jump to navigation

You Will NOT be Missed September 4, 2014

Posted by Maniac in Editorials.
add a comment

In the past, I have lamented on this site about companies and products which are either no longer available or no longer as great as they once were. This is not that kind of article. This editorial is on the companies that are no longer with us and we are probably all the better for it. So sit back and relax as I say good riddance to several entities which have had the decency to go away, although it was probably due to their own incompetency.

Circuit City – Dennis Miller once said, “You could encircle the globe at the equator with just four and a half Circuit City receipts.” I actually remember fondly when this store opened in my area. You could find a decent selection of CDs at the exact same price everyone else was charging for them. You could find a limited selection of PC games, but wouldn’t find competitive prices if you wanted to buy them. You could also find a decent selection of DVDs back when the format was brand new (read: expensive). Unfortunately the good times were not to last. In the last few years of Circuit City’s existence I tried unsuccessfully to find anyone actually working at the store. I don’t mean the stores didn’t have employees, they did, you could find them all over the place just standing around. The problem was the registers were NEVER manned. You’re a retail store, not a museum. How can you sell products if you don’t have people ready to take your orders? Anyone making a new purchase at the store would find themselves in customer service where they would typically have to wait about twenty minutes to ring up their purchase as the eighty year old couple in front of them argued with the clerks over restocking fees for a printer they couldn’t figure out and probably shouldn’t have bought in the first place.

The last time I shopped there was on the day Iron Man was released on Blu Ray Disc. Now, you need to understand that Iron Man up to this point had been one of the biggest theatrical releases of the year. The store sold out its stock by 3PM. The store’s manager was dumbfounded, saying he hadn’t seen such a demand for a Blu Ray movie since Transformers was released on the format some time earlier. I asked him if he took into consideration heavily stocking a new film that everyone at the time thought was really good, but I didn’t get much of a response from him. So they wouldn’t maintain a decent stock of products in heavy demand and wouldn’t keep their infrastructure manned for the people who did want to purchase from them. No wonder they’re no longer around.

Blockbuster Video – Want to go out of the way and spend a lot of money renting old poor quality VHS tapes for short periods of time? Want to watch the movie longer? You run the risk of racking up large late charges, putting your credit rating in danger if you forget to return something. The company’s business plan was based around the early days of the home video market, as the price of movies and movie players were incredibly expensive. They offered short term rentals of films for much lower prices. But like with all technologies, if it is successful eventually the prices will drop. In the days when the prices of DVDs were relatively inexpensive, Blockbuster continued with their antiquated policies as new services with better business models emerged in the changing home video market. As the company started to flounder in the new millennium as better rental options were made available to consumers the company decided to try some more slightly deceptive practices instead of improving their business model. They announced they were dropping their late fees as companies like Netflix had been doing since they started their DVD mail rental service years earlier. What they didn’t tell people in their commercials was they would charge customers full price for the movie if they kept their rental for more than a week. They actually lost in court when someone filed suit over that omission.

About the only thing people remember fondly about this store is they used to have a kiosk where you could print out the pictures you took in Pokémon Snap. That kiosk is heavily sought after by collectors and Pokémon fans alike. I wish Nintendo sold those kiosks, they were so cool.

E for All – After the downsizing of E3 in 2007, several trade shows stepped up to fill the vacuum with mixed results. One of them was E for All (E4), and they planned to offer a trade show like E3 where the public would be allowed into the event. To promote the event, they crashed other people’s expos, offering trinkets and other branded bobbles without the permission of the expo’s organizers. Ever wanted to know what the LA Convention Center looked like when it was empty? Pay 90 dollars for a three day pass to E for All and you will. You could see everything the expo had to offer before the end of the first day you were there, freeing you up to do other things during your stay in LA, like attend the live taping of a HBO show that would get interrupted by truthers. They had another event in 2008, but when E3 returned in 2009 the expo’s organizers just decided to give up instead of competing with the biggest trade show in the world.

Has Zero Punctuation’s Quality Dropped? August 21, 2014

Posted by Maniac in Editorials.
add a comment

Since 2007, gamers worldwide have flocked to The Escapist website every Wednesday to watch the latest game review by Ben “Yahtzee” Croshaw for his weekly series, Zero Punctuation.  In his early days, Yahtzee was able to critically slam the mainstream games that we all love with his ability to point out problems with games that gamers and critics could easily miss for a variety of reasons. In a lot of ways, he was the quintessential critic, and his videos made for a wonderful weekly treat.  Not only could he find tons of issues with the games he played during a five minute humorously animated video, I felt watching his weekly reviews encouraged critical thinking over a subject better than anything I ever was assigned to do while in school.

The first Zero Punctuation video I ever watched was a review of the first Bioshock game.  I watched it a few weeks after I completed playing Bioshock for myself, and I was pleasantly surprised.  In his review, Yahtzee said that the game bore far too close a similarity to a game that Bioshock’s director had made before, System Shock 2, and went into explicit detail about each of the similarities.  I still to this day haven’t actually played System Shock 2, but I found myself really impressed by the fact that Yahtzee was able to find so many flaws with a game I thought was otherwise perfect. This made me a weekly viewer of his series.

2007 was a big year for good games, but the year eventually drew to a close. In 2008, several really bad games were released and gamers everywhere asked him to review as many of them as he could.  As expected, he utterly destroyed them with his critical eye.  In fact, I enjoyed watching him slam some utterly terrible games, like 2008’s Alone in the Dark.  Not only did he point out all of the game’s failures in a well written review, he made it hilarious by having it described by two game developers he aptly named “Terry and “Gonad”. However, the streak of bad games would not always be there for him and eventually good games would find their way onto shelves again.

Over the past two or so years he’s still been at slamming the games he reviews, but after watching so many of his more recent videos I’ve noticed a disturbing trend.  The games that he’s been slamming…are actually good.  Typically this doesn’t bother me as I don’t mind having something I enjoy get roasted, but after watching some of his more recent reviews I found myself disagreeing with his points a lot more than I thought I would.  Originally, his reviews would come from the general design of, “well I bet you didn’t see this…or see THAT” and he would point out genuine problems with the game.  That is a good path to take when you’re a critic, point out the flaws that nobody else has seen.  Instead he just seems to attack good games for the sake of attacking them, which is in my opinion a pretty lazy approach.  The general theme of some of his more recent reviews could be boiled down to, “Yeah, I played it, it’s just NOT GOOD ENOUGH FOR MY HIGH STANDARDS and that’s what makes it bad.”  While that may work for some if the critic is a highly successful individual, my standards for criticism are higher than that.  He fails to convince me that his standards are anything special, OR that his concerns with the game are in fact genuine problems, failing to provide me a reason why I shouldn’t buy it.  If you’re a critic who fails to get the person reading your review to trust your judgment, then you’ve failed as a critic.

Another issue is a lot of the time he won’t even complete a game he’s reviewing, either out of spite for or due to time constraints.  Deadlines I can understand, but if you’re getting paid to review a game and plan to put your name on that review, you owe it to everyone who is reading that review to complete it. While I understand he is on a weekly deadline for each of his reviews, Yahtzee has made his laziness and inability to finish a game he’s reviewing a point of pride in several reviews. In fact, he openly bragged of the fact that he only played the first five hours of Final Fantasy XIII, a game that typically takes a player around 20-40 hours to complete.  While you might be able to typically forgive a reviewer for being unwilling to continue a game they did not enjoy and give them a pass on that one time, this was no freak event. When Final Fantasy XIII-2 was released he openly bragged he spent even less time playing that game than he had spent on the previous one. He also bragged in his Alone in the Dark (2008) review that he refused to play the game’s final chapter simply out of spite because the game needed him to complete several side missions before he could play the ending.  Seriously?  You’re being paid to do a job, and that is review a game.  Don’t you owe it to your fans and the people who watch your reviews to actually have all the information you can about the game before posting it?

