Domain: gamerswithjobs.com
Stories and comments across the archive that link to gamerswithjobs.com.
Stories · 52
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Braid, Games As Art, and Interpretation
Zonk points out an opinion piece at Gamers With Jobs about Braid, an independent platformer that received high praise when it was released a few months ago. It's often held up as an example of "games as art," and in this article, Julian Murdoch comments on the act of interpreting such art. He takes Braid's creator, Johnathan Blow, to task for the effect his comments have on the game and its players: "My frustration with Braid is multiplied because it would seem to have been designed with me specifically in mind. I am a student of the obscure. I am pathologically drawn to books, movies, games, and passages of scripture that are dense, difficult, and which hide (and thus reveal) meaning behind layers of art and artifice. Games lend themselves to this layering more than any other medium. The casual player of Oblivion, System Shock 2, Fallout 3 or Bioshock can have an extraordinarily story-light experience if they simply 'play' the games. One layer deeper, a close reading of the environments informs deeper levels of story. Deeper still, evidence in the form of written texts and audio tracks provides footnotes, side-plots and appendices to a central story. ... by the end of my Braid experience, I felt like Blow had specifically constructed something that would generate emails and forum posts begging him to please tell us 'what it all means.'" There is some interesting discussion in the comments, including a response from Blow himself. -
Braid, Games As Art, and Interpretation
Zonk points out an opinion piece at Gamers With Jobs about Braid, an independent platformer that received high praise when it was released a few months ago. It's often held up as an example of "games as art," and in this article, Julian Murdoch comments on the act of interpreting such art. He takes Braid's creator, Johnathan Blow, to task for the effect his comments have on the game and its players: "My frustration with Braid is multiplied because it would seem to have been designed with me specifically in mind. I am a student of the obscure. I am pathologically drawn to books, movies, games, and passages of scripture that are dense, difficult, and which hide (and thus reveal) meaning behind layers of art and artifice. Games lend themselves to this layering more than any other medium. The casual player of Oblivion, System Shock 2, Fallout 3 or Bioshock can have an extraordinarily story-light experience if they simply 'play' the games. One layer deeper, a close reading of the environments informs deeper levels of story. Deeper still, evidence in the form of written texts and audio tracks provides footnotes, side-plots and appendices to a central story. ... by the end of my Braid experience, I felt like Blow had specifically constructed something that would generate emails and forum posts begging him to please tell us 'what it all means.'" There is some interesting discussion in the comments, including a response from Blow himself. -
Zen and the Art of Guitar Hero
An anonymous reader writes "Julian Murdoch over at GamersWithJobs.com has what can only be described as a piece of liturgy, proclaiming a religious experience at his local Best Buy as he watches someone beat 'Through the Fire and the Flames' on Expert in Guitar Hero 3. 'At 6 minutes in, a small crowd has formed, perhaps 15 of us. His sravaka — his disciples — look nervously at us, absorbing the distractions, protecting him a bubble of calm. There is complete silence. Even my son is staring slackjawed, like he does in church during communion, not understanding the content of the ritual but understanding the tone and sacredness of the space.'" -
Hands-On With The Kindle
Amazon's Kindle e-book may have sold out in record time, but there's still a lot of discussion about the device's merits. Neil Gaiman likes it well enough, but it's sent Robert Scoble into a fit of apoplectic rage. For a real, meaty, hands-on look at the way the device operates in everyday life, Gamers With Jobs writer Julian Murdoch has a slice of life with the Kindle. He takes us through his Thanksgiving holiday weekend with the device, noting the quirks (good and bad) that cropped up with Amazon's new toy. "Short of reading in the tub, the Kindle is easier to read in more places, positions, and situations than a physical book ... But it's far from perfect. It is expensive. The cover, which I find completely necessary, is in desperate need of more secure attachment (Velcro works great). The book selection is less-than-perfect, although I imagine this will improve with every passing day. And Amazon needs marketing help. The Kindle's launch reeked of 'get it out fast.' The big-picture marketing efforts (like video demonstrations and blurbs from authors) were great, but simple things like communicating how freakin' easy it is to get non-Amazon content on to the device, for free, remain horribly misunderstood." -
