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Entries in PC (5)

Friday
Nov202009

Games of the Year: A Review of Left 4 Dead 2

We  didn’t ask for this, but developer, publisher, and multi-faceted industry pioneer Valve software delivered Left 4 Dead 2 barely one year after the first anyway. And company chose to do so despite the passionate and sometimes ludicrous objections from fanatics clinging to an all but bygone way of industry distribution (Valve typically spends years perfecting each iteration of a property while maintaining consumer interest in those at market with free updates and downloadable content).

Months ago, the loudest protesters received an invitation to play the title they so strongly opposed at Valve’s own headquarters in Bellevue, Washington. Shortly after, the community-driven petitions received fewer signatures and boycott groups disbanded. Valve won, but did gamers as well?

After months of waiting, and Valve playing coy drug pusher with a brilliantly concise and addictive demo, the game’s out now on both the Xbox 360 and PC. The explanation behind the death of the defying few’s doubts  is obvious now. Valve destroyed them with better game design.

The first Left 4 Dead now plays like a developer trial run. The linearity of its levels rarely encouraged exploration and/or alternative pathing – telling survivors to always find the optimal straight line in their A to B journeys and stick with it. Nothing good could ever warrant deviation. 2’s levels remain linear by design, but traveling in these expansive environments feels more organic and diverse. Repeatedly during each campaign, players must take note of their current health and inventory and decide whether or not distancing themselves from the vaguely beaten path is worth an unidentified reward that may or may not exist. Sometimes it is, and the group can move forward with greater confidence and efficiency, and sometimes people die. This risk/reward system’s present in nearly every videogame ever created (I’m aware of many exceptions, thanks), but implementation here is strikingly vital to player perceived enjoyment.

In a single-player game of Left 4 Dead 2, a risk/reward thought procedure includes few factors involving the group’s efficiency. Computer-controlled allies don’t carry throwable items like the Boomer bile, pipe bomb, and molotov cocktail, but they will find and use a chainsaw or a grenade launcher regardless of your own personal preference and capability. These teammates are stupid, too – sometimes falling from a vital location or ignoring others incapacitated by the zombie pack. Out of necessity, players must think only of themselves when playing alone. “All that matters is if I can reach the end,” they likely think.

Add a few more flesh-and-blood teammates to the mix and more factors get thrown into the risk/reward situational blender. Emotion, the bittersweet spice, inevitably slips its way in as well. Groups filled with equally capable players are rare, and at one point or another, everyone eventually debates whether or not it’s a good idea to use a healing item on the fool with a constantly dropping health bar. “Perhaps it would be a better idea to save the invaluable first aid kit and use it on someone else, someone with more kills and a greater sense of what it takes to survive,” we wonder. “Or maybe we should check in that dark corner behind the motel. I once saw a health pack there during a different playthrough.”


Undoubtedly the best campaign.

Situations like these present themselves at the end of every bleak corridor and inside each brightly outdoor environment in Left 4 Dead 2. From the small, “this zombie will hit me in maybe three seconds, but one might hit me from behind in two…what should I do?,” to the big, “I’m at the end of the level and all of my friends are lying on the ground getting attacked by everything. Do I save them or leave?” Valve’s successes in inserting these moments dictate the game’s unexpected achievements in playability. Don’t be fooled, the zombie apocalypse is just pretty packaging.

As I stated earlier, the title’s levels are brilliantly crafted environments that allow the intended gameplay design to work exceedingly well. The craftsmen themselves deserve substantial credit, but will probably receive very little from those outside their field. It’s okay, guys and gals, few realize the visual splendor of films like Brokeback Mountain and 25th Hour are due to cinematographer Rodrigo Prieto’s involvement.

Making the level designers look even better...

Read the rest at IPR's Multimedia blog.

Wednesday
Oct212009

PC Version of Batman: Arkham Asylum Offers Significantly Greater Immersion Than Console Counterparts.

“This isn’t one of those in-game pre-rendered movies, is it?” As Batman: Arkham Asylum played on the screen, a Game Night attendee demanded answers. I couldn’t fault him for questioning the graphics’ validity. Videogame companies notoriously employ smoke, mirrors, and feature film-quality 3D animation to mislead consumers into buying a product that can, in no way, live up to such a high visual precedent. In truth, it’s my fault I was caught off guard by the question. I should’ve expected the interrogator’s response. I often ask the same exact question (Thanks, Killzone 2!).

