jump to navigation

A Second Broken Rock Band Christmas December 6, 2011

Posted by Maniac in Editorials.
add a comment

Rock Band 2 released one year after the release of the first Rock Band game.  The first being an enormous success and a financial gold mine for the developers and publisher, a second one was pretty much guaranteed and would provide all new features that the fans had been clamoring for.  The problems I had with the first game’s release forgiven, I planned to buy the new game’s Special Edition with all the new improved instruments that came along with it, including the new wireless drum set, which had become my preferred instrument.  After that next Christmas, I was able to get the money together to buy the new package, but remembering the trouble I had with the Rock Band, I decided to put a two-year warranty on the new game, figuring that in the off-chance I would have a problem with it, it would be faster just to return it to the store for a replacement than to have to send it back to the manufacturer like I had to with the last game.

The new wireless drum set I got with the Special Edition was completely out of whack and would randomly go through periods where it would no longer properly register hits since the moment I first started to use it.  How bad was it?  I could play through an entire song and register a very high accuracy where I could hit upwards of 99% but still only 4-star the song.  It would incorrectly blow multipliers without me even registering a single tap on the drum pads, blowing my score and the score of the entire group if I was playing with friends.

After a week of playing, I could no longer stand it.  I had a broken drum set, but unlike the last year, where the developers had already acknowledged that they had a problem with some of the guitars that shipped out, the game’s publishers and developers were not owning up to anything wrong with the new game.  I tried to get the publishers to offer me the chance to replace it, but there was no program in place for a free return like there had been with those broken guitars last year.  If I wanted a new drum set I was going to have to pay to ship it back to them to have them look it over and fix it.  Boy was it a good thing I had bought the game at a store that offered me an extended warranty on the item, I was going to use it.

I brought the broken drum set back to Best Buy with all my warranty information along with it.  I told the clerks what was wrong with the drum set and that the rest of the instruments seemed to be fine.  They took my warranty and told me they would be happy to replace the drum set, but wanted me to test any new sets to make sure I didn’t get another defective one.

They set me up at one of the Rock Band 2 demo stations and had me set up any of the drum sets I wanted to test on it.  I could play a song or two and see how it reacted while they watched.  This was actually kind of fun since they were set up on a pretty big screen with a sound system and I had no problem syncing Xbox controllers to a system.

For what felt like an hour me and some of the Best Buy clerks tore open brand new copies of Rock Band 2 only to find that their drum sets were also indeed completely defective.  I have no idea what was causing all these wireless drum sets to go bad, maybe it had something to do with how the product was packaged, but these were brand new out of the box drum sets and they were completely useless.  It was only after we opened up the third copy of the game we found a drum set that worked perfectly.  They replaced my broken drum hardware and the foot pedal just to be sure that everything worked, and told me they were sending the broken components (as well as all of the other new copies they found to be defective) back to the manufacturer.

I felt bad that we had to crack open so many copies of the game to find me just one working drum set but the store managers assured me they had no problem at all with it, because my warranty was valid and they were fine with knowing now that their merchandise was defective.  It saved them from selling it to what would become angry customers.

I posted an abridged version of this story on the Rock Band official forums after it reached its conclusion, with the hope that it would help anyone having similar problems with the drum set.  I was told by some of the people on the forum that the known failure rate for those drums were 66% at the time.  Why nobody owned up to what was obviously a major issue was never explained.  A full copy of Rock Band 2 cost quite a large amount, and with the amount of money paid you’d expect to have a working product or at the very least a guarantee along with it.  That just didn’t happen.

After this happening to me twice I was pretty much done with the music genre in general.  I stopped buying games bundled with new peripherals (my room was already pretty full with them as it was) and in some cases I stopped buying new music games in general.  After that year the market for it became far too over saturated and it was clear it bought too much into its own success.  When the market was new and there wasn’t a lot of competition, it was pretty easy to get into, by the end of its lifespan, it had become a nightmare of yearly expensive releases, new rebranded peripherals that offered little improvement than aesthetics over the previous one, and never ending DLC.  My wallet just screamed uncle and I had to call a stop to it.

A Broken Rock Band Christmas December 5, 2011

Posted by Maniac in Editorials.
add a comment

In 2007, Guitar Hero II had surpassed all expectations and was on its way to creating a whole new genre of gaming. By the end of 2007, everyone was looking forward to the release of not just Guitar Hero III but the game more people considered Guitar Hero II‘s sequel, Rock Band.

Rock Band released with not just a guitar controller, but drum and microphone support. Nowadays every new music game supports that, but it wasn’t until Rock Band that the game and hardware to support it would see a release.

