him, Ahad has made it okay for people who enjoy these characters to not worry about enjoying them. That, again, is a problem. Whether or not the game is sexist, the designs are perverted and creepy. But unfortunately, I'm a fighting game fan and a hypocrite, which means I'll buy Skullgirls – the systems at work behind the fan service look fun, and I'd love to learn to be a better player. But I'll mostly play the game alone, and instead of possibly teaching people at casual gatherings how to play a genre I'm currently enamored with, I'll either sweep the whole mess under the rug or teach them using a different game. A shame, really, because the fighting genre could use another game like Street Fighter IV to get a new group of people into playing it, and expand the genre. It's too bad Ahad's ambition is limited to keeping an insular group satisfied, because Skullgirls has the potential to do more than that.</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">*A quick anecdote: I play Juri in Super Street Fighter IV because I like how she plays, not because I endorse how she looks. I don't loathe her design entirely – she at least wears pants – but I play her despite her design, which I imagine I'll have to do with most of Skullgirls' cast. Peacock, again, might be the lone exception here, but when only one character appeals to me superficially in a game where you can select up to three at a time...</div>Suriel Vazquezhttp://www.blogger.com/profile/05673857584385044943noreply@blogger.com2tag:blogger.com,1999:blog-2111094090840487335.post-40267787007669740192011-08-26T10:57:00.000-07:002011-09-19T21:25:18.646-07:00Compromise of the Damned<div style="margin-bottom: 0in;">I'm calling Shadows of the Damned a compromise, and it makes me sad to think about the game that way.</div><div style="margin-bottom: 0in;"><br />
I realize now that this has almost nothing to do with the game I was actually playing and everything to do with my expectations. You'll be hard-pressed to read a review of Shadows of the Damned that doesn't mention its stable of Japanese talent: Goichi Suda, known for making games weird, Shinji Mikami, known for making games fun without making adhering to modern standards, and Akira Yamaoka, known for adding unsettling ambiance wherever it's needed. As someone who's enjoyed the work of all three on multiple occasions, Shadows seemed like a dream project. Suda and Mikami in particular seem like complimentary forces; Suda's eccentric design choices rarely lead to “fun” games, while Mikami's suffer from a lack of creative direction. Or at least, I think they do.</div><div style="margin-bottom: 0in;"><br />
</div><div style="margin-bottom: 0in;">Still, I'm let down, and it's entirely because the game isn't crazy enough, which some of you might think wouldn't be possible. I don't think that's true. The undead-meets-punk aesthetic is a fine touch, and the game's tone is consistent enough to not make the look seem out of place in hell. But this is where I feel that both the narrative and ludological sides capitulate not just for the sake of making EA can actually sell (<a href="http://www.eurogamer.net/articles/2011-07-15-shadows-of-the-damned-flops-in-the-us">not that they really tried</a>), but so that the end product ends up being more cohesive. Suda's knack for the absurd is augmented by the fact that for better or worse, his games don't play like anything else out there. Mikami's games play so well because he has control over contextualizing gameplay concepts, even when they seem out of place. With neither person in full control, we end up with a faster, "spookier" version of Resident Evil 4, which is a product six years too late.<br />
<br />
When I look at it that way, I find myself at odds. I certainly think the game is good, as my three playthroughs will attest, but when I read unapologetic praise for the game, I wonder what it is that places the game so high on people's "best-of" lists for the year: is it the atmosphere, done better in almost every Suda game? The gameplay, which feels clunky when put beside Resident Evil 5? The papercraft shooter sections? Is it the story, which acts as a metaphor for how loving someone involves embracing the bad along with the good of a person? There's a lot in Shadows of the Damned that makes it good, especially when most shooters don't dare delineate from military conflicts. But though Damned is charming, it doesn't hold up well when looked at past its veil of its setting.<br />
<br />
Nitpicks: the big boner sections go from distracting side show to painful grind, and the shooter sections later on are only slightly better. The shooting, again, isn't up to par with Mikami's previous work. David Blum shouldn't attempt to mimic Spanish ever again, nor should Suda. The main game and Bosses alike rely on tired lock-and-key and glowing weakpoints ad nauseum. Replay value, one of Mikami's strongest suits in the past, is all but gone here. The game ends one scene too late. These could all amount to kicking Damned while it's down, but these are the kind of things that grate on a player after the first playthrough.<br />
<br />
