Archive for Gaming
Abstracting hardware: obsolescence obsolete (with OnLive)
March 25th, 2009 • 1 comment
Tags: cloud, cloud computing, digital distribution, Gaming, mac, OnLive, pc, pc games, pc gaming, Windows
Most everyone has heard the news of OnLive, the new cloud-based computer gaming platform. I’m not here to regurgitate that for you. Instead, I intend to give it some context.
Cloud computing is all the rage right now. With netbooks growing in popularity, all sorts of Internet-based services are popping up to make the experience of owning a netbook more rich. OnLive applies this model to PC gaming while broadening its appeal way beyond the netbook crowd. Where an app like Google Documents might outsource a little processor load and some data storage, OnLive’s system will send all of the intense load to your CPU and graphics card associated with PC gaming to a monstrous computer hundreds of miles away. The benefits are clear. While existing web apps have sold themselves to the typical PC user on convenience (e.g. the ability to access documents anywhere), this is the only service I can think of that has a chance to sell itself by saving gamers significant money on the hardware that is typically necessary to run these intensive games… not to mention the dedication to keep up with frequent upgrades just to maintain the performance status-quo. An entry-level gaming PC is going to cost around $800. This system enables a $300 netbook to do the same thing by relegating every task associated with the game other than actual display of the resulting video stream.
There are also implications here for the established modes of game distribution. In my most recent post, I discussed a possibility for a new model of game distribution that does away with the physical product altogether, but that proposition did not suggest any fundamental shifts in the way gaming works—only the way they are distributed. Digital distribution platforms have gained significant popularity over the past year. OnLive’s distribution model is digital, but it seems to be something of a hybrid between GameTap and Steam. I honestly don’t understand the model entirely, but Steve Perlman claimed in an interview there will be tiers of service which suggests a subscription model while the interface’s options for either buying or renting any given title suggests a more traditional model of paying per title. This is serious competition on either front. Steam will have difficulty as games that are available for both services will have significantly lower requirements through OnLive. Subscription services like GameTap typically serve so-called “casual” gamers better and contain few if any new release hardcore games. OnLive is coming into this with major partnerships with huge publishers (and committments for simultaneous release with retail) to give it some more muscle.
For the numerous advantages, this service already has a few small disadvantages I can see. First, the max resolution being quoted right now is 720p which is a bit behind the times. I understand there are now Internet bandwidth considerations as the resolution increases, and I’m sure that is the reason for this choice. It doesn’t make it any better for gamers that crave high fidelity experience with their PC gaming and are accustomed to running 1920×1200 or higher resolutions on their PCs. Second, with any digital distribution model comes concerns about consumer issues. As with other similar platforms, many consumers will likely not be comfortable with the license they are actually purchasing. Every software purchase is merely a license whether or not you receive a physical product, but, frankly, it is much easier for software publishers to enforce unreasonable demands in a license while they still control the software. If I have a disc, I can always resell it whereas a digital software purchase may be impossible to transfer.
For all my excitement, I am sceptical. It sounds much to good to be true. The only way we’ll know (before an actual launch, that is) is by getting in on the beta which should start this summer. If OnLive launches at an attractive price, good performance, and reasonable licensing agreements, this may be the Trojan horse that brings PC gaming back to the forefront.
A new games distribution model
March 24th, 2009 •
Tags: 1Up, digital distribution, distribution, games, Software
I just posted on the 1Up forums my ideas for a new model for games distribution that might help the industry escape the wrath of economic recession. I thought I should repost it here to direct readers’ attention toward it and get some feedback.
I’ve been listening to lots of discussion about the problems the industry faces moving deeper into recession with the current software distribution model. I have some ideas and want to get everyone’s feedback so here it goes.
I’m admittedly on the outside of the industry, but some of the major problems as I perceive them are
- Lack of retail shelf space for software and difficulties negotiating with retailers
- Inability to abandon retail distribution due to lack of broadband in many areas and for fear of alienating retailers
- Publisher perception that used game sales undercut publisher and developer profits
Here is a single solution that, while incomplete, attempts to address these problems: A fully digital distribution model that allows for purchase of software from home via the Internet or at the retail store by way of software kiosks. The DSi and, if the rumors are correct, the next PSP may already be prepared to support such a model. Gamers will still be able to purchase games at the kiosk which will allow publishers to reach gamers that do not have access to the Internet connection necessary to download a large game. This will also allow retailers to share in software revenue compelling them to continue stocking the hardware. Shelf space is no longer an issue. Every store can carry every available title. Gamers with broadband will benefit by not having to travel in order to purchase games; every game will be available online. Used games will be a thing of the past as there will be no physical product which can be resold based on current digital purchase licensing arrangements. (Honestly, as a consumer, I find this part troubling, but I also see it as an inevitable reality.)