I picked up a full boxed Special Edition of the game in stores the day after Christmas. A Special Edition of the game came with everything, all controllers and instruments. I had already played it with some friends when it was released so I knew it was a great game before I bought it. As I unpacked the game, I saw a notice on top of the box to call the publisher if I have any problem with the controllers instead of returning the game to the store.

I played that game a lot, starting with the guitar campaign. By the very next day the guitar controller broke on me for no reason at all.

Apparently the publisher discovered before the game shipped that the strum bars on some of the guitar controllers were broken very easily just with regular use. To ship out the amount of copies to fill shelves, they shipped the game anyway and figured if anyone had a problem with the guitars, they would just ship them replacements free of charge.

I went through the website provided in the included letter with the game box and told the site I had a guitar with a malfunctioning strum bar. They told me I had two options. They could send me a box free of charge to send the guitar back to them in, and once they got it they would send me a new guitar or they could send me a guitar immediately but it would mean a charge of $130 to my credit card that would only be removed once they received the broken guitar. Well, I couldn’t afford that second option so I choose the first.

I was planning a vacation after the New Year, so instead of having the guitar by the time I got back, because I didn’t get the box before I left I couldn’t send the guitar out until I came back.

The worst part about this was there were no copies of Guitar Hero III on shelves any time after Christmas. The game was sold out in pretty much every store until deep into January, so it was a long wait. I did eventually get a working controller, but by that point I was playing Guitar Hero III.

I had also heard of other people having worse problems, like being sent guitars or guitar boxes for the wrong platform, putting their credit at extreme risk. There was no technical support number provided so if you had any problems with the process you would have to start digging for phone numbers and hope you got through to the right person.

As bad as it was, it could have been worse. It could have been the experience I had with Rock Band 2.

Father From an Analog Generation December 1, 2011

Posted by Maniac in Editorials.
add a comment

For those of you who have been enjoying my little series on Christmas, I have a small revelation to make. Not all my gaming related Christmas stories are shopping related! Christmas is also about friends and family and this story is about that!

Last year, I was hanging out at diskreader117’s place right after Christmas. He wanted to show me his brand new HDTV, which he was now using to play his Xbox 360. He had been playing Halo Wars on it (he’s a fan of strategy games like Age of Empires) and I asked him to show me what the cutscenes looked like on it, since that would be the best benchmark for the TV’s quality. When the image popped up, it looked…wrong. Completely wrong. The screen was fuzzy, the black bars were far too wide and there was a lot of static over the image.

Another major peeve of mine is seeing an improperly formatted image on a TV. I know for the longest time people have complained about seeing black bars in DVDs, but theatrical black bars can be lessened or even completely eliminated when exhibted on widescreen televisions (which are pretty standard nowadays for new TVs). Just like the eye can detect fakeness quite easily, I can detect an improper image just as fast, and will usually say, “That image is wrong,” and endeavor to correct the issue before the person can ask “What’s wrong?” Most modern HDMI supported players can take care of these problems automatically, but some older players (or players that aren’t hooked up with an HDMI cable) need the user to set what the proper resolution and dimentions of the tv is on initial setup. Since some people don’t know about this requirement (or any of their own TV’s specifications) they just leave the settings untouched and lose the benefits of the extra money they spent on their equipment. If you’ve ever had to look at a 480i image on a 1080p screen you know you’ll never want to see it again if you can avoid it.

I asked him who hooked up his 360 to the new TV and he said his father had done it. Sure enough, when I looked at the back of his HDTV only the standard definition portion of the 360’s video cable was used. The HD component cables were left dangling from the back of the TV.

It wasn’t really his father’s fault. Never having owned an HDTV before, he used the connections he had just always been familiar with, and that was limited to just one (yellow) pin plug video cable. He was unfamiliar with three pin component cables (red, blue and green) which had become standard with DVD for progressive and HD video playback. Never seeing the 360 in HD before, diskreader had just assumed what he was seeing was normal.

I plugged his component cables in and started testing what resolutions his HDTV could support. We bumped up the 360’s resolution to 1080p and loaded up the game. The difference was like night and day and diskreader could now enjoy his new tv to its fullest.

The moral to this Christmas story (and the previous one) is that with all this new technology coming out for home theater systems every year, if you intend to buy new home theater equipment and you don’t know anything about how it works, consult someone who does. Don’t hire the people who work at the store, I’ve seen they’re actually not very knowledgeable about what they’re selling. You likely have at least one person in your family or friend circles who does. If you don’t, I recommend finding someone local who is experienced with home theaters and pay them to take care of setting your equipment up for you or instruct you how to do it yourself. It will save you a lot of headaches and will give you quite a Merry Christmas indeed!

