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	<title>Kelly&#039;s World- A View into the mind of Uber Geek, Kelly Adams &#187; Games</title>
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	<link>http://www.kgadams.net</link>
	<description>Technology, computer games, MMOGs,  science...and other nerdy stuff</description>
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		<title>Star Wars: The Old Republic</title>
		<link>http://www.kgadams.net/2012/01/23/star-wars-the-old-republic</link>
		<comments>http://www.kgadams.net/2012/01/23/star-wars-the-old-republic#comments</comments>
		<pubDate>Mon, 23 Jan 2012 14:00:00 +0000</pubDate>
		<dc:creator>Kelly Adams</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Bioware]]></category>
		<category><![CDATA[ea]]></category>
		<category><![CDATA[Electronic Arts]]></category>
		<category><![CDATA[Empire]]></category>
		<category><![CDATA[Jedi]]></category>
		<category><![CDATA[Lucas Arts]]></category>
		<category><![CDATA[MMOG]]></category>
		<category><![CDATA[Republic]]></category>
		<category><![CDATA[rpg]]></category>
		<category><![CDATA[Sith]]></category>
		<category><![CDATA[star wars]]></category>

		<guid isPermaLink="false">http://www.kgadams.net/?p=1291</guid>
		<description><![CDATA[



Title
Star Wars: the Old Republic


Developer
Bioware


Type
Massively Multi-player RPG


Platform(s)
PC


Kelly Score ™
95 / 100</p>




<p>Massively multi-player role playing games have, with very few exceptions, a standard motif.  You create a character, complete a few &#8220;orientation&#8221; or introductory quests, and are then left to your own devices.  Thousands of boring and repetitive quests combine with your character having complete lack of [...]]]></description>
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<td style="cursor: text; padding-top: 4px; padding-right: 8px; padding-bottom: 4px; padding-left: 8px; background-color: #f4f4f4; border-bottom-width: 1px; border-bottom-style: solid; border-bottom-color: #dddddd; text-align: left; background-image: initial; background-attachment: initial; background-origin: initial; background-clip: initial; margin: 8px;" width="100"><strong>Title</strong></td>
<td style="cursor: text; padding-top: 4px; padding-right: 8px; padding-bottom: 4px; padding-left: 8px; background-color: #f4f4f4; border-bottom-width: 1px; border-bottom-style: solid; border-bottom-color: #dddddd; text-align: left; background-image: initial; background-attachment: initial; background-origin: initial; background-clip: initial; margin: 8px;" width="100">Star Wars: the Old Republic</td>
</tr>
<tr>
<td style="cursor: text; padding-top: 4px; padding-right: 8px; padding-bottom: 4px; padding-left: 8px; background-color: #ffffff; border-bottom-width: 1px; border-bottom-style: solid; border-bottom-color: #dddddd; text-align: left; margin: 8px;"><strong>Developer</strong></td>
<td style="cursor: text; padding-top: 4px; padding-right: 8px; padding-bottom: 4px; padding-left: 8px; background-color: #ffffff; border-bottom-width: 1px; border-bottom-style: solid; border-bottom-color: #dddddd; text-align: left; margin: 8px;">Bioware</td>
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<td style="cursor: text; padding-top: 4px; padding-right: 8px; padding-bottom: 4px; padding-left: 8px; background-color: #f4f4f4; border-bottom-width: 1px; border-bottom-style: solid; border-bottom-color: #dddddd; text-align: left; background-image: initial; background-attachment: initial; background-origin: initial; background-clip: initial; margin: 8px;"><strong>Type</strong></td>
<td style="cursor: text; padding-top: 4px; padding-right: 8px; padding-bottom: 4px; padding-left: 8px; background-color: #f4f4f4; border-bottom-width: 1px; border-bottom-style: solid; border-bottom-color: #dddddd; text-align: left; background-image: initial; background-attachment: initial; background-origin: initial; background-clip: initial; margin: 8px;">Massively Multi-player RPG</td>
</tr>
<tr>
<td style="cursor: text; padding-top: 4px; padding-right: 8px; padding-bottom: 4px; padding-left: 8px; background-color: #ffffff; border-bottom-width: 1px; border-bottom-style: solid; border-bottom-color: #dddddd; text-align: left; margin: 8px;"><strong>Platform(s)</strong></td>
<td style="cursor: text; padding-top: 4px; padding-right: 8px; padding-bottom: 4px; padding-left: 8px; background-color: #ffffff; border-bottom-width: 1px; border-bottom-style: solid; border-bottom-color: #dddddd; text-align: left; margin: 8px;">PC</td>
</tr>
<tr class="alt">
<td style="cursor: text; padding-top: 4px; padding-right: 8px; padding-bottom: 4px; padding-left: 8px; background-color: #f4f4f4; border-bottom-width: 1px; border-bottom-style: solid; border-bottom-color: #dddddd; text-align: left; background-image: initial; background-attachment: initial; background-origin: initial; background-clip: initial; margin: 8px;"><strong>Kelly Score ™</strong></td>
<td style="cursor: text; padding-top: 4px; padding-right: 8px; padding-bottom: 4px; padding-left: 8px; background-color: #f4f4f4; border-bottom-width: 1px; border-bottom-style: solid; border-bottom-color: #dddddd; text-align: left; background-image: initial; background-attachment: initial; background-origin: initial; background-clip: initial; margin: 8px;">95 / 100</p>
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<p>Massively multi-player role playing games have, with very few exceptions, a standard motif.  You create a character, complete a few &#8220;orientation&#8221; or introductory quests, and are then left to your own devices.  Thousands of boring and repetitive quests combine with your character having complete lack of any perceivable impact or even place within the background story to encourage a kind of hamster like behaviour.  You run in your little questing &#8220;wheel&#8221;, seeking levels or gear to help you continue to run in that wheel.   Your long term goal: running in the wheel long enough and fast enough to eventually jump to the big, shiny end game hamster wheel of raid content.  Raiding is where you get to spend all of your time staring at a wall, or the back end of some other person&#8217;s character, for hours on end as you beat some giant monster to get more shiny gear so you can do the next bigger raid.  Most people don&#8217;t even read the story associated with each quest, and in many MMOGs that is a blessing: the stories are vanishingly thin and comically trivial.  They have to be, since your character has no impact on the world whatsoever.</p>
<p>Star Wars: the Old Republic (SWtOR) breaks out of that motif.  It plays more like a single player RPG, where your character is the hero of his or her own story.  Other players and &#8220;group&#8221; dungeons (flash points, operations, and Heroics in SWtOR parlance) certainly exist, but the personal story your character is playing through is paramount.  It is a refreshing and welcome change, even though the basic mechanics of the game are otherwise pretty traditional.</p>
<p><span id="more-1291"></span><br />
<h2>The Story is the Thing</h2>
<p>SWtOR is all about the story.  It is important to put this in perspective: many readers will likely say &#8220;but all MMOGs have a story!  Just read all of the quest info.&#8221;  True, many MMORPGs have a tremendous amount of background lore: several novels worth, at least.  However, that lore acts purely as a background, and your player barely interacts with it.  Quests may mention (for example) the King of Hubbabubba, and if you take the time to read many of these quest descriptions you might perceive some relationship or additional bit of lore linking them together with in some interesting fashion.  However, the quests have no impact on either your character, your interactions with other NPCs, or the Kingship of Hubbabubba itself.   Only the quest reward and the experience points it brings matter.  Watch how most players deal with quests: the quest dialog pops up, they click to accept the quest instantly, and off they go to kill sixteen kobolds, or gather nine Tears of the Bubba, or what have you.  In fact, most games even conveniently place all of the quest givers in a  single location or &#8220;hub&#8221; so players can click through and accept/complete as many quests as quickly as possible.  A few hours later, you gain a level, and move to the next quest hub.  Or perhaps you come back and take the same quests all over again, to get another level.</p>
<p>It is perhaps worthwhile to spend a moment giving some story-based context given the importance of story in SWtOR.  The world of the Old Republic is set about 3,000 years before Darth Vader, Luke Skywalker, Princess Leia, Chewbacca, and their friends.  In this era, users of the Dark side of the Force are openly practicing their  dark ways on the side of the Sith Empire, and the Light side exists as the Galactic Republic.  However, the power balance is fairly close: the Republic has recently largely destroyed the Empire forces and, in fact, had thought them utterly defeated.  But the Sith are like cockroaches: they don&#8217;t die easily, and they have sprung back up to recapture their main world, Korriban.  It is wise to mention at this point that I have played a single character, a Sith Inquistor, and so only know of the other classes and their stories indirectly.</p>
<p>In SWtOR, each class has a complete story sequence carrying them from level 1 to level 50.  There are massive story sweeps, with tangible changes to the people and places you interact with.  You gain friends and enemies, and alter the relations between factions.  Your intangible power and prestige in the story changes, as your character grows from a young peon, through promising apprentice, and ultimately to a true power to be reckoned with.  And yes, you get experience and gear, and can complete dozens or hundreds of less-relevant side quests along the way.</p>
<p>For most of the time the game plays exactly like a really, really big single player RPG.  If you&#8217;ve ever played any other Bioware games like Knights of the Old Republic, or Mass Effect,  or Dragon Age, you know exactly what kind of game to expect.  You gain companions, and can choose to make your character good or bad (and observe how the non player character&#8217;s reactions to you change), through the beautifully crafted and expertly voiced story chapters.   Unlike the single player Bioware games, however, there are other players around.  You can join with them to accomplish more difficult goals.  Those &#8220;flash points&#8221; and &#8220;operations&#8221; I mentioned earlier come into play here.  But the main benefit to these multiplayer instances isn&#8217;t simply loot and experience: completing them grants you more access to the story, and more options to define who your character is through dialogue.</p>
<p>The story for each class is complex with many well-drawn foes and friends, and plenty of opportunity to make your character&#8217;s personal mark felt on the progress.  It is important to note that this is the very first time I have ever played a MMORPG where I actually wanted to play *just* to find out what happens next.  It is a tremendous single player experience with optional multiplayer content and, if you like that, you are in for a treat.</p>
<h2>Beyond the Story</h2>
<p>I can hear the MMOG folks out there screaming &#8220;but what about the end game?  How about the raid content/PvP?  Are the guild tools fully featured and reliable?&#8221;  I&#8217;ll be perfectly frank: if you don&#8217;t care about the story, and mainly just want PvP and big raids, you probably should consider another game.  Or at least a different review: since I don&#8217;t care about that stuff, I have very little awareness of how good or bad SWtOR is at satisfying your raiding/PvP/guild organization interests.</p>
<p>From what I&#8217;ve heard, however, there are some interesting ideas and some serious problems.  Like with any MMOG, it is entirely possible to power through all the &#8220;story&#8221; content and get to the maximum level (50) in a week or so of 16+ hour days, especially if you ignore all of the side quests.  I shudder to think of the incredible waste that would entail, but whatever floats your boat.  Once you arrive at maximum level, there are some novel PvP activities, encompassing both faction (Rebel versus Imperial) and team (e.g.: Huttball) competition.  For smaller groups, there are high-level operations and flash points, with selectable levels of challenge (e.g.: easy, normal, hard, nightmare).  On the problem side of the scale are the usual issues with balance: the open world faction PvP areas can be gamed and spawn locations camped, the game lags terribly when large groups (over 50) are involved in battles, and it is possible to reach maximum rank in some competitions in a matter of a week or less.</p>
<p>The early indicators are that the end game raids/PvP are not much better or worse than other games, but that there isn&#8217;t enough of it nor is it challenging enough for the long term.  I expect Bioware will invest a lot of time and money correcting this, which is terribly unfortunate: their strength is the story and they should stick to that as their differentiator.  As far as I&#8217;m concerned, the folks who don&#8217;t give a damn about the story and power through to the end game should go to another game entirely: there are dozens focussed on their predilections.  There is really only one MMOG currently available that can appeal to those who enjoy the story: SWtOR.  Yes, story is incredibly expensive and time consuming to create, but the people who enjoy it will stick around so long as there are new &#8220;chapters&#8221; to explore.</p>
<h2>Conclusion</h2>
<p>SWtOR is a fantastic single player RPG with a MMOG attached.  If you enjoy Mass Effect or Knights of the Old Republic, then buy SWtOR now: I&#8217;m 99% certain you won&#8217;t regret it.  If my experience is any guide, I have played probably 60 or 70 hours getting my Sith Inquisitor to level 30.  There is probably 70-120 hours of well-crafted and enjoyable story content to get to level 50 for each class in the game.  That makes SWtOR a tremendous bargain, on the order of a game like Skyrim, even if you never interact with any other players.  And if you have a few friends to join you in the world, you&#8217;ll get tons of extra fun.</p>
<p>If you want PvP, big guilds, and raid content, I suggest you look elsewhere.  SWtOR has these things, but they are less mature: and you already have dozens of games to choose from that focus on those things,  so get the heck off of my playground!</p>
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		</item>
		<item>
		<title>The Elder Scrolls: Skyrim</title>
		<link>http://www.kgadams.net/2012/01/20/the-elder-scrolls-skyrim</link>
		<comments>http://www.kgadams.net/2012/01/20/the-elder-scrolls-skyrim#comments</comments>
		<pubDate>Sat, 21 Jan 2012 07:51:15 +0000</pubDate>
		<dc:creator>Kelly Adams</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[bethesda]]></category>
		<category><![CDATA[Dovahkiin]]></category>
		<category><![CDATA[Dragonborn]]></category>
		<category><![CDATA[open world]]></category>
		<category><![CDATA[rpg]]></category>