Any thoughts?
iDracula update
March 23rd, 2009 •
Tags: Game, games, Gaming, iDracula, iPhone, iphone game, mobile, update
The developer has released a meaty update to the fantastic iPhone dual-stick shooter iDracula (my review). It includes two new levels, new weapons, and new game modes. It really adds quite a lot to a game that was already well worth the cost of admission. If you were waiting, maybe this is the incentive you were waiting for.
iPhone review: geoDefense
March 18th, 2009 • 1 comment
Tags: games, Gaming, iphone game, iPhone games, review, tower defense
There was a short period of about a month just after the app store went live that there were no tower defense games whatsoever. Now, that space is much more crowded and with good reason. The iPhone is a gaming platform excellently equipped for the tower defense genre of which geoDefense is a solid example.
There are two basic variations of the genre. Some games allow you to place towers anywhere, and the towers form the path the creeps will traverse (e.g. Fieldrunners). Others like geoDefense lay out a path for the creeps and allow placement of towers anywhere except on the path. This is my favored style. I prefer to concentrate on the strategy involved in placing towers rather than placing towers and constructing the most effective path.
The place where geoDefense does the best at differentiating from other tower defense titles is its look. The graphics harken back to the vector graphics of old arcade games like Asteroids and Battlezone. This is an often used style, but the explosions in this game are really a sight to behold. At its more frenetic moments, the player will be treated to hundreds of colored particles exploding around the screen as he lays waste to hordes of creeps.
Unfortunately, the game takes few chances overall. There are a few new towers I haven’t seen in previous TD games (like a tower that collects energy from creep explosions feeding it back to towers for more powerful shots), but this does little to provide incentive to purchase this title over and above similar games on the app store. Towers are sometime introduced (and taken away) for particular missions which adds another layer of strategy to the game.
Disclosure: I am not and will not ever be competing on the pro circuit in strategy games. That said, I found this game more difficult than most. This is not a bad thing. Usually, I expect to coast through several waves of creeps in a new TD game. In geoDefense, I found myself scraping by even in the early levels on easy mode. I then tried the medium levels and found that they were very similarly difficult. The feeling ov even difficulty across easy and medium difficulties could have been because I became more skilled playing the easy levels and was better prepared to play on medium. The hard levels do feel significantly more difficult. This is where I first experienced the game actually removing access to a tower. It certainly achieved its desired effect.
In short, geoDefense is an excellent example of what it is: a simple tower defense game with excellent graphics. I would love to recommend it more highly because I really do think it is an excellent game. However, it takes virtually no risk and sticks to well-established conventions of tower defense games. I don’t necessarily need genres to be blended or anything like that, but I think there are some simple elements that could be added to make the game more compelling. I would love to see some sort of progression where it feels that my play in one scenario will actually affect my standing in the next. That would be a relatively simple feature that, if balanced properly, could really provide some incentive for reply.
iPhone review: Zen Bound
March 13th, 2009 •
Tags: games, Gaming, iPhone, iPhone games, mobile, relaxation, Zen Bound
As soon as you launch Zen Bound, you’re going to realize you’ve stumbled into something really special. True to it’s name, the game is really a zen experience. The feelings I get playing this game are very close to those I get playing Flower on the PS3. I’m sure it’s much easier to sell a game if you stick guns and blood into it, but bravo to brave developers willing to stretch the definition of gaming even if it makes the marketing a bit more labored.
Zen Bound allows the player to manipulate a wooden object by way of touch control. A rope is stretched from the screen to the object at an angle determined by the accelerometer. Players twist and turn the object to wrap the rope around it. The goal is to touch as much of the object with the rope as possible while soothing music plays in wonderfully separated stereo. There are two modes. As best I can tell, the difference is in the types of objects you are given to bind. The Tree of Reflection presents the player with a series of representative objects (usually animals carved from wood) while the Tree of Challenge contains more abstract and geometric shapes. As you bind the objects, they become “painted” a different color. The unpainted portions are those still left to touch.