Gaming, Star Trek Style: Star Trek: Borg November 30, 2011

Posted by Maniac in Editorials.
add a comment

Tonight at 8pm, a documentary that I’ve been looking forward to watching since the New York Comic Con is going to air on the Science Channel. It’s called Trek Nation, and it’s being done by the son of Gene Roddenberry. With the show airing tonight, I wanted to talk a little bit about my personal memories with Star Trek, and its enduring gaming legacy.

My first major experience with Star Trek gaming came when I rented the VHS version of Star Trek First Contact. My cousin had access to Pay Per View, and I remembered enjoying the film tremendously when it was shown on the service. When I finally gave the film a rent, I saw something that appeared odd during the previews section of the tape. There was some NEW Star Trek footage I hadn’t seen before. As the preview progressed I saw an extremely high quality video produced of some new characters I was unfamiliar with fighting the Borg. Then at the end of the preview they said this was not a new television series or movie, this was going to be the next Star Trek game, an interactive Full Motion Video (FMV) adventure, and it was called Star Trek: Borg. As someone who just got his hands on his first Windows 95 CD-ROM PC, I had to play that game.

Another popular electronic’s chain from my childhood was closing down for some reason and taking all of its local stores with it. My father wanted to check it out and see if there was anything worth picking up in the major sell off. It turns out, they did have some copies of Star Trek Borg in the store, but some of them had been looted. As we were about to leave the store, I found an unopened copy of the game, slightly dented but still quite intact. Didn’t cost more than $10.

I was having a problem with my audio drivers on my computer at the time, but once I solved the problem I was able to just boot up the game and play, and boy was it a lot of fun.

The story followed a young Starfleet Cadet (the player, shot in a first person view) whose father was killed at the famous battle of Wolf-359 along with the rest of his ship. Ten years later, the Borg are coming back, and all cadets onboard starships planning to go into battle are ordered off, no matter how much they want to stay and fight. As you’re leaving, Q (played by John deLancie) decides to pay you a little visit and offers you the chance to go back in time and stop that from happening. You take over the body of the ship’s head of security, an alien with a very special gift you’ll need, who was supposed to have died before the battle, and with Q’s help (he’s taken over the body of the ship’s Chief Medical Officer) you have to save the ship and your father from the Borg!

John deLancie’s Q is one of my favorite Star Trek characters, and I thought he really overdid himself in his performance. In fact, in my opinion, it’s deLancie’s best Q performance, because unlike in previous Trek episodes, where he was a secondary guest actor, Q is literally the star of this game, and really had the chance to shine. Nowadays, I’ll always watch anything he appears in whenever it ends up on TV.

It took me three months to figure out how to survive the Borg Cube sequence on the third disc, but I was very satisfied with every second of the game itself. If you’re like me, and were a huge fan of the FMV CD-ROM craze back in the 90s, give the game a look.

Unfortunately, I can’t find that commercial anywhere anymore. Even Simon & Schuster Interactive’s official website only had a teaser which put together Borg related clips from Star Trek: The Next Generation. Heck, when I finally did buy myself a VHS copy of First Contact, the game’s trailer was not included in it! They must have only included it with the initial batch of the movie’s VHS release.

The Christmas Helper Strikes Again November 30, 2011

Posted by Maniac in Editorials.
add a comment

Happy Holidays everyone.  With the passing of Thanksgiving I’ve decided to spend several times over the month sharing some of my favorite gaming related Christmas shopping memories.  I want to share another quick story with all of you from a few years back.

I’ve got a pretty short story to tell this time.  With all the major technological advancements that are made every year and then become standard within the next year, some people who are just jumping in can find themselves in deep water without a floatation device.  Six years ago, did anyone even know what an HDMI cable was?  By 2013 everyone will have to support it if they want to continue to watch Blu-Ray movies after that date.

I have two stories that happened at two different years right around Christmas that involve people from the analog generation being thrust into the digital one, and thankfully, I was there to help them out so they could give their families a merry Christmas.

The first story happened while I was Christmas shopping for various friends and family, and at the time I was just browsing looking for deals on hardware.  I overheard a cell phone conversation with this older gentelman (looked to be in about his mid-40s) and it was clear he was talking to someone he had trouble understanding.  While I couldn’t hear what was on the other end of the phone, his mannerisms and what he was saying made it pretty clear he was being told to buy something he had no understanding of, and was completely lost.

Just to show you how lost he was, he clearly said into the phone, “What’s HDMI?”

