R.I.P., 38 Studios and Big Huge Games

If you haven’t heard the recent string of bad-to-awful news surrounding 38 Studios and Big Huge Games, well, it’s not pretty. The situation is a total clusterfudge with ongoing developments happening right this GD minute, but the long and short is that 38 Studios and Big Huge Games are no more, and that all staff members of both studios have been laid off. A sucky situation, to say the least, though I am comforted by the industry stepping up and helping out their talent; not even an hour after the news hit, companies around the country were announcing open positions in an effort to help the displaced members of 38 and BHG.

It’s a sucky, sucky business when any studio shuts down in the industry, especially when it happens at the expense of such talented workers and creative folks. In particular, 38 Studios and Big Huge Games gave me Kingdoms of Amalur: Reckoning, one of my favorite games from 2012 and one that I had to put away because I couldn’t stop playing it. They made an engrossing world with a beautiful art style, along with an addictive combat system and very friendly exploration element. I’ll no longer be able to continue my time in Amalur, which completely bites because I’ve enjoyed myself there so much.

This is my tribute to the talent at 38 Studios and Big Huge Games, who I’m hoping like crazy will be able to land on their feet. You guys made an awesome game that still reached over a 1.2 million players, and I will look back with fondness on the mechanics you created and the memories you helped me foster. I’ll be on the lookout for whatever you guys have cooking up next, and I’ll be only too eager to help support it. Thank you and God bless.

Link: Thirty hours and counting with Kingdoms of Amalur: Reckoning

Game On: République and Kickstarter (Bozeman Daily Chronicle – 5/18/12)

Kickstarter. The very name causes game journos everywhere to puke in their mouth a little bit. Ever since Tim Schafer raised THREE MILLION DOLLARS using the crowd-source funding site, every indie developer in the world has started their own page and harangued sites for coverage. Heck, I’m even tired of the “We’re tired of your Kickstarter” tweets by now.

Yet, the unwashed masses of Bozeman have hardly been bombarded by Kickstarter stories the way that internet-users have been. Not only that, the underdog story of how République found funding during its twilight hours sounded compelling enough to make for a worthwhile story. Even the most played-out topic can work with the right story, or so they told me in school.

From this comes the May 2012 edition of Game On. It’s a timely piece about Camouflaj’s recent tribulations as well as a gateway article on how games can find funding through Kickstarter. Perhaps a bit immediate for a monthly gaming column, but I’m pleased with the result. Or rather, I’m pleased with my editors being pleased with the result.

Title: “Game on: New projects make it work with Kickstarter”
Outlet: Bozeman Daily Chronicle
Publish Date: 5/18/12

On the morning of May 11, after a month’s struggle, Camouflaj, a Seattle-based game studio founded by industry veteran Ryan Payton, successfully gained financial backing for their newest videogame, “République.” Their method was Kickstarter, a website that gives inventors and creators a platform to find investors by pitching their project and offering rewards if the project gains funding.

“République” isn’t the first game to back itself through Kickstarter. Earlier this year, game designer Tim Schafer and his studio, Double Fine, raised over $1 million in less than 24 hours for their new point-and-click adventure game. The game went on to collect a whopping $3,336,371 over 34 days.

The giant pile of money generated by Double Fine triggered a sort of gold rush for independent game developers looking for investors. Some, like “Shadowrun Returns” or “Oregon Trail: Director’s Cut,” found success. Most did not; in fact, gaming website Kotaku reports that only 25 percent of gaming Kickstarters have succeeded.

For a while, “République” looked like would be part of the other 75 percent.

Read the rest at the Bozeman Daily Chronicle.

No need for aiming assists in Max Payne 3

Right now, I’m reviewing Max Payne 3 for Gamer’s Guide to Life.com. Since there’s no actual embargo anymore, I feel okay in telling you that I like what I’ve played, as well as confident that the forces at Rockstar Vancouver won’t breach through my window and smash my head in with empty bottles of whiskey and pharmaceuticals for doing so. I enjoy the shooting mechanics so far, what with the Bullet Time® and Shoot Dodge™ing*, but I’m having the most fun with the aiming system. Max Payne 3 features several settings for aiming, including the ability to turn off the game’s targeting-assist. When I played Max Payne 3 earlier this year at PAX, I had trouble wrangling headshots out of the game’s auto-aiming system, so I disabled it shortly after firing up my Xbox 360. I waste more ammo with the snap-to system turned off, but I’ve slowly gotten better about training my cursor on baddie foreheads, and I’m starting to appreciate the level of skill it takes to aim au naturel.

