videogames

Fallout 3, as Reviewed on Zero Punctuation

by Joey deVilla on November 19, 2008

Once again, it’s time for my favourite videogame reviewer, Ben “Yahtzee” Croshaw, and his series of smartass videogame reviews, Zero Punctuation. This week, he covers Fallout 3. His verdict:

Yeah, it’s pretty good.

Its 93 rating at Metacritic — which gives it a standing equal to Gears of War 2 – comes from a number of glowing reviews from various sources:

{ 0 comments }

Looking Forward to Trying This Out Later Tonight…

by Joey deVilla on November 19, 2008

Photo of my TV showing the 'updating' dialog box for the New XBox Experience.

{ 1 comment }

rock_star_mullet_kit

I saw these at Future Shop a couple of days ago, beside the Rock Band and Guitar Hero packages. You too can have rock star hair for a mere $19.99 (in Canadian dollars)!

{ 1 comment }

Salmagundi for Friday, November 7th, 2008

by Joey deVilla on November 7, 2008

Interview with Chris Slemp, MSDN

joey_devilla_chris_slemp

Here’s another video interview featuring Yours Truly at the PDC: it’s with Chris Slemp, Program Manager for the Server and Tools Online group at Microsoft. In the interview, we talk about MSDN and its new social bookmarking feature.

Click here to watch the video.

“Grim Fandango’s” Puzzle Document

grim_fandango_puzzle_document

If you’re looking to get into the mind of a game designer and the design of one of the most highly-regarded computer adventures games, be sure to check out the Grim Fandango Puzzle Document. Tim Schafer, in “a temporary fit of Cake-induced Grim nostalgia,” decided to put the game’s puzzle design document online in PDF form (it’s 2.3MB in size).

Here’s a great summary of the Grim Fandango Puzzle Document, written by Andy Geers:

I use that word "crafted" because that’s exactly what this newly released document shows: true craftsmanship. We see the incredible attention to detail, the pacing of the narrative as it builds and as the puzzles get increasingly sophisticated, always coaxing the player along with them. As somebody whose spent the last few years trying to write my own adventure game, what struck me most about this document is the sheer simplicity of it – it’s well established that it takes a great deal of clarity and hard work to boil down something so vast as Grim Fandango into such a simple representation that conveys so much information in such a succinct way.

It’s a considerably more interesting read than most specs.

My Job-Related Reading List

Nothing gives you that frozen-caveman-thawed-in-modern-times feeling like returning to a software platform after not developing in it in seven years. Getting back into the swing of Microsoft’s development tools has been fun so far, but it is, as a lot of people have told me, like drinking from the firehose.

reading_list_nov_2008

To quickly get acclimated with C#, ASP.NET and XNA, I’m expensing the following books I bought today:

I’ll let you know what I think of these books as I read them.

“Zero Punctuation” Reviews

And finally, a couple of reviews from my all-time favourite game reviewer, Ben “Yahtzee” Croshaw. The first one’s for Saints Row 2, which includes a great argument for why it might actually be a better game than Grand Theft Auto IV as well as a brilliant concept for a new game:

and here’s the latest review, for Dead Space, which he summarizes as “competent but bland”. Luckily, his review is anything but…

{ 0 comments }

Zero Punctuation on “Spore”: NOOOOOOOOOOOOOOOOOOOO

by Joey deVilla on September 17, 2008

Oh, how I enjoy Ben “Yahtzee” Croshaw’s game reviews in his video series Zero Punctuation. In this installment, he covers (and savages) Will Wright’s long-awaited game, Spore. Thankfully, he skips complaining about the DRM, which I heard plenty about already. After hearing his review, DRM sounds like the least of the game’s problems…

{ 0 comments }

Zero Punctuation’s Bang-On Review of “Too Human”

by Joey deVilla on September 11, 2008

Some of my coworkers at b5 were all hot-and-bothered about the demo for the XBox 360 game Too Human, so I decided to download it and give it a try. I played it and was generally less than impressed with both the gameplay and especially the storyline (like Assassin’s Creed, the story’s a rather clumsy mish-mash of swords-and-sorcery and sci-fi genres).

Ben “Yahtzee” Croshaw, the fast-trash-talking host of the excellent videogame review show Zero Punctuation agrees with me. He panned the game in his trademark fashion:

{ 0 comments }

Great Showdowns (of the 8-bit Era)

by Joey deVilla on August 17, 2008

Can you identify the ’80s-era games depicted in Scott Campbell’s piece, Great Showdowns (of the 8-bit Era)?

Great showdowns of the 8-bit era

{ 0 comments }

Have You Played Atari’s Founder Today?

by Joey deVilla on June 10, 2008

A sign that I may have woken up in a parallel universe: Paramount Pictures has snapped up the rights to make a film — tentatively titled Atari — about the life of Atari founder Nolan Bushnell. Leonardo DiCaprio will play the title role.

{ 0 comments }

I Finished Grand Theft Auto IV!

by Joey deVilla on June 9, 2008

Last week, I finished Grand Theft Auto IV. All in all, I’d have to say that it wasn’t as difficult — and definitely nowhere near as out-and-out throw-your-console-out-the-window frustrating as its predecessor Grand Theft Auto: San Andreas. This is fine by a casual player like me, who got in a few hours’ playing every week, with one marathon Sunday afternoon. Now it’s time to take the online multiplayer part of the game for a spin.