Oh boy, was he in trouble, and he needed help.  I flipped around a DVD player I was looking at and saw it had an HDMI port.  I said to him, “That’s HDMI,” and pointed at the port.  He heard me and nodded and I walked away.

I know I probably should have minded my own business since that’s the popular judgement most people have for each other nowadays, but it was Christmas and this guy was obviously completely lost as to what he was expected to do.  I figured some help was in order, and I’m sure his family appreciated that he got them the correct gifts for Christmas, instead of running the chance of having to find reciepts and return anything that he incorrectly purchased that wouldn’t work properly with whatever their existing setup was.

In short, this is just another example of what can happen when you have what should be private cell phone conversations in public.  People around you can probably hear you better than the person that’s on the other end of the phone.  In my case, I decided to be a nice guy and help him out.  I mean, wouldn’t anyone help a lost man find his way out of a forest?

My Mother, The Crusader November 29, 2011

Posted by Maniac in Editorials.
1 comment so far

Happy Holidays everyone. With the passing of Thanksgiving I’ve decided to spend several times over the month sharing some of my favorite gaming related Christmas shopping memories. I want to share another quick story with all of you from a few years back.

Like many people, I will usually have a few video games on my Christmas shopping list. My family knows next to nothing about technology so they usually just prefer that I write down specifically any gifts I may want so they can show it to a store clerk who may be able to make heads or tails of it. This doesn’t always work, however, as I’ve still had to return a few gifts that were incorrectly picked out by a clerk, but its fine for the general majority of things I’ve asked for. After Christmas ended a few years ago and I had some new games to play, my mother had a shopping story she just had to tell me.

The story, as my mother told it, was that the clerks at the register knew that what my mother was buying wasn’t for her. So they asked her very calmly if whoever she was buying the game for was old enough to play it. This is a huge pet peeve of mine. Even though I am not under the age of eighteen, I do not agree with mandatory ID checks on people when buying movie tickets, video games or music. There’s no law against buying video games at any age like there is with alchohol or tobacco (in fact all attempts to make these laws have outright failed since they violate the first amendment) so its just store-enforced age discrimination, which to me is quite immoral. Sometimes if I do get carded when buying something I’ll just up and leave the store with the unpurchased item still on the clerk’s conveyor belt. I figure they should have a reality check on just how many lost sales those policies will give them.

When my mother was confronted with a clerk spouting this policy to her (a woman in her mid 50s) she told me she looked at the guy with an odd face and said, “Yes, and he’s old enough to buy the beer to go along with it.” and left. When she told me this story I broke out laughing. I guess these sentements run in the family.

Don’t Listen to Clerks, Listen to Me November 29, 2011

Posted by Maniac in Editorials.
1 comment so far

Happy Holidays everyone.  With the passing of Thanksgiving I’ve decided to spend several times over the month sharing some of my favorite gaming related Christmas shopping memories.  I want to share a quick story with all of you from a few years back, it didn’t help me get a job, but it may help you out this shopping season.

I was in my local Best Buy during the holidays, buying some Christmas gifts for my friends and family.  An older couple was behind me in line to ring up their items.  They had purchased a Nintendo Wii and a bunch of shovelware games with it.  A clerk was with them talking about the Wii and the games they had purchased.  The clerk was completely clueless, and had no idea about the technicals of what he was selling.  My evidence to this conclusion ranged from the gaming selection the couple had to the comments he made to them, like he had no idea what kind of internal memory capabilities the Wii had (it does, but not very much, just enough for saves and a few downloadable games) or if Wiimotes have rechargeable batteries (they don’t, they use two AA batteries, and you can only get a rechargeable batteries for it through third parties, not recommended).

As he walked away I turned around and commented on their Wii purchase.  The line was pretty long and I figured I had about five minutes to kill, so it didn’t bother me.  They were actually quite nervous about their purchase and had no idea if they had bought their son right thing.  I’m platform agnostic, so I saw no issue with anyone receiving a Wii as a gift, as long as they got some good games along with it.

I asked how old their son was and they responded he was twenty-two.  I looked at the stack of games they had, and not seeing the obvious game any twenty-two year old with a Wii would have I told them to leave the line immediately and buy him Super Smash Brothers Brawl, which as far as I was concerned was a must play for the Wii.  When they asked what it was about, I said it was a cartoonish fighting game with Nintendo characters and it was very well made and quite fun (I had been playing it at the time).  They left the line and came back with a copy, now satisfied of their purchase.

