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Friday, January 30, 2009

DFW Gaming Convention Incoming

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ScrewAttack, an online community for gamers which boasts original entertainment and news, has posted the early pre-registration on their website for the gaming convention being held in DFW this year. SGC will take place July 3-5th, 2009 at the Westin Dallas/Fort Worth Airport- only 3 minutes from DFW Airport. Prices are as follows:
Early Pre-Registration (through February 28): $30
Pre-Registration (March 1 - June 19th): $40
On Site Registration: $50 for the entire event or $20 per day
It should be a blast if we can get everyone in the metroplex out for 72 hours of gaming, and with a host of guests being anounced, there is sure to be something for everyone. Hell, just to get my picture taken in front of Ecto-1 is worth the badge. You can check out information about ScrewAttack and their convention through the following websites. Hope to see you there.
*All images are courtesy of http://www.sgconvention.com/

Tuesday, January 27, 2009

Recommended Reading

For those calm sunday afternoons, when it feels good to get away from all the hustle and bustle of our weekdays, sometimes you need a good book. Being in grad school right now, I am kind of strapped for time. I can't imagine reading some Tolkien, while trying to cram a Consumer Behavior textbook into my brain, but I refuse to stop reading for pleasure. Information is like food for me, although if all I keep eating is these meaty textbooks, botulism will surely ensue. So, I picked up a new book from one of my favorite editors at Kotaku, Brian Ashcraft, who decided to explore the arcade ulture that has held the country of Japan captive for the past 25 years or so. Behold, Arcade Mania!
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To me this book was more than just an "average" book for two reasons: first, I grew up on these cabinets. I can remember being in a bowling league when I was like 8, and in between frames I would run over and watch all the teenagers tearing up Mortal Kombat and Street Fighter 2. And then when I was in High School I worked at a go-kart park, occassionaly spending a night working the arcade, adding free credits to Killer Instinct and Virtua Fighter cabinets to feed my fighting game hunger. Second, I just got back from Japan in May, and I went to alot of arcades while I was there, so much so, that I would stop mid-chapter sometimes exclaiming "Oh! I have been there!" and continue reading as I walked down memory lane, wishing I was at a Street Fighter IV cabinet in a smokey basement in Akihabara.
For anyone living in the U.S. now, they know the sad state of our Arcades, considering anything mom & pop was pushed out of the market by these Gameworks and Dave & Busters years ago and who inevitabley has done a great disservice to the industry, by filling the floors with dedicated cabinets at $2 per play, while removing all the long standing fighting, adventure, and retro-games that we all know and loved. But this is not the case worldwide, because for all the rhythmically charged, robot flying, card based games existing in Japan now, there is still a calling for all types of games. From shooters to Majhong, in Japan, the arcades have evolved with the people and not only does this book feature historical aspects of the multiple genres that inhabit Japan's arcades, but it also explores the people who have helped create, inspire and prolong this cultural phenomenom. My favorite had to be player 4 "the beast", as I recall gathering around a friends computer back in 2004 to witness Justin Long beating the crap out of this guy ("the beast") only to have his super combo parried 15 times and die taking Shinryuken to the face.
Another great part about this book, was to see how much I had missed. I only spent about 5 days in Tokyo, so there are thousands of Arcades left for me to visit, and if I can see half of them, I will die fulfilled. All in all, this book has been a treat and already has me planning out my next arcade fix, half way around the world.
Thanks for reading.
You can purchase this book at Amazon.com here.

Tuesday, January 13, 2009

Fable 2: Knothole Island

The Fable 2 DLC is available today after a little delay. Thinking about it, I am happy to have chosen the path I did at game end, due mostly to the fact that I will still have my dog. Most of my roommates were more noble than I and will therefore be doomed to wander the land of Albion alone.. like the Incredible Hulk.

**Correction: I was watching my brother and found that it is possible to bring your K9 companion back, BUT, for all you goodie-to-shoes out there, know that you must sacrifice one of the lovely villagers of Knothole Island.