Then there are the times when he is just plain wrong.  Now I know that criticism is opinion, and everyone is entitled to their own opinion, but sometimes he actually provides opinions which don’t match up to what he says about the game.  Watch his reviews of the three Dead Space games for example, they actually contradict with each other.  In his review of the first game, he complains about how the game’s atmosphere doesn’t measure up to his expectations.  Having played the game myself, I thought Viseral had actually done a pretty good job with that game’s atmosphere, but I guess they weren’t good enough for his high standards.  Maybe if Visceral had added fog he would have changed his mind.  You can tell in the later games that Viseral may have taken this comment to heart by slowly shifting the Dead Space sequels from atmospheric survival horror gameplay to a more action oriented gameplay style.  If you ask me I think Visceral struck the perfect balance between action and horror in Dead Space 2 by making the game genuinely scary but still giving you enough resources to defend yourself.  Yahtzee hated this game too, and he explained it by describing the game’s opening sequence when a man trying to save you is killed and then violently turned into a necromorph.  I’m sure in Yahtzee’s mind, he felt like a member of the Academy ripping into how badly the lighting effect ruined the horrific element of the moment.  To me it just came off as a small child striking out in the dark at the bigger person in the room simply because striking him just makes him feel better.  Typically I would be all for this kind of analogy, but in this case the bigger person wasn’t harming the smaller person at all, he’s just standing there dumbfounded by the smaller person’s violent outbursts.  Yes Yahtzee, I can make crazy analogies too.  Give me a weekly gig on The Escapist.

I came to a penultimate realization when Dead Space 3 was released.  While I admit, the game was flawed in a lot of places, particularly with EA’s decision to nickel and dime gamers with in-app purchases and overpriced DLC, Yahtzee made no mention of any of this in his review of that game.  Instead, all he did was complain about the changes EA made with the game’s horror aspect and the their decision to turn the game into a third person action shooter instead of the survival horror game it was originally designed as.  When he complemented how good the atmosphere was in the first game, I lost it.   I went back and rewatched his review of the first game, and it was exactly how I remembered it.  Yahtzee didn’t mention anything about enjoying the first Dead Space game’s atmosphere in his review of that game, all he did was dump on it and make jokes about all the horror tropes it happened to use.  You shouldn’t spend five minutes trashing a game, saying how terrible it is, why you think it is so terrible, and then complain when the game designers take your advice.  It’s irresponsible and borderline unethical!

Normally, hearing some angry gamer shout at the world about why he hates something will typically have no impact on the world in general, but unfortunately because of Zero Punctuation’s popularity, game developers seem to be taking his criticism as fact, or the decision of the gaming majority when they shouldn’t put any stock into it.  Peter Molyneux himself e-mailed Yahtzee just before the release of a new Fable game with the specific hope that he would enjoy all the new additions they made to game because he saw of Yahtzee’s scathing review of the first Fable game.  Unsurprisingly, Yahtzee still hated it.  The other problem is that his series has had an effect on the mainstream gaming press.  Since Yahtzee has become popular, I can think of a ton of reviews from mainstream gaming publications which unfairly criticized games for the sake of criticism and delivered review scores that were, in my opinion, unjustified.  There are two major review travesties I can think of when decent games were unfairly judged by the majority of mainstream gaming reviewers in the past few years.  The first reviewer failure I can think of would go to 2010’s Splatterhouse, which was a game so trashed by the mainstream gaming press I would not have picked up had it not been for a well researched and thought out review by the Happy Video Game Nerd.  Another complete reviewer failure should go to 2011’s Duke Nukem Forever, which was heavily criticized for being sophomoric and childish when that was the kind of game it was expected to be.  If that isn’t enough for you, their other criticism was Duke Nukem Forever did not implement features from Call of Duty’s gameplay, like the ability to see down iron sights.  Apparently nobody told these “mainstream” critics Duke Nukem Forever was not a Call of Duty game.

Nowadays I honestly can’t think of a reason to watch his videos. He used to be a decent critic but his review of Watch_Dogs has made it clear to me he’s just phoning it in.  I think at this point, he is giving games so much hate because it is what is expected of him to do.  That doesn’t hurt anyone if his reviews are taken under that context, but if one of his reviews genuinely makes you not want to play a game you otherwise would have played and enjoyed, then the player is hurt for not having the experience they were looking forward to.  I will admit to genuinely loving plenty of games he otherwise hated, and had I listened to him and not purchased many of the games he gave negative reviews to, I would have denied myself the rich experience of playing them myself.  Don’t do that to yourself.  Play what you want to play, and don’t let someone tell you otherwise, even me.

Dangers of Time Experiments in Quantum Break Foretold in Star Trek: The Next Generation August 11, 2014

Posted by Maniac in Editorials.
add a comment

I know the Internet has been speculating for quite some time on what is in store for us when the highly anticipated Xbox One exclusive title Quantum Break finally gets released.  However, I’ve noticed that most of the questions players have asked are pretty simple. Will the game be any good? What are the game’s technical specifications? How will it control?  What I haven’t seen is a lot of speculation on the game’s subject matter, time experimentation. While this is probably because we don’t yet know enough about the game’s story, we do know Quantum Break will give players the power of time distortion, granted after a time experiment went berserk. With just a single day until the game is demoed at this year’s Gamescom, what better time to start talking about the dangers of time experimentation, and did you know that it was something the crew of the USS Enterprise-D already tangled with?

One of my favorite classic television series is Star Trek: The Next Generation, a series which revived the original Star Trek franchise a century after the events of James T. Kirk, and followed an entirely new crew on an entirely new USS Enterprise, as they continued their mission to “explore brave new worlds, seek our new life and new civilizations, [and] to boldly go where no one has gone before.” While most people argue that Star Trek: The Next Generation didn’t get good until the third season, I think there are plenty of great episodes in the first two. In fact, there’s an episode of the series that I am ashamed to admit I’ve never seen before, but one which may have provided me a glimpse into the dangers of time experimentation that Quantum Break also plans to explore in more detail. As I watched this thirty year old episode, I was shocked how relevant the episode was to Remedy’s next game. The crew of the Enterprise D, it seems, have dealt with time distortion experiments, and triumphed.

In Star Trek: The Next Generation’s first season episode “We’ll Always Have Paris”, a scientist now married to a former lover of Captain Picard’s is working on very similar time experiments like what is described in Quantum Break.  He, and a team of other scientists, were trying to unlock the secrets of time on a remote planet.  As the episode begins, time pauses, resets a few seconds, and replays, with no explanation. The effect is consciously felt among crew members not only on the ship, but as the episode progresses we learn the effects are spreading through the quadrant and other ships report being affected as well.  The audience eventually discovers that the scientists working on time experiments had caused an accident, and the accident was causing time to distort all through space.  As the effect gets worse, the crew start coming face to face with their own selves from past and future moments, almost as if the barriers between the past, present and future were breaking down. The scientist responsible for the accident is left horribly injured, with his fractured mind unable to comprehend being able to see the possibilities he is witnessing, making it hard for him to keep his mind in the present to provide essential information to the crew on his activity.  As I watched this nearly thirty year old episode, I wondered if I was glimpsing into a window for what Remedy might have in store for us with Quantum Break.