The Importance of Portal
Team Fortress 2 and Episode Two may have been more anticipated elements of Valve's Orange Box offering, but it's the charmingly small Portal that's been getting a lot of attention in the last few days. MTV's Multiplayer blog thinks the game has the move of the year, and the Gamers with Jobs site offers up a convincing argument why Portal represents a significant step forward for storytelling in games: "Portal is an object lesson in interactive storytelling. We in the media are so fond of shaking our heads, scratching our beards and looking for the "art" in videogames. Well it's time for us all to shut the hell up. This is it. It's in this finely crafted, lovingly rendered piece of short-story literature. Honestly, I'd be surprised if the authors themselves see it as the accomplishment it is. It's a simple set of mechanics, a few pages of sound-booth dialog, a handful of textures and repetitive level designs. But then, a novel is only made up of 26 letters, black ink and white paper. And most artists of lasting brilliance don't recognize the importance of their own work. And how many now-revered musicians and painters died unknown and broke?" If you still haven't heard it, Jonathan Coulton's 'Still Alive' (the ending theme to Portal) has been in my head for over a week now. Just try to get it out of yours. -
Ken Levine Defends Lair's Control Scheme
A recent Gamers with Jobs podcast (well worth listening to) features co-hosting duties performed by Ken Levine of Irrational/2K Boston, makers of the title BioShock. During the podcast, Levine comes to the defense of Factor 5's Lair , saying that the folks over there may not have had much choice in how to proceed with their game. "Let me speak in these guys' defense for a minute as a game developer. I'm sure somebody came to them at some point and said, 'We have this motion control controller, and we have to make a go of it. And we really think you should try to make your game exclusively on that.' I think you're seeing a lot of this lately. Aren't there a lot of games where you're just like, 'Dude, can I just use the d-pad or the analog stick?' Ever since the DS came out I feel that there have been a lot of games like that. They've been so impressed by their control mechanic that they just really, really want you to play with that." It's still really, really bad. -
Game Commentary, With Funny Added - Zero Punctuation
Ben "Yahtzee" Croshaw is described as a "British-born, currently Australian-based writer and gamer with a sweet hat and a chip on his shoulder." That melange of Python and Steve Irwin has combined, somehow, to produce some of the most hilariously insightful games commentary I've ever had the pleasure of listening to. Via Gamers With Jobs I came across Croshaw's first video review on The Escapist site, all about the the Heavenly Sword demo and the Resident Evil 5 trailer. He talks a mile-a-minute, does his own wonderfully primitive animation work, and manages to walk that tightrope between jerk and brilliant with seeming effortlessness. He's slated to put one up every week, and since the first post has released a look at the cult classic Psychonauts , and some cutting commentary on the console war. Go watch, please; just make sure you can a.) use NSFW sound and b.) won't get looked at weirdly for laughing aloud. -
Irrational No More
An anonymous reader writes "Cory Banks at Gamers With Jobs has an interesting look at Irrational Games becoming '2K Boston'/'2K Australia' on the eve of the Bioshock release. It's not just about 2K and Irrational, publishers re-naming independents to generic studio names has obviously been going on for a long time. 'Rockstar Games is often credited with the Grand Theft Auto series, but the games were developed by Scottish developer DMA Designs, who were bought by Rockstar in 2002, shortly after GTA III came out, and quickly renamed Rockstar North to build up the brand recognition associated with the mega-blockbuster. Rockstar isn't even a development company at all, but a collection of development studios owned by Take-Two, sharing one brand name. The general public hardly knows the difference.'" -
Political Ideology in BioShock
An anonymous reader writes "Julian Murdoch at the usually-excellent Gamers With Jobs has a preview of BioShock up today. Far from being a normal piece on the game's graphics and gameplay, it delves deep into designer Ken Levine's attempts to include some extremely complex and controversial political ideologies as the baseline for the title: 'The point of BioShock, the raison d'etre, is really the story, and the messages and intellectual content that Levine tries to deliver as a payload. "Look at Lord of the Rings," he challenges. "Why is Lord of the Rings more interesting than random RPG story number 507? They're exactly the same thing. They have orcs and goblins and demons and trolls. But Lord of the Rings is a meditation on power. And it's really interesting because of that. It's what gives it it's heart." And with undenied hubris, Levine's trying to do the same thing with BioShock.'" -