		<guid isPermaLink="false">http://www.kgadams.net/?p=1287</guid>
		<description><![CDATA[



Title
The Elder Scrolls: Skyrim


Developer
Bethesda


Type
RPG


Platform(s)
XBox 360, PC (reviewed on XBox)


Kelly Score ™
98 / 100</p>




<p>I have played a few games in the Elder Scrolls series, and each successive one seems to be a little bit better- at least in my opinion.  I played Daggerfall, Morrowind, Oblivion, and now Skyrim.  And, with a few caveats, Skyrim is basically the [...]]]></description>
			<content:encoded><![CDATA[<img src='/wp-content/icons/topic16.gif' align='right' width='100' height='68' hspace='5' />
<table style="font-size: 1em; border-collapse: collapse; margin-top: 10px; margin-right: 0px; margin-bottom: 10px; margin-left: 0px;" border="1">
<tbody>
<tr class="alt">
<td style="padding-top: 4px; padding-right: 8px; padding-bottom: 4px; padding-left: 8px; background-color: #f4f4f4; border-bottom-width: 1px; border-bottom-style: solid; border-bottom-color: #dddddd; text-align: left; background-image: initial; background-attachment: initial; background-origin: initial; background-clip: initial; background-position: initial initial; background-repeat: initial initial;" width="100"><strong>Title</strong></td>
<td style="padding-top: 4px; padding-right: 8px; padding-bottom: 4px; padding-left: 8px; background-color: #f4f4f4; border-bottom-width: 1px; border-bottom-style: solid; border-bottom-color: #dddddd; text-align: left; background-image: initial; background-attachment: initial; background-origin: initial; background-clip: initial; background-position: initial initial; background-repeat: initial initial;" width="100">The Elder Scrolls: Skyrim</td>
</tr>
<tr>
<td style="padding-top: 4px; padding-right: 8px; padding-bottom: 4px; padding-left: 8px; background-color: #ffffff; border-bottom-width: 1px; border-bottom-style: solid; border-bottom-color: #dddddd; text-align: left;"><strong>Developer</strong></td>
<td style="padding-top: 4px; padding-right: 8px; padding-bottom: 4px; padding-left: 8px; background-color: #ffffff; border-bottom-width: 1px; border-bottom-style: solid; border-bottom-color: #dddddd; text-align: left;">Bethesda</td>
</tr>
<tr class="alt">
<td style="padding-top: 4px; padding-right: 8px; padding-bottom: 4px; padding-left: 8px; background-color: #f4f4f4; border-bottom-width: 1px; border-bottom-style: solid; border-bottom-color: #dddddd; text-align: left; background-image: initial; background-attachment: initial; background-origin: initial; background-clip: initial; background-position: initial initial; background-repeat: initial initial;"><strong>Type</strong></td>
<td style="padding-top: 4px; padding-right: 8px; padding-bottom: 4px; padding-left: 8px; background-color: #f4f4f4; border-bottom-width: 1px; border-bottom-style: solid; border-bottom-color: #dddddd; text-align: left; background-image: initial; background-attachment: initial; background-origin: initial; background-clip: initial; background-position: initial initial; background-repeat: initial initial;">RPG</td>
</tr>
<tr>
<td style="padding-top: 4px; padding-right: 8px; padding-bottom: 4px; padding-left: 8px; background-color: #ffffff; border-bottom-width: 1px; border-bottom-style: solid; border-bottom-color: #dddddd; text-align: left;"><strong>Platform(s)</strong></td>
<td style="padding-top: 4px; padding-right: 8px; padding-bottom: 4px; padding-left: 8px; background-color: #ffffff; border-bottom-width: 1px; border-bottom-style: solid; border-bottom-color: #dddddd; text-align: left;">XBox 360, PC (reviewed on XBox)</td>
</tr>
<tr class="alt">
<td style="padding-top: 4px; padding-right: 8px; padding-bottom: 4px; padding-left: 8px; background-color: #f4f4f4; border-bottom-width: 1px; border-bottom-style: solid; border-bottom-color: #dddddd; text-align: left; background-image: initial; background-attachment: initial; background-origin: initial; background-clip: initial; background-position: initial initial; background-repeat: initial initial;"><strong>Kelly Score ™</strong></td>
<td style="padding-top: 4px; padding-right: 8px; padding-bottom: 4px; padding-left: 8px; background-color: #f4f4f4; border-bottom-width: 1px; border-bottom-style: solid; border-bottom-color: #dddddd; text-align: left; background-image: initial; background-attachment: initial; background-origin: initial; background-clip: initial; background-position: initial initial; background-repeat: initial initial;">98 / 100</p>
</td>
</tr>
</tbody>
</table>
<p>I have played a few games in the Elder Scrolls series, and each successive one seems to be a little bit better- at least in my opinion.  I played Daggerfall, Morrowind, Oblivion, and now Skyrim.  And, with a few caveats, Skyrim is basically the best computer RPG I&#8217;ve played to date.</p>
<p><span id="more-1287"></span><br />
<h2>Overview</h2>
<p>Skyrim is a single player open world fantasy skill-based RPG.  Let me explain briefly what that means by breaking out each part of the phrase:</p>
<ul>
<li><strong><em>single player:</em></strong> you play one character, although you can add a single companion now and then.   You don&#8217;t manage a &#8216;squad&#8217; like in Mass Effect, nor will you ever run into other players like you would in a &#8220;co-op&#8221; game like Fable 3 or a MMOG like World of Warcraft</li>
<li><strong><em>open world</em></strong>: except for the opening scenes, you can do whatever you please.  And unlike many games that claim to be &#8220;open&#8221;, Skyrim means it: there are no &#8216;invisible walls&#8217; preventing you from walking off the beaten path.  Yes, the area you have to wander has limits, but basically if you can see it, you can walk to it.  There is a main &#8220;story&#8221; quest, as well as hundreds of smaller &#8220;side&#8221; quests.  You can choose to ignore them if you wish, although you are missing out if you do
<ul>
<li>Another aspect of &#8220;openness&#8221; is the inclusion of lots of things to do outside of simply completing the quests.  Crafting armour and weapons, harvesting raw materials, stealing from townsfolk, brewing potions- there are many things to keep you busy if you wish to pursue them</li>
</ul>
</li>
<li><strong><em>fantasy</em></strong>: Skyrim has dragons, and things like elves, and other things like orcs, and swords, and magic, and metal armour, and horses.  It doesn&#8217;t have space ships, laser guns, or aliens.  If you prefer Tolkein versus E.E &#8220;Doc&#8221; Smith, or at least like both equally, Skyrim will feel comfortable</li>
<li><strong><em>skill-based RPG</em></strong>:  Skyrim is a role playing game.  You create a character in the world, a character that acts as your avatar.  Generally, the character you create is vastly different from yourself- in real life, you might be an accountant, but in Skyrim you could be a dangerous assassin/mage whose name is spoken in hushed tones across Tamriel.  Skyrim allows you to choose your character&#8217;s race and appearance, but unlike some RPGs you don&#8217;t immediately limit your character to being a fighter, a thief, or a magic user.  Instead, specific skills improve though your actions: attack a monster with a sword repeatedly, and your character becomes better and wielding swords.  Put a shield in one hand and block some blows, and you become better at shield use.  Cast a spell to heal yourself, and you become better at healing spells… and so on.  You do get the choice of where to assign specific points that you gain each level to specific skill-related &#8220;perks&#8221;, but there are no forced class templates</li>
</ul>
<p>In addition to these definitions, there are some other characteristics of Skyrim worth noting.  The world is filled with thousands of non player characters, each with their daily patterns of activity.  A shop keeper won&#8217;t always be in their store; they&#8217;ll lock the doors and go home at a certain hour, or perhaps wander over to the local tavern and get drunk.  If two NPCs run into each other, they might start up a friendly conversation, possibly revealing a hint or two about something in the world.  The main NPCs all have excellent voice acting, and even the less important NPCs have a lot of speech: unfortunately, with so many NPCs, it is inevitable that the same voices get used over and over again.  A certain Schwartznegger-esque voice actor in particular gets extremely over-used amongst the Nords.</p>
<p>Graphics within the game are very high quality: scenery in particular is extraordinary, with some vistas from high atop the mountains causing me to pause in my journeys for several minutes at a time.  There are some problems with physics within the game- the usual &#8220;keeps bouncing around after dead&#8221; Havoc physics occur regularly.  Probably my favourite physics issue is the minor problem with Giant hammer impact.</p>
<p><iframe src="http://www.youtube.com/embed/MeWYN2xiyRo" width="420" height="315" frameborder="0"></iframe></p>
<p>The &#8220;rocket launcher&#8221; giants are an example of one other issue with Skyrim.  Any game of this size and complexity will have &#8220;glitches&#8221;, and Skyrim is no exception.  Sometimes an NPC will get stuck somewhere, and there are a few things you can do to cause one or two quests to break.  But overall I was impressed: very, very few things in Skyrim fail in any way that causes a real problem.</p>
<h2>The Story</h2>
<p><span style="font-family: Helvetica; font-size: 12px;"><em>Warning: some limited spoilers follow</em></span></p>
<p>You enter the world of Skyrim after creating your character as a prisoner.  In these first few minutes you are introduced to the two main factions you will be dealing with throughout the game: the Imperials (your captors) and the Stormcloaks (the Nord rebels, natives of Skyrim).  You also have your first encounter with a Dragon.  Shortly thereafter, you learn that (surprise!) you are special: you are Dragonborn, able to read and speak the ancient Dragon language, which can be combined into powerful &#8220;Thu&#8217;um&#8221; or shouts.</p>
<p>From this point you are set free to wander the world as you see fit.  There is a main quest, which involves confronting the issue of the unexpected and destructive re-appearance of the supposedly extinct Dragons and your role as Dovahkiin (Dragonborn).  You may also choose to side with either the Imperials or Stormcloaks, either of which will launch a lengthy series of quests cementing the dominance of your chosen allegiance.</p>
<p>Whether you follow the main quest through or not, you will be regularly assaulted by Dragons.  If I have one issue with Skyrim, it is this: Dragons become trivial foes fairly early in the game.  Giants are, arguably, a significantly more challenging foe, as are many types of spell casters.  My image of Dragons from years of consuming fantasy novels and playing D&amp;D has always been of a very nearly insurmountable force: not a mere irritant on your way from one side of town to the other, dealt with swiftly and without even working up a sweat.  But in Skyrim, that is what dragons become: a mere irritant.  Unfortunate, and they could have been so much more.</p>
<p>Your main mission is to understand what has caused the Dragons to re-appear, and perhaps more importantly to discover what being Dovahkiin means.  During this journey, you&#8217;ll gain vast amounts of power, expand your collection of Thu&#8217;um, and ultimately save the world.  Its a good story, flawed only by the weakness of the Dragons, but otherwise definitely worth playing through.</p>
<h2>Questing</h2>
<p>There are hundreds of quests awaiting you in Skyrim aside from the main story quest.  Some are born out of other things you do or choose not to do: an entire murder mystery, complete with false leads and misdirection, plays out in one city- you don&#8217;t just walk up to the barkeep and ask what work there is to be done to discover it.  Although you can do that, too- there are lots of smaller quests of the sort you might call &#8220;grunt work&#8221;: retrieve the family heirloom, kill 10 bears, slay the local bandit leader.  But even the simplest of them is well crafted, and has a sense of being a real part of the world, not simply the result of a developer pressing CTRL-C… CTRL-V several dozen times.</p>
<p>Some quests will get you into all sorts of interesting trouble- perhaps an encounter with a vampire will cause you to become infected with vamperism?  And of course choosing one side or another in the war between the Stormcloak rebels and the Imperials will substantively change how the rest of the game will play out for you.  Over all, the quests are extremely engaging, and there were a tremendous number that made me care about what my character did and how it impacted the other residents of the world.</p>
<h2>Guilds</h2>
<p>One of my favourite &#8220;quest&#8221; paths in Skyrim turned out to be those that related to the various guilds or societies within the game.  The Companions (fighters), the Dark Brotherhood (assassins), the College of Winterhold (Mages), the Thieves Guild…  my character became guild master of all of them.  I loved the fact that, although my Khajit (cat person) was mostly a thief/mage, none of the guilds turned him away.  That meant I got to enjoy the lengthy series of quests each had to progress through the ranks.  And then there were the benefits: free housing, companions, money, armour, weapons, spell materials… the list is endless.  The fact is, I nearly forgot the main quest entirely for a couple of weeks, just working my way through the various guilds.</p>
<h2>Crafting</h2>
<p>I&#8217;m not a crafter.  I know there is a crafting system in Skyrim, and my nephew Shane tells me it&#8217;s pretty good, but I have no opinion.  Apparently you can make some pretty cool armour out of all of the dead dragon parts I have stuffed in a chest in one of my character&#8217;s houses.  I wouldn&#8217;t know…</p>
<h2>Conclusion</h2>
<p>If you like single player RPGs, then Skyrim is worth the money.  I got over 100 hours of play time from the game, and could add another 30 hours or so to that by playing through again and choosing a different race, following the imperial faction path, and maybe choosing to play my character differently.  The world is rich and beautiful, the quests and story line interesting and relatively deep, and the combat/magic/character development systems are fun and result in truly unique characters.  I heartily recommend the game, without question.</p>
]]></content:encoded>
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		<item>
		<title>Risen: Spiritual successor to Gothic 3</title>
		<link>http://www.kgadams.net/2010/01/30/risen-spiritual-successor-to-gothic-3</link>
		<comments>http://www.kgadams.net/2010/01/30/risen-spiritual-successor-to-gothic-3#comments</comments>
		<pubDate>Sat, 30 Jan 2010 20:09:34 +0000</pubDate>
		<dc:creator>Kelly Adams</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[gothic]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[piranha bytes]]></category>
		<category><![CDATA[risen]]></category>
		<category><![CDATA[rpg]]></category>