While the episode’s plot seemed to focus on resolving this temporal incident, we as an audience don’t see a complete picture of just what was at stake.  We are told about the distortions in time in elaborate details, but truth be told, up until the climax we don’t see any glorious set pieces of what it looks like when time begins breaking down.  Most of the time distortion effects shown in the episode are pretty simple editing effects, either through rewinding or replaying scenes, or involving replicating same people in the same shot, kind of like how Haley Mills was able to play two separate people in The Parent Trap.  Instead, the audience spends a lot of time learning about Captain Picard’s character, and the regrets he had over the woman he had lost.  In fact, without spoiling anything, we don’t really get to see any elaborate special effects until the episode’s climax, and even then, the audience only sees the effect in one single room, even though the future of the whole galaxy is at stake.  Regardless, it is a great episode and I would totally recommend checking it out if you’re a fan of the series.

While the episode may have given me an idea of effects of time distortion, either the show’s budget or technical limitations of the time prevented us from truly seeing any elaborate effects, so it was a bit harder for the audience to see just what was truly at stake.  However, what the episode did succeed in doing was make me even more excited to play Quantum Break.  Unlike an episode of Star Trek: The Next Generation, Quantum Break is able to show the audience the true effects of messing with time, thanks to all the power the next generation consoles can offer.  In fact, Remedy’s first teaser for the game, shown at the Xbox One announcement event, teased to an audience of Xbox fans in elaborate detail what we can expect when just a simple event gets distorted.

I know this isn’t the first game by Remedy I have written about like this here. Just before the release of Alan Wake, Microsoft released a trailer for it which teased a scene in the game where Alan was being compelled to write. I wrote about that scene and speculated that Alan had encountered something the Extreme Ghostbusters tangled with in the late 90s. In Alan Wake, Alan’s reality was bound by the writing he had done while in the dark place. In an episode of Extreme Ghostbusters, the boys (and girl) in grey had to deal with the physical manifestations of monsters conjured from the written work of a popular horror writer. In fact in the years since I first pointed that out, that episode was singled out by critic Derek The Bard as one of the oddest episodes of that entire series when he did a review of the show a few years ago. If you want to know more about the Extreme Ghostbusters and the episode in question, check out Derek the Bard’s series What We Watched, give it a look. He and supervillian Andrew Dickman did a great review of this forgotten series.

Should we be messing with time? I’ll leave that one for you. It might make a good idea for a future Science Check article.

Quantum Break is coming in 2015 exclusively to the Xbox One.

The Problem With BitTorrent July 21, 2014

Posted by Maniac in Editorials.
add a comment

In the original design of the internet, data of all types can be hosted on a server, and when a user accesses that server from their computer (called a “Client”), they can retrieve all the data they need from that server. In the case of video files, the server will copy those files to the client and send that data through the internet. Transfer speed is limited by the top speeds of the Client and the Server at the time of transfer, and either the limitations of the Client’s top internet speed or the sheer amount of users accessing information from the server could affect a user’s download speed. However, due to the existence of an inexpensive high-speed internet infrastructure for servers to be hosted on, internet speeds typically would only be limited by what the client’s hardware would support, and at the time most clients were still stuck with abysmal dial-up modem speeds. By the time the world hit a wider adoption of high-speed internet connections through cable, satellite, and DSL, speeds improved and large downloads finally became practical.  Before the turn of the millennium, some very smart web programmers asked themselves if they really needed to have a client/server interface in order to transfer files. Why couldn’t clients just openly share data amongst each other? That birthed a new protocol that would become known Peer to Peer (P2P).  In the early 2000s, the P2P protocol saw popularity among college students who could share high-speed local networks.  In 2001, Bram Cohen thought he could improve on the P2P protocol and created BitTorrent.

In 2005 I had the pleasure of to watch a wonderful independently produced documentary on Halo fandom. It was released before the days of YouTube and other HTML based streaming content providers were widely available, so if you wanted to view video content you would typically have to download the entire video file to your PC’s Hard Drive.  The host who was providing the documentary was using a new protocol that was seeing a huge degree of popularity online called BitTorrent, and if I wanted to watch the documentary I would need to install the BitTorrent program to my PC and set it to download the file.  I downloaded an installer and completed the program’s installation, after which I was greeted by a plea from the protocol’s creator asking me for money. In the installer’s plea, the BitTorrent creator explained that he had no job or any other source of income except from donations from BitTorrent users. While I wouldn’t call this panhandling I did think this was a little suspicious. I mean, wasn’t this guy hired by Valve Software shortly after creating BitTorrent? He must’ve impressed someone, because Valve is one of the most successful privately held companies in the world, and that is not an easy job to get. I think he had left Valve by the time I had first installed the program, so his message about being unemployed was technically valid at the time.  Apparently he must’ve preferred being unemployed and asking for donations from total strangers rather than drawing a stable salary from a successful software company. There must have been something to that, as he has formed his own company around BitTorrent a few years ago.  While this may sound like a great story about the wonders of capitalism at face value, I cannot help but wonder if he had kept the job he earned at Valve, would he still need to ask people for money in his program installer?

After that negative experience with the installer completed, I connected to the seed hosting the documentary and hoped to download the video quickly on my brand new high speed internet service.  Sadly, it was not to be.  While I was able to eventually download the film, the experience downloading it was just horrible.  I had just come from spending nearly ten years stuck on an abysmal dial-up connection as all the high-speed providers refused to service my area until 2004.  When I finally installed high-speed internet to my home, my download speeds jumped from 2.9Kb/s to speeds hundreds of times faster.  Now, downloading this BitTorrent file, I felt like I was back on dial-up speeds.  My connection speed to the users hosting portions of the film was abysmal.  I was typically getting speeds I would have gotten had I kept my dial-up service.  I would even go long stretches of time where my computer was unable to download the file at all because BitTorrent could not find any connections to users hosting portions of the documentary I hadn’t already received. What I would have normally downloaded in less than an hour took several.  After the experience had left me with a bad taste in my mouth, all I could think was, “I cannot for the life of me understand how a protocol like BitTorrent is as popular as it is.”

So why did I have such a bad experience?  First off, why was the protocol downloading so slow?  I looked closely at how it was designed to work and concluded its entire premise is based on a flawed understanding of what its users should be willing to do.  Users who seed BitTorrent traffic are spreading out their bandwidth among as many users that their connection will allow. When a stable connection is established with the other peer, it’s literally at the lowest speed the uploader’s connection will allow.  Sure a user could change their upload settings manually to support just one or two users at a time to improve their upload bandwidth, but web servers are capable of hundreds of simultaneous connections without flinching.  You don’t have the benefit of millions of users connected to a single download when you’re sharing less popular files.  Most users, if they even allow someone to download from them at all, will typically not adjust their upload settings, and for the users who are lucky enough to get a decent speed when connected to another user, there’s no way to predict how long that other client with a decent upload speed will stay online. A few minutes? A few hours? Data is transmitted with file sizes in the GBs nowadays, and some users could spend days waiting for their downloads to complete. Sure, logging into a user with a decent connection for a few minutes could save a downloader several hours of download time, but there’s no guarantee you’ll be connected to a user with a decent connection for very long, and when they eventually log off you’re back to abysmal download speeds.  When I wrote on a message board about my issues with download speeds I was told I should be forwarding my ports so that my router would allow direct connection for several ports BitTorrent used, essentially punching holes in my firewall. For security purposes, I don’t forward my ports for any thing and in today’s day and age routers are smart enough to adjust traffic without the need of a user overriding their port controls.  I can typically host game servers from behind a firewall without needing to change my router’s settings manually, if BitTorrent can’t work well simply because its user has a router, then that’s another serious flaw.