Thursday, January 8, 2009

State of the Industry: Video Game Violence

State of the Industry: Video Game Violence*
I am a gamer. And from previous posts it is obvious that I am using this medium to share my opinions on games and other aspects of the industry, as well as excerpts of my personal life. So, I am going to start running this monthly post "State of the Industry", to analyze a hot industry topic of my choosing. Obviously, I chose to fore go the frying pan and jump straight into the fire by choosing to tackle every one's favorite subject: Video Game Violence.

I suppose it started with a post I read a couple of days ago on Games Radar here: http://www.gamesradar.com/f/2008-a-year-to-dismember/a-2008123111202491034


The post takes a look at video games as an expression of human fulfillment and fear, through the recent obsession that occurred in 2008 with dismembering our opponents in a video game. There seemingly being enough games to make it a trend, I took his article to heart, but felt it lacked causality. Links are made between multiple theatres in life; from the human psyche, war, global economy, and literature such as Faust or the Divine Comedy. And maybe the article is right, sure we all subconsciously exert our fears and desires through games at times, and whether or not we know it, there could be an inherent desire (or lack of) to dismember something. The article uses some 6 games as examples, I will examine the two of which emphasized the concept of dismemberment the most: Fallout 3 and Dead Space.

The Rise of the Sequel*

Now, Fallout 3 is obviously a sequel, from a long standing series of PC games by the same name, and although it has made its transition to consoles, the core elements remain the same. It takes place in a wasteland and you are the wanderer from a vault who must make decisions to help save humanity or not. But, really the change comes in the combat. What was once a kind of 3rd person, turn based, strategy combat system, had been traded for Bethesda Studio's "Oblivion" engine and was played from either 1st person or over the shoulder view, real time. Again, with Bethesda trying to stay to those core elements led to the creation of VATS, a turn based targeting system, based on the original AP system that would let you target someones body part in hopes of scoring a critical hit. But even if you crippled a body part, nothing fell off until your opponent is dead and the "Bloody Mess" perk which makes most opponents explode upon death, actually originated in the first Fallout back in 1997. I think the only reason this is getting so much attention, is because how beautiful the graphics are in this game. And by beautiful, I mean, slightly disturbing by how close to real the Wasteland is. The entire concept of "dismemberment" may only come from Bethesda's attempt to replicate the feel of past Fallout games. Which brings me to my first point, maybe the reason we see more emphasis on violence this past year has to do with the fact** that we are seeing more sequels to some of our favorite violent games. I count around 15 (depends on the definition of violence) sequels in 2007 and 30 in 2008. It would seem to me that any game that starts out violent, would only have to find ways to spice it up in the coming sequels, not only to out do themselves, but to keep up with new IP's who may be creating new ways to be violent, if only to differentiate themselves from the industry.

Shoot the Limbs*


Now Dead Space being a new IP is truly the front runner for the argument. I recall reading numerous press releases and interviews that touted "strategic dismemberment" as the defining element of this game. And it is exactly what it sounds like. A over the shoulder survival horror game that requires you to eliminate your opponents appendages to kill them. I personally found it particularly entertaining and executed skillfully. But for a game which has been accused of borrowing concepts and elements from so many other games (IE: Doom 3, Bio Shock, Resident Evil 4) it does a very good job with its atmosphere and inventory system to deserve more than just a dismemberment generalization.

In conclusion, I think it is important to note the shear number of games being released now. It seems that for every violent video game released, we see another wave of simulation and party games that have almost no violence at all. It may just be that the industry is growing rapidly and like any medium (music, movies, television) we as society will continue to push the envelope of what is acceptable. Some would say that this will desensitizes us to inhumane actions, especially since the gamer is participating in these actions. Maybe it is something in our subconscious that's creates desire for violence. But for games like Fallout 3, its design allows users to make a choice to be inhumane or not. Although you will have to kill your enemy, some violent games allow the choice of how they should be killed. And how evil the character acts is a direct result of the actions users take, and will even affect the way the NPC's in the game react to your presence. Kind of like the real world.

*All images courtesy of Google Image search, and http://www.penny-arcade.com/
**Please refer to the Wikipedia lists for Notable Games in 2007 and 2008 and realize that this is not a grounded Fact, but a gross estimation.