Batman doesn’t need in-game movies. The title immerses the player in the Bat-experience without them. The cinematic encounters aren’t observed, like in some “Final” titles, they’re played. Developer Rocksteady shows players this almost immediately during the lengthy introduction of escorting the Joker into the depths of Arkham.  As many of us know, this kind of medium interactivity isn’t new.

 

Cutting to a computer-generated or, heaven forbid, full motion video clip during an interactive game can segment the experience. In the world the player inhabits, he or she can move the protagonist around and interact with various objects and people. The boundaries are known, if only somewhat, here, and the objects are, in a way, tangible. But the world the clip inhabits might be entirely different, and potentially occupied by a similar, but bizarro-ish protagonist who possesses the capability to make decisions contradicting, or slightly off, from those made by the player. We assume they’re the same, because continuity and what games have taught us throughout years tell us, but we really don’t know. Think of it this way, you know the properties of an orange when holding it – the pleasant smell of the citrus flavors, the round and sometimes ovular shape, and the smooth but bumpy texture – but if all you know of an orange is what you’ve seen in a picture, then you can only assume. The power of a first-hand experience must never be underestimated.

Since this is a licensed title, it’s more vital than normal that the player feels like Batman (we all expect certain things from the Dark Knight). Through smart, and extremely well-designed gameplay mechanics, Rocksteady achieves this. Next, it’s up to the visuals to do their part (no sense in creating elaborate mechanics for Batsy Watsy if he looks and moves like a black tin can wearing a cape). Spoiler: The art department proved themselves as capable as the gameplay guys (and gals?). Arkham Asylum can hang with the biggest of visual baddies (not including the great emperor Crysis), in lighting, shadows, and raw pixel count. It’s really a beautiful game, and even better looking on the PC, provided you have the necessary setup.

As I said in my other Arkham Asylum-related article, the game includes added support for NVIDIA’s PhysX technology (”a proprietary realtime physics engine middleware software development kit). Since I possess a capable computer, I figured I’d bite, and see what kind of improvements this flaunted technology offered.

The difference is staggering. As the HardOCP folks say in their review of the title, “… there is absolutely a graphical effects payoff in Batman: Arkham Asylum.”

Read the rest of the article at IPR's Multimedia blog.

Monday
Oct052009

Call of Duty Modern Warfare 2 "Infamy" Trailer Sparks Typical Gamer Commentary

The new Call of DOOOOOODIE trailer surfaced last night and elicited not-so-intelligent commentary and discourse among its YouTube fanbase. After combing through pages of comments, most of which contain an unbelievable number of references to "cum" and "jizzing," I figured I'd share a few of the uh...neater...ones.
mrrelentless279
this game is going to piss of so many people... why do you ask because its to fucking holy to unwrap when you buy it. i still can't belive you cant prestige untill you hit level 75! thats the olny thing i hate bout the game but hey every game has its flaws and greatnesses... and this game kicks so much ass
yourCRAZY0001:
.....speachless
kaizersosa81:
That boat scene looks like its gonna be a bitch on Veteran... oh well Veteran diffulculty right off the back as always...
Pwnz3rProductions:
OBAMA ON FIRE
r3dark:
modern warfare 2 is much more cinematic with the snowmoblie thing and the boat thing and even the way you get on that vulcan its just fuckin amazing and yes for all how are wondering i too jizzed 
:)cant wait!!!!
hay terrorist cant take over the white house!
eddypurpus
FUUUUCK ALLL YOU NEEEEEEEEGROS!
IRiShxBaNdiTxxxRaTeD:
Cant fucking wait :) best game of the year FACT.