Speed and security performance aside, here’s the biggest flaw with the service.  It makes the assumption that users will stay connected to the seed after they finished their download. The seed cannot transmit data its users don’t have,  so if everyone with a complete version of the file leaves the seed the seed could become useless, wasting the time of anyone currently connected to it and wasting the time of any new users expecting to download a complete file.   The seed does not shut down or terminate in the event it does not have at least a single a user logged in with a complete file connected to the service.  In all, it becomes a waste of time and bandwidth for everyone logged into it.

Nowadays, with ISPs everywhere forcing arbitrary data caps (with tiered plans on the way) that limit how much data a user can upload as well as download, do you honestly think a user would be as willing to keep the protocol active after they’ve received all the content they requested? I can’t in good consience endorse such a flawed service, nor do I plan to use it ever again. I can assure you I was heavily disappointed that the service which had done so badly for me was being widely adopted by reputable companies who could have done better themselves.  As the Server/Client interface has shown itself to be a superior method for interacting online, this service will likely be looked back upon as an odd little experiment during the development of the internet.  Keep it in the past, where it belongs.

Anachronox: Fan Favorite, Commercial Flop June 21, 2014

Posted by Maniac in Editorials.
add a comment

In 2002 I had the pleasure to start my career writing about video games by writing for a website operating under the now defunct GameSpy Network.  While the main website hasn’t been updated in several years and the online game server toolsets were shut down just a few days ago, in 2002, GameSpy OWNED PC gaming.  They had a series of successful websites for every game franchise you could imagine, software to help developers provide the best multiplayer gaming experience on the web, and practically ruled every E3 with their intense coverage of the event.  As someone who had, up until that point, spent their life simply an observer of the gaming industry, I knew I wanted the chance to actively participate with it.  In 2002, I got my first chance when I was asked by the website’s founder to submit an editorial as to why Anachronox, a game which had mostly received praise from the players who played it, had flopped.  Twelve years later, I want to give it another look.

I’m sure that many people out there are familiar with the trials and tribulations of a studio called Ion Storm.  It was founded by three industry greats just around the turn of the millennium, John Romero, Tom Hall and Warren Specter, and was funded by Eidos Interactive, who was reigning high on the success of the Tomb Raider franchise.  Two branches of the studio were established in Texas, one in Dallas and one in Austin.  The first game that the studio released which had been developed completely in house was John Romero’s Daikatana, which is considered by many to be one of the worst games ever made.  The second game the studio released was Warren Spector’s Deus Ex, considered by many to be one of the best games ever made.  Few people remember that Ion Storm Dallas released one more game before Eidos Interactive closed them down and kept Ion Storm’s game development from then on exclusively in Austin.  That game was Tom Hall’s futuristic PC RPG, Anachronox.

I first became familiar with Anachronox after stumbling upon the website Planet Anachronox, GameSpy’s Anachronox Site, some time around the year 1999.  As someone who up until that point was purely a PC gamer, I was immediately interested in the game’s premise.  A PC-exclusive science-fiction RPG was a pretty unique concept before the era of the PS2, Xbox and GameCube.  Most turn based RPGs up to that point, like Earthbound or Chrono Trigger, would find themselves exclusively on consoles.  Never having owned a console since the original NES, all of my experience with Console RPGs came second hand by spending hours watching friends play them.  Now, this game gave me the opportunity to experience this play style on my own.

In the summer of 2001, the prayers of many militant gamers who were waiting for Anachronox to be released were finally answered when the game finally went gold.  It received pretty decent reviews from many of the major gaming sites, averaging scores around the mid to high 80s, and was very well received by all the gamers who purchased it.  Whether they got it because they had been anticipating it for years or picked it up on a whim based on initial curiosity, gamers found a lot to like with this game.  Tom Hall successfully took every cliché from the book of RPGs and was able to create a game that worked perfectly on the PC, while still being true to the gameplay design of classic console RPGs.  The game had a great story, an incredible interplanetary scope with each world possessing its own unique design, music, and flavor.  Oh, and did I mention it was just hilarious?

So why was the game, if it was so good, flop so badly?  I think that after the insanely high reviews from Deus Ex, for Ion Storm to come back and release a game that was simply good was just not good enough.  Anachronox used id Software’s Quake II graphics engine, which was a pretty dated graphics engine by the day’s standards, and its art design alone wasn’t able to wow gamers looking for the next big game to show off their high powered rigs.  On top of that, Eidos wasn’t doing too much to promote the game’s release when it launched.  It also had unremarkable previews, Anachronox was named one of PC Gamer Magazine’s Top 10 Games of 1999 back in 1998.  Great way to start off a publicity campaign for a game that wasn’t released until 2001 don’t you think?  In fact, I can’t recall any TV commercials airing or any billboard advertisements posted for this game.  This was in a pretty stark contrast to the never ending wave of commercials that would find themselves on air every time a new Tomb Raider game came out.  I think that Eidos knew that with the Daikatana curse looming over its shoulder and the drudgery of almost four years in development, Anachronox had the worry of a commercial flop even before the game came out.

During the three month lead up to Anachronox’s release, about the only advertising I can remember that was actually done for the game were a few one page ads placed in magazines like PC Gamer.  The ads mirrored the game’s box art, but didn’t really give you much information about the game.  It just had the simple tagline, “All of us have scars, some are bigger than others.”  By choosing to advertise the game in PC enthusiast magazines, about the only people that were being advertised to were the hardcore PC gamers.  Since that point it had to deal with a long journey of mediocre publicity and Quake II engine hate.  Anachronox was an American developed game that took the entire book from Japanese console RPGs.  With that design in mind, it was obvious the majority of the people meant to play the game were gamers who fondly remembered playing classic RPGs on consoles, yet Anachronox was a PC game..  The game that needed to be the product that saved Ion Storm Dallas was simply unable to recuperate the cost of development, and this could be chocked up to a complete failure of marketing.  Shortly after the release of the game, Ion Storm Dallas was shut down.

Now don’t get me wrong, I’m a PC gamer through and through, and I know there was just no way at the time to get a game as good looking as Anachronox on the consoles of the day.  I’ve been that way all my life and I am more then happy when a great game is released for the PC, but there was a lot working against the game even on a PC end.  When you got mainstream critics unable to wrap their heads around the fact that the graphics engine for a game isn’t top of the line, you get gems like this:  “The maps looked great but could they have done anything with those character models?  I mean c’mon look at how blocky their fists looked.”  Would the writer have said the same thing for Commander Keen, even if it had been re-released with its original graphics?  I believe good gameplay can trump graphics, provided the game is fun, and I believed Anachronox was a lot of fun.  So what if the game didn’t have multiplayer, the game had so much content and was totally replayable,  It’s been over ten years later and even I’ll admit I haven’t found every single nook, cranny, and easter egg the designers left in the game.  Could these mainstream critics honestly tell me that they were not satisfied with the game’s story, gameplay, or humor?

Then there were the tales of huge bugs.  The most famous I’ve heard is a bug I never encountered.  It involved having to follow someone then suddenly when there was a level transition their entire party died mysteriously.   The reviewers might have received the game before the day one 1.01 patch came out.  I know Day One patches are considered the norm nowadays, but typically it would take weeks before a new PC game release would get patched, regardless of the game’s stability.  That first patch fixed a lot of stability issues with the game, but even I would admit I had bug problems too.  Sometimes a few animations were choppy and after a long stretch of gameplay the game would crash while changing maps.  These issues continued to be a problem until one of the game’s former developers released the game’s unofficial 1.02 patch, but it wouldn’t get released until years after the game had left store shelves.  If Ion Storm Dallas hadn’t been shut down as Eidos Interactive thought it was imperative to do immediately, these problems would’ve been addressed and corrected much sooner.  I have to give a lot of credit to Joey, Lucas, Travis, and everyone else that were still working on the game’s issues even though it technically wasn’t their problem anymore.