		<guid isPermaLink="false">http://www.kgadams.net/2010/01/30/risen-spiritual-successor-to-gothic-3</guid>
		<description><![CDATA[



Title
Risen


Developer
Piranha Bytes


Type
RPG


Platform(s)
XBox 360, PC (reviewed on PC)


Kelly Score ™
75 / 100



<p>Risen is an old-school role playing game that does very little to make itself appealing to the more &#8220;casual&#8221; gamer. In terms of overall characteristics, Risen is similar to games like Oblivion- but whereas Oblivion tries to make it easy to progress and overcome your mistakes, [...]]]></description>
			<content:encoded><![CDATA[<img src='/wp-content/icons/topic16.gif' align='right' width='100' height='68' hspace='5' />
<table border="1">
<tbody>
<tr>
<td width="100"><strong>Title</strong></td>
<td width="100">Risen</td>
</tr>
<tr>
<td><strong>Developer</strong></td>
<td>Piranha Bytes</td>
</tr>
<tr>
<td><strong>Type</strong></td>
<td>RPG</td>
</tr>
<tr>
<td><strong>Platform(s)</strong></td>
<td>XBox 360, PC (reviewed on PC)</td>
</tr>
<tr>
<td><strong>Kelly Score ™</strong></td>
<td>75 / 100</td>
</tr>
</tbody>
</table>
<p>Risen is an old-school role playing game that does very little to make itself appealing to the more &#8220;casual&#8221; gamer. In terms of overall characteristics, Risen is similar to games like Oblivion- but whereas Oblivion tries to make it easy to progress and overcome your mistakes, Risen makes no such allowances. Interestingly enough, although I generally like &#8220;easier&#8221; games, I&#8217;m actually really enjoying Risen&#8230; on the PC. From what I&#8217;ve seen and heard, the XBox version should be avoided.<br />
<span id="more-1042"></span></p>
<p><strong>Background</strong></p>
<p>Risen is the latest game from Piranha Bytes, the developer behind the Gothic series. And in fact, many would say that Risen is actually &#8220;Gothic 4&#8243;, and those saying this likely wouldn&#8217;t be far off the mark. Piranha Bytes lost the right to use the name &#8220;Gothic&#8221; to their former publisher. This may not be a bad thing: <a href="http://en.wikipedia.org/wiki/Gothic_3" target="_blank">Gothic 3</a> (the last game released under this name) was <a href="http://www.kgadams.net/2007/03/07/gothic-3-and-vista-getting-it-to-work" target="_blank">a bit of a buggy mess</a>, and so distancing their latest game from this name for now probably avoids some negativity.</p>
<p>There are a few oddities to keep in mind when looking at reviews of Risen. Firstly, there are significant differences between the PC version and the XBox version (currently only released in Europe). Both games are functionally the same, but the user interface for the XBox version is apparently nightmarish: the complex keyboard-driven UI was apparently &#8220;grafted&#8221; and squeezed onto the XBox controller with confusing and complicated results. Further, any XBox reviews written thus far are for the original European release: the developer has apparently delayed the North American release in order to try to resolve many of the user interface issues identified.</p>
<p>My review here is strictly of the PC version. It is worth noting that most reviews of the PC version are scoring the game somewhere in the 60-70% range, where reviews of the European XBox version are in many cases scoring in the low to mid 40% range. Again, the underlying game is the same in both versions: the difference is the clumsy user interface conversion to the XBox platform along with some graphics degradation.</p>
<p><strong>The Story</strong></p>
<p>Risen starts you off as the traditional &#8220;survivor washed up on the shore&#8221;: it is very reminiscent of the beginning of Age of Conan, actually. You quickly discover that strange things are afoot: a religious order has taken control of the island you arrive on, declared a sort of martial law, and sealed all of the citizens in the nearest city. Simply by wandering about you are automatically a criminal: in violation of the orders of martial law.</p>
<p>Ancient and previously unknown ruins are rising up out of the ground throughout the island, starting a sort of gold rush as adventurous souls try to gather up artifacts and golden trinkets from the suddenly revealed caches. Unfortunately, monsters and traps abound in these places, and most of the wealth seekers end up dead. A bandit leader has gathered a small cadre in the woods, providing a possible home and camaraderie for like-minded adventurers.</p>
<p>The religious order seems to be seeking something amongst the artifacts as well, and is capturing/arresting any unauthorized looters, seizing their treasures, and conscripting many people for unknown reasons. Your choice early on is to decide whether to side with the rebellious treasure-seeking adventurer/bandits, or to join the Order&#8217;s numbers. This is far from a black and white choice: things are not as they seem. And all around the island roars an unremitting tempest, rumoured to be the wrath of ancient gods. What is holding it at bay? And for how long?</p>
<p><strong>Graphics and sound</strong></p>
<p>The character graphics in the PC version are workmanlike- nothing special, but reasonably good. Some of the environmental graphics can, at times, be gorgeous: not hyper-realistic, but stylized. Overall, the impression is of a well-realized world with a definite style, but nothing which moves the state of the art forward.</p>
<p><a href="http://www.kgadams.net/wp-content/uploads/2010/01/risen.jpg"><img class="alignnone size-medium wp-image-1050" title="risen" src="http://www.kgadams.net/wp-content/uploads/2010/01/risen-300x168.jpg" alt="Risen environment" width="300" height="168" /></a></p>
<p><a href="http://www.kgadams.net/wp-content/uploads/2010/01/risen.jpg"></a><a href="http://www.kgadams.net/wp-content/uploads/2010/01/risen_character.jpg"><img class="alignnone size-medium wp-image-1051" title="risen_character" src="http://www.kgadams.net/wp-content/uploads/2010/01/risen_character-300x168.jpg" alt="An example character image" width="300" height="168" /></a></p>
<p>On a high end PC (3.6 GHz quad core w/ATI 3870&#215;2) playing at 1920&#215;1200, the images are crisp and screen refresh rate is reasonably consistent: there are occasional frame drops, but they never impacted the game play significantly.</p>
<p>Apparently the graphics on the XBox are significantly poorer, particularly character graphics. The worst aspect I&#8217;ve heard reported on the XBox is that the world is quite dark and the XBox version has no ability to adjust gamma (brightness). The PC version does provide this facility, but thus far I haven&#8217;t found darkness to be a problem.</p>
<p>Audio in Risen is also simple but effective. The music is very repetitive, at least to my ears, but easily ignored: if you can&#8217;t do great music, at least make it unintrusive. Sound effects are similarly functional, with limited use of directional sounds. However, because of the &#8220;deadliness&#8221; of monsters in the game, I often found myself spinning around in response to the rare sound behind my back, and in that sense the effects are good. &#8220;Atmospheric&#8221; sounds are bland to the point of being irritating. There are some &#8220;miscellaneous scary monster noises&#8221; that seem to play throughout the game any time you are outside the city that have no apparent relationship to nearby creatures that, in particularly, I find aggravating.</p>
<p><strong>Game Play</strong></p>
<p>Risen is an old school RPG in several senses. Your character is &#8220;fixed&#8221; in appearance and gender, but has a complex set of skills and abilities that you can train up. As you level you gain points you can spend on training: training involves spending these points plus some gold to improve your selected skill. Note that you have to find a trainer for the appropriate skill: you can&#8217;t just do this in the middle of the woods somewhere.</p>
<p>Skills do not improve through use, but only through training. As per traditional RPGs, you also have &#8220;characteristics&#8221;: strength, wisdom, etc. These can be improved through potions, herbs, magic items, and some trainers.</p>
<p>You must make certain choices during the game that will constrain your future options: are you a mage, a bandit, or a warrior of the order? Based on your choices, you will have some limitations on how you can develop your abilities in the future.</p>
<p>It is impossible to be a true &#8220;jack of all trades&#8221;, although it is possible for all the character choices to use some weapons, some magic, and some &#8220;thief like&#8221; skills. What differs is how far you can develop those abilities. Note that the only path I&#8217;ve followed thus far is the Mage, so I am less familiar with the other choices.</p>
<ul>
<li>Mages have access to develop all magic skills: runes (casting many/complex spells without materials plus creation of scrolls); crystals (casting a limited number of &#8220;pure energy&#8221; spells based on the traditional four elements), and spell scrolls (spells cast from a pre-created scroll). Mages can max out their staff fighting skills, but are limited in terms of armour and weapons they can effectively use.</li>
</ul>
<ul>
<li>Warriors of the Order are more like battle mages. They can use crystals and scrolls, and also have full access to heavy armour and blade weapons. They can not use rune magic.</li>
</ul>
<ul>
<li>Bandits have full access to the &#8220;thief&#8221; abilities like sneaking and pick pocketing. They can use pretty much all weapons and armour. For magic, they can use scrolls, but I&#8217;m not sure about crystals and I&#8217;m certain they can&#8217;t use runes</li>
</ul>
<p>The game does nothing to make your choices here universal or convenient. For example, if you want to be a mage or Warrior of the Order, you have no choice but to join the Order: the bandits have limited access to the ancient knowledge. If you don&#8217;t like it that way, tough: that&#8217;s the way the world is.</p>
<p>Similarly, the game does nothing to coddle you in combat or on quests:</p>
<ul>
<li>If you get into a fight and want to drink a magic potion, you have to put down your weapon first: you don&#8217;t suddenly grow a third arm or possess some sort of magical straw running from the potion bottle to your lips allowing you to drink it while swinging your sword. Naturally, if you put away your sword and drink a potion, the monsters see this as an opportunity to rip you a new one: they don&#8217;t stand by and wait politely for you to heal yourself back up. This doesn&#8217;t make using a potion in combat impossible, it is just very hard to do without taking more damage</li>
<li>Spells are not instant cast: using magic in combat means getting back and buying yourself time to cast. If you are in close melee and try to use a spell, you&#8217;ll be opening yourself up to be hit</li>
<li>Groups of monsters will rip you to shreds. This isn&#8217;t Diablo or something: even at 10th level and midway through the game, a group of five or six wolves (non-magical creatures) is seriously dangerous. And attacking one member of a group will attract others nearby: separating groups is a challenge</li>
<li>running away works&#8230; but monsters will follow you for a long way. Intelligent monsters will often cut the chase earlier, for example to return to whatever it is they are guarding, but &#8220;bestial&#8221; creatures seem willing to chase you great distances. Splitting up a group requires at least a little bit of strategy</li>
<li>Fighting other humans is often very difficult. Most of the humans at least up to the mid-point of the game are simply tougher and more skilled than you. But many of the early quests will force you to fight the &#8220;to unconsciousness&#8221;: your one advantage over the non player characters is that you can be stupidly persistent. You can choose to leap up after being knocked unconscious, drink a (very expensive at the time) healing potion, and attack them again before they heal back up&#8230; a tough road, but one you have to follow. Some of the NPCs will even comment on this: &#8220;Haven&#8217;t you had enough?&#8221;. Note also that each time you are knocked out, the NPC can pick stuff off your body- generally they&#8217;ll take a few coins, but if you really tick them off they&#8217;ll start taking your weapons&#8230;
<ul>
<li>note that you get the same opportunity: when you knock out your human foe, you can pick money and items off their body&#8230; thereby recovering what they took from you earlier <img src='http://www.kgadams.net/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </li>
</ul>
</li>
<li>Many of the foes you encounter will be vastly over-match you. It won&#8217;t stop you from being stupid and attacking them. There *are* some controls on where you can go initially, but once the world opens up a bit (in Chapter 2) you will regularly be running into things that are far beyond your current capabilities to fight. There are no convenient &#8220;this monster is level XXX: don&#8217;t attack!&#8221; indicators. The first time you attack something you&#8217;ve never seen before is sure to be a learning experience&#8230;</li>
<li>You will regularly be given quests that are impossible to complete at your current level. The characters you talk to realistically have no way of knowing you are too weak, and if you ask about something they assume you know what you are doing. Just because you&#8217;ve got the quest doesn&#8217;t mean the game thinks you should be able to finish it right now</li>
<li>Some of the traps in dungeons are &#8220;instant kill&#8221;. Save often! If you see strange marks on the walls and floor that look out of place, *save right now* before you take another step. You *will* die regularly. Its the way this kind of game works. But if you look around carefully after dying to a trap, you will usually find an alternative route, or a switch to disable the trap itself</li>
<li>You can&#8217;t expect alternative solutions to problems just because that would be convenient. For example trap might require that you trigger a distant switch to disable it. If you don&#8217;t have a spell or a bow to hit that trigger, too bad: don&#8217;t expect anyone to come fix the problem for you. You&#8217;ll have to go and buy that spell on a scroll, or purchase that bow, and come back later</li>
<li>Maps are limited and imperfect. For example, I have a quest now that asks me to go to the east side of the island and find some guy. The east side of my map is blank, and simply walking to the east won&#8217;t fill in the map: I&#8217;m not a cartographer. If I want an improved map I&#8217;ll have to find a cartographer to make it for me&#8230; or I&#8217;ll have to just wander around in the east and hope</li>
<li>you can&#8217;t &#8220;pause&#8221; to do something within the game: for example, if you want to switch weapons you will take the time necessary to switch weapons- during which time monsters can still attack you. If you open your inventory or look at the map, the monsters are still attacking you. You *can* pause the game, but while doing so none of the in game choices (like switching weapons, organizing/selecting from inventory) are available</li>
<li>If you enter an NPC&#8217;s house and they see you, they will generally warn you not to steal anything. If you steal something and they see it, they will attack you and will thereafter consider you a thief and hate you. Once they hate you, they will no longer talk to you- potentially cutting you off from completing or activating a quest
<ul>
<li>you can &#8220;fix&#8221; this by finding and using a particular spell (&#8220;Jest&#8221;) on them, basically causing them to forget your past indiscretions</li>
<li>apparently, if you steal some very special items or kill certain &#8220;friendly&#8221; characters, some NPCs will <strong>never</strong> trust you/talk to you again regardless of whether you use Jest on them. I&#8217;ve never encountered this</li>
</ul>
</li>
</ul>
<p>These factors combine to create an experience for me at least that is both enjoyable and frustrating. You really do feel weak and feeble early on, but nothing stops you from taking on a vastly overpowered foe and getting lucky. By mid-way through the game (where I am now), my character and I are starting to feel competent. I can take a few hits, hold my own against two or three foes, and know how to &#8220;split&#8221; most larger groups. I&#8217;m still only able to cast a handful of spells, and I still get in over my head pretty regularly and die with alarming frequency. But the save game/ quick saves make this relatively easy to recover from.</p>
<p>In terms of size, Risen is big: I&#8217;m probably at most a third of the way through and have played for a total of about 20 hours.  I don&#8217;t know if the following chapters (I&#8217;m on chapter 2, there are four in total) are equally large, but the impression I get is they are at least as lengthy.  That would suggest that Risen is good for 60 to 100 hours of game play, assuming your play style matches mine.</p>
<p><strong>Cheating</strong></p>
<p>I&#8217;m not one generally to use game cheats to solve all my gaming problems. However, I found Risen to be tough enough that I imagine most people, myself included, will feel that cheating is a viable way to continue on to the more enjoyable stuff. Its your game, you choose how to play it. In that vein, I&#8217;ll give a few pointers regarding how to cheat on the PC game.</p>
<p>Risen has a &#8220;testing&#8221; or development mode that you can invoke. In this mode you can open a console and type various script commands that will allow you to add items to your inventory, increase your abilities, change NPC behaviour, and summon/delete NPCs. Note that using these &#8220;cheats&#8221; may cause problems in the game: for example, deleting a critical NPC may make it impossible to finish the game, and choosing to fill your inventory with every item in existence may cause a crash. You&#8217;ve been warned.</p>
<p>To invoke the testing mode (this only works on the PC version):</p>
<ul>
<li>while playing the game (i.e.: with your character active and adventuring, but preferably somewhere &#8220;safe&#8221;), <strong>quickly</strong> type &#8220;minsky&#8221;
<ul>
<li>if you type too slowly, the testing mode won&#8217;t be invoked</li>
</ul>
</li>
<li>A message will appear on the screen similar to: &#8220;Testing mode invoked&#8221;</li>
<li>Open the console by pressing the tilde (&#8220;~&#8221;) key; the console will slide down over the upper part of your screen</li>
<li>type various commands at the console to give yourself items/skills/etc
<ul>
<li><a href="http://www.cheatbook.de/files/risen.htm" target="_blank">A fairly complete list exists here</a></li>
</ul>
</li>
</ul>
<p>I have used cheat mode once so far: when I got stuck on a critical quest in the monastery. I unknowingly stole something belonging to an NPC that I later discovered was I needed to talk to in order to progress, and didn&#8217;t have/couldn&#8217;t find a single copy of the Jest scroll. So I cheated and put one in my inventory&#8230; while I was cheating, I also bumped my staff skill a couple of points and gave myself the ability to sneak.</p>
<p>Is this kind of cheating really wrong? That is entirely in the eye of the beholder. For me, it got me over a few bad spots in the game play that would have frustrated me. For someone else, the lack of a scroll would have been grist for an entirely new adventure: the quest for the Jest. Note that the &#8220;opening every cupboard/taking everything that isn&#8217;t nailed down&#8221; mode of play is a bad habit I had from previous games. If I had been playing as if I were a real character in the world, I wouldn&#8217;t have been going around opening everyone&#8217;s lockers and taking their stuff to begin with.</p>
<p>In a more forgiving game, there would have been no need for the scroll as I&#8217;m sure the NPC would either conveniently &#8220;forget&#8221; I had robbed them or there would be no way to make them mad like that in the first place. But how realistic is it to be able to walk past a home owner, steal all of their meagre possessions, then have them willingly and politely talk to you/offer you kindness a few seconds later? Not very, and I can respect Risen for punishing me for doing that.</p>
<p>That said, if I were playing a traditional pen and paper RPG and got totally stuck, most DMs would give me something to get me over the hurdle: in a computer game like Risen, that benevolent DM is totally lacking, and the game cares not a bit if you are frustrated.  Another way to cheat, of course, is to read various quest walkthroughs.  One of <a href="http://guides.gamepressure.com/risen/" target="_blank">the best I&#8217;ve found can be found here</a>.  To use my pen and paper analogy again, this would be somewhat equivalent in effect to buying the same module your DM is running, or sneaking a peak at their notes.  But once again, it is a way to overcome progress-stopping obstacles that a real-life game master would likely observe and correct to keep game flow intact.</p>
<p>And at its root, that is the difference with this type of RPG. There are rules in this world, and it isn&#8217;t intended to suit itself to your needs. It isn&#8217;t a better or worse way to play a role playing game, but it is different and, for me at least, quite enjoyable.  At least with my cheats <img src='http://www.kgadams.net/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
]]></content:encoded>
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		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Bayonetta: Everything that is wrong with this type of game</title>
		<link>http://www.kgadams.net/2010/01/20/bayonetta-everything-that-is-wrong-with-this-type-of-game</link>
		<comments>http://www.kgadams.net/2010/01/20/bayonetta-everything-that-is-wrong-with-this-type-of-game#comments</comments>
		<pubDate>Thu, 21 Jan 2010 03:01:10 +0000</pubDate>
		<dc:creator>Kelly Adams</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[bayonetta]]></category>
		<category><![CDATA[reviews]]></category>
		<category><![CDATA[xbox-360]]></category>