Games Are No Cause For Murder
An anonymous reader writes "At Gamers With Jobs, Shawn Andrich speaks out against pointing the finger at videogames as a causative factor in a murder cases. He makes the excellent point that, though we may enjoy the metaphor, life is not a game. There is no simple connection between event A and event B. Our actions are dictated by experiences from a lifetime, and they should be addressed that way for good or ill. 'Life can't be framed up like a game of billiards. There is no easy eight ball, corner pocket shot to be made when trying to draw a line between cause and action ... Lasting, positive change will only come when we stop reaching for causes and start creating conditions that will support kids and teenagers who need it. We can't make anyone put the pin back in the grenade, but by supporting active, caring people who want to help, we might be able to influence some of those fateful decisions before it gets that far.'" GamePolitics on Joystiq has an editorial up looking at a similar question. -
Cleaning up Thunder Bluff
An anonymous reader writes "Colleen Hannon at Gamers With Jobs is mad as hell, and she's not going to take it anymore. 'Unless you're playing Neopets, online servers are full of foul-mouthed, racist junk-monkeys. The hate-filled miasma they spatter around them has reached the point where many people who could be on those services won't go, and those who do brave it won't go without a posse and riot gear.' She plays out every side of the argument: why things have gotten as bad as they've become, what publishers have and haven't done about it, and why she thinks things are now at unacceptable levels of incivility. She's calling on us gamers to get together and figure this out, because: 'If we wait for the new sheriff in town to fight this battle for us we might not like the town we're left with.' Is it as bad as she says?" -
Was Videogaming Better Back in the Day?
An anonymous reader writes "Sean Sands at Gamers With Jobs looks back at the dawn of videogaming, when we were all kids just typing in our games, one line of BASIC at a time. And he finds the present lacking: 'The dreamers became assets instead of leaders, and the rockstar designers became, well, Rockstar ... or Blizzard, or Valve. Publishers with cash-rich money to spend bought the creative process, and the minds of marketing professionals replaced four guys hopped up on sugar doughnuts and generic cola. So, how dare I be surprised that the price of today's gaming blitz is a little piece of last generation's soul?' Do you agree? Was simple gaming better, or are you a story in games fan?" -
Why Vanguard Sets a Bad Precedent for MMOGs
The ever-enjoyable Gamers with Jobs has up a fascinating look at the recently released MMOG Vanguard . The article's author, Elysium, takes pains to point out that it's not a review. He didn't play the title long enough to get a firm grasp of the game; he just didn't care enough to spend the time. He outlines what makes Vanguard a bad game, and then points out that the game's creator Brad McQuaid himself has as much as admitted it was released too early. Sony Online Entertainment saved the game from bankruptcy, and released it when the schedule said to and not a moment later. In Elysium's mind, this sets up a really, really bad precedent: "Now that the game has released in its incomplete state, in a state that McQuaid himself describes as requiring patches, bug fixes and new feature implementation on par with a beta product, Sigil essentially comes to the consumer as the third investor in the process of the development cycle, and that is not just a terrible way of doing business, but an irresponsible step in the wrong direction for complicit consumers. Let me put it bluntly, if a game is not ready for retail when the money runs out find another investor or shut the doors. We are customers, and the retail end of the industry is bad enough about not supporting incomplete or inoperable products without developers and publishers assuming we are investors in the development process. Your job as the industry is to create product, and then, and only then, we buy it." -
Lord of the Rings Online Impressions
The Non-Disclosure Agreement for the Lord of the Rings Online (LOTRO) beta test has been lifted, and with the game set for release soon it may be useful to you to peruse some hands-on previews of the title. Hexus.net offers A Day in the Life of a Hobbit, and Tobold's MMORPG blog has similar hobbit-related impressions. Tobold also has a comparison between LORTRO and World of Warcraft for those who might be thinking about making the jump. More hands-on info is available from Warcry, Kill Ten Rats, and Gamers With Jobs. Van Hemlock offers up a high level overview of the title, mentioning recent releases and pointing out the realities of Massive gaming: "How the Great Fantasy Epic Saga will stand the ravages thousands of petty powerlevelling smacktalkers all loitering about Rivendell bank, level one hobbit girls - dancing as naked as the game will allow, shouting ridiculous three-letter-acronyms and generally not getting into the spirit of the thing, remains to be seen. I expect Our People can crush even The Lord of the Rings beneath our metagaming heel without feeling too guilty." -