But there was one thing this game had going for it,  this game has some true fans.  I mean Anachronox is not a casual game to play through.  Anachronox is a sixty-hour game (well, 25 for me).  There is a ton of story, gameplay, puzzles,  cinematics (which don’t have black bars), bosses, and side quests to go through in order to emerge from this game victorious.  Back in the days even before social media, people were really passionate about this game.  It has a near universal appeal.  I remember several years ago an international member of the gaming press flat out told Tom Hall, “We want Anachronox 2” during a major press interview.  This game has fans that have stuck it out through years of development, turmoil, Daikatana, and went to their local game store to pick up a copy of the last game to ever come out of Ion Storm Dallas.   In the days before Twitter, Facebook, YouTube, or even Miiverse, game publishers just had no way to gauge how well received a game is by the game’s players.  Eidos couldn’t read that on some pie chart.

Now, Anachronox is available again online through services like Good old Games.  If you haven’t picked up this great game, I suggest you look into doing so.  If you’re a fan of humor, classic RPGs, or love a good Sci-Fi story, you won’t be disappointed.  And as for Tom Hall, bring us Anachronox 2!

Science Check – Watch Dogs June 16, 2014

Posted by Maniac in Editorials, Science Check.
add a comment

Last month, UbiSoft released a game which took the concept of an open world sandbox video game and completely turned it on its head by giving players the ability not only to explore their environment, but control it. That’s the concept behind UbiSoft’s latest multiplatform title, Watch_Dogs.

What is Watch_Dogs? Allow me to introduce it to you the same way it was introduced to me, UbiSoft’s E3 2012 Press Conference.

Sometimes, you’re forced to make some severe leaps of logic as to just how plausible a video game’s grounded reality can be. Some things we’re willing to take for granted, like enemies will simply just carry health and ammunition supplies with them at all times, and you will be immediately able to make use of them.

But then sometimes there will be moments in gaming which skirt the bounds of reality and you are forced to ask yourself…COULD THAT REALLY HAPPEN? Fortunately for me, I happen to have a bunch of friends on speed dial with science backgrounds and when I ask them questions, they have no problem filling me in on just what reality would do in these situations.

So this is Science Check, where I take a look at the leaps and bounds of scientific logic that games have made over the years and check if it would indeed work, or if you tried doing it in the real world, you’d be totally screwed.

It’s all very plausible for a service like CtOS to be installed. Complete integration to improve automation is a huge part of the growth of new tech companies right now. Smart grids, smart streets, smart buildings, and more are all being discussed right now and its quite a fascinating subject.

On face value, you would think being able to interface with this system (if it is implemented) and control it wirelessly via a cell phone is pretty implausible, but there are workarounds. In the game, the player needs to physically access the CtOS control system directly in several points through Chicago in order to install a backdoor Trojan to compromise each area and bring it under control of the player. Once that happens, a player’s abilities in each zone increase and they have full access to not only the CtOS but every mobile device connected to it. In reality, once you have a computer virus installed on a system, controlling the infected system via a mobile device is entirely possible!

Once you have control of the CtOS, there is plenty that the player can do with it.  All of Chicago’s traffic control systems are managed by the CtOS, so the player can in effect control things like the traffic lights, deploy hidden spike strips, and raise traffic barricades.  The game never outright says what the hardware limitations are of these features, so I really will only be able to talk about them briefly.  The city’s traffic control system can be accessed and subverted even in areas that the player hasn’t physically compromised, so it is likely that traffic control in Chicago is a low security subroutine.  Typically the player can only alter these systems when they come within range, but it’s unclear if that is a physical limitation of the player’s abilities or simply a convenience that the game’s developers gave you.  In theory this could work in one of two ways.  The first possibility is that the CtOS’s traffic control system was completely compromised by the player at the start of the game, and this would allow the player complete control over every street light, barricade and spike strip in Chicago from anywhere in range of the CtOS, but for convenience to the player, the game will only give you the option to control systems in your immediate range.  The other option is Chicago’s traffic control system runs independent of the CtOS but the player’s phone has a subroutine programmed into it that can control the traffic systems wirelessly once they come within range of the phone.  This is probably the more likely scenario, although it requires a bit more of a leap of faith to accept, given the fact that traffic control systems are traditionally hard programmed with their timing instructions when they are first installed, and require a direct line connection to be altered or manually overwritten by any authority figures.  These control systems are typically locked up pretty tightly and can only be accessed by emergency personnel.  As far as I know, they can’t be wirelessly accessed, although I could imagine that police would want to be able to control traffic systems within a certain range of them, so they wouldn’t need to continue going back and forth between the control box and the road when directing traffic.  Of course, you know once you give someone an opening to control something that they shouldn’t, someone nefarious will take advantage of it as the player will in the game.

So how do you get around Chicago? The player has the ability to commandeer any car in the city. At first you’ll be breaking into these cars the hard way.  Early in the game, when you select a car you want to steal, the player will smash the car’s window, unlock the door and quickly hot wire it.  This will typically cause a pretty good ruckus and possibly set off the car’s alarm, but it is a pretty plausible way for a thief to get into a car.  Anyone who plays Grand Theft Auto would assume all the car doors in the world are just simply left unlocked, but that’s not the way the world actually works.  As you progress through the game, it does get a lot more convenient to get into cars.  Once you get the ability to add skill points, you can upgrade your cell phone to hack any car’s security system and grant you control of the car as if it’s yours.  No need to smash windows, subvert alarms, or hot wire anything.  Just take the car as if its always been yours.

The security on today’s cars are so convenient, a car’s owner can enter and operate their vehicle entirely without the need of a physical key. Typically an owner can keep some kind of physical device on them, usually an encrypted key fob, which will create a short range Personal Area Network (PAN). However, you don’t always need to have a key fob. Your SmartPhone has the capability of transmitting a PAN that your car can accept as well. In fact, one of the first things car manufacturers did once devices like the iPhone became commonly adopted was create an app for phones that could control the security features of their newest cars. I remembered seeing James Bond control his car like this when the movie Tomorrow Never Dies came out in theaters and thinking it was the coolest thing I had ever seen, but it was probably never going to be something normal people would be able to do in my lifetime. I was wrong. With what our SmartPhones can do today, James Bond never had it so good.

The problem is what happens if you try to get control of a car that predates an electronic security system? Electronic systems, while very common in new cars, haven’t been around for very long. There are plenty of cars still on the road that can only be entered by a physical key, and no amount of electronic hacking can grant you wireless access to it.  Either Chicago reclaimed all the old cars running in the city and either gave its inhabitants brand new ones or upgraded current cars with modern systems themselves as a way to bribe voters to approve CtOS being implemented, or Chicago mandated that everyone needed to upgrade their cars with modern computer security systems on their own dime.  I highly doubt either of these events could have happened as the former would have been very expensive, and the citizens of Chicago would have likely been completely against a law mandating the latter, and that would have turned public opinion against CtOS.  I think I prefer Grand Theft Auto’s world where all the cars are simply left unlocked.

