Wednesday, January 21, 2009

IT'S... ALIVE!!!

Activision Blizzard C.E.O. Bobby Kotick came up with an interesting answer to the question: How do you exploit a successful game franchise with yearly titles and have them not turn into watered down crap? Actually it was a question of his making and ‘exploit’ was his term of choice. It wasn’t a move for squeamish gamer purists however, people who might hesitate just because an idea could be considered artistically unsavoury. What he did was take the popular Call of Duty brand and allow two separate developers to work on alternating titles. Each team had two years to make a game and they would be published on concurrent years. The games would get the time they need to ensure a minimum level of quality and yet there would be a new product to push every Christmas. The people who cared about games would be happy and the executive who only cares about money would be happy.

One thing this plan had going for it was Activision-owned Infinity Ward, creator of the original Call of Duty and its sequel. These were the developers that initially captured lightning in a bottle with their tight gun play, intense atmosphere, and dedication to historical facts. All other companies that would make a Call of Duty game, be it for personal computer, console, or cell phone would have an established standard to achieve, to say nothing of their proprietary engine and other essential pieces of game tech.

The catch - and there’s always a catch - is that the other company, called Treyarch Corporation, did not share in equal success. Call of Duty expansions and the number three title in the series were generally considered good but not great. This consensus was exacerbated when Infinity Ward’s next game, Call of Duty 4: Modern Warfare became a smash hit, one of the highest rated shooters of all time, and a multiplayer power house.

It was at this time when enthusiast gamers began expressing their impatience with the Kotick business model. It was clear that the now revered Call of Duty franchise was at its best when in the hands of Infinity Ward and that Treyarch’s attempts were a distraction. When Activision announced that the next title in the series, the unnumbered Call of Duty: World at War, was not only going back to Treyarch but back from the fresh modern setting to the overplayed World War II theatre there was much dismissal and general disdain. Not to worry, we were told. Call of Duty 3 was not indicative of Treyarch’s abilities, they weren’t given enough time to shine and that would not be the case henceforth.

So now, with the kinks of the Kotick plan ironed out what was the result? How does World at War stand on its own and how does it measure up to Modern Warfare, one of last year’s best games?

The first thing I’ll say is World at War is an unsettlingly accurate clone of Modern Warfare. I use the term unsettling because while playing the game feelings of a Frankenstein transplant were evoked, of a brain being moved from one body to another. I’ll credit Treyarch with this: they managed to make a game that doesn’t feel like they made it.

That said however, they did copy an award winning game and so naturally World at War has a lot going for it. The thing is the game is so much like Modern Warfare that if you read that review a year ago you’re pretty much up to speed on this game. (In truth that’s why I took so much time laying out the unusual history of the franchise rather than talk about the game itself.)

But on to it we’ll go: World at War looks and plays nicely, exactly like Modern Warfare did only with a World War II skin. There have been some minor additions to the game engine like limb damage and flame throwing effects. Other than that it’s a by the numbers Call of Duty with a tank level, a plane level, a sniping level, etc. This isn't the first time we players get to attack the Reichstag in a war game but they do a nice job and it is the first time we get to experience the event in High Definition. The horrors of war are revealed to the player dutifully, from torture to air strike survivors to soldiers on fire falling almost gently to their knees before lying down. You can play the single player chapters in co-op mode but in what must have been a design oversight you have to complete the level in single player mode before it unlocks for co-op. This was an annoyance for those of us who wanted to play with friends right off the bat.

The multiplayer component mimics its wildly popular predecessor right down to the levelling up for new weapons and perks. The expansion here was the addition of tank levels, or levels where tanks re-spawn and can be entered to boost firepower. These levels are larger to accommodate the vehicles which results in more sporadic fighting amongst the infantrymen but I found it to be a nice change.

One value added feature deserves true praise and that is the ‘Nazi Zombie’ mini-game. Nazi Zombies you ask? I say why choose? In this mode you (and a buddy or three if you wish) are holed up in a building while wave after wave of Nazi zombies try to get through the windows and into your sweet, succulent brains. You get points for every zombie you kill and these points can be redeemed for weapons hanging on the wall or to open up new areas. This mode has become a gamer night favourite and is a great example of what other kinds of games can be made with the engine. A full game version of this mode with an expansive haunted mansion to explore would be an instant classic!

So yes, World at War is a good game and yet my usual enthusiasm for titles of this calibre is usually more effusive. I’m finding it strange to applaud a developer whose best effort to date, their crowning achievement, was to become the shadow of another team. Am I being too sentimental in thinking that games should have their developer’s personality within, their sense of style embedded somewhere in the code? Or is cloning success the cost-effective wave of the future? Mr. Kotick, who upon Activision’s merger with Blizzard under the auspices of the Vivendi media conglomerate, now runs the largest video game empire on earth. I would guess that he’s the one with the most say in the matter, at least until he discovers another product with more appealing numbers than video games.

Surely there are other industries worthy enough to be exploited? I hear he likes modern art.

Tuesday, January 20, 2009

A Ten Megaton Triumph! Break out the Fancy Lad snack cakes!

Another year, another attempt to resurrect my neglected blog. I have buried myself in all of the excellent game titles that crop up come year's end to say nothing of the momentous news events of 2009. I've been absorbing all and not letting a drop out, reading rather than writing, playing rather than pontificating. Now I've come up for air and will do my best to provide some reviews...

Video game enthusiasts can be a particularly demanding breed of customer. These days every industry makes use of the Internet to connect with their base to a certain degree but game players were pioneers in this regard and they have taken the outlet further than most. To that end they are not only opinionated but determined to project their views in a public forum. As a result huge groundswells of public sentiment are not uncommon.

There are advantages to this phenomenon. Game developers can receive as much feedback on their work as they are capable of processing. One hopes this constructive criticism assists in creating a better product down the line. There is a dark side to this feedback as well however, when enthusiasts erupt into rabid howls of protestation when one of their sacred cows switches owners and moves into another dairy farm. Such was the dilemma Bethesda Softworks found themselves in when they had the audacity to secure the rights to the formidable Fallout franchise from Interplay Entertainment. Despite the hail of outcry from such highbrow institutions as the fan site ‘No Mutant Allowed’ Bethesda persevered to release Fallout 3.

The story begins with brief, character building scenes of your birth, infancy, childhood, and approach to adulthood. All of this takes place in a hermetically sealed Vault that protects your community from the ravages of a nuclear holocaust that occurred some two hundred years ago. Play truly begins with a tragedy that forces you to leave the Vault and enter the irradiated wasteland where Washington D.C. barely stands. There you will find mutated life forms, pitiless raiders, and the last remnants of human civilization in all their motley factions. You will arm up, pick a direction, and scavenge your way towards adventure!

Those familiar with Bethesda’s Elder Scrolls games will feel at home here. Their signature open world in the first person perspective is on display. To say however that this game is merely ‘Oblivion with guns’ is grossly unfair. It’s obvious that Bethesda has learned much from each game they have made and Fallout 3 in my opinion is their finest effort yet.

There are few games one will spend more time with than a roleplaying game. In Fallout 3’s case it was around sixty hours from beginning to end, making sure to take my time and see what the world offered. I was delighted to discover that nothing got old in this time, nothing felt repetitive. The combat, a combination of real time and turn based style remained satisfying throughout. The many computers to be hacked and locks to be picked presented some well thought out mini-games that broke up the fighting scenes nicely. The conversations with non-player characters along with your dialogue options were not as advanced as what we have seen in similar games such as Mass Effect, but they were to the point and got you back into the action with minimal fuss.

Given all that must be done to create an open world game I was impressed by how expertly all aspects of this title was crafted. This was especially true with the character development system, the statistics that tell you who your character is. The system is better than what Bethesda has used in their Elder Scrolls games, it is not nearly as exploitable and each of the twenty levels the players advance through adds something interesting to the character. This information is conveyed to you with a simple yet stylish menu system that I found pleasant to navigate and manage. The point of all these disparate components in a roleplaying game is to immerse you in your character, to let you know who that person is so that you may better become them while you play. In this regard Fallout 3 did an excellent job. While playing I became my character and acted as I thought she would rather than what I might do. This is perhaps the greatest compliment I can give the game designers and I feel what must be at the heart of a successful roleplaying game.

The second part of that immersing equation is the world itself, is it worth exploring and interacting with? Again Bethesda did fine work in this regard. It was a brilliant idea to have the game take place in Washington D.C. after the bombs fell. Seeing America’s greatest monuments, scarred but still standing is a surprisingly emotional experience. To discover the regal throne of Lincoln, all but the Great Emancipator’s head, is to experience not only the awe of standing before the real thing but also to feel a great injustice at its defacing. I had no reason, or quest if you will, to fight my way into the Capitol Building but I did, as any tourist of the age would. Despite its ruin it still felt sacred. Though my character was heavily armed I still performed the cautious tread of one who walks on hallowed ground. The game abounds in such history and the dread of what may come if humanity’s Final Solution comes in the form of a nuclear holocaust.

If all this sounds too sombre and dreary for your tastes then worry not, for Interplay’s original vision of camp 50’s Americana clutched in the cold war mentality remains. A retrospective on the Duck and Cover era continues to be perversely humourous. Bethesda has made sure to mine the material and provides a light hearted counterpoint to the horrors of the waste. When hiding in the dark, eating mole rat meat and drinking toilet water just to survive, the anecdotes of President John Henry Eden on the radio will always cause you to crack a smile.