As I said earlier, I do like Shadows of the Damned, particularly for its examination of a relationship past rescuing or fighting with someone. Similarly, Akira Yamaoka's soundtrack seems like the one element of the game that feels unrestricted. And I theorize that for many players, this may be their first true exposure to a Suda title, since they can play it without too much hassle, which may be why so many people laud it for being novel. But I can't escape the feeling that both Suda and Mikami could've done a better job were they each making separate games. Label me a hater, but I think it's because I'm such a fan of both Suda and Mikami's work that I hold the game up to a high standard. Or maybe Suda's messing with me by further deepening the "love the good and the bad" into the development of the game itself.<br />
<br />
Nah.</div>Suriel Vazquezhttp://www.blogger.com/profile/05673857584385044943noreply@blogger.com0tag:blogger.com,1999:blog-2111094090840487335.post-91036406136709069922011-07-21T17:30:00.000-07:002011-07-21T17:30:09.115-07:00A Note From Wonderland.Before I start in earnest, a quick anecdote: early in American McGee's Alice: The Madness Returns, there's a point where a singular path splits into two. Nothing too flashy -- games do this all the time. A quick switch into Alice's shrunk form that allows me to see chalk markings that are otherwise invisible, and I see two notes; one with an arrow and a childish rendition of a Jolly Roger, and another with an arrow and a flower, both leading down the two paths I mentioned earlier. I haven't played enough to know that the Jolly Roger is Chalk for "main path" (meaning the other path leads to a reward and a dead end), but I get enough to know that's where I'm supposed to be going.<br />
<br />
But I double-check myself. I go along the main path first, to see far enough ahead so I know I should double back. But after going too far, the path behind me is closed by rock-slide. I've lost that little reward I knew I should've gone after. I did what I did because most games let you go back. Madness Returns didn't.<br />
<br />
They don't make games like this anymore.<br />
<br />
Really, they don't; it doesn't take much to see that Madness Returns finds much of its design fundamentals from 3D platformers of yesteryear, which is a good and a bad thing. Good because honestly, this throwback design sets it apart from most other games. Bad, because it's not revamped return to form. Poor camera controls, switch and door puzzles, both repeated ad nauseum -- this might've been one of the reasons these kinds of games stopped filling Wal-mart shelves (the other, perhaps,being that companies ran out of appealing mascots to slap onto covers).<br />
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But that's not what set the 2001 game, Alice, apart either. American McGee, partly heir to the Doom empire, has a panache for horror themes and "dark atmosphere" that would make Todd McFarlane and Tim Burton blush. And what's true of the original game is true of its sequel: Madness Returns is a powerful story told in adequate way between sections of an average game. Combat is consistently challenging (due to both careful difficulty balancing and occasional frustration), but like many an indie game where "art" is a keyword, you endure what you're doing to see what will happen. In this case, it's Alice reconstructing the puzzle of her fragmented memory to find out what actually happened the night her family died in a fire. Not common video game fare, though it's told in the medium's bread-and-butter tricks: cutscenes, memory fragments the tell a story during gameplay, and a few in-game sequences where you're left to experience a scene while wandering about.<br />
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But even if you're the kind of person that hates the separation of story and gameplay, Madness Returns may still hook you. Scenes in an asylum, the Carpenter and Walrus' dark philosophical waxing -- that's what you're here for. Before Alice redeems herself, you see some dark stuff, and not just aesthetically. Where McGee outdoes McFarlane is impact; Madness Return's worst moments hit hard because you don't know if a silver lining exists, where Spawn's dark corners add up to so much fluff and attitude.<br />
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Conventional in all but the one way that counts -- that's Madness Returns. Its tale is worth seeing more than most others in gaming this year, but you may have to slog through memories of gaming's past to see it. Which, as it happens, is just fine with me.Suriel Vazquezhttp://www.blogger.com/profile/05673857584385044943noreply@blogger.com0tag:blogger.com,1999:blog-2111094090840487335.post-69705365812076098702011-03-21T16:56:00.000-07:002011-03-21T16:56:44.941-07:00Modern GuiltRebecca Black's "Friday" video -- and, more importantly, the widespread negativity towards it -- spread like wildfire across the internet last week, and other important contextual setup that I don't care to add. Basically, the song is a vapid, auto-tuned mess made by <a href="http://en.wikipedia.org/wiki/ARK_Music_Factory">a company</a> who specializes in promoting acts that consistently remind me of rich parents hocking their kids to companies because they have the money to make viral video. It summarizes everything that's wrong with modern music. Except that it doesn't.<br />