{ 1 comment }

Gamasutra’s on Lessons from Atari Games

by Joey deVilla on June 9, 2008

Game Design Essentials: 20 Atari Games is a long (23 pages!), thorough but incredibly fascinating look at games from the time when Atari mattered as a videogame company. Back when they were something, they weren’t afraid to bust out of the genres of the time, take chances and come up with some innovative, experimental and sometimes mind-bending games with unique touches, right down to that unmistakable bell sound whenever you inserted a coin into the machine.

{ 0 comments }

Grand Theft Auto IV…for the NES?

by Joey deVilla on May 8, 2008

What if Grand Theft Auto IV had come out in 1990, for the NES? The ad would probably look like this:

{ 0 comments }

“In the past, Grand Theft Auto has been severely criticized for being too violent,” says Conan O’Brien. “Well, the new version — I got it yesterday and was playing with it — it’s been toned down a lot. I’m not sure it’s better…”

{ 2 comments }

Portal Meets Walken

by Joey deVilla on May 1, 2008

Here’s the only way that the game Portal could be improved: by adding Chrostopher Walken to the mix!


Click the picture to see an even larger version!

{ 0 comments }

GTA IV Grab Bag #1

by Joey deVilla on April 29, 2008

Here’s a first in a series of regular updates on the just-released and much-awaited Grand Theft Auto IV

A Hint for Those of You Who Can’t Speak Niko’s Language

In some of the dialogue between Niko and Roman, they switch between English and (I’m assuming here) Serbian. The bits in Serbian are asides that aren’t crucial to the story and can be inferred from context, but if you really want to feel like Niko, you’d like to know what they’re saying, right?

The solution is simple: just turn on subtitles (you can do this from the Game menu). When they speak in Serbian, the English translation will appear in grey text.

Another 10 Minutes of Gameplay

For those of you who haven’t yet had a chance to try out GTA IV, here’s another video showing the next 10 minutes of gameplay (the video showing the first ten minutes is here), featuring:

  • A little exploration of Roman’s apartment,
  • a carjacking (which isn’t as easy as it used to be),
  • exploring the hood,
  • abusing a sportscar until it explodes (with Niko in it),
  • respawning outside a hospital,
  • noodling with Niko’s appearance,
  • and fun in multiplayer mode (including a rocket launcher mishap and gunning foos down with a pistol and fully-automatic weaponry).

An Observation from GameSpy

Here’s something from Fargo’s Thought for the Day, which is included in GameSpy Daily, an email newsletter from GameSpy:

Thoughts on Sandbox Games

Since around the time that Grand Theft Auto 3 and The Sims came out, the phrase “sandbox game” or “open world” has seeped into gaming literature and even into marketing speak. It kinda drives me nuts, because a “sandbox” in and of itself isn’t very fun. It’s easy to screw it up.

Ask any game designer and they’ll tell you: if you put a person in an open world, where they can do anything they want, they spend a few minutes testing the limits and then he or she will get bored. The real trick to these games is to provide a lot of directed gameplay even if people don’t realize it. The object of an open world is to let the player set his or her own agenda, and then to provide tons of cool gameplay once they decide what to do. Sims 2 is a great example: you can do whatever you want, but no matter what decisions you make for your characters, you’ll always run across interesting mini-games or tough decisions to make in order to accomplish your goal.

Of course the Grand Theft Auto games have an overall story that you can work through via a series of directed missions, but even when you go “off the rails” and start freestyling in the sandbox world, you’re never far from the guiding hand of a designer encouraging you to collect something, discover something, set a new record, kick off a minigame, etc. Few design teams can do an open world right — but when they get it right, the experience is spectacular.

{ 0 comments }

Here’s a photo of the line outside my local EB Games (the Runnymede/St. Clair location in Toronto) for Grand Theft Auto IV, taken last night at midnight:

Midnight line for GTA IV outside the EB Games at Runnymede and St. Clair, Toronto

The 30-car parking lot behind the store was full of cars that I could’ve sworn were lifted right from the previous game in the series, Grand Theft Auto: San Andreas: small sports cars painted in bright colours with lowered suspensions, chrome wheels and obnoxiously loud exhausts and stereos driven by guys in hoodies. The male-female ratio was high, but there actually were some teenage girls in line, which is a good sign: why should guys have all the realistically rendered fun in a virtual New York?

The door to the store is a few paces past the “no left turn” sign in the distance. I waited in line for about an hour and managed to get one of the last non-pre-ordered copies for the XBox 360.


A trailer for Grand Theft Auto featuring my character’s cousin Roman.

After getting back home, I played the game for about an hour, soaking up the the visually gorgeous opening sequence, running errands for my character’s cousin, Roman, shopping for clothes to impress a lady and beating up Albanian loan sharks. I’m going to have to jack a car and explore the city, as it’s so gorgeously rendered that it feels quite real. While the “San Francisco” segment of Grand Theft Auto: San Andreas gave me the feeling of deja vu (I lived there for a year), Grand Theft Auto IV made me feel as if I was in Brooklyn right now.

Here’s a video of the opening of the game, featuring the title sequence and the first few minutes of mise en scene:


The first 10 minutes of Grand Theft Auto IV.

I’ll post more details as I play the game.

{ 2 comments }