It sounds like a very simple concept but there is really a lot of strategy involved. I can’t just string my rope anywhere as I might bridge the rope over portions of the object that I will then be unable to touch later. Also, you are limited to a length of rope for each object forcing you to be economical with your use of it. Each stage has three flowers the can be attained. The first at 70% coverage, the second at 85%, and the third at 99%. It is possible to obtain all three at once by achieving 99% on your first completion of a level. Flowers accumulate to grant access to new stages higher up each tree. A level is completed by tying a second nail that begins glowing when you have reached the first completion level (70%). This adds another level of challenge as the level will end as soon as the rope makes contact with the nail after reaching at least 70%. If you want to achieve the second or third level of completion, you will have to avoid the second nail until you reach your desired coverage.
The graphics are simple but beautiful. Granted, this isn’t a game with high polygon count models, but the models are beautiful and serve the purpose perfectly. The style of the art is complementary of the music. Everything feels relaxing and very… well, zen. The game opens with a text message which says that it is designed for use with headphones. Please take this to heart because the iPhone speaker does not do justice to the wonderful music in this game.
There are currently 6,000 games on the app store. Far less than 1% of those are entertaining. Less than 1% of those are unique. This game is in that 1% of 1%. I implore you to reward developers that think outside the box and toss out the tropes of gaming that have been established over the past 30 years. Zen Bound is an incredibly unique and rewarding experience that should appeal to nearly everyone.
iPhone review: The Quest
March 11th, 2009 •
Tags: 3D, games, Gaming, iPhone, mobile, RPG, The Quest
The Quest is a first-person Western RPG in the vein of Daggerfall and probably some older titles I don’t recall. RPGs on the app store are few and far between. Most of those are JRPGs which are often characterized by cookie-cutter save the world/princess storylines and strictly linear gameplay that rarely strays from the main storyline. The Quest, like other Western RPGs, is open-world nonlinear and contains many quests that are off the main storyline which can be completed in any order. This game is something of a throwback and may not appeal to new gamers who have only joined the fray in the last five or so years but veterans like myself will find much here to appreciate. The graphics are serviceable but nothing particular special to look at. However, the depth of this game is unmatched by anything I have seen thus far. The game includes a robust inventory system along with in-game shops that will sell you new items and buy your old ones. The game includes a magic system in which spells can either be cast from scrolls or learned from books. There are projectile and melee weapons at your disposal.
You will not find yourself running out of things to do here. At any given time, you will probably have multiple quests which can be completed in any order. There are townspeople to talk to. The game employs a day and night cycle which will actually have bearing on what you may do in the game. There is so much here it would be impossible to cover it all.
The game’s interface is a success in some areas and a failure in others. Movement can be accomplished in one of two ways: via the on-screen arrows or by gesturing on the actual viewport. The game recognizes six different movements: forward, backward, sidesteps left and right, and turns left and right. Arrow movement is straightforward; there is an arrow for each movement type. Gesture movement is less obvious but still fairly intuitive; swipe up to move forward, down to move backward, left or right for sidesteps, and diagonals for turning. Navigating the world is pretty easy using this system. Games like this are obviously better suited to a mouse and keyboard, but this is a good implementation given the platform. The inventory system is a bit unintuitive. When shopping or picking up an item, the game allows you to switch between viewing your own items and the other party’s items (be that party a seller or the ground) by way of a pair of curved arrows. Unfortunately, it is not immediately obvious (at least to me) which arrow is which. The green arrow pointing up will display the other party’s inventory while the yellow arrow pointing down displays your own.
Combat is turn-based and simple enough to execute. Simply face your target and tap the attack button to perform a single attack after which the enemy will have an opportunity to either move or perform an attack on you. There is a little luck involved and health potions are strongly recommended.
I can’t recommend this as a game for the masses. Not everyone will enjoy it. It appeals to a small albeit devoted audience. However, for RPG gamers, this is a game that is hard to find on the go. A game with the depth of The Quest on a mobile platform is a real treat. It’s not without it’s problems, but those can easily be overlooked by anyone looking for a substantial RPG to play on the go.