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Many of the comments I've read about the video focus not only on how awful the song is, but also on how it represents the downfall of modern music. It has auto-tune. It stars a fabricated idol singing about friends and weekends and other stuff that lacks the depth of pop music of the past. And clearly, to someone who's outgrown pop music and thus hasn't kept up with it, this is trash and symptomatic of a larger problem.<br />
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Let's put aside the fact that the song is terrible. Because yeah, it is. And frankly, my arguments against this line of thinking can summed up perfectly in the "rose-colored glasses," argument. People who haven't grown up around this kind of music clearly see it as foreign, and will quickly dismiss it and go back to longing for the <a href="http://www.youtube.com/watch?v=GF1b1pf9DRY">pop music of the past</a>. Like many people who are bemoaning the loss of the morals in society, they assume a downward trend in in quality when the changes are really exposure and options.<br />
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But propping "Friday" up as the representation of "modern music" obviously ignores quite a few factors. First, there's all the progressive and indie stuff that garner high MetaCritic scores that exists outside pop music. Second, "Friday" isn't even actual pop music; it's made a relatively small company for who the song is an outlier in terms of its popularity. Though it's tempting to group them all together, Rebecca Black is ultimately not in the same category as Justin Bieber or Taylor Swift. If you're to beat on a straw man, at least make sure it's the right one.Suriel Vazquezhttp://www.blogger.com/profile/05673857584385044943noreply@blogger.com0tag:blogger.com,1999:blog-2111094090840487335.post-6045887099979523812011-03-10T17:35:00.000-08:002011-03-10T17:35:12.880-08:00I named my Tepig BumfunkIt doesn't take long for any conversation about Pokemon -- specifically the games -- to come to the point of the games' rehashed formula. And it's a fair point to make; playing the Black version, I'm consistently surprised by how much of the game is retained from Red and Blue. I understand that the reason the games don't change their fundamental design is because each version serves as an introduction for new players, and that Game Freak believes that style works well.<br />
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And it does. By the time you defeat the first Gym Leader you know enough about how the game works to be able to dig into the game's collecting and battling. I'm not afraid to admit that Pokemon's simple battle system still packs enough allure and strategy to keep me engaged. The reveals new Pokemon (the creatures, not the game) still follow the same pattern as previous games (you'll get a ton of boring "Normal" types before you start finding some of the more exotic species), but the visual difference is enough to make the experience seem new. When I see a new wild Pokemon, I want to catch it. When I see a fellow trainer, I want to bury their critters' faces in the dirt. The basic elements of the game still work remarkably well, and I'm sure Game Freak knows it.<br />
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But that doesn't mean there aren't places to improve, at least from the perspective of someone who's played most versions of the game. For one, the early parts of the game feature so much mandatory hand-holding that I almost turned my DS off from boredom more than once. The game asks the player if they need few things explained to them, but they need to take it all the way: allow veterans the chance to skip the introductions of what a Pokemon is, how the world works and how to heal your captive friends at the Pokemon Center. So the PokeMart is now embedded in the Center? Cool. I could've figured that out myself.<br />
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But, despite the game's superfluous foreword, I'm still going, if no other reason than the title of this post.Suriel Vazquezhttp://www.blogger.com/profile/05673857584385044943noreply@blogger.com0tag:blogger.com,1999:blog-2111094090840487335.post-79571952900448039962011-03-02T21:15:00.000-08:002011-03-02T21:15:29.948-08:00LouieLouie's a lo-fi comedy show that stars a stand-up comedian, so you have certain expectations going in. For one, it's going to be funny. Second, it'll be edgy, particularly considering the raw, brash, and foul-mouthed talent involved (Louie C.K. is like a less ). The half-hour shows usually stick to self-contained episodes that don't focus on progression, so you expect to be able to pick it up from any episode without missing too much.<br />
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Louie does meet those expectations. The stand-up comedy bits are as dark, inhumane and frank as you'd expect (which is a good thing), and the situations in the show would all fit as stand-up bits. But what works best about the show -- and what separates it from other comedy shows -- is its tone. The show focuses largely on just how depressing C.K.'s life is: A divorce this late in his life means he's almost completely out of the dating pool, his kids cause him the kind of stress that only someone you love unconditionally can cause, and generally, he feels like a shitty person. It's dark and unrelenting in how much bad "behind-the-scenes," stuff it shows. You never get the sense that the show is reaching for comedy; every scene takes place with C.K.'s half-fictional life, and the show comes off a gritty comedy show, strange as it sounds.<br />