		<guid isPermaLink="false">http://www.kgadams.net/2010/01/20/bayonetta-everything-that-is-wrong-with-this-type-of-game</guid>
		<description><![CDATA[



Title
Bayonetta


Developer
Platinum Games


Type
Action/Fighting


Platform(s)
XBox360, PS3


Kelly Score ™
40 / 100



<p>Action games are a genre that I really didn&#8217;t understand until I played Bayonetta. I could therefore say that the $60 I spent on this game was educational: I have been taught that I should not buy this kind of game. The kindest things I can really say about Bayonetta [...]]]></description>
			<content:encoded><![CDATA[<img src='/wp-content/icons/topic16.gif' align='right' width='100' height='68' hspace='5' />
<table border="1">
<tbody>
<tr>
<td width="100"><strong>Title</strong></td>
<td width="100">Bayonetta</td>
</tr>
<tr>
<td><strong>Developer</strong></td>
<td>Platinum Games</td>
</tr>
<tr>
<td><strong>Type</strong></td>
<td>Action/Fighting</td>
</tr>
<tr>
<td><strong>Platform(s)</strong></td>
<td>XBox360, PS3</td>
</tr>
<tr>
<td><strong>Kelly Score ™</strong></td>
<td>40 / 100</td>
</tr>
</tbody>
</table>
<p>Action games are a genre that I really didn&#8217;t understand until I played <a href="http://en.wikipedia.org/wiki/Bayonetta" target="_blank">Bayonetta</a>. I could therefore say that the $60 I spent on this game was educational: I have been taught that I should not buy this kind of game. The kindest things I can really say about Bayonetta from my perspective are that the graphics are impressive, and the main character has one of the finest digital rumps in computer history.</p>
<p style="font: 12.0px Helvetica;"><img src="http://www.kgadams.net/wp-content/uploads/2010/01/bayonetta_butt.jpg" alt="bayonetta_butt.jpg" width="616" height="484" /></p>
<p>If you generally agree with everything I say, you have no need to read further.</p>
<p><span id="more-1025"></span></p>
<p>You are still here, so you must be inclined to doubt my assessment. And that is fine: I know that <a href="http://www.totalvideogames.com/Bayonetta/review-14879.html" target="_blank">plenty</a> of <a href="http://www.planetxbox360.com/article_9170/Bayonetta_-_Review/2" target="_blank">reviewers</a> <a href="http://www.computerandvideogames.com/article.php?id=227893" target="_blank">vehemently</a> <a href="http://www.gamespot.com/xbox360/action/bayonetta/review.html" target="_blank">disagree</a> with me. Even <a href="http://reviews.teamxbox.com/xbox-360/1830/Bayonetta/p1/" target="_blank">the most negative review I could find</a> (and from which I paraphrased part of my title) ended up giving the game an 8 out of 10 rating.</p>
<p>In fact that’s why I decided to buy the game- I don’t like to assume I’m always right. Some games can truly redefine a genre and, as I said previously, until playing Bayonetta I really didn’t have a good grasp on what the whole “action game” term meant. Now I do and, since Bayonetta is supposedly the absolute best of its kind, I think my definition and associated dislike can be justified.</p>
<p>So what are action games? Well, if you go by <a href="http://en.wikipedia.org/wiki/Video_game_genres#Action" target="_blank">the Wikipedia definition</a>, it is pretty much every type of game where stuff happens quickly. But I’ll give a more specific definition: an action game is a game which takes the concepts found in games like Street Fighter, tacks on a weak plot to tie the fights together, and desperately tries to grind your button mashing fingers into submission. There are some specific factors that immediately identify the action genre for me from this point forward:</p>
<ol>
<li>Button combos for combat: Remember in Street Fighter on consoles how you would hit various sequences of buttons and, if you did it right, you’d perform a special combat move? That’s what I’m talking about here. So in Bayonetta you might hit Y-Y-Y&lt;pause&gt;B to get one attack, and Y-Y-Y-B (without the pause) to get a completely different attack</li>
<li>Frenetic action: That’s why they call this an action game, I guess. Stuff is flying at you non-stop, and bigger, noisier, splashier stuff all the time. If you have time to think, the game must have crashed. You can only learn the game by playing it over and over and over and over and over and over again</li>
<li>Non-sensical plot: the plot must not only be meaningless, it must be viciously, cruelly silly.</li>
<li>Stylized, over-the-top visuals: nothing in an action game needs or cares to be reasonable or realistic. The more extreme it is, the better. If the sword is the size of a diesel locomotive, and the foe the size of an oil rig, it is getting close to extreme enough</li>
<li>Punishing save game system: Checkpoint saves aren’t unpleasant enough for action games. The save game must place you at the very beginning of a chapter or level. Pausing may be acceptable, but if you need/want to shut your console off for a while, you should be required to re-play all the crap that drove you crazy the first time. It is in this way that one learns the combos and strategies, after all (see item #2)</li>
<li>Japanese: An action game isn’t an action game unless it is developed according the the styles and sensibilities of a small cadre of Japanese masters. They like big boobs, small waists, uber-violence, and totally non-sensical plots (see item 3). Amazingly they like these things even more so than their American counterparts. Note that the developer doesn’t actually have to *be* Japanese, although that helps. They just have to have adopted the stylistic cues and preferences of their Masters</li>
</ol>
<p>The above list describes Bayonetta, but also (from what I can see) describes the God of War series, the Devil May Cry series, and recent/upcoming releases like Dante’s Inferno and Darksiders. The fact that I am frustrated and irritated by Bayonetta means I now have an entire genre and dozens of games I can avoid wasting my money and more importantly my time on. This is a good thing, since I don’t have an excess of either.</p>
<p>Thus far I have primarily described Bayonetta through generalizations and links to similar games. And what I’ve said might seem unremittingly negative.  I’d like to address both concerns by providing my own descriptions, and giving some credit where credit is due.</p>
<p>Bayonetta is the name of the main character in the game, a witch awakened after 500 years locked in a coffin at the bottom of a lake. She has little memory of her past, so she begins following leads on the few things she does remember. One of them is that she is required to kill Angels which pop up with alarming frequency as she tries to put the pieces together.</p>
<p>Bayonetta has four guns: one in each hand and one attached to each excruciatingly high-heeled foot. She gradually builds up magical power as she kills and taunts Angels, until she can do some incredibly strange magic using her hair, which conveniently also forms her clothing. So, depending on the magic, she varies into alternate states of undress. Some of the Angels she has to fight are only effectively damaged via certain combinations of attacks. And when a greater Angel is slain, Bayonetta will often find a collectable item that can be turned in to her demonic friend for different weapons.</p>
<p>If you like action games (see above), I can see how Bayonetta might appeal. The combat is amazing, and crazy, and nearly non-stop. If you master the combos, it can be varied and, I suppose, interesting. However, for me at least, the combat rapidly starts to become highly repetitive. I can only effectively master a handful of combos, and use them all the time: each of them ends in the same predictable way, with Bayonetta performing the same move and yelling the same catch-phrase. Pretty rapidly it starts to seem rather… stupid.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="560" height="340" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/vsAJ0EaTi4E&amp;hl=en_US&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="560" height="340" src="http://www.youtube.com/v/vsAJ0EaTi4E&amp;hl=en_US&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>Graphically, Bayonetta is amazing. And I don’t just mean <a href="http://kotaku.com/5225641/bringing-bayonettas-butt-to-life" target="_blank">Bayonetta’s lovingly crafted buttocks</a> (for which I am duly appreciative, Mr. <span style="font-family: 'Lucida Grande', Helvetica, Arial, sans-serif; color: #333333; line-height: 20px;">Yoshimura)<span style="color: #000000; font-family: Helvetica; line-height: normal;">, but the entire world <span style="font-family: 'Lucida Grande', Helvetica, Arial, sans-serif; color: #333333; line-height: 20px;"><span style="color: #000000; font-family: Helvetica; line-height: normal;">. It is visually stunning at every turn, both in action and when looked at as a static image. The images kept me playing far after I would have normally given up in frustration.</span></span></span></span></p>
<p><span style="font-family: Helvetica, Helvetica, Arial, sans-serif;">If I had to pick a single frustrating aspect of the game that probably had the most negative impact (and dropped my score by the largest amount) on my enjoyment of the game, it would be the save system. Throughout the game you reach checkpoints. These are points to which you return if you die, and they are generally conveniently placed to minimize the worst aspects of the “action game” combat system. Unfortunately, for reasons which I utterly fail to comprehend, these checkpoints are *not* where you return when you save and quit the game. Instead, saves place you back at the ultimate beginning of the chapter or “verse”, usually a half dozen or more difficult combat encounters prior to where you were when you quit.</span></p>
<p><span style="font-family: Helvetica, Helvetica, Arial, sans-serif;">Obviously, this is just fine if you truly want to practice fighting the same monsters repeatedly to increase your skill and chase that perfect score. There is an entire sub-game which involves trying to kill the baddies in the minimum time while taking the absolute minimum of damage, and the only practical way to get good at this is through repetition. But frankly, I hate that style of game play. I want to progress, to see the next monster, to get the next doodad- not play the same section through dozens or hundreds of times in pursuit of the “perfect score”. And the save game system was obviously designed to encourage or, more accurately, force this kind of repetitive game play.</span></p>
<p><span style="font-family: Helvetica, Helvetica, Arial, sans-serif;">For me, these “punishing save games” totally ruined the game. I would have likely given Bayonetta a 60 or so out of 100 if it possessed a more forgiving save game system. This is despite it being a style of game that I have resolved I don’t like much at all. In the end, it is a game that I would have liked to have finished, as the graphics and “scenes” are often truly amazing. But because of the gameplay itself, and most importantly the fact that I’m forced to repeat the parts of it that are least enjoyable for me, I will likely not be spending any more of my time on it.</span></p>
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		<title>Wet: definition of a wasted opportunity</title>
		<link>http://www.kgadams.net/2009/10/02/wet-definition-of-a-wasted-opportunity</link>
		<comments>http://www.kgadams.net/2009/10/02/wet-definition-of-a-wasted-opportunity#comments</comments>
		<pubDate>Fri, 02 Oct 2009 20:08:48 +0000</pubDate>
		<dc:creator>Kelly Adams</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[action shooter]]></category>
		<category><![CDATA[bethesda]]></category>
		<category><![CDATA[checkpoint-saves-suck]]></category>
		<category><![CDATA[quicktime]]></category>
		<category><![CDATA[wet]]></category>

