Tuesday, January 11, 2011

Bulletstorm: Everything Old is New Again...Maybe


Ahhh Bulletstorm, from unknown, to potential sleeper hit to regular guest star on Cliffy B's Twitter feed, the game's momentum just seems to keep growing. My enthusiasm, on the other hand, maxes out at "curious" at best. While the game does seem to have the potential for some serious fun, I have some issues with the "kill with skill" combat system at the core of most of the hype that ranges from serious potential for fun-killing repetitiveness to the fact that it's not as original as the parties involved would like you to think.

Full Story (360)
Full Story (PC)
Full Story (PS3)

Wednesday, January 5, 2011

Beyond Good & Evil HD. It's Not a 2, But I'll Take It.

The good folks over at Joystiq have posted a trailer for the forthcoming LIVE and PSN HD re-release of (sorely underappreciated) cult hit Beyond Good & Evil. Since I played the original on PC, the addition of HD resolutions means little to me, but I can get excited about anything that encourages new gamers to discover this little gem and possibly renew interest in a sequel. Now if only someone could post a release date...

Pleased to Meet You, Hope You Guessed my Name

There's an interesting editorial over at IGN about whether or not Activision is the most evil company in the world. While a lot if it is pointless fluff (comparisons to Pfizer, BP, Halliburton etc.) there are some good points in the latter part of the article. There's also the irony of an IGN article tackling such a subject in an editorial. You know, IGN, a company with a notorious reputation for giving overly favorable reviews to games or movies that pay hefty prices for advertising on their site. Yeah, those guys.

As much as I love using IGN as a resource, since they've got all kinds of tentacles in every bit of the world of video games, the bigger they gotten (I've been following them since they were Imagine Games Network) the more of their integrity seemed to be for sale, and the less professional some of the writing seemed to get.

Hey! We can get away with a lack of professionalism in our writing here, it's a blog. So there.

I digress.

I'm not going to get too much into the IGN article, you can follow the link and read it for yourself if you're interested, instead I'm going to give my take on the question of just how full Activision's evil-o-meter is. Since I've already stated that I worked at Activision recently, you are free to grab your grain of salt and hang on to it for everything that follows, but keep in mind I am still a gamer, and I still love Tim Schafer. Onward.

The biggest issue with thinking of Activision is evil is thinking of it as a singular entity, rather than a company made up of people. To say Activision is evil is to say that every employee of Activision is evil (or bad or crooked or greedy or whatever else the general gaming population associates with Activision) which is simply not the case. The people I worked with in the QA department were some of the nicest, coolest people I've ever had the privilage of working with. This includes the Senior testers, Project Leads - you know, the general boss types - and not just my fellow testers. So already the idea that everyone at Activision is out to trick gamers into paying as much as they can for whatever crap Activision poops out should be busted. There's more to it than that, however.

Actvision is just the publisher, they're "the money." They don't have as much influence over the actual games as many people seem to think. Activision provides the funds to pay the salaries of the people that do makes the games (Infinity Ward, Treyarch, RoboModo, etc.) as well as take care of advertising and actually getting those games on shelves. Any issue you have with the game itself falls on the name of whatever developer you find sharing space with Activision on the back of the box.

This reputation of being "evil" didn't materialize from nowhere, however, so there must be some merit to it, right? Scooping up Red Octane and the Guitar Hero name while kicking the company that created the franchise, Harmonix, to the curb is a move that can only be described as douchetastic. A similar descriptor could be applied to leapfrogging developers on the Call of Duty franchise in order to release series entries on an annual schedule. A move that almost certainly led to the infighting and implosions that affected Infinity Ward. What about kicking Double Fine to the same curb as Harmonix, then attempting to sue EA for the rights to Brutal Legend once it looked like there was some serious buzz about it? Douchetastic to the max. But, who is responsible for all these actions really? Individuals. More specifically, businessmen.

Businessmen trying to maximize profits for themselves and for shareholders. These people are not interested in whether or not their company's game does something new, or "pushes the envelope" or if the game's audience thinks it was a real improvement over the previous incarnation. They're only interested in whether or not people buy it and, so long as people continue to buy Call of Duty and other such games in record numbers, there's no reason to change the way things are going. But this is the struggle that has existed between publishers, developers and gamers since almost the inception of the video game industry. Gamers want some new experience, some significant improvement, developers want to push the limits of their ability and publishers simply want as large a return on their investment as possible. Do the higher-ups at Activision employ some of the more dastardly methods in order to accomplish that goal? Absolutely. But a few years ago the same thing was being said about EA, who is now considered the "good witch" to Activision's wicked witch. Which means some of you need to consider the fact that I'm trying to work in a good Wicked analogy here.