MMOGs and Sandbox-Style Play
An anonymous reader writes "Why do so few games truly embrace the sandbox metaphor? The folks at GamersWithJobs have their own opinions, and think that MMOGs may be replacing The Sims as the center of the 'emergent gameplay' movement. From the article: 'I don't know if it's a function of age, or experience or perhaps just changing tastes, but my favorite games are increasingly the ones where I can find my own methods of play. I loved that Dead Rising simply gave me a maul, a chainsaw and an army of zombies. Perhaps my love of MMOs is as much related to the opportunity to explore and adventure on my own as any actual construction of gameplay.'" -
The Beauty That is GameTap
We've already discussed the Evils of GameTap, so it seemed only fair to talk about what makes GameTap so good. Gamers With Jobs' Julian Murdoch talks about how the GameTap system 'revolutionizes' the 90-minute gaming session ... all for the cost of a single console game. From the article: "The act of browsing in and of itself is a powerful, positive experience. I go to my local bookstore not just to buy books, but to drink black coffee and wander around the aisles, reading a page of that, a chapter of this. Gametap brings this experience to gaming, and it's uniquely suited for the ADD gamer with too much to do, and not enough time. Sure, I own a lot of Gametap's library already -- they sit out there on the shelves, their ROMs rest peacefully on servers 30 feet away in the furnace room. But I can't surf them. " -
Fraidy Cat Gamer
Allen Cook, over at Gamers With Jobs, talks about the problems of being a 'fraidy cat gamer'. Horror games are awesome, no doubt about it, but it's really hard to actually play through one if your fear takes hold of you. From the article: "I can watch most horror movies without any problem. The trick has nothing to do with my horror movie constitution but simply knowing the formula. At the beginning of any horror movie, I subconsciously pick out which characters are going to die. It's like a stupidity test. You watch the characters being introduced and whenever a character passes below a certain stupidity threshold you know they will end up dead. Probably at the hands of some supernatural force, a mask-wearing psychopath or some otherworldly parasitic infestation. It's a given part of the formula that most of these characters will die. When it happens, I may be surprised by how they die, but it doesn't emotionally scar me. With horror games though, there's no switch I can pull to stop caring about my character. That's me in there in the inexplicably short mini skirt and tall boots, surrounded by flesh eating zombies. Why the hell did I wear that anyway? Is that standard issue zombie hunting gear where I'm from? It doesn't matter, a zombie just tore a chunk out of my skull." -
What Game Violence Can Teach
An anonymous reader writes "Julian Murdoch from GamersWithJobs asks the question 'Can game violence be good?' in a provocative article entitled The Red Suit. After a week playing Introversion Software's Wargames-inspired nuke game Defcon, his answer is that it can be, if not good, then at least informative. 'I admit that in a rousing teamspeak game of Defcon I am not drawn into bouts of real-time reflection. But on closing down the game for the night, I find myself oddly thoughtful: sad, reflective, a bit fragile. But not upset, and not wanting to wipe the game off my hard drive. Violence in games can teach us things. It can reach us in ways beyond mere titillation. It's all about context.'" -
Another Golden Age of Gaming?
An anonymous reader writes "Julian Murdoch over at Gamers With Jobs thinks that this is the best time ever to be a gamer. In his conversation with a (one suspects hypothetical) kid in a library, he engages in a bit of a rant on the topic: 'He's me when I was 16. Everything sucked. But I'm glad I talked to him, because it turns out I needed to hear myself say it all. For all of my daily kvetching, this is the best time ever to be a gamer, because the games are good. We can bitch all we want about console wars, prices, fanboyitis, and those games which do, in fact, suck. But at the end of the day, there are more different games out there than ever before, from the oh-so-pretty Oblivion to Guitar Hero to Dwarf Fortress. From Magic: the Gathering to Pokemon (laugh all you want, it's a good game). From Heroscape to Warhammer 40k.' So what do you think? In the midst of all the negative campaigning in the console wars, is this another golden age of gaming?" -
When Is a Con Not a Con?