I found the various missions or quests throughout the game to be enjoyable and their rewards interesting. Many have been unsatisfied with the game’s ending and in truth Bethesda could have thought it through a little better. This is not uncommon however; ending a game seems to vex developers of all calibers. In games however the final ten minutes does not have the impact it would on a movie. Sixty hours of play over the course of a month is a true journey after all. You do it to get there and if the game is good then you don’t want to end at all.

Bringing the Fallout franchise out of the 90’s and into the new millennium required significant changes to the formula. When Bethesda did this they were the objects of an inordinate amount of disdain. This is regrettable, made even more so by the fact that Fallout 3 is a terrific game. Thankfully the final product seems to have silenced most detractors and even the most nostalgic of players must grudgingly admit that the franchise is in able hands. While not the most polished or refined video game I’ve played this year it is still one of the best and surely the most ambitious. It should not be missed and given the level of overall improvement I’ve seen, I’d wager Bethesda’s next offering will also be a must-play.

Thursday, December 4, 2008

The Undoing of a Leader by his Own Fears...

With this incident we really got to see what our Prime Minister is made of and nobody, regardless of political association, should like what they see.

Harper's attempted attack against Liberal Jean Chrétien’s vote subsidy was just the start of it but when you think about what it would have meant to Canada the timing could not have been worse. The original point of this subsidy was to limit the influence of corporations and unions on government policy because they were essentially prohibited from making big donations. When these kinds of wealthy institutions get their hooks in we start seeing all kinds of signature legislation being lobbied like, for example, deregulation of banks.

In a time when the world is reeling from the results of such policies Harper thought it wise to get that ball rolling again in Canada. Did he not see how illogical that was? Was he so blinded by the short term wounds his political enemies would have suffered that he didn't see this policy to be the opposite of what all Canadians were hoping for?

That is a leadership test that he, Steven Harper the man, failed miserably and that's a serious problem because leadership should be his priority. He should not his party's attack dog, he has a country on the verge of crisis to run.

You can say what you want about the coalition but it happened and that in itself shows a willingness for three of the four parties to work together and unify, an act that completely caught Harper off guard. It's not just that our Prime Minister can't do this himself, he can't even envision it happening under any circumstances amongst his peers. What is a man so unprepared in this way doing running a minority government? Our whole country needs to ask itself this question.

What the coalition did do is bring about the most shocking turn yet, a descent into divisiveness that only Sarah Palin could be proud of. Desperation caused our country's leader to malign a huge swath of our citizenry and in a televised address he created an 'us' versus 'them' paradigm where days ago none existed. It's obvious now that Harper's civility towards people who think differently than him is a thin veneer. There are apparently 'real' Canadians and others who are foreigners in all but name who have no place forming a coalition against HIM.

The Bloc may indeed want sovereignty, albeit privately these days, but they are still Canadian citizens, today, and mostly likely tomorrow too. They have a say in our collective destiny. They are not second class citizens and their involvement in any Canadian process should not be held up as suspect or vaguely labelled as dangerous. Any attempt to do so, as Mr. Harper did, should be appalling to all Canadians.

The last thing Canada needs is a leader who will gladly stoke these flames of disunity, where one half of our country is seething at the other half. Did America's latest string of elections teach both him and us nothing?

Harper's legacy is that he lead the Conservatives back in force on the national stage. That's a notable accomplishment that all die-hard Conservatives and Western Canadians who support the party can be proud of. Even they however have to see that he has to step down now for the good of the country. Being a Prime Minister is bigger than his vindictive agenda, he's clearly ignoring that, and in doing so demonstrates that he is unfit to lead. So long as he remains in power the divide will grow.

That there is no clear alternative does not excuse his deep and dangerous unwillingness to rise to the occasion that the times require of him. At least with a coalition the spirit and guiding principles of a minority government; of working together despite differences of opinion, would remain intact.
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THAT is the government we voted into office.

I support the Governor General's decision to prorogue Parliament however. Harper will eventually have to answer for his actions but in the mean time Her Excellency is giving a chance for tempers to cool off and for both sides of this issue to come up with measured responses. Hopefully out of this break some true leadership will emerge.

Wednesday, December 3, 2008

The Path of Least Resistance... Ice Burn Eh? Seriously, Why Am I Not Getting Paid Huge Sums of Money for These Pithy Pearls?

Resistance 2 from Insomniac Games is the highly anticipated sequel to the fairly enjoyable Resistance: Fall of Man. Insomniac is one of Sony’s prize jewels, an exclusive PS3 developer who makes big hits on a tight time schedule. This time around however, for the very first time in fact, I wasn’t pleased with their output. This game has its moments and is sure to be enjoyed by many but I’ve played too many shooters to accept a second-rate product from a first-rate company, especially in the saturated season we fortunately find ourselves in.

Resistance 2 continues the story of Nathan Hale and an alien invasion that takes place on an alternate earth in our World War II era. The all-powerful Chimera have filled America’s skies with massive warships and are exterminating the nation in a maelstrom of nuclear fire. Playing Hale you will visit various locales throughout the States, gun down the inhuman enemy in droves, and perform the standard suite of special forces-type missions that are always used in games to explain how one man can destroy whole battalions of troops, detonate massive pieces of architecture, and change the course of a war.

Resistance 2 achieves an impressive scale in terms of both the size of its enemies and the amount of them on screen at a time. To do this however they had to sacrifice a large degree of detail. This isn’t so bad when the game has you in large, outdoor spaces but when Hale goes indoors to military bunkers the game looks cheap. The only time the game’s many indoor segments look pretty are when you are traversing through predictable alien environments with their mirror-like sheen, weird geometry, and utter absence of anything else. Just what are the aliens doing with those acres of empty real estate? Even when the environments of Resistance 2 look okay they don’t ever live or breathe. The atmosphere throughout the game is thin.

It’s apparent that the developers fell in love with Call of Duty 4 between their first game and the second. All of the shooter mechanics have switched over, from the iron sights aiming, to the 'red screen' health regeneration, to the limited weapon inventory. This could have been a good thing if they were able to achieve such precise results as Infinity Ward did with their game, but Insomniac didn’t. The shooter controls are spongy and inaccurate despite fiddling with settings so instead of achieving the more satisfactory ‘stop and pop’ style of gun play you’re forced to ‘spray and pray’ instead. As well the HUGE crosshairs are awful, part of that word is made up of 'hair' as in: thin strand of, for a damn good reason.

Hale is a super-absorbent bullet sponge on normal difficulty and as a result you don’t need to respect the lines of fire. You wind up learning that it’s okay to be hosed down with the glowing tennis balls that passes for lethal ammo because they hit you to little effect. Perhaps they had to make this concession due to the number of enemies attacking you on screen but the end result is unrealistic and inconsequential feeling combat. When an enemy has you in its sights and is plunking away at you three, four, five times, you know you still can take a couple more rounds before you need to get behind cover.

This slavish mimicry to another game went to the point where it even worked against Insomniac’s established strengths. This company has always been great at creating a variety of interesting, imaginative, and even wacky weapons with which to dispatch your foes. In the first Resistance game you eventually had access to a huge variety of firepower and the strength in that was there was always a different way to approach a battle. In the second game they went with the 'two weapons only' mechanic which is fine for realistic shooters but not so good with far fetched enemies. Every time a giant-sized monster appeared on the screen I knew there would be a rocket launcher or similar heavy weapon lying in wait for me. In Resistance 2 you are told in no uncertain terms how to play their game, a little too much for my tastes.

Hand holding: every game needs it to a certain degree, to keep players moving along, but when it happens too much it becomes the unwelcome guest. I don’t know why Insomniac thought that pulling the player out of the game into even the most minuscule of cut scenes was a good idea but it abounds and is wholly unnecessary. Another gripe I have in this regard is a certain type of enemy that cannot be killed in any way. You have the ability to bring down a three hundred foot tall creature but this one type of medium-sized enemy remains impervious to any and all weaponry.

Taking this to its logical conclusion one should surmise that an impenetrible enemy will spell the doom of the human race eventually but worry not, for there are invulnerable humans to balance out this clear advantage. Hale gains companions in this game, annoying tough guys who cramp Hale's style and chew up scenery trying to justify their existance. Also, the enemies rush right by them to attack you. Apparently poor Nathan didn't get the memo to pick up his invisibilty device and so you get to watch wave after wave of Chimera ignore your teammates and come right after you. You can hide behind your buddies but hilariously this does you no good. You are the squad's resident spank-monkey so pucker up and yes sir, you may have another. This my friends looks and plays as half-assed and unacceptable as it sounds.

What’s at the heart of these design choices is a ‘play our way or the highway’ philosophy that exposes the limitations of what you can do in the game. Once players experience this stuff they lose immersion. These are old school shortcomings and I don’t mean that in the good way. Most designers have dropped these conventions and so I am perplexed as to why Insomniac went back to them, to old design compromises that weren’t even present in the first game?

Beyond the single player experience there is what seems to be a beefy cooperative game and multiplayer competition. If you liked the game mechanics then these are welcome additions that will add value to the disk. After finishing the game I briefly tried these modes and came to realise that there was no way I was using this particular shooter to grind through a bunch of levels and upgrades. I just didn’t like it enough to spend any more time with it.

Perhaps Resistance 2 to was going to be a higher quality game that got rushed to completion? Few companies have been as prolific this generation as Insomniac has and maybe this game is revealing where their development schedule is starting to tear at the seams. I'm guessing of course. The first Resistance game was treated by most, including me, with softer gloves because it was Insomniac’s first attempt at a mature shooter and there was much of their good work ethic in place to mitigate some of the freshman errors. Now with this sophomore effort we see the game they supposedly wanted to make with the experience of the first, and the end result is my own personal final verdict on the franchise: Resistance isn’t a very serious shooter and it doesn’t need to be followed any longer. I won’t just be trading in Resistance 2 but the first title as well because this series isn’t going anywhere I’m interested in. Oh well, there’s always Ratchet and Clank.