After a few missions, just to see what would happen, I turned the auto-target back on for one firefight. Much to my surprise, I found that Max Payne 3‘s thrilling slow-motion gun battles feel significantly less thrilling when the aiming mechanics more closely resemble Call of Duty. In fact, with the auto-target on, Max Payne 3 goes from a stylish shooter made in the vein of John Woo action films to a gritty, high-def version of Duck Hunt.

I don’t usually feel this way about games with snap-to targeting. I’ve always thought Call of Duty‘s auto-aim was one of its most ingenious design decisions (it allows for less-skilled players to move through the game like a badass, broadening the series’ appeal), and it’s never bothered me in myriad games that have copied it. Yet, for some reason, turning the aim-assist off feels like the “right” way to play Max Payne 3 and anything less seems tantamount to cheating.

I think design objective is a big part. The recent Call of Duty games are all about putting the player in the thick of huge, bombastic setpiece moments, and the fast-paced, deadly gunplay helps facilitate this; survive from point “A” to point “B,” and do it with as little friction as possible. It’s all very fun, but it also doesn’t leave much room for deeper, less-straightforward ways to shoot stuff up real good.

Max Payne 3 feels different, even from other third-person action games. Max Payne 3‘s gunplay is rich and layered, like it’s the main event of the game rather than a way to shuttle players from one setpiece moment to another. Max can seek cover, dodge, enter bullet time, and rack up revenge kills, allowing for a wide range of options during firefights. Using auto-targeting to hone in on enemies feels cheap, like I’m not enjoying the game “properly.” It’s almost as if the game is saying, “Yeah, he’s dead, so what?” whenever I kill an enemy; “Did you have fun taking it down, or did you enjoy how we did it for you? LOL!”

The thing is, the game wasn’t as fun when I could immediately put an enemy in my sights. It becomes automatic, simply another thing I have to do on the way to the next big gameplay moment. Which is a poor way to play Max Payne 3, because there are no setpices, at least that I’ve come across so far. Each gunfight is its own reward to participate in, challenging to survive and gratifying to master; lining up three headshots in one leap all by myself may end up being one of my favorite gaming moments this year. Automatically targeting each baddie with a pull of the left trigger button squanders the thrill of using Max Payne 3‘s many combat elements in favor of reductive simplicity, similar to reading a plot summary to The Sixth Sense immediately before watching it, or someone telling a joke and immediately explaining it afterwards.

I’m now very curious to play fire up Modern Warfare 3‘s campaign again and try playing it without auto-aim, if it’s even allowed. The game has such a linear, driving focus, and I wonder if stopping to actively aim would cause the game’s pacing to suffer.

Last point: playing without auto-aim fits well with the slightly old-school design that Max Payne 3 adheres to. After all, Max collects healing items instead of regenerating health automatically and can hold more than two weapons at a time. With the auto-aimed turned off, Max Payne 3 becomes a worth successor to the PC and Xbox* classic; without it, Max Payne 3 changes into yet another post-Modern Warfare shooting game with a third-person camera angle.

Playing without snap-to targeting is devilishly tricky and I don’t recommend everyone try it, especially since the difficulty ramps up something fierce during later chapters. All the same, I will continue to enjoy working for my kills in Max Payne 3 sans auto-aim, just the way I didin the first game. Some things weren’t meant to change.

Error 37: A cautionary tale

Anticipation is a mofo, isn’t it?

Last night, millions (literally, millions) of gamers switched on their computers in hopes of playing Diablo III, the newest in Blizzard’s hack-y, slash-y, click-y action-RPG series and a game certain corners of the internet have been frothing for since 2000. Their hopes were misplaced. All through the night, into the morning, and again through following evening, players valiantly attempted to start their game. Instead, they encountered the by-now-infamous “Error 37,” a notice that Diablo III‘s servers were over capacity and wouldn’t allow any more players in.

Now, wait a minute, servers?

Yes, dear readers, Blizzard chose to fit Diablo III with a mandatory online connection, similar to the DRM Ubisoft put into several of its PC games a few years ago, like Assassin’s Creed II. In a nutshell, the game requires players to be connected to the internet at all times during the course of play, even during single-player situations.