		<guid isPermaLink="false">http://www.kgadams.net/2009/10/02/wet-definition-of-a-wasted-opportunity</guid>
		<description><![CDATA[



Title
Wet


Developer
Artificial Mind and Movement (published by Bethesda)


Type
Action / Shooter


Platform(s)
XBox 360, Playstation 3


Kelly Score ™
55 / 100



<p>The title &#8220;Wet&#8221; supposedly refers to the term &#8220;wetwork&#8221;, a word commonly attributed to cold-war era secret agencies and referring to assignments involving killing so intense that the workers hands become literally wet with blood. The game definitely has death and [...]]]></description>
			<content:encoded><![CDATA[<img src='/wp-content/icons/topic16.gif' align='right' width='100' height='68' hspace='5' />
<table border="1">
<tbody>
<tr>
<td width="100"><strong>Title</strong></td>
<td width="100">Wet</td>
</tr>
<tr>
<td><strong>Developer</strong></td>
<td><a href="http://en.wikipedia.org/wiki/Artificial_Mind_and_Movement" target="_blank">Artificial Mind and Movement</a> (published by <a href="http://en.wikipedia.org/wiki/Bethesda_Softworks" target="_blank">Bethesda</a>)</td>
</tr>
<tr>
<td><strong>Type</strong></td>
<td>Action / Shooter</td>
</tr>
<tr>
<td><strong>Platform(s)</strong></td>
<td>XBox 360, Playstation 3</td>
</tr>
<tr>
<td><strong>Kelly Score ™</strong></td>
<td>55 / 100</td>
</tr>
</tbody>
</table>
<p>The title &#8220;Wet&#8221; supposedly refers to the term &#8220;wetwork&#8221;, a word commonly attributed to cold-war era secret agencies and referring to assignments involving killing so intense that the workers hands become literally wet with blood. The game definitely has death and blood galore, with kill counts in the hundreds per chapter as the game&#8217;s female protagonist, Rubi Malone, slices, jumps, and shoots her way through room after room of &#8220;bad people&#8221;. &nbsp;&nbsp;</p>
<p>I&#8217;m all for a bit of mindless violence in my games, particularly when the main character is a sexy but psychopathic woman, but somewhere along the line Wet becomes&#8230; boring, and worse: irritating. It is telling that I had to force myself to finish the game- I wanted to call it quits several times after the midway point of the twelve to fourteen hours of playtime I got for my money. This is unfortunate, as there are a number of good ideas in Wet- sadly, it feels a bit like there were one or two hours of good ideas cut and pasted a dozen times to fill out the game.</p>
<p><span id="more-977"></span>
<p>The story behind Wet can be summarized as follows: a twenty-something woman with super-human acrobatic combat skills named Rubi Malone sells her skills to the highest bidder. She will kill anyone, or any number of anyones, to complete whatever mission she is paid for so long as the price is right. Somebody double-crosses her, so she goes on a rampage to kill everyone involved.</p>
<p>That’s it, really. Nothing is explained about Rubi’s background, how she became what she is, why her guns have monkeys and Chinese characters on them, why she lives in a rusted out plane in a plane graveyard, or what the deal is with her occasional berserk rages. The berserk rages are a game mechanic (more on that later) that is actually kind of comical: after killing seventy or eighty people, she kills one guy whose blood splashes on her face, and now all of sudden she’s *really* mad. Strangely, it is always the same guy (presumably hired from Psychopath Baiters R Us), with the same sword, and the same blood splash. Practice makes perfect, I guess.</p>
<p>This kind of weak story is pretty typical for most action/shooter games. Unfortunate, but typical, and it is here where the first of the missed opportunities in Wet appears. Rubi seems like an interesting character, or one that could be interesting. But nothing is done to develop her: she has weird guns, she wears dog tags, and she kills lots of people for money- no one explains anything during the game to justify her behaviour or to provide even the slightest bit of depth. &nbsp;&nbsp;</p>
<p>The game does have some unique presentation elements- it pretends that you are watching a <a href="http://en.wikipedia.org/wiki/Grindhouse" target="_blank">grindhouse</a> movie from the 70’s, complete with scratchy/flickering film and between chapter “Let’s all go to the lobby…” intermission advertisements. This also sort of justifies the often cheesy acting, and the regular eye-rollingly bad lines (if Rubi said “here we go” one more time, I think I’d scream). But after a while it no longer seemed neat- just somewhat irritating.</p>
<p>The game mechanics themselves have the scent of uniqueness. Unlike most shooters, Wet allows Rubi to use her guns at almost any time: while running, while sliding, while hanging from a ladder, while jumping from horizontal pole to horizontal pole. It is a non-stop fest of bullet flinging opportunities. In fact, a major requirement of the game is that you shoot and kill your enemies in new and unique ways: the more complicated your method of murder, the more points you get to spend on upgrading Rubi’s skills. I liked that aspect of the game.</p>
<p>Disappointingly, most of the rest of the game mechanics are incredibly irritating. Each time Rubi gets a weapon upgrade, you have to play through an essentially identical target-shooting / acrobatics “test” in order to progress. You can’t skip this tutorial, and it can be about as much fun as having to change the oil and wash the car before you can go for a drive. I suppose I could begrudgingly accept this tedium if the new weapons were a big deal, but they aren’t: other than the exploding crossbow, I almost never found a need to use anything except for the infinite-ammo pistols Rubi starts out with.</p>
<p>Continuing the disappointment is the run and gun gameplay. The jumping and leaping acrobatics are fun, but every few minutes the game locks you in a space with endlessly spawning bad guys and several doors. You have to battle your way through the room to each door, and trigger something to “break” it, thus closing that spawn point. This was fun once or twice, but after a couple of dozen times I was starting to get pretty ticked.</p>
<p>Similarly, Rubi will periodically walk through a door and a cut scene will run where some guy with a sword runs up- Rubi naturally shoots him at point blank range and gets splattered with blood, which makes her go berserk. This *sounds* interesting, until you realize that this is essentially identical to the previous “lock you in a room” feature, except with a red wash obscuring all of the graphics. Yep, a major feature of the game is to downgrade the graphics to an eye-numbing monochrome. Ouch.</p>
<p>I can sort of understand how this all happened. Wet was originally going to be published by Activision Blizzard, but they cancelled it in mid-2008. Bethesda picked it up a few months later, but I imagine the damage was already done. I would expect that the development team was disheartened and then had to rush to put the features together for release.</p>
<p>Regardless of the reasons for failure, Wet is a game that could have done better. With some combination of an improved story and less irritating mechanics, it could have scored in the 70 to 80 range on the Kelly scale. Instead, it barely passed 50 out of 100, and it is definitely not a game that I&#8217;d recommend as more than a passing time-waster.</p>
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		<slash:comments>3</slash:comments>
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		<item>
		<title>Old-style destruction- the return of MechWarrior</title>
		<link>http://www.kgadams.net/2009/07/11/old-style-destruction-the-return-of-mechwarrior</link>
		<comments>http://www.kgadams.net/2009/07/11/old-style-destruction-the-return-of-mechwarrior#comments</comments>
		<pubDate>Sat, 11 Jul 2009 19:54:58 +0000</pubDate>
		<dc:creator>Kelly Adams</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[mechwarrior]]></category>
		<category><![CDATA[windows]]></category>
		<category><![CDATA[xbox-360]]></category>

		<guid isPermaLink="false">http://www.kgadams.net/2009/07/11/old-style-destruction-the-return-of-mechwarrior</guid>
		<description><![CDATA[
<p>There was a series of games I played many years ago. In these games, I was injected into a world where giant robotic machines cut lumbering, awe-inspiring paths of destruction through cities and each other. That was the universe of BattleTech and the MechWarrior game series, and it was good.</p>
<p>Unfortunately, the MechWarrior series came to an [...]]]></description>
			<content:encoded><![CDATA[<img src='/wp-content/icons/topic16.gif' align='right' width='100' height='68' hspace='5' />
<p>There was a series of games I played many years ago. In these games, I was injected into a world where giant robotic machines cut lumbering, awe-inspiring paths of destruction through cities and each other. That was <a href="http://en.wikipedia.org/wiki/BattleTech" target="_blank">the universe of BattleTech</a> and <a href="http://en.wikipedia.org/wiki/MechWarrior_(video_game_series)" target="_blank">the MechWarrior game series</a>, and it was good.</p>
<p>Unfortunately, the MechWarrior series came to an end some years ago- the last &#8220;real&#8221; MechWarrior game was MechWarrior 4, which came out in the 2002 timeframe. The good news: <a href="http://pc.ign.com/articles/100/1002164p1.html" target="_blank">a new MechWarrior game is coming sometime in the next couple of years</a>. And if the video (see below) is any indication, the makers of this &#8220;reboot&#8221; understand at least a little about what made MechWarrior fun.</p>
<p><span id="more-935"></span>
<p>Here&#8217;s the current demo video:</p>
<p><embed id="mymovie" width="432" height="362" flashvars="playerMode=embedded&amp;movieAspect=4.3&amp;flavor=EmbeddedPlayerVersion&amp;skin=http://image.com.com/gamespot/images/cne_flash/production/media_player/proteus/one/skins/gamespot.png&amp;paramsURI=http%3A%2F%2Fwww.gamespot.com%2Fpages%2Fvideo_player%2Fxml.php%3Fid%3D6213261%26mode%3Dembedded%26width%3D432%26height%3D362%2F" wmode="transparent" allowscriptaccess="always" quality="high" name="mymovie" style="" src="http://image.com.com/gamespot/images/cne_flash/production/media_player/proteus/one/proteus2.swf" type="application/x-shockwave-flash" /></p>
<p>The <a href="http://en.wikipedia.org/wiki/MechWarrior_(reboot)" target="_blank">MechWarrior &#8220;reboot&#8221;</a> (no real title yet, just a working name) seems, again based on this brief video, to have captured a couple of the key differences between a Mech and some of the wannabes that have appeared in the last few years. When I say &#8220;wannabe&#8221;, I&#8217;m thinking specifically of games like <a href="http://en.wikipedia.org/wiki/Armored_Core_4" target="_blank">Armored Core 4</a> and Chromehounds, wherein giant robotic machines jump around like squirrels hopped up on crack. To me, a sixty ton, fifty foot tall robotic tank shouldn&#8217;t jump around like a freaked out ninja: sure, they can get up a good head of speed, but there should be some overarching sense of &#8220;weight&#8221;, to which the term &#8220;ponderous&#8221; or &#8220;monolithic&#8221; should apply.</p>
<p>To put it another way, fighting with a Mech should feel more like a tank battle and less like Street Fighter. The environment should look like a real world, not something ripped out of Tron. Buildings and structures should be both cover and potential targets. Battles should include things like defending convoys of tanks and trucks, or protecting an entire city or military base. And there should be more of a sense of strategy, of drawing your opponent out or flanking them.</p>
<p>The minute I observe &#8220;<a href="http://en.wikipedia.org/wiki/Bunny_hopping" target="_blank">bunny hopping</a>&#8221; or the like being an appropriate combat strategy, I have to think that the game has missed the point of what it means to be a Mech. And what it means is not first person shooter characters dressed up in mechanical suits, but a completely different kind of combat game. A game I really used to like: tanks with attitude.</p>
<p>I&#8217;m optimistic that I&#8217;ll get what I&#8217;m hoping for and what I&#8217;ve missed these past half dozen years or so when <a href="http://www.piranha-games.com/" target="_blank">Piranha Games</a> releases MechWarrior or whatever they end up calling it. At this point, a publisher still hasn&#8217;t been found, but it is worth noting that the developer (Piranha) is partnered with one of the original creators of the Battletech game system, which suggests some degree of understanding of the milieu. No guarantees, of course, but this single video bodes well.</p>
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		<slash:comments>2</slash:comments>
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		<item>
		<title>Week of weird occurrences</title>
		<link>http://www.kgadams.net/2009/06/25/week-of-weird-occurances</link>
		<comments>http://www.kgadams.net/2009/06/25/week-of-weird-occurances#comments</comments>
		<pubDate>Fri, 26 Jun 2009 03:30:30 +0000</pubDate>
		<dc:creator>Kelly Adams</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Life]]></category>
		<category><![CDATA[1970s]]></category>
		<category><![CDATA[ed mcmahon]]></category>
		<category><![CDATA[Farrah fawcett]]></category>
		<category><![CDATA[id software]]></category>
		<category><![CDATA[michael jackson]]></category>
		<category><![CDATA[mythic]]></category>

		<guid isPermaLink="false">http://www.kgadams.net/2009/06/25/week-of-weird-occurances</guid>
		<description><![CDATA[
<p>It is funny how many things have appeared this week in the news that made me pause. There is really no relationship between any of these things, other than whatever connections exist within my mind. But this week seems full of oddities and changes that interact in unusual ways for me.</p>
<p>
<p>Let&#8217;s look at the list of [...]]]></description>
			<content:encoded><![CDATA[<img src='/wp-content/icons/topic16.gif' align='right' width='100' height='68' hspace='5' />
<p>It is funny how many things have appeared this week in the news that made me pause. There is really no relationship between any of these things, other than whatever connections exist within my mind. But this week seems full of oddities and changes that interact in unusual ways for me.</p>
<p><span id="more-916"></span>
<p>Let&#8217;s look at the list of things that this week has brought and which stuck in my mind for some reason or another:</p>
<ul>
<li>
    <a href="http://en.wikipedia.org/wiki/Ed_McMahon" target="_blank">Ed McMahon</a> died</p>
<ul>
<li>Ed McMahon appears in my memory as the man who said &#8220;Heeeerrrees Johnny!&#8221; every night on the Tonight Show. I didn&#8217;t actually watch the tonight show very often: it was something I occasionally managed to see on Fridays when I was between the age of twelve and sixteen&#8230; that would be between 1976 and 1980</li>
</ul>
</li>
<li>
    <a href="http://en.wikipedia.org/wiki/Farrah_Fawcett" target="_blank">Farrah Fawcett</a> died</p>
<ul>
<li>Farrah Fawcett is the first woman I remember wanting to own a poster of. The specific poster is, of course, the famous one of her in that one piece bathing suit, although <a href="http://www.moviemarket.com/Photos/P200639_C72270.html" target="_blank">I later got hooked on another of her posters</a>. I checked online and found that the &#8220;red one piece&#8221; poster in question first appeared in 1976: I imagine I saw it when I was in junior high, probably within a year of it being released</li>
</ul>
</li>
<li>
    <a href="http://en.wikipedia.org/wiki/Michael_Jackson" target="_blank">Michael Jackson</a> died</p>
<ul>
<li>I am not a Michael Jackson fan at all, but I do like some of his music. When I think of Michael Jackson&#8217;s music, the album I think of is <a href="http://en.wikipedia.org/wiki/Thriller_(album)" target="_blank">Thriller</a>: Billie Jean, Beat It, The Girl is Mine, and of course the title song. I remember particularly enjoying the voice over bits done by <a href="http://en.wikipedia.org/wiki/Vincent_Price" target="_blank">Vincent Price</a> on that song. That album was released in 1981</li>
</ul>
</li>
<li>
    <a href="http://www.idsoftware.com/" target="_blank">Id software was bought by Zenimax</a> / Bethesda</p>
<ul>
<li><a href="http://en.wikipedia.org/wiki/John_D._Carmack" target="_blank">John Carmack</a> is akin to a master wizard in the rarified realms of computer game graphics engine design. His grasp of plotting and story may suck, but there isn&#8217;t a man alive who has a greater comprehension of the art of pushing pixels on the screen in unique and wondrous ways. John&#8217;s company, Id Software, has existed since back in the early 1990s, and is responsible for iconic games like Doom, Quake, and Wolfenstein 3D. What sets Id software apart isn&#8217;t the games they have released, but the game *engines*: the various Doom and Quake engines have been used in hundreds of titles, and it is arguable that every advanced game engine owes a debt of gratitude to the foundation work done by Id. It seems to me that much of this greatness has come entirely because Id and John Carmack don&#8217;t really care as much about creating a great game as they care about pushing the state of the art in graphics. Their independence has allowed them to follow this path. And that independence is no more&#8230;</li>
</ul>
</li>
<li>
    <a href="http://www.theregister.co.uk/2009/06/25/ea_merges_bioware_with_mythic/" target="_blank">Mythic Entertainment was merged into Bioware</a> by parent Electronic Arts</p>
<ul>
<li>Ask a MMOG player when massively multiplayer games started, and they might (if they know their ass from a Warcraft hole in the ground) point to Ultima Online (1996) or possibly EverQuest (1999). But they would be wrong. MMOGs started as an outgrowth from multi-user dungeons in the 1980&#8242;s, and one of the first companies to commercialize MUDS was Mythic Entertainment. Their early games were big deals in 1990, nearly a decade before the more commonly-cited examples. <a href="http://en.wikipedia.org/wiki/Mark_Jacobs_(video_game_designer)" target="_blank">Mark Jacobs</a> has been the front man for Mythic from the start, and it has seemed to me that his scrappy little company has always had something interesting to offer. Dark Age of Camelot introduced the concept of Realm versus Realm PvP in 2001, and that game is still playable to this day. Mark has always had a vision, and so it seemed fitting that he remained in charge of Mythic when it was absorbed by Electronic Arts a while ago. In charge, that is, until this week, when Electronic Arts announced it was merging its Bioware and Mythic units, putting the bosses of Bioware in charge, and kicking Mark Jacobs to the curb</li>
</ul>
</li>
</ul>
<p>What do all these events have to do with each other? On first glance, absolutely nothing other than the fact that they happen to have occurred during this particular week. But as I look at them, it seems that each incident tweaks a memory that has some direct meaning for me. These were individuals or institutions that formed milestones to particular stages of my life, and as each came in on the newsfeeds a different set of memories was unlocked. And, in some way or another, each piece of news hammered a stake in the heart of that memory. Not just filed away now, but gone and unrecoverable.<br />
Farewell Ed, Farrah, and Michael. So long Id and Mythic. You&#8217;ll all live on in some fashion in my memories, until the inevitable day when I&#8217;m gone.<br />
<b><br /></b><b>Update</b>: and now I just got word that my &#8220;first&#8221; cat, <a href="http://www.kgadams.net/gallery?g2_itemId=10254" target="_blank">Leopard</a>, has died. She was 19, and we had to find a new home for her about twelve years ago when she became unhappy in our growing cat family. She&#8217;s lived the last twelve years in a single-cat household with a really nice couple in Edmonton. They just called now to let us know she had passed away on Monday&#8230;</p>
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		<title>New XBox stuff announced at E3: Natal and full downloads</title>
		<link>http://www.kgadams.net/2009/06/06/new-xbox-stuff-announced-at-e3-natal-and-full-downloads</link>
		<comments>http://www.kgadams.net/2009/06/06/new-xbox-stuff-announced-at-e3-natal-and-full-downloads#comments</comments>
		<pubDate>Sat, 06 Jun 2009 16:05:01 +0000</pubDate>
		<dc:creator>Kelly Adams</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Gear]]></category>
		<category><![CDATA[console]]></category>
		<category><![CDATA[e3]]></category>
		<category><![CDATA[project natal]]></category>
		<category><![CDATA[Untitled]]></category>
		<category><![CDATA[xbox-360]]></category>
		<category><![CDATA[xbox-live]]></category>
		<category><![CDATA[xbox_360]]></category>