All this talk of how Activision is a publisher and as such is run by businessmen, rather than gamers, can't be complete without mentioning the man every gamer looks upon as Satan's earthly minion: Bobby Kotick. While the level of direct involvement Kotick had in some of the more dubious actions I've mentioned is something I can't comment on with any kind of accuracy, the man's reputation in the public leaves little doubt about how his company came to be considered "evil." Let's review some of his more recent appearances in the news: Lost a lawsuit levied against him by a law firm because he never paid them for providing defense in a sexual harassment suit that he also lost. A suit which was birthed from the "company" he and five friends created to manage their private jet in order to get tax write-offs for the use of said jet. Doesn't exactly create a warm and/or fuzzy feeling in regards to the man. But this kind of behavior isn't exclusive to Activision, the video game industry or even businessmen. Isn't one of the reasons we have "class warfare" and an arguably malfunctioning economy due to CEOs, VPs and the like preferring to dissolve entire buildings full of people that live from paycheck to paycheck rather than forfeit the profits that allow them to drive two Bentley's and have a "summer home" on an island whose name takes practice to pronounce properly?

When it comes down to it, Activision isn't really evil. It's simply a publisher run by a businessman displaying some of the most despicable traits associated with both. I'm sure if the public was able to dig deep enough they'd find there were people besides Kotick responsible for some of the most offensive decisions the company has made. Maybe not. So perhaps there are individuals in charge that could easily fall into the definition of "evil" but their actions are representative of only themselves, not the entire company. The worst thing I can think to accuse Activision, as a company, (rather than specific individuals) of is laziness. Rather than take the huge profits created by their biggest franchises and use them to branch out into new, potentially groundbreaking and risky IPs, the people in charge of the company simply rests on their laurels; assured that the next Call of Duty game or World of Warcraft expansion will buy Kotick another jet.

Should this change, and Activisions starts using those profits to take risks, birth new franchises or simply allow adequate development time on current franchises to create a truly "new" incarnation (again, much like the about-face EA did not too long ago) gamers will simply find another company to paint the evil target on. Because that's just the nature of video games, and I'm as guilty of it as anyone else.

Monday, December 20, 2010

Time Travel

So yes, once again there has been a large...LARGE gap since the last installment of new content here on Higher Tech. I'm only one man, what can I say? Oh right, I can say the most recent gap was due to my employment in Activision's QA department. True, even when we were doing 12 hour days 6 days a week, I did have time to write something here...I was just afraid to.

I tend to get excited and go off on tangents about related gaming topics and other theories and info whenever I write something; you may have noticed this. While accidentally letting slip some small secret about Tony Hawk: Shred (my first project) may have gone unnoticed, any kind of leak related to Call of Duty: Black Ops (my second project) would have quickly gotten me fired, if not sued. So I'm sorry to the 5 or 6 of you out there that read this, but you're simply not worth staring down the barrel of Activision's legal department, much less forfeiting my long fought for first step into the video game industry.

In any case, some form of regular content should be appearing here again soon. At least until my gig at Naughty Dog starts in March. That's right, Naughty Dog. Uncharted 3. Be jealous, it's OK.

In the meantime, feel free to get more regular updates from my Twitter feed. Though far less informative, you'll usually still find video game related stuff, and it's always nerdtastic. Occasionally funny too. Woo! Ah hell, just go...

Wednesday, June 9, 2010

Gettting my Game Face on.

At the suggestion of friends from The Game Cookery, where most Higher Tech articles can also be found, I've decided to begin chronicling my efforts to break into the video game industry. Of course, at present, I'm past the part where I swept my girlfriend off across the country to find more entry level positions in the land of the setting sun (California) and started making contacts you'll probably be wanting some prologue.

So, uummm...


Prologue

I love video games. I still believe the best Christmas present I ever received was a Super Nintendo Entertainment System. Before then I'd only ever played my friends' systems. That gray box with purple buttons was my induction. I played every game I could convince my mother to buy, and played them over and over. Yes, I'm somewhat ashamed to say I used a Game Genie sometimes, but I was a "newb" in the most literal possible sense.

As the years passed I grew to appreciate games for the unique artistic medium that they were. I found my greatest delights in uncovering some new way to approach the challenges presented rather than simply reaching the end and saving the princess/the world. I began to understand that video games were entirely unique in the realm of entertainment mediums. Unlike the passive experiences found in books or movies, games didn't tell you a story, they asked what your story was, or at least what version you liked best.

From the most basic, story-devoid, premise of Space Invaders which simply asks "Would you be able to survive an oncoming horde of aliens that move faster with each new wave?" to the most recent open-world game that simply asks "What would you do if...?" before trailing off into possibilities to numerous to be listed on the whole of the Internet, video games provide the opportunity for the play to take what story they're given and make it theirs.

The best works of art, movie, novel, painting or sculpture leave room for interpretation, the opportunity for the audience to take away a slightly different experience than the person next to them. These same works of art only improve with multiple viewings. But when was the last time you watched Citizen Kane and had an entirely different experience? Kane will always die, Rosebud will still be a sled, your (realistic) interpretation will always have very definite limits.

With a game, however, you can go back and see how the story were different if you were the bad guy, or if you had saved this person, or killed that one, or gone left instead of right, or managed to get the ice beam before the fire beam. Even the most linear game allows you to ask "What if I had been fighting 20 guys instead of 12 or what if those 12 guys had been MUCH better fighters?" and then opens the floor for you to play out that story. It's exhilarating to find something you haven't experienced before, some mechanic or application of it that you had never seen until that very moment. There are few things as rewarding.