Friday, November 7, 2008

Victory, History, Sanity...

My intention was to write my thoughts regarding Barack Obama’s victory the morning after but - being an Internet junkie - I was treated to more activity and exchanging of ideas than any other time in memory. With all of the pictures from around the world, news articles and emails sent to friends my free time has been hijacked by hope.

By eleven o’clock that Tuesday the friends I was sharing the moment with finally allowed themselves to believe what was happening. In retrospect it was a spanking early on but the effects of the last eight years were really hard to shake off. At that point one friend had the brilliant idea of going outside, finding a pub, getting some food, and soak in the moment with others. Sure enough the first spot we hit was packed, all eyes on the T.V., and it was here we watched President-elect Obama give his acceptance speech.

It was simply amazing, both the speech and the response it invoked. People were cheering with tears in their eyes. There were hugs and high-fives. I have never seen even one-tenth of that excitement and emotion during any Canadian election. I thought this strange but only for a moment. America is still the leader of the free world and when they get it right, we all benefit.

So the numbers, they always tell a tale. Over 122 million voted, more than any other election and the greatest percentage of Americans since women were allowed to vote. That in itself is phenomenal. The count is not entirely complete but Obama got a projected 53% of the popular vote against 46% for McCain, that's a difference of just over seven million voters. In the electoral colleges however is where the thumping really took place. Obama got a projected 364 to McCain's projected 162. What does that say? Obama’s team ran a fantastic campaign, one for the ages. His votes were better distributed in big states and they wound up meaning more. This is what is meant by the ground game, campaigning and spending advertising money in all the right places.

One part that chills me is the number of stars and planets that had to align in order for this win to happen. The Obama campaign was as flawless as these long, protracted, and nasty battles can get. He was eternally calm, on point, and possessing a message that remained constant and effective. McCain on the other hand couldn't have been more sloppy. His campaign was always changing directions, woefully lacking in discipline, full of mudslinging, gaffes and embarrassments. There was so much drama that it’s still going strong even though the election is over. On top of that there were disastrous wars and a tanked economy, all of which worked in Obama’s favour. Yet still the popular vote was just 53 to 46. What are some of these people looking at? The voting majority of America has seen the light but there is still much darkness there.

96% of black voters went with Obama and there’s a joke somewhere in those numbers. I have to ask, who are these other 4%? What were they thinking? Just the thought of it makes me laugh. You have the chance to vote in not only the first black American President but clearly the candidate who ran the best campaign but no, instead you decide to let history pass you buy. These people deserve “I VOTED FOR McCAIN” t-shirts. We need to identify them so that we can offer our sympathies. What are they going to tell their children and grandkids? “It was a great time in our history son but I said ‘aw fuck it’ and voted for the angry white guy.” I want to be there, I want to see that conversation play out. I want to hear a kid reply: “Grandpa, you’re a dick!”

The Republican Party is in shambles after this. The Grand Ole Party has been hit by a crippling schism; divergent paths in its evolution. The old-school conservatives; small government, pro-business veterans have been jumping through hoops trying to convince the new-style church and state evangelists that they have their interests at heart, but it’s not true and so the bible belt isn’t buying it. If they have it their way then Sarah Palin is the future of the party. That would be glorious for the sheer comedy alone and would have the upside of all but ensuring Obama’s two terms while the party purges itself of the unbelievers. I expect blood, guts, and horribly funny things being said in the years to come.

Alaska, man what a crazy piece of real estate! Not only can we thank them for a two-time dropout-raising, clothes-whoring, hockey mom of a rogue V.P. candidate but they nearly re-elected Senator Ted Stevens. This is the “Internet is a series of tubes” guy. Just a week earlier he was CONVICTED of seven counts of making false statements. This old man got his home remodelled by an oil company. By remodelled I mean they lifted the whole thing in the air, built another home underneath it, and then put a swanky deck around the whole thing. This speaks volumes of the whole democratic process in general and not just America either. His supporters and the key people that got him elected probably don’t care that he’s a crook, hell he’s probably stolen from them! They just want someone on their side, who will vote the way they want him to in order to protect their interests. They could give two shits if he pads his pockets in the process. You can in fact be a convicted felon and still have a seat in the Upper House. The senate however can hold a vote and ask you to leave because you are, in fact, a sleazeball.