From the journals, here's some food for thought: Does a "crime" committed in an alternate world have any ramifications in the "real" world? Case in point is this article from the Gamers With Jobs site outlining the exploits of one Dentara Rask, a character in CCP's Eve Online massively multiplayer online world. According to the the article, Dentara Rask ran a Ponzi scheme within the game, amassing a large amount of on-line wealth (700 billion ISK), and then bragging about it. The question is posed: since a Ponzi scheme in real life is a punishable criminal offense, what about when it happens in a MMORPG? Assuming there are no rules within the game environment to prevent this, how would you go about punishing someone in the real world for something they did in an artificial one? And can they be punished? -
EA's 'Invasion of Privacy' Policy
Justus writes "Gamers with Jobs has posted an article covering EA's privacy policy for Xbox Live users. In a nutshell, by using an EA game over Xbox Live, you are automatically creating an 'EA Online' account and granting Electronic Arts the ability to collect your name, address, and credit card information, as well as a variety of demographic information about how you use their products. Not only that, they explicitly say that they may tie these demographics to your personal information — no anonymous aggregation here! When Gamers with Jobs asked EA and Microsoft about these issues, they were met with stony silence, a fact they attribute to the pending release of the new Madden game next week. Without an official comment from the companies involved, it certainly looks like EA has the most invasive privacy policy they could come up with." -
Gen Con Bingo
An anonymous reader writes "Gen Con begins this week in Indianapolis. This convocation of the geek is epic in its scope, encompassing all aspects of the gaming subculture. Rabbit over at GamersWithJobs kicks off their coverage with a hilarious little game of their own called "Gen Con Bingo." From the list of potential Bingo squares: The Inappropriate Card Game - Ever see 12 year old boys playing Magic in a public bathroom? It's not pretty. Ever since I've been going to Gen Con (not forever, but long enough that I consider myself a veteran) there has been an entire subculture of teenage boys who will play Magic, or whatever the collectible card game of the moment is, anywhere, anytime. Their therapists say they have 'boundary issues.'" I got that square at my very first Con. I actually thought they were dealing crack in the stall at first, but the mention of a 'Mox' quickly dispelled my imagination of normalcy. -
Don't Go Down Memory Lane?
fieldsofclover writes "Gamers With Jobs is running a piece today about the darker side of gaming nostalgia. From the article: 'Here's an example. Konami's Castlevania had interesting monsters, catchy music, and a great gimmick: a guy with a whip. But if you went back and played it today, chances are you wouldn't bother playing past the second level. Why are the newest games in the series so drastically different from the original? The answer is because gamers demand more from their hobby now, and there's just not a lot of meat on those old bones. But when the fully 3D, story-driven sequel fails, they point at the original on its lofty pedestal and demand an experience that lives up to their memories. It's a double standard that's next to impossible to satisfy.' Are we shooting ourselves in the foot by staying obsessed with the old classics?" -
Collecting - The Disease
An anonymous reader writes "Gamers With Jobs has an interesting piece this morning on the nature of collectibility in games. While primarily a personal account of one man's journey into the hell that is Magic: the Gathering, it raises interesting questions about the difference between real-world and virtual-world collecting, and the economic motivations behind both." From the article: "I sit down. I play. I get schooled by a 12-year-old for two hours as he teaches me the ropes with a condescension reserved for teenagers with grownups by the throat. Each game is a bet — loser gives the winner the top card off his deck: Ante. I leave a dozen cards short. I had discovered a great game, and people to play it against. But that's not why the night sits burned into my brain with razor sharp clarity. No, it's because that Tuesday night in San Francisco, I became a collector." -
Just Let Me Play!