Blizzard could have implemented this persistent online connection for any number of reasons: piracy prevention, design decisions based around the game’s real-money-accepting auction house, more-easily integrated online play, whatever. I am still baffled, though, that the company decided to go through with using the connection requirement; Ubisoft’s Always On DRM met with extreme unpopularity upon release, and eventually was rebuffed and lost to the annuls of history (with the exception of bloggers like myself who dig through past screw ups for argument-strengthening examples).

Baffled. Even if the Always On persistent connection hadn’t been a PR nightmare for Ubisoft, I’m still shocked that launching several World of Warcraft expansions didn’t give Blizzard enough prior experience to deal with millions of gamers looking to play the thing they bought for $59.99 at Target all at the same time.

Seriously, gamers hoping to play through the single-player portion of their campaign are held up from doing so because of ill-thought-out and poorly-implemented DRM. Granted, “not getting to play a video game” ranks pretty high on the First World Problems chart (somewhere between “they only had white zinfandel” and “We had to go see The Avengers in 3D instead of 2D“), but it is still a case of consumers not being able to use a product that they paid money for.

This is why I have a strict cabin-in-the-woods policy when it comes to single-player games. That is, if I can’t take a game to my family’s cabin on Lindbergh Lake (a location sans-mobile phone service and often lacking internet connection) and still enjoy myself, I write the game right off. There are simply too many moments in my life where reliable online access isn’t guaranteed, and despite the ever-expanding presence of 3G wireless and high-speed broadband, I still feel like a game should be able to speak for itself without having to look to the internet. Besides, having that criteria helps thin out the games I actually care about.

Anyway, who knows how long it is before Diablo III can even be played without having to suffer through Old Republic-esque queue times, but it needs to be soon. Honestly, I hope Blizzard drops the need for a persistent online connection; it’s a crappy deal that ultimately benefits no one. Hopefully, Blizzard and pissed-off gamers can reconcile and go back to living in non-Metacritic-bombing harmony, but in the meantime, I’m going to go play Max Payne 3, a game that, remarkably, you can start playing as soon as you close the disc drive.

PAX East 2012: TERA hands-on impressions (Gamer’s Guide to Life – 5/6/12)

Ah, and we’re back to PAX stories. Honestly, I don’t mind; I certainly won’t begrudge myself the privilege of writing about games that most folks haven’t played yet, even though, to be technical, TERA has been in beta for a while now. Whatever. They had a large booth, and we got to play the game inside of it.

As an aside, I think I spent more time with MMOs while at PAX than I did outside of the convention–an ideal candidate for covering a genre steeped in convention and all sort of complicated bollocks.

Still, I’ve listened to a fair few episodes of Respec Radio, Game Informer’s MMO podcast, and learned about several aspects of gameplay from friends obsessed with World of Warcraft and Star Wars: The Old Republic, so I had some idea of what I was getting into. The demo turned out to be a massive version of Kingdoms of Amalur: Reckoning, and we know how I feel about that game. Suffice it to say that I had fun.

Title: “PAX East 2012: TERA hands-on impressions”
Outlet: Gamer’s Guide to Life
Publish Date: 5/6/12

This year looks to be great for action-oriented MMOs, and TERA is fixing things to make it even better.

We’ve already covered at least one hack-y, slash-y MMO from PAX, but while RaiderZ is all about tracking and hunting monsters, TERA adheres more closely to traditional MMO paradigms. That isn’t to say that it’s not incredibly fun, though.

Gamer’s Guide to Life.com got a chance to check out one high-level raid encounter whilst at PAX East, and we came away impressed with what TERA had to offer.

Read the rest at Gamer’s Guide to Life.

The story’s the thing: whatever happened to storytelling in JRPGs? (Gamer’s Guide to Life – 5/2/12)

I love JRPGs, and I never miss an opportunity to write about them when I can. Unfortunately, I rarely have time to play new ones nowadays, and there’s a lack of quality, high-profile examples of the genre lately. That doesn’t stop me from breaking down what I have played, though, and scrounging around for time to play other JRPGs and write about them (oh, Radiant Historia, it pains me to know how inactive you are in my DSi XL right now).

This article’s a bit old (in truth, I wrote a few months ago), but I still feel it’s relevant to current game design discussions. Not as topical as I’d like, granted, but it gives me a chance to strut one of my pet theories about storytelling in video games. Also, I get to allude to Korean soap operas, so there’s that.

Title: “The story’s the thing: whatever happened to storytelling in JRPGs?”
Outlet: Gamer’s Guide to Life
Publish Date: 5/2/12

Back in January, Square Enix released Final Fantasy XIII-2, a follow-up to Square’s most recent (and, in some circles, controversial) entry in the long-running JRPG series.