Gaming blogs roundup
March 2nd, 2009 •
Tags: blogs, game blogs, games, Gaming, gaming blogs, video games

I’m on a major gaming binge right now. As a result, I’m looking around for some cool blogs to add to my reader. I’ve found quite a bit of good stuff. Gaming is really so much more mainstream than it was ten years ago. Its audience has also matured tremendously. The media and the moral police of this great nation have had to accept the maturity of the content. The blogosphere reflects these sweeping changes in the medium. The blogging medium is even newer than gaming so as gaming has matured, blogging has matured into respected citizen journalism. These are the blogs that stand out right now. I’m skipping right over the Joystiqs and Kotakus—the juggernauts. You probably already know those. These are the blogs that, although they are a little harder to find, are well worth the effort.
Catchy Name News (RSS feed)- I first have to mention a friend’s blog. Justin is a long-time gamer with a lot of insight, a sense of humor, and an intense hatred of space marines and “art games.” His articles are always hilarious and often cover the dark corners of gaming many fear to tread. He just won the local SFIV tournament so head over to his blog and comment your congrats.
Sexy Videogame Land (RSS feed)- Leigh Alexander is all over the ‘net at major sites like Gamasutra and Kotaku. This is her personal gaming blog. There are some very cool posts. She’s currently playing RapeLay, the rape game that Amazon got into hot water for selling. I thought that might get your attention.
Magical Wasteland (RSS feed)- The design of the Magical Wasteland is complementary to the content. The entire site is black and white with no images getting in the way of the content which is insightful and well-written. This won’t clog up your reader either as updates come about once a week.
Arcade Heroes (RSS feed)- If you want to follow the dead and/or dying arcade scene, this is one great place. One thing you’ll learn from reading the site is that the arcade scene is much more vibrant in Japan than it is here in the US.
Dusty Pixels (RSS feed)- Is retro your game? Dusty Pixels covers game not in this generation (and I don’t see anything from the previous one), but even younger gamers may still be able to get “retro” as they seem to cover games for the original Playstation. There is a post with cool tips for acquiring older games to help get your collection going.
There are probably more blogs than there are people on earth so you probably have a few favorites I have missed. Maybe you have a gaming blog of your own you’d like to plug. Post a link in the comments. I’m always game for more cool game blogs!
Frequency/Amplitude reborn!
February 26th, 2009 •
Tags: Amplitude, Frequency, games, Gaming, PSP, rhythm games, Rock Band
Frequency and its sequel Amplitude for the PS2 were Harmonix‘s, Guitar Hero creators and current developers of Rock Band, first foray into console gaming. The games pioneered the modern rhythm gaming craze. In fact, the biggest difference between Rock Band and the early games are the controller. Harmonix tested the waters by releasing games that could be played with the standard PS2 controller. The games were really excellent. Granted, the PS2 controller wasn’t perfect for them, but they could have been improved with a small controller similar in size to the PS2 controller but with a different layout. Harmonix instead skipped straight into controllers shaped like instruments completing the metaphor.
That’s all well and good, but Sony recently announced a portable version of Rock Band for the PSP! Instead of some type of special controller for the portable console, the game will control with the standard PSP controlset. This gets me really excited. I was a big fan of Frequency and Amplitude, and I think it is a bit silly that Harmonix had to bundle a guitar shaped controller with what was essentially the next Frequency game to get the average gamer’s attention. If Harmonix can achieve bigger success with this spiritual sequel by exploiting the Rock Band brand, so be it! This may be the release that forces me to buy a PSP.
Primotech Exclusive: EA Publishing Rock Band Unplugged for the PSP
iPhone review: Vector Tanks
February 25th, 2009 •
Tags: iPhone games, iphone gaming, reviews, Vector Tanks
Vector Tanks is an iPhone game that seems to appeal to the nostalgia of former Battlezone players. I have very little connection to the source material here so I look at it through a different lens than would a player of the original Battlezone. It was released about three years before my birth, and, although Wikipedia says its popularity was enduring due to the innovative nature of the graphics and perspective, it had long since been retired into gaming lore by the time I began my illustrious career as a gamer. Vector graphics were a fad that didn’t endure (although the style was revived for the Geometry Wars series).
It has a look very authentic to that of it’s inspiration. In fact, the presentation is slightly improved. It is more colorful, and the lines have sort of a glow about them which is a pretty cool effect. Explosions are cool and feel large with the entire view shaking as an enemy tank explodes.