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And as you get into the later episodes, you'll begin to see just how much drama Louie can pack into its half-hour. Episodes 9 and 11 specifically stand right on the edge of the comedy/drama line, and the show knows how to straddle that line. Its actual comedy bits (those outside the stand-up segments) can be hit of miss, but surprisingly enough, the more serious segments tend to be the most well-executed ones. There are huge chunks of episodes where the comedy is intentionally sparse, and those still manage to be entertaining, much like when a comedian launches into ranting or preaching during a segment, at least when those bits are done well.<br />
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Where C.K. takes the show in the second season is anyone's guess, but I hope it continues to alternate itself between its The Office-like awkwardness, its well-executed comedy bits, and Titus-level of black comedy. It may not completely revolutionize the half-hour comedy formula, but it definitely takes it in a great new direction.Suriel Vazquezhttp://www.blogger.com/profile/05673857584385044943noreply@blogger.com0tag:blogger.com,1999:blog-2111094090840487335.post-4514563894551658492011-02-28T18:54:00.000-08:002011-02-28T18:54:33.511-08:00UnWowedI look at Killzone's great textures and sharp post-processing, and I identifying as such. I don't think "Wow, this game looks great." Which it does; the models aren't universally great and there's a big problem with people's eyelashes, but as a whole, it looks fantastic. But I can't get beyond banal and analytical sentiments like, "Wow, this game sure cost a whole lot of money to make." When a bipedal mech and a spider-bot got toe-to-toe, I'm initially surprised, but then find myself wondering what kind of work -- and of course, how much money -- went into making it. I sure hope Guerrilla got everything they wanted out of the section, because damn, it looks expensive.<div><br />
</div><div>I had the same feelings about Uncharted and its sequel. And Gears, for a while. I think that this sentiment is what leads people to hate big-budget games and proceed to declare that the humble artistic efforts of smaller developers trump the money-laden blockbusters of our current generation. But I don't think that; if you want to make your game look gorgeous (as all of the games I mentioned above do), go ahead. Most people with the resources of the company you work for would do the same thing. And you should, because when you're a big enough company, you eventually enter a competition of technical prowess.</div><div><br />
</div><div>Not that I question these studios' artistic intent. Though at some point, you're not just a studio artist showing the world your wares out of a selfish sort of altruism -- you're a business. But something about seeing motion-blur, vignetting, and other technical wizardry ends up putting me in the same technical mind that's likely needed to make those effects in the first place.</div>Suriel Vazquezhttp://www.blogger.com/profile/05673857584385044943noreply@blogger.com0tag:blogger.com,1999:blog-2111094090840487335.post-84470039594651491852011-02-27T14:56:00.000-08:002011-08-05T16:10:15.634-07:00The Catherine ConspiracyEven though Atlus has <a href="http://www.gamepro.com/article/news/218323/top-story-catherine-may-not-be-coming-to-america/">said it has no plans to</a>, I find it hard to believe they won't release Catherine in the U.S.. Their history betrays them; they've released weirder titles and taken plenty of risks <a href="http://en.wikipedia.org/wiki/Atlus">over the years</a>. Catherine may be a bit different from anything else the company has released so far, but not by that huge of a stretch.<br />
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There are a few things working against Catherine's U.S. release -- most importantly, its adult content and America's tendency to <a href="http://www.foxnews.com/scitech/2011/02/08/bulletstorm-worst-game-kids/">overreact to things they clearly don't understand</a>. It's likely that Atlus is trying to find a way to release their first big current-gen project without any sort of controversy. Considering that Catherine's sexual theme is the only thing that trumps Bulletstorm's... let's say gregarious violence on the Motherly Outrage-o-Meter, how Americans perceive their title should be a concern. A popular controversy could increase sales of the game, but it could also get it banned. A likely outcome? Not really, but Atlus seems like a modest company, one that would try to avoid a debacle altogether.<br />
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Still, I remain hopeful. Why? Well, for one, not only does Atlus' history betray them -- their present does too. As a few people have pointed on podcasts and other, there's little incentive to develop a 360 version of a game you won't be releasing in States, and looking at the numbers in the news story above reinforces that thinking. 360's a console on life support (less so in recent years, but still), so porting to it may be always be the smartest thing to do.<br />