I’ll be following that one with glee, as will I be following the potential doom of another Senator; the Democratic-hyphen-Independent Joe Lieberman. This guy shit-talked his own one time too many and now Majority Leader Harry Reid seems finally, FINALLY preparing to draw the political knife across his throat. Joe campaigned for McCain and raised the spectre of fear among his Jewish constituents by insisting that Barack Obama meant danger to Israel. Lieberman sits as chairperson of the Homeland Security Committee and the democrats kept him around because they felt they needed his vote. His presence and backbiting mouth mocked them though, revealed their cowardice and inability to act decisively. Now with more wins in congress I'm hoping they feel they don’t need him but I think they should have axed him from the caucus despite his vote and fully regain their honour in doing so. Minority Leader Mitch McConnell is already extending his hand to the guy and if Lieberman takes it then he’ll be revealed for what he was all the time: a Republican in all-but name and a rank political opportunist besides. Stay tuned.

There has been new electricity going through my body this week. Is that the change President-elect Obama was talking about? Any day now all of North America could be plunged into a full-blown depression and perhaps there has been so much damage done already that Obama won’t be able to pull his country out. What is of comfort to me however is that even if the going gets rougher the leader of the free world is once again a charismatic intellect and what’s better, a person who looks and sounds like someone from our time. Barack Obama just might be the first modern ruler on this continent and that is going to be history that we get to watch unfold every single day.

Wednesday, October 29, 2008

Holy Welding Torch of Christ This Game is Awesome!!!

In April of 2007 a man by the name of John Riccitiello began work as the new Chief Operating Officer of Electronic Arts, one of the two largest video game conglomerates on earth. EA had fallen victim to its own massiveness in the years prior. In order to grow it had purchased and then cannibalized smaller, more imaginative game developers, absorbed the talent into their own offices, and centrally ran all operations. What happened as a result is that the people and projects they assimilated became infected with the shortcomings of the company entire: there was too much bureaucracy and too many levels of hierarchy. This took decision making and creativity away from the game development teams. As a result EA earned a rather poor reputation for making nothing but thin sequels, movie tie-ins, and sports games that did little to differentiate themselves from year to year.

One of Mr. Riccitiello’s first tasks was to issue a surprisingly frank mea culpa for the company. The big, bloated, centrally operating model was called a mistake. Instead the company would be divided into ‘city-states’ that would enjoy more autonomy and be able to make its own decisions about the games they were creating. As well, the company turned away from focusing on obtaining licences to make games with other people’s intellectual property and instead create their own fresh ideas. Over the past year and a half video game enthusiasts saw encouraging signs resulting from this shift in leadership structure in games like Army of Two, Battlefield: Bad Company, and Spore. Now with the arrival of Dead Space I think it’s safe to say that the company has truly turned a corner and is once again a best friend of the hardcore gamer.

Dead Space is a story-driven horror shooter that takes place on board a massive mining spaceship that the main character has been sent to repair. The player soon learns that something has gone terribly wrong aboard this star-faring factory and by game’s end the full nature of this evil will be revealed. From start to finish I found this game to be one of the most polished and engrossing video game experiences in memory. Video games are large affairs utilizing dozens of people working with very advanced technology and usually on tight time constraints. There is usually something or other that doesn’t work right for has room for improvement. I honestly found none of this in Dead Space. It is one of the most finely made games I’ve ever played.

I played Dead Space on the PS3, it looked absolutely fantastic and it played the same. The USG Ishimura is a spine-chilling place to visit, just brimming with atmosphere. The environments are subtle and solid, conveying both the super-science required to construct such a thing and the patina of age that convinces you of the ship’s sixty-plus year history. The Ishimura appears somehow both old and new, making every room captivating. Add to this the absolutely superb lighting and sounds and you have a place you dread entering further even while at the same time you cannot wait to see what’s next.

The entire ship is set up as a series of dungeons that you travel back and forth through, using a type of subway system as your main hub. Each of the twelve chapters brings you to one of the ship’s section, some of them twice. Some players might not like the re-using of levels in this way, preferring to be set in one directlion and the player moves constantly forward seeing new things. Being a spaceship I thought it made sense the way it was laid out and seeing how the Ishimura is packed with so many overwhelming set pieces I didn’t mind having to revisit them from time to time. Some of the rooms in Dead Space are straight from a madman’s funhouse and will have you gaping at them in wonder.

Combat in Dead Space takes the average shooter conventions and turns them on its head. The monstrous enemies seem fine with you shooting them in the body, instead you have to take off their limbs to stop them from eating you! Dead Space is dozen hours of gruesome dismemberment and to this end they give you the right tools for the job, cutting lazers and saw blades abound. Other games have had realistic damage models on their enemies but none I know of use the technology to create the core mechanic of the game. It is not only immensely satisfying, it results in your character being as big a monster as your foes are. It’s not enough that your enemies are scary, you have to kill them in ways that scare you too!