The control scheme has been well-adapted to the platform. I can’t imagine a better way to translate the controls of the original. The extreme left and right edges of the screen control movement of the left and right tracks. The middle of the screen on each edge is neutral—no movement is taking place. Slide either side to the top and that track will move forward; slide to the bottom and that side moves backward. It’s a pretty intuitive system. I have to say that, even though authenticity is not compromised, the controls are not entirely satisfying. It seems that sometimes the tracks do not move even though my fingers are tracing up and down the sides. This two-finger movement scheme is also problematic when it comes time to fire. Firing is accomplished by tapping the middle of the screen at the aiming reticule. In order to fire while moving, you must snake an extra finger (since your thumbs are occupied) around to the screen and tap on the center. Not only is this difficult to do, but it obscures much of the screen from view while firing is taking place. I guess this control setup was the best way to please the purists, but, on its own, the controls don’t hold up to much extended play.
There is no narrative and no progression to the game that I can find. In the style of older games (and even still with newer arcade games) you are merely presented with a simple gameplay mechanic and given an opportunity to repeat it until you run out of patience (quarters being the arcade analog). This leaves a shallow gaming experience with no “carrot-on-a-stick” to keep me coming back.
I’m certainly glad I got to try this game. It has an undeniably cool and retro look. I imagine players of the original will enjoy the ability to play an old favorite on the go. Also, unlike many retro titles, Battlezone is a well that has not been tapped very often leaving the experience feeling fresh. It’s unfortunate that the controls seem to get in the way of enjoying the game. It’s doubly unfortunate that there seems to be no reason to continue playing unless you find the play mechanics themselves particularly satisfying. Some games are perfect for adaptation to the iPhone platform. Others like Vector Tanks are best left elsewhere.
Recession relief: Getting geek on the cheap
February 23rd, 2009 •
Tags: deals, shopping
As an Internet user, you should know you never have to pay retail for almost any gadget you might want. Internet retailers can sell much cheaper and they discount much more aggressively than their brick-and-mortar counterparts. Here are some of my favorite sites for getting great deals on geek sustenance—games and gadgets.
Games
Cheapassgamer.com- Maybe you want to save $5 or $10 on a game that’s launching soon. Maybe you want to find a heavy discount on a game that’s been out for a few months. Maybe you want the details on an upcoming game clearance at a retail chain. Cheapy D and the forum folks at CAG will hunt down the craziest deals and provide you with all the details. This site has been around for a while, and I don’t think they ever really miss. If there’s a deal, check out these forums and you will find it.
CheapCollegeGamers- Another forum for gaming deals. I only discovered this one recently. My favorite thing about it: the RSS feed is updated more frequently than that of Cheapassgamer and hits more of the deals where CAG only includes maybe one stellar deal per week. This feed has multiple deals every day. A great candidate for your Google Reader.
Half.com- eBay bought this site a few years ago. Almost yearly, eBay announces the site will be shut down, but the users just aren’t having it. So, the site survives. It is a marketplace for games, movies, books, and music. It’s sorta like eBay, but everything is Buy-it-now. All the auction foreplay is dispensed with. One really nice feature is the pre-order feature (now called Match My Price). Go to an item page, click Match My Price, and enter your desired price. When a seller lists an item, they will see they can sell it immediately for your requested price. If they choose to do so, it’s over. The item is yours and they are paid. You can set expiration for your pre-order for as little as two weeks, and you will receive e-mail updates to remind you that the pre-order is active. You can also manually cancel it at any time.
Gadgets and Gear
Woot- I’ve covered this one before, but this article cannot pass without mentioning it. Woot will give you one daily deal on a product. Most products are geek-friendly although there is the occasional golf club or espresso machine.
Slickdeals.net- The site has deals on all types of items, but much of what is posted is tech related. The RSS feed is great, but I find the deals are sometimes expired by the time they hit my reader. I guess if you really want to be thorough, you will have to keep the site open and spam refresh.
[H]ard|Forum- These are the forums of an excellent computer hardware site HardOCP. Check out the Hot Deals and the For Sale/Trade forums for nice prices on computer hardware and gadgets. You may find some gaming stuff here too. I actually came away with a 3DO console for practically nothing.
I know there are many more sites I may have missed. That’s where you come in! Post in the comments your favorite deals sites or even techniques for getting great prices on your geek gear. You may see an episode of the podcast in the coming weeks with some advanced online shopping techniques that will completely automate the process of finding deals online! Subscribe to the site feed or the podcast (iTunes) to stay informed.