Another feature you have is the ability to eavesdrop on any video camera within range of you and view what the camera is transmitting.  You could witness anything from a man confessing love to a girl who doesn’t feel the same way about him to Aisha Tyler talking to one of her girlfriends on the phone.  This may sound like a trivial ability but in reality it is very important to gameplay.  In the game, you can gain access to areas that are locked off by taking control of local security cameras. Once you have control of a camera, you can move your control from that camera to any other cameras or computer systems within a line of sight of that camera. This works out pretty well because it helps you gain access to new areas which may hold important information without needing to even be in the room.  It can also lower risk to the player by allowing them to intrude on heavily guarded areas where they would be shot on sight without provoking a firefight.

So how realistic is this?  You would think once you’re able to gain access to a closed network you would be able to take control of any camera connected to the system.  However, a lot of the time, security cameras are part of a completely closed system and don’t allow outside wireless access.  However, if we are to assume that the player’s control over a system relies strictly on line of sight, there is another option and that is infrared.  That’s right, the same kind of technology you would find in a TV remote, it can also be used for a wide range of other purposes including data transmission.  Anyone remember the old Palm Pilot?  Before they were equipped with modems, two Palm users could swap data by simply using the infrared ports on the device.  Most laptops in the 90s came equipped with them too, but they weren’t as convenient as they were for personal digital devices.  Infrared isn’t the world’s fastest way of transmission, but since it relies completely on line of sight to transmit data, anything typically transmitted by infrared isn’t encrypted because it doesn’t need to be.  Security cameras would not be able to transmit user control from point to point unless they were equipped with both an infrared receiver and transmitter, but since the cameras do seem to be able to identify citizens (with the exception of the player) so easily, it is highly likely that the city’s security cameras could be using infrared.  Technology that is currently available, specifically the Xbox One’s Kinect, has a powerful infrared transmitter and receiver and is able to identify players using a very similar process.  In theory the player could gain control of security cameras remotely just by using the cameras’ infrared transmitters against them, so long as he was in range of them and already compromised the system they were connected to.

Once you have control of the CtOS in each area, you can briefly read the profiles of everyone in the game that you pass by.  The information you get typically ranges from their profession, yearly income, and any important information the CtOS deemed pertinent or nefarious, no matter how trivial.  The sickest thing is, it is reasonable to assume a security state would keep detailed records on all its citizens.  There’s a line in the game early on that one of the selling points of CtOS when Chicago was trying to get it installed was that they would offer free wireless internet access to everyone in the city.  I don’t know if the founders told everyone the reason they were willing to offer free wireless internet service is because they wanted everyone to connect to the system so they could monitor all of their citizens’ electronic communications without the need of a warrant.  Since everyone in modern day will typically keep some kind of personal electronic device on them at any time, everyone in the game also has their own personal electronic device, and all these devices are connected to the CtOS.  Since the player has the CtOS compromised, in theory the player would be able to intercept any kind of communication the people around them was currently transmitting, and abilities like being able to listen into active phone calls or read instant messages are trivially easy to do.  Extra abilities like being able to copy data on their phone, like their car’s security key, music, or transfer bank account information is a little tougher to do remotely, but there is precedence for it.  I remember back in 2007 it was fairly common for teenagers to share ringtones with friends using their cell phone’s Bluetooth modem, and it is reasonable to assume that the player’s phone could transmit some kind of local signal to covertly copy data on another person’s digital device.  Also, due to the extreme convenience, people do perform bank transactions on their personal electronic devices.  It is very easy to look up your bank balance, recent transactions, and transfer money from your SmartPhone or Tablet, and while total control of your bank account isn’t possible on your cell phone, it does leave a backdoor for someone who intends to compromise your phone the ability to take money out of your account.   Fortunately, a transaction like this would be very easy for a bank to record and refund in the real world, but if the person took precautions, it would be very difficult for the bank to catch the person responsible for it.  Call me paranoid, but to this day I actually keep my phone’s Bluetooth hardware completely disabled.

After all this, I must say the premise for their game is surprisingly well rooted in plausibility. Thankfully, street-level hackers having the resources to pull off that complex of a job, the complete subversion of an entire city’s security network,  is much less likely. You’re basically talking about needing the resources and backing of a world power to be able to implement those attacks in a meaningful way. And let’s face it, giving yourself green lights isn’t worth that kind of investment.

So there you have it, Watch_Dogs has been officially Science Checked. Special thanks to K.M. for their assistance writing this.  Enjoy the game guys, but never forget the moral I believe these game developers are trying to convey with this game.  NEVER implement a system like CtOS.

Watch_Dogs is out now on multiple platforms.

Why Doesn’t Sony Bring Home to the PS4? June 4, 2014

Posted by Maniac in Editorials.
add a comment

With E3 a week away, I decided to fire up my PS3 and give Playstation Home a look. Sony’s actually been really good over the past few years at offering exclusive content and spaces to celebrate E3 every year.  Sony may have recently added Trophies, but after a thorough search, I noticed Sony hasn’t activated any E3 2014 content on Home just yet but after spending so much time playing Sony’s newest console, it was surprising that I still have to use older equipment to access such an important piece of Sony’s Playstation Network.

I was one of the first Beta Testers for Playstation Home, and over the past few years I’ve seen it grown tremendously but even after reviewing the most recent version of the program, I’ve noticed it isn’t perfect.  Most of these issues are actually technical.  It reserves a lot of space in the PS3’s Hard Drive, and yet most of the game’s content is downloaded as its being accessed.  It has a large and diverse catalog of avatar clothing and accessories, and yet it takes forever to load each user’s appearance alongside all the other content it must load when entering a new area.  I’m seriously concerned that since the program has worked like this for quite a while now, users appearances are phased in like this because of hardware limitations.

The most logical solution to all of these technical problems with the game is to simply make it available on the Playstation 4.  Since the PS4 has a lot more memory to offer developers, it could be able to load all of the data Home streams whenever you enter a new area, and possibly could hold that data in memory for longer.  This could also decrease load times.  For more than a year, Playstation Home has been able to sync all of a player’s progress on their servers. So everything that a player unlocks remains consistent regardless of which console the player is using. This means Home could, in theory, be able to keep track of a player among multiple different platforms.

Home works on a very similar income structure as the free-to-play model, and because of that it benefits economically by having a wide user base.  The game is free to access to anyone with a Playstation 3, online access, and a Playstation Network account.  It makes money by selling premium content, like Home Spaces, avatar clothing, and other digital accessories.  Having it available on multiple platforms is the best way to ensure a wide user base, and it could attract more developers who use the free-to-play model to design premium Home exclusive content.

On a separate note, I am surprised Home hasn’t been released on the Playstation Vita either.  Why not offer Vita integration?  The developers were talking about PSP integration ever since the closed beta, although they never did anything with it.   The reason why was because Home used to have a virtual PSP as the framing device for manipulating Home’s menus, and you could personalize it quite a bit, which was something I appreciated.  During last year’s E3 promotion, Sony used a virtual Playstation Vita to assist players in completing the E3 quests.  It would have been great to actually have that information that was keeping track of my progress on my actual personal device, like a Vita or Playstation App compatible Smartphone/Tablet.  The Vita’s hardware is better than the PS3’s in a lot of ways, and it can already be used as a PS4 second screen.  I would love to be able to navigate all the in-game menus from a second device.

In short, bringing Home to the PS4 seems almost like a no brainer.  In fact, I’m shocked it wasn’t included with the Playstation 4 at launch.  However, the console has been out for a few months now, and I think the time is about right for Sony to make an announcement about their future plans for Home.  With the PS3’s lifespan starting to wind down, Sony should use this year’s E3 to announce their future plans for the Playstation 4.  Not only would this encourage people to buy their new console, but give early adopters a lot to be excited about.  Anyone want to place a bet to see if Home PS4 gets announced on June 9th?