Like many games in the survival genre Dead Space has you collecting credits, ammunition, health packs, and other tools that you can store in your inventory. The wealth you discover can be used to purchase weapon upgrades and more powerful suits of armour. This isn’t anything new but it is done very well and creates an excellent inventory management system. True survival fans can play the game without ever buying health or ammo, leaving themselves at the mercy of the random loot drops. This can create a great deal of tension, as fans of games like Resident Evil 4 will attest. There were many times in my play through where I had to favour weapons that I was constantly finding ammo for while others languished. As well, dragging myself through the game at half health with none in reserve made for some nerve-wracking encounters. In a display of smart design ammo and health can be purchased for those who need the help but then the money spent can’t be used for weapon and armour upgrades, which is the true survivalist’s reward.

The story in Dead Space is truly excellent, the characters are believable and the plot is a tightly twisted conspiracy. There are not only plenty of scary thrills and revolting gore but the psychological overtones of some of the plot points are truly disturbing and had me thinking about them days afterward. Once I had completed the game I jumped right back in to see it all again rather than play new games sitting on my shelf. The game allows you to play a second time with all of your upgraded equipment, though you can only do so on the difficulty level you initially chose. You cannot take your medium difficulty character and play on hard, for example. This might irritate some but I appreciate this choice as hard with a fully decked out character isn’t really hard at all. The variety of great looking armours, plus the fact that not every weapon can be even half upgraded with a single completion means this game can be enjoyed many times.

Dead Space is a full-spectrum package and EA has planned to go multi-media with the concept from the get-go. To that end there are comic books and an animated feature already out. Other movies and of course sequel games are apparently in the works. As games get more expensive to create the recouping of costs by maximizing exposure of the property is probably the future. I can’t speak to the quality of those other products but I’ll obviously vouch for the game itself, emphatically.

It seems one of the ongoing themes of this generation of video games is products with great potential married with serious flaws. I think one cause of this is a great many software developers are still learning the new technology. Another cause is the compromise developers are making in trying to make their product more approachable in hopes of selling to a wider audience. Dead Space is remarkable because it has steered clear of that design philosophy. It’s a game without casual compromise, relying on tried, tested and true mechanics from the genre it exemplifies. In avoiding too much new ground it perfected what it was offering and in doing so comes off as a flawless experience. I cannot recommend this game highly enough, it has become one of my all-time favourites.

Friday, October 24, 2008

A retrospective as unecessary as the election that prompted it... Plus news... And disco...

The Canadian election received almost no time from me because its outcome was easy to foresee. When it became evident that none of the players involved could muster any inertia then stagnation would inevitably become the end result. In retrospect however it stands to illuminate the shortcomings of each and every party, which at the very least is what you want a pointless election to provide.

Stephen Harper gathered his forces, marshaled all of his considerable resources, selected the time of his ascendancy, and still could not move the country to a majority. You can’t even pretend there will be a better next time because there is not a single excuse to explain why he was held back or why the winds weren’t in his favour. He set the stage, this was a drama of his making, and still we weren’t collectively convinced. It’s clearly not about the vagaries of the situation but the inabilities of the man. I would be surprised if Harper stuck around for any great length of time. His value to the Conservatives at this point is being a relative success story, for thrashing the Liberals in a couple elections and raising the identity of his party as high as he personally could. To stay on is to invite eventual defeat and since total victory seems impossible to reach then why risk the legacy built? The Conservatives are back though, now their task is to find a likable figurehead, something made all the more difficult due to Harper’s authoritarian style. It is hard for a leader to emerge from a regime of followers.

Stéphane Dion of course is absolutely finished and so are the Liberals so long as they coddle him. Dion ushered in the weakest Liberal party in a hundred years they say. Had he done this while combating a power house then an excuse for him might be made but no, he lost to a chronically uncharismatic opponent. He should never have been there in the first place. Stéphane glad-handing his way to Liberal leadership undermines what’s wrong with the party entire. Politics, it really does change people, it changes how they view the world and how one interacts with others. Negotiation is key in life but when it perpetuates itself overmuch then personal potential gets left behind. The Liberal party, through its constant internal manoeuvring, stopped being a meritocracy and instead became a mediocrity. The politicians who have stuck to it the longest rise to the top and they do so in such a way where all the rest have a comfy place secured for them so long as they fall in line. I’ve heard it being called The Peter Principle. Such a formula purges the greatness from their ranks. Barack Obama, who at 47 years of age stands poised to become the next President would have never had the opportunity to emerge in the current Liberal party environment. He achieving his potential would have hurt too many feelings and upset their perceived natural order. This is still a lingering effect of the so-called Culture of Entitlement. Political parties need to be built so that the exceptional can break away from the herd and make history with their blessing.