I guess my problem is I have a serious issue with minding my own business.  But thank goodness for that, or else I’m sure their son would have been out $50 for the copy of Super Smash Bros he would have eventually bought for himself.

I know that a lot of you parents are going to be stuck buying things on your child’s Christmas list that may look as if its written in some foreign language.  You may be asking yourself things like, “What the Hell is an Xbox 360 Kinect 250GB?”  Worry not, because that’s what I’m here for.  If some random person who is not wearing a store tag tells you something knowledgable, take it with a grain of salt, but listen well, he may just know what he’s talking about.

Alan Wake Xbox Live Arcade Image Analyzed November 10, 2011

Posted by Maniac in Editorials, Game News.
1 comment so far

Now, we have known Remedy has been in development of a new Alan Wake game for a while now, as Remedy teased us a few months ago. They had said they were working on a new Alan Wake game, and it wasn’t going to be a sequel or DLC. Armed with just that information, I spent a whole article with my own speculations on what it could possibly be. Well, now we know what it is. Earlier in the week, Remedy has announced that a brand new Alan Wake game is in development and it will be released exclusive to Xbox Live Arcade (XBLA).

Remedy has already promised that even though the game is going to be released through XBLA no sacrifices will be made to any of the core gameplay we know and love from the very first game. They have also stated that if you had removed the cutscenes, the physical space the game took up in the retail disc was around 2GB, which nowadays is small enough to fit maximum XBLA file size specifications. Anyone remember when maximum XBLA filesize was 50mb?

Well the first image of the new game has been released. For legal reasons I’m not going to embed it here, but feel free to check out where its being hosted. The cool thing is, a lot can be speculated on from just the single image! I looked at it myself and drew my own conclusions about it, but some other die hard Alan Wake fans I’ve talked to have noticed things in the image that I had missed!

First off, it looks like we aren’t in Washington anymore! Both the background enviroment and Alan’s attire speak volumes to that. Gone are the forests of the Pacific Northwest, replaced by a desert enviroment. Alan’s attire appears practical given the rugged enviroment. Alan could be somewhere in the midwest or even the south. The background and designs of the buildings around him do scream Montana or the Dakotas (which aren’t that far east of Bright Falls), but given Alan’s attire (and the steer on his belt buckle) he could be as far south as Texas.

Alan is still brandishing a flashlight but he has a new weapon in his hand. Upon initial inspection I thought it was some kind of power drill but other people have commented this is actually a nail gun. The player may be forced to using more improvised weapons in this new game. Not content with just one power tool, I’m sure a lot of people will be asking if a chainsaw will also be on the list. There is a light pole behind him (which were heal/savepoints in the first game), so it looks like all the light based gameplay of the first game is quite intact.

A die hard Alan Wake fan also noticed an improvement to the graphics engine has been made. Paticularly, the model for Alan Wake (played by the actor Ikka Villi) looks a lot more like the actual human actor in the new picture than he looked in the original game. I remember Remedy mentioned they had improved their technology a few months ago (before the new Alan Wake game had been teased) so this is probably the first official image of that new techonology as seen in a product.

Next off is the most obvious thing you can take from this and that is the Night Springs sign on the right side of the picture. Night Springs does not really exist in the Alan Wake world. Night Springs was a fictional series in the game which was probably influenced by shows like The Twilight Zone and The Outer Limits. Over the course of the game, some of the televisions in the game will show various episodes of the show. The major significance of them is that Alan’s agent, Barry Wheeler, had mentioned Alan had written a few episodes of that show, although I don’t think we saw any episodes he had written in the game. In the opening of the game, Alan did have a nightmare (which served as the game’s tutorial) that he was driving towards Night Springs, which was to make it clear to the player he was in fact dreaming. Sarah Breaker did mention in the first game that the older residents of the town were fairly certain that their town was the original inspration for Night Springs. I mean Night Springs is pretty much the opposite word of Bright Falls. Could Alan be traveling through fictional episodes of the series that he created?

Another tidbit no one has really talked about. I’ve kind of sat on this information for a few months now but the Poets of the Fall (who recorded the song “War” for the game’s soundtrack) did tweet that they heard The Old Gods of Asgard recording some new songs. I wonder what that was for…

The first full trailer for the new Alan Wake game will premere on the Spike Video Game Awards Show on December 10th, 2011. If you can’t wait till then a teaser for the trailer has just been released and you can watch it here.

The Cycle of Modern Game Companies November 4, 2011

Posted by Maniac in Editorials.
add a comment

When the news hit that Sony had bought out Sucker Punch, I started thinking more and more about just what the companies who make video games have to go through during their life cycles.  After looking at it for over ten years, I’ve been noticing a pattern over the past few development cycles starting to emerge.   I don’t like it one bit, and I think the rest of the industry shouldn’t like it either.