Reviews of the game range from lukewarm to rather positive, but many of the critiques boil down to the same thing: the combat and gameplay are fun, but the story is awful.

Read the rest at Gamer’s Guide to Life.

Getting rid of checklists

I follow a fair few game journalists on Twitter. This is helpful because I can network with them through devious social means*, and because some of them dole out nifty free writing tips. Things like (and I’m paraphrasing here): “Adverbs like ‘pretty,’ ‘really,’ and ‘actually’ are disposable”; “Let’s try and settle down from hyperbole, alright?”; “For f@$#’s sake, stop using the term ‘mixed-bag’.”

One tweet that caught my attention came from Rick Curnutte of Area 5, who posted this gem on April 28:

I grow bored with game-criticism-as-consumer-report. I want to read about art not software appraisals. Fewer and fewer options for this.

Man, that’s an awesome idea, isn’t it? Makes a hell of a lot of sense, too. I’m not going to get into the whole “are games art” thing, because I work in a little less than an hour, and it would greatly inconvenience my shift manager if I didn’t show because I cast myself from the top of my apartment into a dumpster full of broken glass and Lyme disease. Accepting that games are art, though, the idea of extolling a game’s artistry, rather than its bullet-point selling features piques my interest, and I’ve been mulling over how I write my reviews and how I can steer them away from back-of-box checklists.

I readily admit my reviews have a tinge of checklist about them. Mostly it’s because I want to be thorough in describing everything about the game, and what to expect from it when plunking down $60 at Target. I feel I’m being informative by doing so. Paragraph about play control? Check? Brief synopsis of the game’s storyline? Roger. Small list of major features or selling points for the game? Good to go. It’s what consumers want and what they’re used to; it’s certainly what I’m used to, from the time I picked up my first issue of Nintendo Power back in 1996.

Gaming journalism has come a long way since 1996, though. Video games are hardly the stuff of toys and quarter-draining diversions that they were back in the ’70s and ’80s, constantly upping their level of artistry* and delivering emotional experiences in ways not possible through avenues like film, television, or books. More than ever, they deserve analysis on par with the mediums I mentioned, and the discussions around them need to grow away from the conventions of past reviews (e.g. writing about a product rather than a piece of art).

Except those conventions aren’t always unwelcome. One function of a review is to inform consumers about the game, and players looking to dig dirt about new releases should be able to glean whether or not the game is worth their time. High-level criticism and analysis certainly have their place in the gaming journalism pantheon, but they shouldn’t be the only thing.

The trick, I think, is not getting caught up in the list-making portion of the review. I tend to separate my paragraphs by a certain facet of the game (graphics, sound, etc.), which is organizationally sound but hardly compelling to read. Perhaps instead, I need to write about the experience as a whole, and keep an eye towards the incidental details.

This is the sort of criticism that can be expected for other forms of media like movies, books, music, etc. In a film review, critics often discuss aspects of the film naturally, calling out things like actor chemistry, musical score, and quality of dialogue as the piece requires, rather than from some invisible checklist (“Oop! I didn’t mention the cinematography yet. Better find a way to work it in.”). The same goes for music, and I find it unlikely that music reviewers would start picking on an album because it should have been longer (“Only 8 songs for $17.98 at Tower Records? Oh, Boston, how you disappoint me.”).

I think I need to go back to my mantra of when I wrote movie reviews in college: “A man goes to the movies. The critic’s job is to admit that he is that man.” The particular man who wrote that was Roger Ebert, a critic I’ve held in highest esteem from the time I was in high school up through present day. It was through him that I formed my idea of what criticism vis-à-vis reviews should be: regardless of whether or not I liked the finished product, readers should come away feeling as though they’ve experienced a piece of the game/movie/whatever for themselves, or at least have enough information to decide if it’s right for them. It’s been too long since I’ve read ol’ Eb’s at length, and I’ve had it in my head to rifle through his The Great Movies anthologies for a few years now.

Anyway, just some simple musings from a guy who likes to write about video games. Believe it or not, I’m still trying to find my writing voice, and little thought-snacks like Mr. Curnutte’s tweet will help me uncover my inner kickass word-slinging self. In the meantime, I’ll be here hammering out my prosal style in front of a live studio audience (love you, readers!).

Follow

Get every new post delivered to your Inbox.