Flash of Steel header image 1

Dare to Disagree

January 7th, 2009 by Troy Goodfellow · Crispy Gamer, Media

Scott Jones did not enjoy Fallout 3. But his story isn’t a counter review. It’s an explanation of why it can be so hard to love a game that everybody else enjoys.

Let’s be frank; the game makes a terrible first impression. The opening hour is simply one of the dullest videogame openings in our medium’s history, featuring the most boring birthday party that I’ve ever attended for myself (and trust me, I’ve had some really boring birthdays).

→ 22 CommentsTags:

1up is dead

January 7th, 2009 by Troy Goodfellow · Media

Yesterday afternoon, it was confirmed that Hearst Corporation would buy the Ziff Davis game properties, except for the magazine Electronic Gaming Monthly. EGM was then terminated. ZD’s CEO wrote in a press release that many 1up personalities would make there way to UGO, Hearst’s low rent male centered, short articled, IGN-lite media hub.

They then proceeded to lay off 30 1up personalities, many of them major figures in the site’s public profile. Ryan Scott, Shane Bettenhausen, James Mielke, Andrew Pfister, Rosemary Pinkham…there’s a full list here.

Given the bankruptcy status of Ziff Davis, its outstanding debts and the mass flight of talent over the last two years, the closure should not be a surprise. 1up’s reviews seemed to be getting shorter and its features were either reprinted stories from old CGW/EGMs or lists. They seemed to have lost their editorial mojo, and I hear that morale was low as the uncertainty over the future of the site lingered.

And it’s not like UGO had a lot of good options. They have their own in-house staff and 1up has a lot of overhead. And with ad buys down in all media, they couldn’t just merge and keep going, especially with materials that don’t have income streams (podcasts, for example).

But this is a very bad day for the games media. Good luck to everyone who lost their job at ZD and I hope the transition goes smoothly for everyone who gets to stay at the new UGO.

I was always proud to do work for 1up, though. They had good people doing good work. I always got the sense that it was an interesting place to work.

→ 4 CommentsTags:

This Should Turn Out Well

January 6th, 2009 by Troy Goodfellow · Industry, THQ

From THQ’s description of 50 Cent: Blood on the Sand.

After performing for a sold-out crowd in a fictional war torn middle-eastern country, 50 Cent discovers that his payment has been stolen by the local crime baron – a former CIA operative and death-dealing organ harvester.

So he’s a crime baron, a former spook and an organ thief. But 50 Cent gets involved only when his fee is stolen. Do rappers regularly perform to sold out crowds in war torn countries? Is gang themed rap popular in the Middle East?

If this game is only half as ridiculous as the premise, it could be 2009’s guilty pleasure.

→ 3 CommentsTags:

Can A Blog Be Self Aware?

January 6th, 2009 by Troy Goodfellow · Blogs

Kotaku’s most popular story last year was about a Playboy Playmate hula hooping with her Wii. So you know that they have to find a place for cleavage in a story about Salman Rushdie’s gaming habits. I’m no prude, but this seems to be either self aware “look how lecherous we are” or clueless searching for any reason to jazz up a Celebrity Plays Games story. I mean, jeez. Padma Lakshmi’s not even his wife any more.

Any excuse for a boob shot, right guys?

→ 4 CommentsTags:

On Site Review: Age of Empires: Mythologies

January 6th, 2009 by Troy Goodfellow · Consoles, Ensemble, THQ

THQ’s adaptation of the classic Ensemble RTS Age of Mythology to the DS is a bit of a surprise for me. AoM is one of my favorite games for a number of reasons, mostly related to the silly spectacle of the thing. It also manages a number of interesting choices in faction design without getting too burdened by numbers or micromanagement.

Age of Empires: Mythologies
is turn/tile based and it simplifies the game greatly. You still have the double rock/paper/scissors thing going on, but there are many fewer units to build. The differences in races are subtler – the Norse, for example, have much cheaper units but you can just park an ox cart on a resource square. No messy building mines or farms. Many of the god powers have been changed to be basic group damage spells – Zeus’s bolt hits adjacent units, Hera’s storm hits all units – and most of the myth units have no special powers at all (the Valkyrie can heal units, but I think that’s it).

The three campaigns aren’t as good as the original game’s single wide ranging campaign, and the skirmish AI is very weak. It can’t play the Norse at all, for example; it will spam cheap Ulfsarks and Raiders and shift its ox carts from tile to tile instead of making more of them.

But I still like this game a lot. The scenarios are very well crafted, with a variety of challenges. Some maps have you holding off waves of enemies, others have you storming a citadel. Many of the maps forbid building of any kind or only give you heroes to fight with. Once you figure out a scenario or map there is little reason to go back, but you can unlock dozens of maps for scenario and skirmish play.

If you’ve been reading this place for a while, you know how much I hate puzzle mechanics in a strategy game. There should be multiple options and not a single best approach to a map or battle. This is historically a problem with RTS campaigns and other try-and-fail systems in strategy games. For some reason, I am much more forgiving of this with strategy games on the DS, probably because what puzzles there are can be solved with real strategic thinking. In AoEM, units can hide in forests, so you can use that to plan ambushes with archers. Egypt can build obelisks almost anywhere on the map, which makes them great roadblocks on bridges.

I suspect some level of cheating on normal difficulty. The AI probably starts with a larger hoard of resources, or gets cheaper units. You can track your enemies’ incomes, so you know how much they are making. Town centers give a small amount of every resource, but once you’ve pillaged every farm and mine, it should be much harder for the Greeks to keep building catapults or villagers. Since the new units do start weak, it’s more a nuisance than anything, but it does drag out the end game since you need to eliminate the newly built unit before you can target the structure that built it. This doesn’t bother me too much since cheating is to be expected. But when the game is over except the razing, it can be annoying to not know the capacity of the force fighting you, to not know how much longer you have to put up with this. Ranged siege weapons move very slowly from your production center to your enemy capital, after all.

“Achievements” seem to be the way the industry is going, but something still strikes me as unseemly about the whole thing. Do I need an achievement for telling me that I won all three campaigns? I won a game while holding Pandora’s Box, but that achievement didn’t seem to fire. I’m pretty I’ve built every Greek myth unit, too, but that hasn’t been acknowledged. Still, since my DS is a travel/commute device more than anything else, the achievements give me little things to shoot for while I work my way around unlocking every map, every relic, every god and every hero.

Once again, the DS proves to be a good platform for turn/tile based strategy. The isometric display can make it hard to select specific units, and it would be nice to lock the map in place on the upper screen instead of having to click through the battle animation. But Mythologies is a comfort to me on those long train/plane trips. It has excellent art design, an intuitive interface and is faithful enough to the RTS to capture the essence of what that great game was about.

→ 2 CommentsTags:

Why ARGs Suck

January 5th, 2009 by Troy Goodfellow · Design, Industry

Finally someone puts to paper what I’ve been thinking about Alternate Reality Games for a while but I never really had the vocabulary or experience to make the case. I wish I had read this before my most recent book column.

(Spotted at Game, Set, Watch. Simon finds the good stuff off the beaten path so I don’t have to.)

→ 1 CommentTags: