Saturday, April 11, 2009

The Miracle on Lambert

So about 4 weeks back I sat down to play some HD Remix with my friend Nick, to discover that the mic jack and 2 buttons on my primary Tournament Ed. fight stick were not working. Due to collision between operating hours of the MadCatz support line and my normal work schedule, I couldn't do anything about it till yesterday when I took a day off to sit with Anna while she was home sick.

So I called up MadCatz, heard the recording that I needed the product serial number, and plugged in a stick to see which one was the bad one (both sitting on the shelf next to each other). First one worked fine, plugged in the second one. It worked fine too. Couldn't test the mic as I don't have an active gold sub right now, but that's not a big issue anyway.

For now, I'm back in business with two working fightsticks. Yay! Hope it doesn't go out for good later on. Looking forward to KOFXII and BlazBlue later this year.

Wednesday, April 8, 2009

New Year in Games Part III (or: Revenge of the Indies)

Yes, I know it's April, and I assure you this is the final "New Year in Games" post. This was meant to be the 'new years resolution' subject for this series, which was to have originally concluded in January. In truth I may have never even got around to it, had it not been for this week's episode of Co-Op (the totally awesome internet show about games by gamers that anyone who likes gaming as a whole should check out).

In short, over the years, I've made a habit out of ignoring indy game development. Which is odd given that whatever I'm into at a given time, I'm usually at least paying attention to independent artisans. In high school and college it was music, film, and comics. Post-marriage it's restaurants; truly, independent restaurants make up at least 90% of our dining out. But, for some reason I've always been carelessly ignorant of independent game design. Two of my favorite games published in 2008 were games from independent developers (Braid and World of Goo, for those wondering). This has finally made me sit up and take note.

Independent developers are a real treasure. Completely unhampered by the demands of bean counters and publishing house executives who crave another COD or Gears clone, talented game designers are creating new ways to play in the electronic medium. In recent years, online distribution channels for the sale of digital downloads has afforded these free-thinkers the ability to expose their work to us all, and not starve. I'm paying attention now, and if you care about games, you should to.

Check out the newest episode of Co-op, below. Some choice links do follow.

Tag: The Power of Paint - developed as a student project at Digi-pen
Cortex Command - not done yet, but buy now and you are entitled to all future updates
Zeit2 - Definitely a game I want to see make it to XBLA
Fez - not featured on this episode, but the creator is featured on this episode throughout.
TIGSource - independent gaming news

Sunday, March 8, 2009

The New Year in Games Part II.b.

Indeed, the inevitable has happened. The previously mentioned BlazBlue has been announced for a summer release in North America. Kotaku posted a load of nice screens with their bit on it this morning, so check them out. KOFXII vs BlazBlue this summer for most beautiful 2-d game ever. FIGHT!!!

Thursday, March 5, 2009

The New Year in Games part II (or ROUND 2... FIGHT!!!)

[take 2 because blogger for some reason time stamps something the day the post is made, not the day it is first published...O_o]

This post is late and having started the original version WEEKS ago, it has been completely rewritten. Initially it was a description of my on again off again love affair with fighting games, and in particular the role that Street Fighter II played in my youth. Now we take a slightly different, but related turn: the rebirth of the fighting game.

Ken and Ryu face off in Steet Fighter IV

As many know by now, Street Fighter IV has taken the world by storm. It has created an unprecedented level of demand for home arcade sticks, leading to sell outs of every stick of measurable quality currently available in the western market. Many have criticized MadCatz for a perceived intentional shortage of product with their Tournament Edition Fightsticks (my facebook friends can see all about my experience with that subject) in order to create demand. While that is an understandable position to take, it doesn't account for the sellouts and aftermarket price gouging also underway on places such as eBay and Amazon Marketplace for Hori's Real Arcade Pro line of sticks. Gamers have spoken and the message is clear: we still love two dimensional fighting games.

Street Fighter IV is a beautiful and complex game that remains accessible to those without the time and inclination to devote themselves to mastery of every character. While Street Fighter III and its revisions incorporated a parry system which could only be utilized if the player knew exact timing and placement of opponents' combos, SFIV uses a focus attack which will block one attack while held and will retaliate with a strong attack when released. Somewhat controversial was the dev team's decision to relinquish the traditional 2D sprites, in favor of 3D character models with textures sporting a hand painted aesthetic complete with ink splashes thrown around when completing certain specials. The effect makes for a wonderfully modern take on the classic genre.

But the fun doesn't end there. Just announced this week are two more console releases which are sure to attract the attention of all fighting fans, both new and old. First in July (previously announced with the vague "summer 'o9" date), we'll be treated to the fifteenth anniversary celebration of the King of Fighters, the seminal team based fighter from SNK in the lovingly crafted King of Fighters XII.

The most beautiful King of Fighters ever

The developers entered into this project with the intention of recreating each character and presenting them in fully hand drawn traditional sprites in high definition. Many were astonished at the look, initially mistaking the sprites for 3D cell shaded models. This is a point of pride for the devs and the publishers here as well. 1up alum and New Business Development Director for Ingintion Entertainment is quoted on Kotaku as saying, "While other fighting games have abandoned the time-consuming process of creating beautiful 2D art, KOFXII fully embraces the refined aesthetic beauty that only human hands can produce." Glove thrown down, folks! Old school fans may be a bit disappointed at the relatively low number of characters on the roster (only twenty - half the number in the previous KOF) but all are sure to find favorites returning while the smaller roster makes for a group of fighters easier to manage for initiates.

BlazBlue - new from Ark System Works (click the pic for a very nice high res version)


And finally, there's BlazBlue. A completely new franchise from Ark Systems Works, the creators of Guilty Gear. Given the game's pedigree, it should surprise no one that the combat system is incredibly complex, perhaps even impenetrable for relative newcomers to the genre. This game will make a wonderful addition to the library of any hardcore fighting game fan, and could make a wonderful transition for newer players who have cut their teeth on SFIV and are seeking something with a little more tooth. For now BlazBlue is only confirmed for release to consoles in Japan, but in the current climate it would be very surprising to not make it's way to North America by the end of the year.

These are exciting times for fighting fans. Hopefully manufacturers will be able to continue filling demand for quality arcade sticks. Games like Guitar Hero and Rock Band have opened consumers wallets to spending large sums for specialized controllers, and arcade sticks are just as important to full appreciation of fighting games as a plastic guitar is to the mock instrument genre.

Thursday, January 22, 2009

The New Year in Games part I.b

Not quite part II yet, but a few followups to the previous post.

1) The former 1up show crew has their new company setup at http://www.area5.tv (named after the final, and all important, level of Rez). There you will find the first episode of their new show, Co-Op, available through download and their Youtube channel (please support the Youtube channel).

2) James Mielke is returning to 1up.com, and with him comes the return of cover stories. I think that's fantastic news, and really shows the the UGO guys appreciate former 1up staffers. And Mielke's not the only former 1uper to return to the site, but he's probably the most high profile.

3) I neglected to also mention Ryan Scott has, in the wake of the 1up layoffs, also set up his own site at http://www.geekbox.net, and is producing a weekly podcast as well, available through the usual sources.

Monday, January 19, 2009

The New Year in Games

A lot's been going on for me in gaming since the beginning of the year, other than World of Warcraft completely recapturing my soul. The first thing I need to talk about is the collapse of 1up.com.

Ok, collapse isn't the correct term and does a severe disservice to those who remain, though it certainly represent my perception of the transition. But before I get to that, some background is in order: When I was in eighth grade I bought my first non-Nintendo Power gaming mag, and it was an early issue of Electronic Gaming Monthly (EGM). I'm not sure whether it was the first issue or not, but it was easily in the first six months. For the next ten years it was a primary source of gaming information in my life. Until the internet came along.

With the advent of on-line publishing, print media began to slowly die. Many gaming sites popped up in the mid to late 90s but none of them clicked for me. None of them until 1up was begun in 2003. It should come as a surprise to no one that 1up was the online presence of Ziff-Davis' games publishing arm. The same group that made EGM. A huge part of the success of 1up should be attributed to the podcasts and the 1up Show. Those podcasts and the video podcast provided a lot of coverage of the gaming industry and community from such a natural perspective. It was the only online general gaming coverage that felt like it was really presented by people who knew, loved, and lived games - at least to me. Others may cite CAGcast and the like, and that's fine. But for me it was all about the guys and girls at 1up.

After a string of print cancellations in the ZD games publishing wing and a number of the old guard leaving the organization, it all came crashing down. In early January it was announced that ZD had sold the games publishing division to UGO. With that sale, ZD shuttered EGM and layed off a massive number of staff members, notably many who were involved with the podcasts, and the 1up Show staff was completely let go. At one time EGM alone had something like 15 editors... and now there's that many in all of the 1up offices. Sad times.

But all is not lost. Garnett Lee is going to be able to continue the podcast he hosts, though the 1up Yours name will be leaving in a nod to new beginnings. The guys from 1up FM podcast are now putting out their own material under the name Rebel FM, and can be found at eat-sleep-game.com. And best of all Ryan O'donnel and Matt Chandronait, along with a bunch of the other 1up Show guys, are working on their own video project, the first episode of which is due soon. You can read all their updates at Matt's personal site talkingorange.com. I wish them all the best and I'll be there for whatever they produce. Shane Bettenhausen is moving on to work for Ignition Entertainment, the company that's bringing KOFXII to our shores, and that sounds like a great fit for him. Haven't heard a thing about what James Milkman Mielke is moving on to, but I hope it's something that I'll be able to follow.

The 1up glory days will forever be remembered. Good luck to all who have moved on by choice or by force. Keep producing, and I'll keep listening, reading, and watching. UGO may not be completely responsible for the lay offs (or they might, you never know) but there's no way they can possibly realize what they lost in the aqcuisition.

Hopefully in the next few days I can return with the other gaming issue taking up my mind currently: Street Fighter IV, and those beautiful Tournament Edition arcade sticks.

Sunday, December 7, 2008

Disney 2008 is Done

It's always a bittersweet occasion upon leaving Walt Disney World to return home. It never last long enough, but after a week I'm also ready to sleep in my own overly comfortable bed, and pet my cats. This year was certainly no exception.

We stayed at Coronado Springs Resort for the second time this year. We miss Animal Kingdom Lodge a little, and having outdoor-entry rooms at Coronado isn't as comforting/private as it could be, the convenience of travel to the parks is really unequaled at CSR. Ten minute or less bus rides from Animal Kingdom, Disney's Hollywood Studios (yes, the MGM name is no more), and Epcot makes mid-day rests or swimming (weather permitted) much easier. Just don't bother eatting there.

The Weather this year was certainly an improvement. Though a large overcast and low visibility ceiling in Atlanta resulted in flight delays leading to an Orlando arrival hours after scheduled on Sunday, Monday through Saturday provided the sunniest days we've ever had in a week at WDW. There was an almost negligibly fine mist Saturday morning that dissipated by 10 am, leading to a reasonable warm, partly cloudy day.

The highlight of the trip was, by far, Toy Story Midway Mania. When we first arrived at DHS on Wednesday a mere 20 minutes after the park opened, the standby line was already up to 50 minutes, and Fast Pass distribution had already worked it's way in to the 12 o'clock hour. Obviously we grabbed Fast Passes and ran for the other side of the park where we were treated to walk-ons at Tower of Terror, and a surprisingly long 30 minute wait for Rock'n Roller Coaster. After several turns on each ride, we made our way back to use our Fast Passes for Toy Story.

The standby line was now up to 80 minutes, and Fast Passes were completely distributed for the day. By 11:30. Sorry Soarin', but it was looking pretty bad for your reign as most popular ride at Disney World. After riding, the case was closed.

Toy Story Midway Mania is the most fun I've had on a ride at Disney World. Instead of the slow meandering tour of it's cousin, Buzz Lightyear's Space Ranger Spin at Magic Kingdom, TSMM zips you along on a quick run through of a number of stationary midway styled games enhanced by 3d glasses. You'll stop for a short time at each game before being whisked quickly along to the next one. Instead of firing visible spectrum lasers in a mess of blinking lights where you can't tell your dot from the guy 10 cars down, the 3D screens provide the virtual projectiles launched from your spring action shooter attached to the front of your car. And you are only competing with the person in your car. It's a fast paced 3D video game ride that appears to appeal to almost EVERYONE. Disney Imagineering really outdid themselves on this ride and with it's addition to DHS really increased the appeal of that park.

Since we only got to ride one time on our main DHS day, we went back Saturday morning for Extra Magic Hour after checking in for our flight at the resort. We were one of the first 50 people in the park and when the rope finally dropped letting us in, I looked back and discovered that nearly the WHOLE crowd that arrived after us was following the leaders back to Toy Story. We walked on for the first ride, and by the time we got off, Fast Pass distribution was again already three hours into the day, and the standby line was up to 60 minutes. I'd call it a hit. We only ended up getting to ride it three times while we were there - my top score was only 195,500, a little shy of the 291,000 posted record of the month. But given such little practice I think I did ok. Most people I watched around us were posting scores under 100,000.

No trip to WDW is complete for us without a lot of pin trading. This November saw the release of what is likely to be the most popular series of Hidden Mickey cast lanyard exclusive pins (pins which you can't buy in the parks, they begin their lives on cast trading lanyards and you have to trade with cast members to obtain them) - each pin in the series represents a letter of the alphabet and a character whose name begins with that letter. All week we were only able to find 6 letters. Six. Hopefully by next year they'll be in better circulation and we'll be able to find the other 20. We also managed to complete a number of sets from last year including the princess eyes, the muppets, the fast passes, the villain crystal balls, and the feet. Out of last year's sets, the ones that we want but are still missing are Figaro (the black cat), Uncle Sam Donald, the Pineapple, and Goofy and Donald driving. From this year's set (October releases, November releases) we still need the Pie, the Tomato, the DDP symbol, and 20 (cry) of the letters (shown on page 2 of the November releases).

It was, as always, a wonderful time. We're pretty sure we're going back again next year, but you never know what the future will bring, especially with the economy in the sad state it's in now. It's always a long year, but it's always worth the wait.

We were pretty bad about getting pictures this year. Truth to tell there wasn't a lot to photograph. It seemed like the Christmas decoration was a little on the light side this year. I did get some decent pics outside of Toy Story, which I should have online sometimes soon.