clo5ure:
disappointed at the DC setting, kind of unbelievable and outrageous
halo81312936:
haha looks like our country gets raped in this game ahhahaahaha
r3dark:
remember when thos guys got hit with the mines....thats how im felling right now....!!!!!BLOWN THE FUCK AWAY!!!!!!!
TEHE!!! PUN
xavier8381:
Speechless... Wow! This is gonna be the game of the year and a new bar is set for upcoming warfare games IW has claimed the battlefield!
FUKKKKKKKK CANT FUKING WAIT ONE MORE MINUTE...im going crazy!!
T23Gunz:
Game of the Year - Uncharted 2. This is obviously amazing, Uncharted 2 is under rated by the average person, and has 97% avg rating online.
SPARTS3000:
Loooks like somebody Epicely FAILED to protect the united states FRom the hands of Middle East. IM not saying His name!!!!!
Juicenewton248:
i saw the white house, OBAMA BETTER BE A BOSS IN THE CAMPAIGN
NineLivesProduction:
pffff no then the game would fail and we would lose
almonds111133:
BEST TRAILER EVER!!!!!!!!!!!!!!!!!! while everyone was at homecoming tonight i wasn't and i got to see this first yaaaa bitchez!!!!
soccerfan295:
omg i hope obama is in the game
Mustang3813:
Hope so, so he can see what he was done!!
stopterrorismnow21:
obama going to fuck them up the booty hoe
MrSeriopedo:
i have not seen anything special about this game
raulcortez13:
suck a fucking dick and nvr talk shit about thsi game fag
KoGofXG:
Holy fucking shit. November 10th cant come any quicker. Fighting the hojis in DC. they take over the fucking white house
KoGofXG:
poor obama. HAHA!

MrGoose187:
Hella More Better Then Gaylo 3:ODST
darklordoprah:
why is it always so awesome to see the white house on fire? :)
1emonation:
i have a gcse on the teth of november and ill be sat for twos hours hinging to my self, i could be at home right now seeing what infinityward have unleashed on us
Infinity Ward and Activision are sons of bitches MW2 will be awesome and everywhere they write its comes out 11.november but NOOO these fuckers just bring it out for consoles on 10.november-.- IW YOU SUCK!!!!
DigitallPimp:
Thats because it is better for consoles, more of a recreational thing. Too many nerds on PC's anyway.
Tracerex:
oh please spare me the biblical references. if i wanted high literature i would read a book. its call of duty ffs lets not get ahead of our selves, the story doesnt make sense anyway. the villanous voice over only made me cringe further. plus how could a bunch of third world militia rejects do that!!!
v200x:
Looks shity,bf bd 2 and of looks mucyh better
....so why are you watching the trailer fagboy?
Final Observation: Anyone who liked the trailer either "jizzed in their pants" or "came 4 times." Anyone who didn't like the trailer is gay, according to the observations of the "jizzers."
Thursday
Oct012009

Old Idea: Super Street Fighter IV. Better Idea: League of Legends

Seven months after its console release, Street Fighter IV as we know it is already dead. At least, that’s what publisher/developer Capcom’s leading everyone to believe. Super Street Fighter IV is set to arrive next spring and will place the original’s teeth on the nearest curb and..well, you know what happens next. Unfortunate saps without the new version are left with the bloody and broken pieces of a title once brimming with bright and glittery Edward-Cullen-in-the-sunlight potential (so dreamy!). It’s the sad story of a title continually loved by many, but only briefly by its own creator.

A week after release, two million units of SFIV hit shelves worldwide. Since then, a console title price drop and pc digital download availability probably helped sell an additional million or two, so let’s add another couple of strikes to the tally. As a “thank you” to the millions of gamers who slapped down their recessionary dollars for the product,  the company severed communication and released only one major patch – adding in Championship mode, replays, and a few bug fixes. Compared to Bungie, who provide frequent patches to the Halo titles and run a weekly community-focused blog, Capcom’s continual lack of action tarnishes the legendary company’s name. “Dated” is now the best word to describe the house that spawned Mega Man and Resident Evil.

It didn’t have to be this way. If only they could just…change.

Brick-and-mortar distribution once dictated title modifications, additions, and subtractions be made through reissues at market. “Champion Edition,” “Turbo,” “Super Turbo” – read the subtitles of Street Fighter II’s many releases. There were more, too, and full price was demanded for each. And we paid it. Each and every time. But this isn’t 1993.

Capcom needs to let go. It’s holding on to a business model with a comparatively small and limited financial potential. Worse yet, the handling of said model does little to strengthen the confidence a consumer may have in this supplier. The company needs to evolve, and the best blueprint to follow lies in a free-to-play title available only on the PC.

Read the rest at IPR's Multimedia blog.