		<guid isPermaLink="false">http://www.kgadams.net/2009/06/06/new-xbox-stuff-announced-at-e3-natal-and-full-downloads</guid>
		<description><![CDATA[
<p>E3 (Electronic Entertainment Expo) has suffered through some setbacks in the last few years. The industry show is basically a venue for the manufacturers of computer games and game related products to communicate with the media. Normal citizens like you and I are not allowed to attend. The big vendors like Microsoft and Nintendo decided a [...]]]></description>
			<content:encoded><![CDATA[<img src='/wp-content/icons/topic16.gif' align='right' width='100' height='68' hspace='5' />
<p>E3 (Electronic Entertainment Expo) has suffered through some setbacks in the last few years. The industry show is basically a venue for the manufacturers of computer games and game related products to communicate with the media. Normal citizens like you and I are not allowed to attend. The big vendors like Microsoft and Nintendo decided a few years ago that the show was costing too much money for not enough return, and they withdrew en masse. E3 went through some gyrations to try to re-invent itself, but has basically come back identical to what it was, just a bit smaller. I&#8217;m not sure what has really changed, but the big vendors seem to be back.</p>
<p>This post isn&#8217;t about E3, though: instead, it is about a couple of interesting (to me) announcements that Microsoft made at the event. <a href="http://www.xbox.com/en-US/live/projectnatal/" target="_blank">Project Natal</a>, a full-body motion interface with no actual controller, and XBox Live full game downloads.</p>
<p><span id="more-903"></span>
<p><span style="font-size: 14px; font-weight: bold;">Your body is the controller&#8230;</span></p>
<p>Project Natal is intriguing: note that this is a code name and will likely change to something bureaucratic and unappealing before Microsoft starts selling it. The basic idea: a small box is attached to the XBox 360 and placed somewhere in your room, probably near the TV you play your games on. The box contains an array of sensors: a normal video camera, an infrared camera, and microphones. The combination of sensors is used to detect humans in the room, identify motion points (joints- over 40 per person), and track movement. The people have no special sensors or controllers.</p>
<p>Once identified, the system allows motion of the people to control interaction with the game: if the game requires a sword fight, moving like you are swinging your sword could trigger the same movement in your in-game character. If you are playing a driving game, simply hold your arms in front of yourself as if you are clutching a steering wheel and the game will track the movement of this pretend &#8220;wheel&#8221;: move your arms the right way, and you steer your virtual car.</p>
<p>All of this sounds like things that have been tried before, with limited success. But apparently Natal actually *works*: people who tried it at the show say that its fidelity was very high, and the only inhibitors were the mental ones of getting used to imagining a controller or object when it wasn&#8217;t really there. Supposedly the system is sufficiently accurate to be able to identify people by face and voice: when Kelly walks into the room, the system can say &#8220;Hello, Kelly&#8221; and log you into the correct XBox live account (assuming you have multiple accounts on your system).</p>
<p>The technology behind Natal intrigues me, but the applications are the big thing here: absent of the need for a physical controller, what completely new kinds of interactions can be created by developers? The potential here is huge: but until we see a generation or two of software using this interface, I am hesitant to call it a really good thing.</p>
<p>My gut tells me that the Natal control system will be most applicable to the kinds of &#8220;party friendly&#8221; games the Wii excels at. That is, low fidelity &#8220;cartoon&#8221; sports and strategy games where four or six people can quickly bash out a few rounds of fun. People who like greater complexity and depth in their games and simulations will likely find the control scheme less appealing: I can&#8217;t imagine much precision in a system that lacks physical objects to interact with. But it could open a new market of so-called casual gamers for the XBox 360, which I suspect is a market that Microsoft would like to increase its presence in.</p>
<p><span style="font-size: 14px; font-weight: bold;">Full downloadable games- instant gratification</span></p>
<p>The other Microsoft announcement was one I&#8217;ve long awaited: the ability to buy and download full commercial games on the XBox 360. XBox Live has long had &#8220;classic&#8221; and &#8220;arcade&#8221; games available for purchase and download, but none of these are the new and exciting games of today that appeal to me. Starting this fall, however, at least some major titles will begin to appear for download on XBox Live. They will cost the same as normal retail copies, but you&#8217;ll get the benefit of having them immediately while avoiding the &#8220;retail experience&#8221;.</p>
<p>I am not a big fan of shopping. Once I&#8217;ve decided I want a particular game, all going into the store does is waste my time and harm the environment. I have to drive several miles, dodge irritating and largely useless sales associates, push past clueless customers wandering aimlessly, hope that I can snag the game I want and it isn&#8217;t already sold out, stand in line, interact with a sales person who will ask me inane questions like &#8220;Do you realize this is a mature game?&#8221; (Yes, you pimply moron: I&#8217;m 45 years old, and I buy games for *me*, not some tax dodge brat sitting in my car), drive home, and finally after opening the game and playing it, find some place to store the useless packaging materials. Skipping all of that waste and simply playing the the game minutes after I decide I want to appeals to me.</p>
<p>There is at least one downside that will limit the usefulness of this feature for me. Only &#8220;select&#8221; games will be available- select in this context likely means &#8220;games that have been out already at retail for a year or more and which you have already likely bought, played, and finished&#8221;. Unfortunately, the same gene that makes me dislike the shopping experience causes me to be prone to not want to wait months after retail release for a game to be available for download. I want it the day it ships, not six months or a year later after the publisher has decided they&#8217;ve made all the money they can at retail. &#8220;Select&#8221; also means a limited catalog of games: I could imagine there only being ten or twenty initially, out of hundreds (thousands?) of XBox 360 titles.</p>
<p>That said, I suspect I&#8217;ll find one or two games I missed on initial release. I hope Microsoft can leverage some of its clout to get a large and timely catalog established: I don&#8217;t really see the downside for the publishers, who would get to cut out the production, shipping, and retailer profit margin costs. But publishers/IP owners are weird creatures.</p>
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		<title>Duke Nukem&#8230; now not ever</title>
		<link>http://www.kgadams.net/2009/05/06/duke-nukem-now-not-ever</link>
		<comments>http://www.kgadams.net/2009/05/06/duke-nukem-now-not-ever#comments</comments>
		<pubDate>Thu, 07 May 2009 05:48:34 +0000</pubDate>
		<dc:creator>Kelly Adams</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[3D Realms]]></category>
		<category><![CDATA[Duke Nukem]]></category>

		<guid isPermaLink="false">http://www.kgadams.net/2009/05/06/duke-nukem-now-not-ever</guid>
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<p></p>
<p>It was confirmed today that the perpetual developer of Duke Nukem Forever, 3D Realms, is being shut down for financial reasons. If you&#8217;ve never heard of 3D Realms or Duke Nukem, this won&#8217;t mean much to you. But if you&#8217;ve been playing computer games since the early 90&#8242;s, you&#8217;ll almost certainly remember the iconic Duke Nukem [...]]]></description>
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<p><!--nevermore--></p>
<p>It was confirmed today that the perpetual developer of Duke Nukem Forever, <a href="http://www.gamespot.com/news/6209271.html?part=rss&amp;tag=gs_all_games&amp;subj=6209271" target="_blank">3D Realms, is being shut down for financial reasons</a>. If you&#8217;ve never heard of 3D Realms or Duke Nukem, this won&#8217;t mean much to you. But if you&#8217;ve been playing computer games since the early 90&#8242;s, you&#8217;ll almost certainly remember the iconic <a href="http://en.wikipedia.org/wiki/Duke_Nukem_3D" target="_blank">Duke Nukem 3D</a>.</p>
<p>Unlike other early &#8220;3D&#8221; games, Duke Nukem&#8217;s greatest strength was its main character- a rough-talking, wise-assed musclebound guy as quick with a one-liner as with his shotgun. This was a game with a sense of humour, and an off the wall quirkiness: I recall the shrink ray which allowed you to shoot a monster or, in multi-player, another player, to reduce them to mouse size&#8230; then stomp on them. Or the remote control mines: set down four or five mines in various locations, then selectively detonate them using the remote control. Combine this with a &#8220;security station&#8221; containing monitors showing camera views of various places in the game, and you could remotely kill your enemies. Brilliant stuff!</p>
<p>Duke Nukem 3D was released in 1996. In 1997, 3D Realms announced their next installment in the series: Duke Nukem Forever. Originally, it was supposed to ship in 1999. 3D Realms was one of the original inventors of the term &#8220;it is ready when it&#8217;s ready&#8221;, and every year after 1999 there was another &#8220;not yet&#8221; from the developers when asked about DNF. The perpetual delays of Duke Nukem Forever became a long-running joke in the industry.</p>
<p>Today is the punchline, and it isn&#8217;t very satisfying. The employees of 3D Realms are, no doubt, even more disappointed than I am, and are stuck trying to get new jobs in a challenging economy. Will Duke Nukem ever reappear? Supposedly Take Two (the &#8220;when it&#8217;s ready&#8221; publisher of DNF) still owns the rights to the publication of the game, but all of the intellectual property (I.E.: the game in progress, the story, the artwork, etc) is locked up in the collapsed company. I suspect we&#8217;ll never see Duke Nukem as he was intended to be seen, although I wouldn&#8217;t be surprised if we get a never ending stream of cheap knockoff Dukes on various platforms like the the Game Boy and PSP.</p>
<p>Farewell, Duke: as you walk off into the sunset, may you always <a href="http://www.youtube.com/watch?v=N66Wza1Ka-w" target="_blank">kick ass and chew bubble gum, and may you always be out of gum</a>.</p>
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		<title>SHOCK: Microsoft makes a good XBox video</title>
		<link>http://www.kgadams.net/2009/04/12/shock-microsoft-makes-a-good-xbox-video</link>
		<comments>http://www.kgadams.net/2009/04/12/shock-microsoft-makes-a-good-xbox-video#comments</comments>
		<pubDate>Sun, 12 Apr 2009 16:20:29 +0000</pubDate>
		<dc:creator>Kelly Adams</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Geek Miscellany]]></category>
		<category><![CDATA[casual gamer]]></category>
		<category><![CDATA[microsoft]]></category>
		<category><![CDATA[xbox-360]]></category>
		<category><![CDATA[xbox-live]]></category>

		<guid isPermaLink="false">http://www.kgadams.net/2009/04/12/shock-microsoft-makes-a-good-xbox-video</guid>
		<description><![CDATA[
<p></p>
<p>I like my XBox 360. It entertains me, and when I want to play a game it basically just works (ignoring that RROD incident a while back&#8230;). But Microsoft has, in my opinion, had trouble in the past coming up with good advertising that appeals to the mass market. This little Youtube video from Microsoft that [...]]]></description>
			<content:encoded><![CDATA[<img src='/wp-content/icons/topic16.gif' align='right' width='100' height='68' hspace='5' />
<p><!--nevermore--></p>
<p>I like my XBox 360. It entertains me, and when I want to play a game it basically just works (ignoring that RROD incident a while back&#8230;). But Microsoft has, in my opinion, had trouble in the past coming up with good advertising that appeals to the mass market. This little Youtube video from Microsoft that plays off the avatars in the &#8220;New Xbox Experience&#8221; user interface changes the tone, and it seems to me that it has appeal that extends beyond the hard core gamer:</p>
<p><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/DL6oUpNEjZI&amp;color1=0xb1b1b1&amp;color2=0xcfcfcf&amp;hl=en&amp;feature=player_embedded&amp;fs=1" /><param name="allowFullScreen" value="true" /><embed src="http://www.youtube.com/v/DL6oUpNEjZI&amp;color1=0xb1b1b1&amp;color2=0xcfcfcf&amp;hl=en&amp;feature=player_embedded&amp;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344" /><br />
</object></p>
<p>Here&#8217;s hoping that Microsoft can win over a few of the less hardcore who may be getting tired with their Wiis&#8230;</p>
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