Who Made the Best Video Game Commercials? May 21, 2014

Posted by Maniac in Editorials.
add a comment

A big secret about the gaming industry is that game sales are primarily fueled by marketing.  While in the age of the internet, games can quickly gain a cult following by devoted fans who trade information on message boards across the world, for the people who don’t play games, their only exposure to new games will typically come from the commercials for them that get aired on television or posted on billboards.

The big three console makers have always known that it takes great games to convince people to buy their console, but they also need to find other ways to make their console more attractive for developers to make those amazing games, and that means that they need to create big advertising campaigns to sell their products.  Sometimes these huge campaigns pay off, other times they don’t.  We’re not really here to discuss that.  We’re here to talk about which of the big three console manufacturers made the best video game commercials.

We can’t start this discussion without talking about the company who has probably had some of the most successful video game advertising campaigns in history, Sony.  I already talked about this in my more-in depth article on Sony commercials, but really one doesn’t need to look much further than their Greatness Awaits campaign to see the latest spectacle of a great time on top.

Short, elegant, and to the point with just the right amount of spectacle.  For Sony, their commercials stress that they’re selling you an entire platform, not just a single game.  Now, this strategy hasn’t always worked for them.  I know a lot of people who hated their original PS2 advertisement campaign.

I liked this commercial.  I thought it was a good first step for a platform just coming out with very few games to show for it.  The PS2 would be sold out for at least five months after the console launched in my neck of the woods.  A platform launching that successfully without a killer app was nearly unheard of.

But if I’m going to talk Playstation, there is something that I cannot forget, or should I say, someone.  Sony’s “VP of Marketing”, Kevin Butler.

If you ask me, its a shame they discontinued working with him.

Microsoft has never really been successful the form of advertising.  They invested millions of dollars into the advertising campaign for the release of Windows 95, and more people had the original DOOM shareware installed on their PC.  Since then, Microsoft shyed away from mass marketing campaigns.  They were the market leader, and from what I’ve been told there is an unwritten rule that anyone who comfortably held the crown of market leader doesn’t need to advertise, as their product was already well known enough by people.  However, when Microsoft decided to enter the game console race, they needed the full weight of the company behind their new product’s advertising budge.  Microsoft’s marketing department, while they were able to produce some huge launch events, was never able to produce great commercials for their platform early on.

I still remember how the highest resolution version of that commercial Bungie released for download made my computer from 2003 slow down until I upgraded the GPU.

Even to this day, I never really thought much of the Xbox 360’s advertisements.  However, they always did a fantastic job with the 360’s Halo titles!  While I mentioned the “Starry Night” ad in the top video game commercials video, that came out only to promote the game’s beta test, not the game’s release.  When Halo 3 launched, Microsoft went all-out on a campaign simply titled “Believe” and while I think Starry Night was more revolutionary, the Believe series still gets me to choke up every time I watch it.

After Bungie finished the fight, their next two games had very similar ad campaigns.  It all started with a highly-successful commercial which saw some pretty critical acclaim.  It was so good, I had to put it on my list.

For Bungie’s last Halo game, they decided to keep with the style they explored in the previous commercial, and tell a prequel story to the beginning of Halo: Reach.  We all knew the character of Noble Six was a last-minute replacement, and now we knew what happened to the previous Noble Six.

How successful were these commercials?  After Bungie left the Halo franchise, this tradition continued with the first ever television commercial for Halo 4.

If you ask me, nobody did a better job than Nintendo.  Even though Nintendo became a cultural phenomenon when they released the NES in my neck of the woods, I can’t remember them ever having to market their products on television during those days.  However, when Nintendo decided to enter the handheld space, that all changed.  When the Nintendo Game Boy launched in North America, Nintendo promoted some of the system’s launch titles, including one of my favorite Mario games of all time, Super Mario Land.

During the era of the Nintendo 64.  Nintendo was sitting in second place against the incredible market domination of the original Playstation, but they did have some really creative exclusive titles available.   Only Nintendo could produce such unique commercials for games that were this unique.

Here’s one you’ll probably remember, this is the commercial for Super Smash Bros.  After watching this, you’ll never look at cute mascots the same way again.

Haven’t lost your faith in cute mascots yet?  Watch the commercial for Conker’s Bad Fur Day.

But the Nintendo 64 wasn’t the only system that Nintendo was promoting.  At the same time, they were holding nearly uncontested control in the handheld space thanks to the overwhelming success of Pokémon.  Want to catch everything in the game?  You’re going to need a Link Cable.

Sadly, since the late 90s, Nintendo lulled a bit in their ability to make memorable TV commercials.  I have to admit I was never a fan of their marketing campaign for the Nintendo Wii or Wii U, but I think that in the past year or two, Nintendo has gotten a little bit of their original magic back.  Here’s their commercial for Luigi’s Mansion: Dark Moon.

So after watching all that, I really can’t say who I thought did it best.  Each company was excellent in its own way, and to this day have produced commercials I’ll never forget.

I’ll leave that up to you!  Post a comment on who you thought did it better and what commercial you thought was the best!

Google Maps Put Us in a Pokémon World April 13, 2014

Posted by Maniac in Editorials.
add a comment

Since the release of inFAMOUS: Second Son and the great RPG deluge of Spring 2014, there wasn’t much gaming news going on to report on.  It was one day from April 1st, and if previous experience was any indication, most of the news that would be coming out that day would be outright false, and I wouldn’t have much to report on.  Unless I’m doing an April Fools Prank of my own, I don’t like posting up fake news or false information on this site, so I was ready to just put work on the site on hold for the day.  By the time the clock hit 7PM local time, I was just burnt out.  So I was nursing my wounds on Twitter when a Tweet from The Pokémon Company crossed my eye.  Google was looking for a Pokémon Master to join their company.  Don’t believe me?  I’ll let the video explain it for you.

That’s right, Pokémon were in Google Maps and Google, with the blessing of The Pokémon Company, was daring us to catch ’em all.  I fired up my Google Maps app, which, in my opinion, is the best GPS available on a SmartPhone, and tapped the search bar.  Normally I would see a record of all the previous locations I had searched for, but this time was different.  The words “Press Start”, comprised of blue letters, appeared in the search menu.  I tapped the words and the app changed, hurling my present location to the west coast of the United States.  A pixelated building was superimposed on top of the map’s present location, baring a very similar appearance to a Pokémon Center.  A few tiny, pixelated icons resembling Pokémon surrounded the building, and the city the building was in.  I couldn’t believe it, I was mapping the Pokémon World.

In my opinion, the reason why Pokémon has worked so well as an enduring franchise for so long, is that it copies just enough of the real-world to appeal to a wide audience.  In fact, the exotic lands that Pokémon games have taken place in closely resemble real world locations, and the game’s developers have stated on several occasions that this is no coincidence.  The blurring of the line between the real world and fictional events that take place in the real world to promote the latest media release is something that marketing partners have been doing for at least ten years now.  I’m sure that many people remember the I Love Bees alternate-reality game designed to promote the release of Halo 2 in 2004, but it wasn’t the first ARG ever done, and there have been many others since.  For April Fools 2014, Nintendo was stepping into that territory, and for a short time the line between reality and game was going to get even blurrier.

The first thing I noticed was just how detailed the promotion was.  Google did a great job with updating the Maps interface for this event.  They didn’t just have Pokémon icons all over the maps that you could highlight and “capture”, the app’s interface kept track of all the Pokémon you currently possessed, kind of like a rudimentary Pokedex.  Also, just like a Pokedex, you unlocked character bios and statistics for any Pokémon you had captured, and you could go back and review that information as much as you needed to as you continued your search!  The Pokedex informed me that there were only 150 Pokémon to find, a number reminiscent of the first generation Pokémon games.  After combing through all the wild Pokémon surrounding the starting Pokémon Center, I was off searching the world for new Pokémon to capture.