During the early days of the gaming industry it was exactly as you probably imagine it was.  A bunch of geniuses would get together in a dorm room or an apartment and use their programming and art skills to make a game for the early computers.  Back then it didn’t take much to publish a game.  You could make floppies with the game, seal them up in a ziplock bag, put a label on it, and sell them in quantities to computer stores, who would put them on the shelves alongside the games made by major publishers.  There wasn’t a lot of overhead back in those days.  The teams were very small, averaging around five people, who would be building these games in their spare time on computers they already had (or stole from work).  They wouldn’t bother with stuff like offices or marketing, there was just no need.  The market was so small anyway that everyone was treated with legitimacy and if you could make a game that was good, you’d do well for yourself.

id Software was one of the poster childs of this era. They had started as just a few employees of a larger company that were not being allowed to make they projects they wanted to make, so every weekend they’d steal their computers from work, and build video games in a lake house in Shreveport. After they completed the first Commander Keen trilogy for Apogee (later 3D Realms), they were taking in checks for $65,000 a month!

As technology improved, more and more people got into the business interested in getting in on this quickly booming business.  Larger teams of developers would be needed to have projects completed quickly.  With technology improving rapidly, new people were needed to bring different skills to keep up with the advances in technology.  With all these people, creating a real business would be a necessity because people would need to be paid a salary and have a place to work.  This didn’t bother the early startups.  They had done really well the first time around, and had the money to expand their businesses, nor were the publishers bothered, because they were making most of the money from games sold anyway.

The problem is once you fail things are going to become very difficult for you.  Heck, even if you’ve made a great game,  you can’t pay your employees with review scores, it has to make money for your company.

Once the company has been exploited as far as it can be, if the publisher isn’t interested in any other projects they have to offer or have no other projects they want them to make, the company is either shut down or absorbed completely by the publisher.  This happens FAR too often!

Microsoft is NOTORIOUS for doing this.  After the completion of Shadowrun, Microsoft shut down FASA Studios, which had produced fantastic games under Microsoft’s publishing arm for years including the Mechwarrior series and the fan favorite series Crimson Skies.  I heard musings that they would work on a Crimson Skies game after completion of Shadowrun, but with the company shut down it never came to fruition.  Did anyone else notice the way Jordan Wiesman talked in the Ode To Bungie documentary when he told the story about how he was asked by Microsoft to tell Bungie that being owned by Microsoft wasn’t that bad just so they could strike a deal.  I’m sure during that interview Weissman realized the irony of that statement now that Microsoft had shut his company down four years earlier.

There’s also the story of Digital Anvil, a company created by Chris and Erin Roberts, who were responsible for the Wing Commander and Privateer series while working at Origin.  When they decided to strike out on their own to make a new universe of similar games, Microsoft stepped in initially just as a publisher for four games the company had under development.  After the release of their first game, Starlancer, Microsoft started putting more money into the company, eventually getting ownership of it, and the Roberts brothers left.  Two of the games the company was working on got canceled outright, although one of the games, Conquest: Frontier Wars, was so far along in development another publisher picked it up to finish and release it.  Digital Anvil existed just long enough to release the long in development and much hyped Freelancer game, which even though it sold extremely well and got very high reviews, could not save itself from being fully absorbed by Microsoft.

Do I even need to talk about Ensemble Studios?  I think everyone knows what happened to them after Halo Wars got released, and these were the guys who made the Age of Empires series, considered by many the best Western RTS guys in the world!

Is this what we’ve become?  An industry where a promising startup forms under the banner of a visionary industry veteran.  A lot gets invested in it by a publisher.  The game ships and either doesn’t pay it’s bills or doesn’t make enough to fund another game, and the company dies.  It’s happened so many times.  Flagship Studios is a huge poster child for this.  Here was a company formed by Blizzard veterans who promised to redefine the traditional PC RPG game with a whole new business model of tiered multiplayer.  It would be a single player game with an MMORPG component as well, use the most recent DirectX graphics engine to take full advantage of new PC hardware.  Sales would come in from retail sales and the optional MMO subscriptions.  The problem was the publishers were the ones calling the shots with the game and not the developers, and they forced the game out before it was finished.  Initial reviews of the game were lukewarm, and while the developers did improve the game tremendously through patches, the initial reviews weren’t going to be changed, and the costs of maintaining the company and the game’s MMO portion was higher than they were taking in sales and subscriptions, and the plug was pulled.