Gamers with Jobs complains today about the thick layers of 'work' many games put between you and the fun nowadays. Instead of having 'secret areas' or 'unlockable modes,' he argues we should just be able to play the game we purchased. From the article: "I play games to escape. To go somewhere else. But our industry has so ingrained this concept of 'earning' our fun that the best is somehow always saved for last. Like modern day Puritans, we've convinced ourselves that we are not worthy of that for which we've already paid. Sinners in the hands of an angry god, we don't deserve our fun until we pay in blood." -
The Literary Merit of Morrowind
Gamers with Jobs has a piece looking at the literary achievement that is Morrowind. The author discusses the depth of Elder Scrolls III and contemplates the upcoming release of the fourth game in the series. From the article: "It comes down to this: In spite of my having devoted dozens of hours to conquering its enormity, I have only ever scratched the surface of Morrowind, the previous game in the Elder Scrolls series. I am frankly unprepared to move on to any further games in the series, knowing that there remains much to do in the previous installment. And with your permission, I would now like to inflict my piddling insecurities upon you, if only for a short time--after which, feel free to remove the wax." -
Games Industry Downturn is a Myth
Gamers with Jobs has a piece on the supposed industry downturn, stating plainly that any problems are figments in the minds of analysts. From the article: "I concede, things are not bright sunshine and frolicking puppies for the gaming industry at the moment. There's a less-than-stellar Xbox 360 launch, a lot of very proficient people pocketing pale pink slips, a disappointing sales sheet from the most recent holiday season, and a lot of industry insiders wailing and gnashing their teeth. Now is the winter of our discombobulation. In short, gaming seems to be at its own throat lately, and from the cheap seats, watching happily, cackle the pundits, cheering the bloodletting ... It's baloney. What isn't being talked about is the fact that consumers are buying more games than they ever have. They are just spreading the money out a bit more, putting dollars into the used market, into handheld devices, into services like Live Arcade, and into direct downloads. The handheld market alone, which just cracked into the billion dollar range in 2004, soared 62% to 1.6 billion for 2005 on the backs of the ever sturdy GBA, the largely successful launch of the PSP, and the coming of age of the DS." -
A Look At The Legend of Zelda Animated Series
The site Gamers with Jobs has up an article discussing the merits of the Legend of Zelda TV series DVD set, and reflecting on the show itself. From the article: "As a rational inquirer who is interested in my own role in the world, I am forever bound to the task of describing just what factors make me what I am. I am therefore thankful for this DVD release; for I am indeed a product of my time, and, in spite of my more conscientious wishes otherwise, I cannot deny that this animated Zelda series represents an important formative component of my own personal history. For anyone who can say the same, the modest purchase is a no-brainer." Totally worth sitting through Captain Lou Albano for. -
'Used' A Dirty Word in Gaming
Gamers with Jobs has a piece looking at the increasingly negative reaction the game industry has towards used games. From the article: "The problem is that the used game market has not only redefined the direction of the specialty retailer, but it has attracted the attention of the big box stores, and the success of limited test markets might eventually reshape the landscape of the gaming retail industry as a whole, edging publishers and developers out of a significant cut of the action. This as next-generation systems send development costs skyrocketing put developers in the position spending more than ever just as the biggest retailers are considering keeping more of the profits for themselves." -
Indoctrinating The Young As Gamers
Gamers with Jobs has an interesting look at what it's like to indoctrinate the next generation of gamer. From the article: "Now, as I stumble through my fourth decade on this spinning marble in space, it is my great privilege to pass this obsession on to my own son. It is something of a shock to me that my years of gaming can be measured reasonably in terms of percentage of a century. I shudder to think how many productive hours and how much money I have sacrificed to my passion. Instead of dwelling on that point, I pretend that the question doesn't even exist, in much the same way that I occasionally like to pretend the mortgage doesn't exist when a desired game finds its way onto store shelves. And now, already, my own son has begun his own epic sacrifice to the pastime, so that someday he too can struggle in the decision between food and maintaining his subscription to World of Warcraft." -
Day Before Launch 360 Impressions
There'll be a blizzard of launch day articles tomorrow, but in the calm before the storm we have some last minute thoughts. Gamecloud has impressions from the developers, and a pre-launch review of the system. Gamers with Jobs has impressions of the console and the launch title selection. From the Gamers with Jobs article: "The actual console is a far cry from the large, black and American design of the original Xbox. It's slim and white, it's also pretty quiet but I can only imagine that has something to do with the console's lack of a manly internal power supply. Instead, the black monster resides outside, like the ghost of what was mocking the feminine new system's lack of balls. It's ok Xbox 360, I think you're ADORABLE! Hee!" -
Day Before Launch 360 Impressions
There'll be a blizzard of launch day articles tomorrow, but in the calm before the storm we have some last minute thoughts. Gamecloud has impressions from the developers, and a pre-launch review of the system. Gamers with Jobs has impressions of the console and the launch title selection. From the Gamers with Jobs article: "The actual console is a far cry from the large, black and American design of the original Xbox. It's slim and white, it's also pretty quiet but I can only imagine that has something to do with the console's lack of a manly internal power supply. Instead, the black monster resides outside, like the ghost of what was mocking the feminine new system's lack of balls. It's ok Xbox 360, I think you're ADORABLE! Hee!" -
The Samus Mystique
Gamers with Jobs contributor KatarinLHC has an interesting piece looking at what she calls 'The Samus Mystique', the need for more female characters in games with the chutzpah and level-headedness of Metroid-killer Samus Aran. From the article: "Her independent streak is legendary: Samus always works alone. She explores caves, shoots enemies, and investigates secret passages, all on her own initiative. Her story does not revolve around her being kidnapped or needing rescue. Instead, she is a proactive force in a dynamic world; she does not react to her circumstances but instead interacts with them. She demonstrates a lesson not often taught to young girls, which is that working by yourself can be powerful, gratifying, even joyous." -
Who's Afraid of Shinra Tower?