I traveled across the map, searching far and wide.  As I searched, so did the rest of the world.  The internet was abuzz with other Pokémon Trainers swapping notes on where to find difficult Pokémon all over the world.  There was a Pidgey on the top of the CM Tower in Toronto, Canada.  Several Pokémon were hiding throughout Manhattan.  The Galpagos Islands were practically brimming with all kinds of life, and not just the real kind.   Within a few hours I had found what I thought was all one hundred and fifty Pokémon and called it a night.

April 2nd passed, and I was fairly certain that my Pokémon journey had come to an end.  The joke was over and I had what I thought were all 150 Pokémon captured.  Little did I know that there was in fact one more to find.  When the first Pokémon games were released, Nintendo coded in a 151st Pokémon which could not be obtained through normal gameplay.  Their plan was to offer it to players who participated in official Nintendo sanctioned Pokémon events, kind of like the DLC that you get with preordering a game today.  The 151st Pokémon was Mew, and Nintendo built an entire legend around this one, culminating with the story of the first Pokémon motion picture.

It turned out that Mew could also be found in Google Maps as the 151st Pokémon, but he wouldn’t be easy to find.  After doing a little research on him I discovered that Mew could only be found by Pokémon Trainers who had already located all 150 Pokémon, which is why he never showed up on any of my previous sweeps, and he could only be found in one location out of a pretty hefty list of possible locations.  It sounded like he would be difficult to find, but I searched and searched, and eventually I did find him.

I have to remark on one major thing I don’t think has been reported on by the rest of the media, and that is the educational benefits of this promotion.  By choosing to do this event through Google Maps and hiding Pokémon all across the world’s map specifically, anyone who participated could have walked away with a little bit more experience in geography.  I’ve been hearing concerns for many years now that young people have difficulty finding the location of some pretty important countries, or the locations of certain major cities on the world map.  Since the whole point of the Pokémon Challenge involved using the world map for a giant Pokémon safari, anyone who participated in the event could have walked away with a better understanding of geography.  You really had to search the maps closely to find where Google hid all the Pokémon, and even if you simply breezed through location to location, seeing the names of cities, towns and landmarks would make anyone exploring a location in the world they were unfamiliar with more familiar to them.  Even if you specifically gave Google Maps the exact location specific Pokémon could be found, an animation would move the globe from your current displayed position to the location you told it, giving anyone who searched for the location a pretty quick understanding about where in the world the location was relative to where they were searching.  Educators are always trying to make the subjects they’re dealing with relevant to their students, how about doing a Pokémon search in your classroom?

While this was certainly designed for current Pokémon fans and for the nostalgic like me who remember the height of Pokémon fever, I’m really happy that Google and Nintendo were able to do this.  I hope that something like this comes our way again, and if it does, you can be sure I’ll write about it.  Happy April Fools everybody!

What GBA Games Should Come to the Wii U Virtual Console April 8, 2014

Posted by Maniac in Editorials.
1 comment so far

Last week, the first Game Boy Advance games were released on the Nintendo Wii U, offering gamers the chance to play an entire generation of classic handheld titles for the first time in ten years. With games like Metroid: Fusion, Mario & Luigi: Superstar Saga, and Advance Wars among the first games released through the service, Nintendo is stepping up their game convincing people to buy the Wii U by offering more of the best games from their back catalog on a platform they desperately need people to adopt.

So what games from the GBA’s strong back catalog should Nintendo release next for the Wii U? Here are some of my ideas. Metroid: Fusion and Mario & Luigi: Superstar Saga have already gotten released through the service so I’m not going to include them on the list. Rest assured, if they had not already been announced and released, they would be on this list. I also won’t include the GBA version of The Legend of Zelda: A Link to the Past, as the SNES version of that game has already been released through the Wii U VC, and it’s exclusive multiplayer expansion Legend of Zelda: Four Swords was already ported to the Nintendo 3DS and released as a free download some time ago. I’m also not going to include straight up remakes or ports on the GBA, as Nintendo can just as easily port the original games to the Wii U.

Without further ado, here are some GBA games I would like to see on the Wii U.

Pokémon Emerald – The third game in the same generation that included Pokémon Ruby and Pokémon Sapphire, Pokémon Emerald is considered to be the perfect game of the third generation Pokémon games. With a new story, new protagonist, and the power of the GBA behind it, the Pokémon world looked better than we had ever seen it before. In fact, the game’s graphics looked so good, Nintendo used the game’s engine to remake the first generation games, but I’ll get to them in a bit.

Metroid: Zero Mission – Nintendo’s handheld remake of the first Metroid game was ironically the final game made by the team who created the original Metroid.  It was a very successful release, with a lot of critics praising the updated graphics and new locations, while still retaining the original feel of Metroid.  The original Metroid (NES) has always been a staple of Nintendo’s Virtual Console platforms.  As far as I know, Nintendo has released it on every platform with a Virtual Console to date, but Zero Mission’s enhanced graphics and gameplay makes the original game much more accessible.

Mother 3 – The long awaited sequel to the SNES cult classic EarthBound was released to a Japanese only audience on the Game Boy Advance.  For years, gamers have clamored and petitioned Nintendo head honchos to translate this game and bring it to the United States.  Sadly, the game launched in Japan shortly before the GBA was replaced by the Nintendo DS, and in my opinion, Nintendo probably decided that the time and money to properly translate the game for a western audience would not be worth it with the Nintendo DS launch on the horizon.  In defiance, a group of hackers released an entire translation script for the game, and implored everyone to import the game and use it.  Now with the GBA Virtual Console on the Wii U, there’s a real chance this game could get released here.  Perhaps with the incredible sales of Bravely Default, Japanese game developers are starting to take notice that there is an incredible market here in the States for their games.  The hackers who translated the original game are offering their entire script to Nintendo to use completely free of charge.

Pokémon FireRed & Pokémon LeafGreen – Around the same time Nintendo was developing Pokémon Emerald on the GBA, Nintendo also remade their original Generation 1 Pokémon games, Pokémon Red and Pokémon Green, using the Generation 3 Pokémon engine.  When the Pokémon games launched on the GBA, the Pokémon World had never looked better.  All the classic gameplay from the original two games were brought back, along with some new bug filled game areas.  The graphics were crisp, the art style was vibrant, and all the original 150 Pokémon were ready to be caught and traded to help you complete your Generation 3 game’s Pokedex.

Legend of Zelda: The Minish Cap – Ever wondered how Link got his hat?  Legend of Zelda: The Minish Cap not only set the story for the Four Swords Saga, but it was also an origin story for the entire Legend of Zelda universe…well, that is up until The Legend of Zelda: Skyward Sword was released.  Seriously though, who doesn’t want to play a new Legend of Zelda game on their Wii U controller?

Final Fantasy Tactics Advance – The Final Fantasy Tactics series is probably most known for having one of the most sought after games on the original Playstation, but there was a Final Fantasy Tactics game released on the GBA, and many critics consider it to be one of the best games on the system.  I mean what’s not to like?  The game’s developers were able to bring over the gameplay which made the original PS1 title so much fun, and it would be a great addition to the Wii U Virtual Console.

So that’s my list, but I want to hear what you guys have to say! Post a comment and tell me which GBA games you want to see on the Wii U Virtual Console.

Now please being in a GameCube Virtual Console!