Even for the independent companies, no matter how successful they are, or how many good titles they’ve developed, to publishers with money, they’re only as good as their next project.  Troika Games was responsible for releasing some very fun and yet very undercooked games for the PC, which were well designed but released extremely buggy.  I will admit to everyone who will listen to me that I loved Vampire: The Masquerade Bloodlines with all my heart, and playing it every summer has been a tradition.  The game’s atmosphere was second to none.  They took a realistic environment like Downtown Los Angeles, California, added in the premise that everything that we assume bumps in the night was in fact real, and created a very atmospheric game with mature themes that worked perfectly for the environment and subject matter.  Only it was released before it was ready and had tons of gameplay bugs and a really nasty memory leak.  When the company was ready to pitch its fourth project, no one was interested in it, and the studio heads shut the company down, cutting off any chance for them to continue development on Bloodlines to fix the issues with it.

Some companies tried to buck this trend and do something creative to prevent something like this from happening to them.  It was met with mixed success.  Back in 2006, there was a huge resurgence of companies interested in episodic gaming.  The three companies which were poster childs for this, Valve, Ritual Entertainment, and Telltale Games, planned to release games episodically at a lower price for each individual game.  The intention was to use the same tools to continue game development through an entire series, with each episode funding the next one.  The problem with this business model was that the money made from each individual episode was enough to cover costs of development of the episode, but not enough to cover development of the next episode.  Valve survived this because they were Valve, but  Ritual not able to weather this storm, and to survive they were bought out by Mumbo-Jumbo, which absorbed them.  This stopped support for the SiN Episodes, even though many updates and patches to the game was promised and even ready for deployment.  But you could tell Valve’s perspective on Episodic Gaming had been changed.  When Half-Life 2 Episode 2 released, it was bundled with four other games, two of which were already released, to get them a full retail price point.  How dead is Episodic Gaming?  The fact there has not been a word spoken about Half-Life 2 Episode 3 in over three years speaks volumes about that.

However, Telltale Games thrived under these circumstances, since unlike the other two companies, they charged a price point for not just individual episodes, but offered a deal to sell all episodes in advance by paying a flat fee, and they would go out to the customer when finished.  However, in the past year I have noticed Telltale has been quick to start taking preorders for the full downloadable games months before a first episode is even released.  Of course, they still will give you the game when it releases and the option to pay just for shipping when all the episodes are released to DVD-ROM, but you could be paying upwards of $40US up front for that now.

Bungie is the only exception I can think of to this rule.  After making millions upon millions of dollars in profits for Microsoft with the Halo series of games (in exchange for it’s 60 million purchase price), Microsoft let Bungie have their freedom back in exchange for two more Halo titles (which were Halo 3 ODST and Halo Reach).  With their freedom, there was no way Bungie would share the fate of companies like FASA or Ensemble, but Microsoft would keep the rights to the Halo franchise.

How can a whole industry survive, let alone thrive, if all the new talent isn’t being given the chance to throw their hat into the ring and make games?  It just doesn’t make business sense for a company to form, release a game, then be shut down after the game completes, forcing its employees to form a new company and start the cycle all over again.

We can’t be an industry that is built on the backs of the same companies that started this whole thing in the first place, because even some of them are falling on hard times with poor products coming from very long development cycles.  Duke Nukem Forever is what killed 3D Realms.  They spent more years than they probably should have developing the same game over and over again thinking each time that the new product they were creating was better than the old one, when in fact people would have been fine with if they simply released the game they showed back in 2001!  The cost of development over the extreme number of years bled the once highly profitable company’s profits and overnight it shut down.  The game would be saved, but the lesson remained nevertheless.

However, it seems that with the release of smartphones like the iPhone or Android, the industry may have hit a reset button.  Almost overnight a new breed of game developers saw these new devices and the new marketplace they ushered in and decided that was where they wanted to stake their claim.  Once again overheads are low and because of that profits could be high as the sky.  With the device’s low cost, great features, and decent hardware, an enormous install base has come from it.  Games selling at .99 cents a download have made some developers overnight millionaires and in the always connected internet age, word of mouth travels fast for what is good and what isn’t.  They’re not forced to pony up large amounts of cash up front or be heavily in debt from the outset like startups are nowadays.  Failure, even on a monetary basis, might not be fatal to the company.  Without the worry of having to sell, creativity has the chance to thrive in this new environment.

We could be seeing the start of a whole new generation of games coming from a completely different mindset that is not based around the PC or Console at all.  I mean, everybody’s gotta have a phone these days don’t they?

Science Check: Portal 2 October 27, 2011

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

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.