Amid a lot of talk about how games can affect us emotionally, Lara Crigger at Gamers With Jobs reminds us how a simple trail of blood can affect us if it's couched in the right surroundings. From the article: "Hojo's Lab shows signs of struggle. Shards of glass are everywhere, and lying a few feet from the dais is a mutilated guard. The door to the holding tank is gone, ripped aside and crushed like so much paper; in its place glows a strange Mako light that is simultaneously pink and green. But Jenova - Jenova has evaporated, disappeared but not without a trace: she has crawled out of the laboratory, onto the elevator, and up, and up, and up, leaving behind a wide and thick river of dried blood. I know I have to follow. I do not want to." -
Games Should Be Like Female Orgasms
Gamers with Jobs has an excellent look at the pacing of games, and their resemblance to sexual response cycles. From the article: "The female sexual response cycle appears as a gradual (sometimes maddeningly so) upward slope from excitement to orgasm, with several 'false peaks' in the plateau region. Anyone who's ever performed cunnilingus while kneeling on a hardwood floor can attest to the validity of this representation. The male cycle differs radically. The transition from excitement to plateau in men is rather rapid, represented by a near-vertical line. The plateau stage is then almost horizontal for varying amounts of time (see: premature ejaculation) followed by another extremely rapid ascent into orgasm. Playing video games often reminds me of the above." -
World Of Pirates Creators Interviewed As Open Beta Approaches
Thanks to GamersWithJobs for its interview with the creators of PC MMO title World Of Pirates, a 2D game (not to be confused with forthcoming 3D MMO Pirates Of The Burning Sea) in which "the basic idea was to recreate the gameplay and feel of Pirates! and put it into an online environment." Topics discussed include PvP ("...one of the basic design premises behind the game. And features such as a bounty being put on someone's head certainly help the competition among the players"), and post-launch plans ("We're going to increase the strategy portion of the game, lending it a Civilization-style touch. We're hoping that this part will become more appealing to those players who want to take a break from or are tired of their pirate career.") In related news, the official World Of Pirates website reveals an imminent change: "After 2 years of closed beta testing... from Monday 5th July 2004, everyone can join the Beta test." -
Digital Subscriptions to Paper Gaming Magazines - Worth It?
Thanks to GamersWithJobs for its review of digital subscriptions to notable videogame magazines such as EGM or CGW, running down the advantages ("No need to store it at home and you really can't lose it because you can download the magazine as necessary. Unless your wife manages to trash the entire Internet, digital magazines are pretty hard to throw away"), and disadvantages ("No CD/DVD that comes in many magazines these days... Some users will find the need to zoom and scroll as they read a hassle") of the Zinio Reader based digital formats, although for the Baghdad-based reviewer of these digital subscriptions, "getting content otherwise not available in Iraq is a big plus." -
XSN Sports - It Coulda Been A Contender?