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So why not just announce a U.S. version and get it over with? My insane theory is that Atlus is still gauging interest. And it's not just about releasing it like they would usually. I predict that Atlus wants to go big-time with Catherine, to leave the niche-world and have a bona fide hit. They have that with Demon's Souls, but considering Catherine more volatile subject matter, they're taking a more cautious approach. They're not just gauging interest; they're gauging demand. They want to know whether they can actually pull off a chart-topper in the U.S. like they did in Japan.<br />
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So, like many people, I'm confident about a state-side version of the game. But I'm also confident Atlus wants Catherine to be a title that has a wider reach than they've had before. Whether or not the game's odd gameplay and mature themes cross over into mainstream success remains to be seen, but I have Atlus is going to give it a shot.Suriel Vazquezhttp://www.blogger.com/profile/05673857584385044943noreply@blogger.com0tag:blogger.com,1999:blog-2111094090840487335.post-60692174223407328702011-02-24T18:04:00.000-08:002011-02-24T18:04:05.751-08:00Guess What...<div class="separator" style="clear: both; text-align: center;"><a href="http://www.sportscarcup.com/cars/chevrolet-camaro.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://www.sportscarcup.com/cars/chevrolet-camaro.jpg" width="320" /></a></div>The Camaro is a great-looking car except when someone thought it'd be okay to use its two-wheel drive on a day when the forecast says "HEY YOU GUYS I THINK THERE MIGHT BE LIKE SOME SNOW OR SOMETHING." Then it's kind of ugly, when looked at from the perspective of someone who's trying to push the damn thing up the driveway when it's not even your car while also telling people to go around all the time. It looks even more ugly when you have three people pushing it from behind while someone drives it uselessly. Uglier still when you realize you just spent an hour helping someone recovering from a mistake they shouldn't have made in the first place because you told them so.Suriel Vazquezhttp://www.blogger.com/profile/05673857584385044943noreply@blogger.com0tag:blogger.com,1999:blog-2111094090840487335.post-5864306826799607412011-02-23T19:33:00.000-08:002011-02-23T19:33:17.828-08:00New PS3It started with overheating. After a few minutes of use, the system would turn off. I'd let it cool, then it'd start all over again. I vacuumed and compressed-aired the vents and whatnot, even took out the hard drive and dusted it. No go. Then, when I went to transfer all of my saves from the sinking ship of a system to the new slim PS3 I ordered, the yellow light came on right after the system turned on. Then it turned off. With my Marvel vs. Capcom 3 disc inside it. Now it was personal.<br />
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I'd planned to get a new PS3 for a while now, but this forced me to actually follow through. But first I had to get the disc out. I tried to open the PS3 the old-fashioned way, but I didn't have a flathead small enough to unscrew the screw that lodged the thing together. So I did the next best thing: I went at it with an X-Acto and a big flathead. I pried the top off as (mostly) one section, then popped off the second top. It looked something like this afterward:<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="http://s3.amazonaws.com/twitpic/photos/large/245848307.jpg?AWSAccessKeyId=0ZRYP5X5F6FSMBCCSE82&Expires=1298519096&Signature=5O1dw6SdZ4%2BZPXny%2FwdKAdV%2FnC4%3D" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://s3.amazonaws.com/twitpic/photos/large/245848307.jpg?AWSAccessKeyId=0ZRYP5X5F6FSMBCCSE82&Expires=1298519096&Signature=5O1dw6SdZ4%2BZPXny%2FwdKAdV%2FnC4%3D" width="320" /></a></div><br />
Lots of dust on the thing. you can see it pretty clearly on one of the lids. Keep in mind that that picture is the PS3 sans disc drive, which I had already began taking apart. I had to find a tiny cross-head, which I found in my dad's screwdriver set (and yeah, it had the tiny-ass flathead that would've made this process a whole lot more simple), and after a few careful dissections, I found my disc inside.<br />
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Was there a more simple solution? You bet. Was it fun to find out what a gutted PS3 looked like? Hell yeah it was. I tossed the whole thing (except the hard drive, which might prove to be useful for something) into the recycling bin. And hey, now I have a new PS3 that'll actually let me use my wireless controllers wirelessly!Suriel Vazquezhttp://www.blogger.com/profile/05673857584385044943noreply@blogger.com2tag:blogger.com,1999:blog-2111094090840487335.post-70241257614127385442011-02-22T15:29:00.000-08:002011-02-22T15:29:18.632-08:00You Are Not Hard Corps.Hard Corps: Uprising's a game for those who cringe at their character catching a stray bullet, a retro-hard fantasy for the person who's not satisfied by games unless they master a challenge that will rip so many others apart. It's a game that's deviously efficient at separating the wheat from the chaff. Between all the lives you'll lose, all the times you screw up -- an offense punishable by death -- and the letter grades at the end of each level, Hard Corps' secret motto is clear: you can do better.<br />