Jack Layton and the N.D.P. never had more of the spotlight, had never before spent that much money, but they ignored their ground game in hopes of loftier ideals. This is evident when you seen that they secured nearly twice as many votes as the Bloc but earned fewer seats. Sure the people voted for them across the board but they didn’t win elections. They were the ultimate vote-splitter and that happens not by chance, but by party failing. In a political race you need first and foremost a good list, you need a census. You need to find out where you’re strong, where you’re weak, and where you’re the big maybe. The N.D.P. could have won quite a few more seats if they identified where they had a half-decent chance and then campaigned like hell in those places. Had Jack done this in Toronto he might have taken the city whole, rather than hold on to a mere two seats. Layton kept it federal, which was pre-mature. Get the seats first, secure the ridings, and then look to the higher heights.

The Bloc is at a crossroads. They shored up Quebec and made good gains but they did this on a platform devoid of separation talk, an age-old pillar of the party. So what does that make them now? As I see it they have two choices. They can play it safe and remain a party that does little but see to the interests of their home province, or they can risk re-branding themselves as a true federal force. If they want to continue making gains they have to explain to the country that the virtues of Quebec and the lessons learned guiding that province can be imported nation-wide. It’s okay for a federal party to have a home province, the Conservatives have Alberta and the Liberals have Ontario to a lesser degree. The difference is a mindset and outlook that expands beyond the provinces. Gilles Duceppe needs to find the spirit of Quebec that lay hidden in other parts of Canada. Perhaps that is a task his successor will attempt.

Elizabeth May orchestrated a serious set-back for her emerging party and probably made herself dizzy in the process. No seats, not even for herself, and that is entirely her fault. There are a couple salient facts that brought about this conclusion. First, she picked a riding where she wouldn’t have had to run against an incumbent Liberal or N.D.P. Better she thought to take a run at the extremely popular and competent Peter McKay. Recall that she also tried to make backroom deals with the Liberals and N.D.P. whereas they wouldn’t run in ridings close to home provided she didn’t field a candidate in their sweet spots. Dion’s Liberals of course accepted this shortcut to democracy, Layton rightly blasted it. When your party compromises itself to that degree right from the get-go you have to question its validity in the first place. The Green Party displayed all the shortcomings of both the Liberals and N.D.P.: Too much political manoeuvring, not enough attention to the ground fight. Now they risk irrelevancy. Elizabeth should have picked a fight she could have won and done it, making no friends in the process. That is how you forge an identity. Alliances come later, when you can bargain from a position of strength and people start to respect - or at least fear - you. The game is still about leadership, you need to be in charge of something to effect change and the first thing you need to master are your own principles. The privilege earned to be apart of the debates was squandered. Now the Greens need to prove themselves all over again.

That is all the rumination of Canadian politics I’m likely to do for a while. I like it not to linger in malaise. Our country’s politics has fallen into a trap that I see cursing generations of peaceful intellectuals throughout history. There is an aversion to bloodshed; there is no thirst for seeking victory from the defeat of others. There is too much accommodation in these races, too much thought for the day after. Such ideas may seem reasonable to the fortunate pacifist but they foster timidity which is like cancer to government. I’m actually content that Harper won it because at least he doesn’t act as if he is fearful over losing his job. We should probably pay all these people less money. Politics should remain a calling, not a career path. The results of the latter are all too uninspiring as we can plainly see.

Too many narratives will blur the image of a candidate.

Thanks to Marc for this article and his thoughts. This one goes over all of the course changes in the McCain campaign and how they have worked against him. By contrast Barack Obama has been an ocean of consistency in his run for the Presidency. He’s had one message, that of change. He has not once discarded it; instead he amazingly broadened yet refined that message to ensure it encompassed all of the topics to have come up over the campaign. The lesson to be learned when comparing these two campaigns is obvious.

Blackwater mercenaries now actually on the water.

This is cool! Blackwater has put together something of a warship that serves as a helicopter platform. They’re going to sell their military services to merchant ships that fear Somali piracy. I’ve been reading Prof. John Keegan’s “A History of Warfare” and it seems the rise of mercenary armies seems to come at the end of a civilization’s life cycle. Using them to help wage a war in Iraq is a sure sign of American decadence. That said the audacity of this business plan; the very American “can-do” mentality is rather appealing.

Pakistan and U.S. to arm tens of thousands of tribesman.

It looks like poor Pakistan is going to be hastened on its way to hell thanks to the desperation of all involved. The Taliban in the north has control over much territory and the solution to this is to arm the other half of the people living there. Arming tribesman in Afghanistan to fight the Soviets is what created the Taliban. This is a classic case of history repeating itself. I wonder then why Pakistan thinks they are going to achieve different results this time.

The 70’s news article that inspired the movie Saturday Night Fever

This is a rare, old gem. With a surprising amount of literary prose and structure a reporter uncovers the youth sub-culture of disco dancing as it first emerged. Reading the article I immediately gained new respect for the movie because it captured the atmosphere of the article perfectly. I always found it interesting that the most colourful and flamboyant street cultures come from the most industrialized, dark, and dirty of places.