Wednesday
Sep022009

Dumbed down shmumbed down! A Borderlands Q & A with Randy Pitchford, president and CEO of Gearbox Software

I inherently dislike any PC title with a "multiplatform" label. Stripped of its complexities in favor of bigger icons, bigger text, and simpler gameplay, the PC version usually feels like a console port. Often, it really is a console port. No offense to the console people, but the hardcore audiences on either side have different standards. This is why EVE Online and its spreadsheet-like gameplay may never hit consoles.

In 2008 I noticed Borderlands was scheduled to hit the PC, 360, and PS3 sometime in the future. The overenthusiastic hardcore gamer in me groaned, laughed, and slightly sobbed. I started losing all interest in the title once referred to as a combination of MAD MAX(!) and DIABLO(!). A year later developer Gearbox Software released the title's trendy trailer featuring DJ Champion (above). With a renewed interest and an upcoming interview with a rep from the company, I harnessed my previous skepticism and unleashed it in a series of questions. Little did I know Randy Pitchford, president and CEO of Gearbox, would answer. And answer he did, with refreshing honesty and a sprinkling of PR-talk. Don't hate. It's his job to sprinkle a bit of hype on his games.

Equipment plays an important role in endgame PvP in World of Warcraft. Some say the role is too important, trivializing player skill. In comparison, how important is equipment in Borderlands as it relates to PvP?  

Randy Pitchford: World of Warcraft is all about gear because the skills involved in playing the game are very simple. You just click icons on the screen to make stuff happen. I don’t mean to belittle that – I mean I have played a LOT of World of Warcraft. But it’s just not the same. The compulsion of getting loot and leveling up and accomplishing missions for rewards and developing your character class and your specific skill tree spec – yeah those things are good things to reference from World of Warcraft. But when you’re talking about the actual tactile skill involved in playing the game… that’s another story. I mean, Borderlands is a shooter. So, you better look at Call of Duty or Halo if you want to know what that is going to feel like with the controls in your hands. When it comes to the skill involved in moving and aiming and shooting and how that affects the results, comparing World of Warcraft to Borderlands is like comparing apples and Pluto.

What kind of balance issues did you encounter with so many combinations of classes, weapons, and open-world gameplay?


Randy Pitchford: That’s a really big question. It’s not easy dealing with these kinds of things and we’ve had a few things really help us in that regard. One thing is the way the systems were designed and built. The guy that really drove the core game design – the director of all that – was a guy named Matt Armstrong and he was fortunate to have a lot of really brilliant engineers that created all these incredible new technologies for managing balance on individual and global levels using a data driven system and other new technologies for procedurally generating literally millions of weapons for the game. There are a lot of amazing designers and engineers on the team that all worked together and challenged each other and even, at times, were patient with each other as we explored this space and figured it all out.

I can't wait to play this on the PC, but I fear since it's also being developed for the console demographic that a "dumbing down" might have occurred. You're welcome to change my mind.


Randy Pitchford: The PC version is great. The fact that you just said what you did is going to make a LOT of our developers really happy because a lot of them feel that the best version of the game is the PC version. There’s a reality to this business in being multiplatform and if you’re going to get games as big and as relevant as Borderlands on the PC and you’re going to be thankful there are console versions to drive more sales because we couldn’t rationally afford to do what we’re doing if it was only on PC. But a few reasonable commonalities about cross platform games are something the smartest real gamers can roll with and be comfortable with especially with Borderlands because, at the end of the day, the PC version of the game really has some nice advantages that make it the favorite platform for most of our most hardcore developers at Gearbox.

How has the development of Borderlands aided, or will aid, the company in the development of future titles?

Randy Pitchford: The Gear Builder Artificial Intelligence system that we created to procedurally generate the millions of weapons in the game is just a huge tactical advantage that Gearbox now has that’s going to impact a lot of what we do. Also, we’ve developed some amazing new lighting and rendering technology that has some incredible applications in the unique look of Borderlands, but also other unbelievable applications with other art styles as well. The technology we’ve developed there and the new technology that comes next is going to give us some huge advantages for the rest of this generation. Also – with every experience you develop your processes more and individuals are better able to understand and anticipate the strengths of the rest of the team and how to leverage them, so Borderlands really is something special in a lot of ways but it’s also going to help everything we do moving forward, including DLC for Borderlands, really exciting.