Video games are not the story of what has happened, they are the story of what is happening. This is true whether the game is telling you a story or asking you to come up with your own. It was before I even fully understood this that I understood something far more important, I wanted to make video games.

Unfortunately I allowed myself to believe that a "career" in video games was childish and that, as a "genius" (but who believes IQ tests, really?) I needed to become a lawyer or a doctor or a CEO in order to be counted as successful. So off to college I went, a PS2 in one hand and a Pre-Med curriculum in the other.

As a grew to dislike the complete lack of stimulation medical science offered for my more creative desires I spent more time reading and writing about games, taking my Playstation, and Gamecube, apart talking about games with whoever would listen and, occasionally, even playing some. This led to a lot of skipped classes, but with my grades averaging somewhere around a B in most cases the professors left me alone.

My right brain would leave me alone however. Facing a future that would leave me unsatisfied and (Current Doctors, back me up on this) without a social life, I finally changed my major to Computer Science and decided to pursue a life of making video games.

This decision came too late, however, as my financial aid would not fund more than four years of college and I was in no position to afford a college education without that aid.

I was stuck.

But I wasn't beaten. I continued to do what I could with what I had. I kept up on all the latest trends and major game releases. I read about the new hardware and software being employed. I built, rebuilt, customized and repaired PC's in my small, western New York town to keep what up with what technical skills I had. I played everything I could, opting for standard editions over "special" or "limited" to ensure that I had the budget for a larger number of games. I hunted down classics I had missed out on to see what they had to teach me about design. I applied to every company I could think in an attempt to at least get feedback on what they were looking for. I bought Paid to Play and Break into the Game Industry and filled them with bookmarks on things I needed to memorize. Through all of this, I worked on my own design documents. Some of them never made it further than outline a basic mechanic I wanted to use someday, others blossomed into full game concepts, all of them engaged my mind in ways that nothing else ever could.

While doing all this I also worked a "real job" and saved up what money I could, no easy task with the *cough* crooked *cough* holders of my "private student loans" breathing down my neck. But I did it, I had saved up enough money that I could grab my girlfriend and move to the place most saturated with game studios, including some of my all-time favorites: California. If I couldn't get a degree then I would push my way into the industry by jamming my foot in the door labeled "Quality Assurance."

Once again, however, my timing was terrible. The video game industry was in bad shape, teams were being let go, entire studios were shut down, the Southern California market was over-saturated and studios were moving out. QA positions were nearly impossible to come by without previous experience. Again, I was stuck. But I was stuck in a better position.

Far from the middle-of-nowhere from whence I had come, the industry was all around me. I still encountered numerous people that had no idea what a "Game Designer" was, but for every 1 of them there was someone at a different stage of the same journey I was on. I was hopeful.

So, once again, I found myself working what jobs I can, including some "acting" as an extra for a less-than glamorous MTV show, while saving money to either buy myself an education in game design or programmers and artists confident in my ability to design something worthy of all their time and effort. I continued to read and write about everything in the world of video games. I continued to play every game that has something to teach me about the medium, or simply show me what its best can be. I continued to search for any and every opening or unpaid internship studios offer while claiming "Yes, I do want to spend my life working at this desk," in order to support the one thing I really do want to spend my life doing.

One day, however, I came across a little group called The game Cookery and, well that's the next part of the story so you'll just have to wait.

Saturday, May 22, 2010

I'd call it a "MITten"...


According to a recent post on Joystiq, Massachussets Institute of Technology grad student Robert Wang and professor Jovan Popović have devised a system that makes Move, Natal and the Wii look look both imprecise and overpriced.

With a total equipment cost of around $30 (~$25 for a basic webcam and $1-$5 for the Lycra gloves) the setup could bring you that much closer to reenacting everyone's favorite scene from Minority Report. In fact, the original article even mentions that in the subtitle of the article. Apparently the nerds are taking over (author's note: w007!).

The core of this system is the software design...and lots of RAM. Rather than do real time translation of the hand position into a rendered image, the software simply checks the position against a database of hand positions and renders the corresponding image. While this simplifies things on the processor side considerably, the necessary database requires several hundred MB of space in RAM.

Although the RAM requirement isn't an issue for most desktops, it could be a problem for more portable devices. I raise this issue because I immediately thought of something after watching the following demonstration video:



Are you pondering what I'm pondering?



Heavy Rain. More specifically, the Added Reality Interface (ARI) used by FBI agent Norman Jayden.



See what I mean. Also, did anyone else notice a possible Massachusetts accent in Mr. Jayden's voice? Interesting indeed. On a related note, I call dibs on any patents that combine a webcam and LCD glasses into a single device. Especially if it's for the iPod/Phone. Dibs works on the internet, right?

Monday, May 17, 2010

Return of the Western: Red Dead Redemption

The promise of the western making a cinematic comeback following the strong showing that was 3:10 to Yuma may have fizzled out, but the long-dormant genre may find new life in video games. That is if Red Dead Redemption, and Rockstar games, have anything to say about it.

Full Story (PS3)
Full Story (360)