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I had more C's and D's in my time with the game than a Victoria's Secret catalog, but that's the point. The game is supposed to be hard, because it calls back to Contra, and Contra was hard. "Rising Mode" lets you upgrade your stats (including your health and starting lives), but you're still just as likely to suffer death after death, until you've upgraded every possible part of your character and you're tearing the levels apart.<br />
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So yes, it's incredibly hard, even in co-op. But at times, I felt it crossed the line from "Hard for the sake of it" to "Poorly designed." The levels Six boss essentially takes a life with every hit (even with the game's three blocks of health) due to you falling off the edge of the train you're riding on. And the last boss has three stages, which must be tackled all at once per credit. It's Arc Systems sticking to their guns, and while that stubbornness works for most of the game, I can see several places could have been better and still hard if they hard just fixed what was essentially broken about the old-school game they're inspired by.<br />
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But the Rising Mode does do a great deal of leveraging the frustration. I know for a fact that I'll never beat Arcade mode, which offers none of the upgrading. And I'd like to meet the person who can, honestly.Suriel Vazquezhttp://www.blogger.com/profile/05673857584385044943noreply@blogger.com0tag:blogger.com,1999:blog-2111094090840487335.post-35985697358896172632011-02-22T12:17:00.000-08:002011-02-22T12:17:00.596-08:00A Lesson in DifficultyDespite that I'm against what Super Meat Boy stands for -- namely, the proliferation of "faux-retro" indie games that flip game design ideas and repackage them -- I have to admit that it's a well-made game. As far as the masocore genre is concerned, SMB hits a lot of the points that should be hit. Instant restarts, quick pacing, and bite-sized gameplay all fit to counteract frustration.<br />
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But as I made my way through the game, something began feeling off. The levels I was playing were certainly harder than the ones I'd played before, but I couldn't pinpoint why. I was getting through these levels about as quickly as I was the earlier ones, but I had started enjoying them less. Then I realized why I enjoyed them less: they were longer.<br />
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As far as I could tell, that was the only difference in the level design after about world 3. The timing got a little rougher, but I by the time I realized what was going on, I was sure that the length was my issue. The levels were harder mostly because they were longer. What that meant for a game like Super Meat Boy was that when you died, you had to re-do a larger chunk of the game. Which to me ended up feeling like a poor decision. The game's strength lies with the fact that you're completing (but usually failing at) the game in small sections at a time, which means that your progress, while incremental, was set. The longer levels just make the game seem more unfair.<br />
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And it wasn't like there were some revelatory or creative twists at the end; the last section of the game has the same jumping over saws and airtime manipulation as the rest of the game. The game had run out of unique ideas, and resorted to changing its difficulty from "the things you have to do" to "how much you have to re-do when you fail." Which it didn't need to. N+ is a similar game that doesn't cross this length line. it keeps the level small enough to fit inside a single screen, meaning that you never have that "start all over" experience that you do with Super Meat Boy.<br />
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I don't think that a longer stretch of time without saving makes games harder -- it just makes them more frustrating, and more defeating. I was more inclined to stop playing as the levels got longer. I did beat the game, but I didn't enjoy it as much as I think I should have, considering my wholehearted love of N+. But then again they are an indie, so no harm no foul, right? Right?Suriel Vazquezhttp://www.blogger.com/profile/05673857584385044943noreply@blogger.com0tag:blogger.com,1999:blog-2111094090840487335.post-59734472305184971682011-02-20T17:06:00.000-08:002011-02-20T17:06:34.425-08:00Anonymous vs. the WorldAnonymous remains a group that both fascinates and scares me. A group of coordinated hackers and internet Illuminati ("Internet Illuminati" sounds like just the kind of oxymoron that would make a perfect band name) seems like a likely product of the digital age. People from various places working in tandem is the definition of the internet, and it was only a matter of time before it was for a devious purpose. Anonymous uses its internet muscle to harass people they deem are worth the effort, usually with the horribly illicit images found on places like 4Chan.<br />