Today, we’re going to be talking about the game that has been the most requested for this series.  Portal 2.  Don’t know anything about Portal?  Take a look.

First off, I want to tell everyone right now that this is going to be a very different Science Check than what I have done before.  Science Check has prided itself with grounding all components of scientific leaps in video games to what already exists, I am at a loss for what to write about here.  Portal prides itself with taking theories and putting their own theories on top of those for the sake of the fun of gameplay, and as a game it works fantastically.  In reality however, I honestly don’t know if it would work or not, and I don’t think any modern scientist could either.

In the game, the player has control of a Portal Gun created by the Aperture Science Enrichment Center.  The company was founded by Cave Johnson who believed in “throwing science to the wall and seeing what sticks.”  A noble endeavor, his company didn’t waste its time with theories on top of theories (like I’m going to have to with this article), his philosophy was to learn by doing.  If it works, make it better.  If it doesn’t work, throw it in an incinerator and board up access to all the lower floors it was developed on.  The gun allows the player to create two holes in space (on top of any compatible surface material, moon dust working the best) which automatically bridge between the two points, no matter how far away they were.  They could only be disrupted if the gun passed through a special field which if passed through, reset the gun and removed all existing open portals in the area.  Any momentum earned while passing through a portal (even in regards to orientation and gravity) would sustain itself on the other side, either to the benefit or despair for its user.

Now the closest thing that has been theorized to exist as a way to link two points that are great distances apart in space has been dubbed an Einstien-Rosen Bridge, or simply a Wormhole.  You’ve probably seen them or things like them in various science-fiction movies or shows.  Sometimes they are depicted in these fictional stories as existing naturally in space, and in others they can be created artificially by intelligent beings as a way to travel great distances.  In reality, an Einstien-Rosen Bridge is something that has not even been SEEN existing normally in the universe, nor has mankind been successful in creating one, and that is the basis of the problem I’m in right now writing about this.

I have no idea if a human would simply be able to pass through a naturally existing Einstien-Rosen Bridge let alone an artificial one without being killed in thousands of ways that are possible and even a few ways that may be impossible!  Since we haven’t found any, there are no studies I can look up.  It would be useful to know if probes survived going through them, if they could transmit from the other side.  Portal depicted going through one as instantaneous (and you would be able to see through to the other side).  For all we know, traveling through one could take thousands of years.  In Portal, momentum (either by human power or external forces like gravity) could be sustained for a time after going through.  There’s no way to know if momentum would continue to exist while passing through a portal, it’s just as likely momentum could be stopped completely at the moment the test subject entered!

Other interesting things to ponder would be about the device that created portals itself.  What could power something that powerful and yet be so small?  Older signs in the lower floors of the Enrichment Center depicted a portal gun much larger and bulkier than the sleek, handheld recent design you get to make use of, so like with everything techie, it can be made smaller over time.

The device would need to have some kind of internal memory for the spacial coordinants of where the portals are, because the portals will erase themselves when you pass through the force fields at the end of each testing area, showing that it is indeed the gun which is controlling them.  If the fields in question were electromagnetic in question, this might cause any internal power source to blink out for a second, erasing the internal memory in the gun and with it the control over the placed portals.  This is given credibility to the fact that the portals will only erase when going through the field, simply going around them will do nothing, and if you don’t pass through it, you would be able to place portals on either side of it without the danger of them getting erased.  It could also be blocking the wavelenths that the portal beams fire at (similar to how a pair of sunglasses block certain wavelenths of light), which is why you can’t fire a portal through them, but that’s just my theory (Looks like I got into theorizing myself now! -ed).

Moon dust in itself is quite reflective in nature.  We know this because we can see the moon at night so long as the light of the sun shines on it (the Earth will sometimes partially or fully block that sunshine).  We’ve even seen its effects in pictures taken by the men who visited the moon (that’s the reason there’s no dark shadow on the man on the ladder).  This could be the basis of why it is such a good portal conductor, but by that reasoning metallic glitter could be the absolute best, and I don’t think you could place a portal on a metallic surface.  You could however, place a portal on the moon itself (in SPACE!), which is what happens in the game’s finale.  However, if you look closely at that final puzzle moment, you’ll notice that Valve intentionally altered the perception of time at the moment the gun fires, you know, because of that whole speed of light thing.  Nice little touch.

I know it’s not as factual a Science Check as I usually do, but this is a game where the mechanics are based upon theories, which while may be scientifically valid, may be just as realiistically invalid.  Its still a fantastic game and a lot of fun, and I recommend it to anyone interested in picking it up!