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Which makes the beginning of their crusade against <a href="http://www.buzzfeed.com/mjs538/anonymous-sends-an-open-letter-to-the-westboro-chu">The Westboro Baptist Church</a> all the more interesting. A cease-and-desist with the immediate threat of force outside the legal system sounds like something out of a government conspiracy movie, where a team of "terrorists" who considers themselves noble makes demands of someone "or else." But at its core, it's a group of people who think that the Westboro folks are bad people and want to do something about it.<br />
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And if ever a group deserved the wrath of a group of Anonymous forum users, it's Westboro. The Baptist Church group -- though you'd be hard-pressed to find a Baptist outside the group who'd associate with them -- has a staunch anti-gay protests, picketing funerals, and other acts of general bigotry. When people try to point to "Evangelical Christians" as the cause of most hatred in America, these are the people they're imagining. The group is relatively small, but its ability to attract headlines its undisputed.<br />
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A skirmish between these two groups is bound to prove one of those media-hijacking stories that'll work like a train-wreck, provided that Westboro doesn't heed Anonymous' warning. The problem is that the whole debacle is bound to elevate the profile of both groups which is ultimately a problem. Anonymous works as well as it does because it's yet to go big-time with its pranks, and thus remains off most authoritative radars -- not that an investigation into the group would necessarily yield results, but it wouldn't be a good for the Anon either -- and Westboro will likely use the attack as a way to promote itself as being "under attack by a malicious, godless hate group. They may even rally more people who don't understand who Anon is into their cause because of it. But the they certainly won't stop what they're doing.<br />
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Westboro's site will go down, there'll be big outcry, a huge splash, and eventually, the commotion will die down. A group like Anon could be used to make changes akin to Wiki Leaks, if only they put their all into it. This seems like a good first step into turning the group from deviant troublemakers to the vigilantes they likely would like to be, but this particular case looks to me like trying to put out a fire by drowning it in gas.Suriel Vazquezhttp://www.blogger.com/profile/05673857584385044943noreply@blogger.com1tag:blogger.com,1999:blog-2111094090840487335.post-16135492031579467242011-02-19T16:03:00.000-08:002011-02-19T16:03:29.050-08:00Nothing's Coming Out.I can't think of anything I want to write about. There are a couple things, but I'd like to develop my thoughts on a few things before I roll out posts on 'em.Suriel Vazquezhttp://www.blogger.com/profile/05673857584385044943noreply@blogger.com0tag:blogger.com,1999:blog-2111094090840487335.post-88949635594508195752011-02-18T20:35:00.000-08:002011-02-18T20:35:36.199-08:00Music (not making it, listening to it)I've entered that hipster faze of my life where I stop listening to the radio. I listen to CD's or iPods in most of the cars I'm in now, so the radio seems entirely irrelevant to me now. I used to be a pretty avid listener of morning radio, telethons (before I discovered podcasts), and other kinds of radio shows. A rock station, most of the time. Which is ironic, given that my taste in music has shifted to mostly hip-hop and electric stuff.<br />
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I'm not even entirely sure why I did this, but I have to assume the internet had a lot to do with it. I discover most of my music through recommendations, which I admit is a very hipsterish thing to do. I don't feel as motivated to explore stuff outside recommendations for music as much as I do games and movies because I get a good variety of stuff from people on twitter. I know I should probably go out of my way to find stuff that I like, but I guess I just don't have the confidence in my taste to recommend things to other people just yet. Part of me feels stupid for being so snobbish about music, something I don't really have a right to apply a constructed opinion on just yet.<br />
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I should probably listen to Pandora or Last.fm, but I do most of my listening on my PSP (no joke. My phone is a terrible music player and my DS is even worse, so the PSP's the best I got), which has access to neither of those. And even then, since the PSP doesn't have a constant internet connection, it'd be shaky to use any internet service anyway. I should get a better phone, but I'm not in a financially stable enough position to buy a new phone when the one I have works fine.<br />
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So I guess I'll have to settle for recommendations for now, as much as it makes me a bad person. Should I ever get an iPhone or something, I think I'll probably start listening to Last.fm, since it's where I keep track of most of my desktop music-listening. Uhh... the end?Suriel Vazquezhttp://www.blogger.com/profile/05673857584385044943noreply@blogger.com0