Thanks to Gamers With Jobs for its article discussing the apparent problems inherent in Microsoft's XSN Sports titles for Xbox Live. The article points out: "The XSN Sports brand was intended to provide a unifying structure for the ultimate online sports gaming experience." The author then goes on to argue that "the games upon which [XSN is] based do not compete in market share with the competition, at least for the most popular sports", also pointing out the alleged clunkiness of Rallisport Challenge 2's XSN Sports event settings, which has you "manually entering the name of the competition [and a number of other selections] into the Xbox using the controller." What would you like to see from XSN Sports, after its break for 2004 ends? -
Gish Shows Odd Physics-Based Indie Platforming Flair
Thanks to Gamers With Jobs for its group review of Chronic Logic's PC "physics-based [2D] platform game" Gish, which was briefly mentioned on Slashdot Games earlier this week. The reviewers seem impressed, arguing: "Gish is one of the few 'modern' platformers I can think of. What I mean is that it actually uses modern technology to enhance the gameplay, instead of making prettier versions of NES games", and highlighting "the spectacular physics engine, which they use to full effect in the puzzles and enemies." The article also points to a downloadable demo of the product, as well as a recent interview with the creators, in which Gish's developers, Chronic Logic, "the crew behind the acclaimed Bridge Builder/Pontifex series", are further quizzed. -
Gish Shows Odd Physics-Based Indie Platforming Flair
Thanks to Gamers With Jobs for its group review of Chronic Logic's PC "physics-based [2D] platform game" Gish, which was briefly mentioned on Slashdot Games earlier this week. The reviewers seem impressed, arguing: "Gish is one of the few 'modern' platformers I can think of. What I mean is that it actually uses modern technology to enhance the gameplay, instead of making prettier versions of NES games", and highlighting "the spectacular physics engine, which they use to full effect in the puzzles and enemies." The article also points to a downloadable demo of the product, as well as a recent interview with the creators, in which Gish's developers, Chronic Logic, "the crew behind the acclaimed Bridge Builder/Pontifex series", are further quizzed. -
Phatbot Trojan Suspect Linked To Half-Life 2 Code Theft?
Thanks to Gamers With Jobs for its story claiming possible links between the theft of the Half-Life 2 code and the Phatbot trojan writer, following the arrest of the alleged Phatbot creator in Germany last week, as the site claims, regarding "Axel G., 21 years old and known under the nick 'Ago'", that "German IT news mag Heise.de did some investigation [German-language link] and according to their research Axel G. probably also was heavily involved in the Half-Life 2 code theft that happened more than 7 months ago", pointing particularly to an IRC log, available on a Half-Life 2 leak page since late last year, which has Ago allegedly saying "[Download speed] suxx, especially from valve to germany... i coded myself my own sourcesafe client to get it at full speed... i only used a simple null-session to a pc in valves net, that wasnt directly controlled by valve." -
Counter-Strike on Source Engine, Codename Gordon On Steam?
Thanks to ShackNews for its report indicating Half-Life 2's multiplayer mode includes Counter-Strike running on the Source Engine, and "will be available at the same time as when Half-Life 2 ships", which is said to be "this summer, although no specific date was given." It's also noted that "Half-Life 1 is also ported over to the Source engine and will be available at the same time as when Half-Life 2 ships." Elsewhere, Steampowered.com has announced that Codename Gordon is being released 'soon' for PC via Steam, Valve Software's "broadband platform for direct software delivery and content management." Codename Gordon, as previously covered on Slashdot, is an initially fan-created, Metal Slug-inspired game that "...takes players through dozens of levels inspired by Half-Life and Half-Life 2, challenges players to a slew of puzzles, and showcases many of the familiar creatures in an all new, 2 dimensional playing field." But is the previous assertion that "the game gets out 100% before HL2" still true? The race is on. Update: 05/12 22:31 GMT by S : Slightly more important Half-Life 2 news added. -
BestGameEver Creator Talks Weekly Gaming
Thanks to GamersWithJobs for its interview with Dylan Fitterer of BestGameEver.com, a site which offers a new 3D-engine, freely downloadable Windows PC game every week, one which "either incorporates a new idea or is a refinement of a previous release based on feedback by the players." The FAQ on the official site explains: "The first mission of this site is to prototype all kinds of different games as quickly as possible. So - there will be a new game prototype up for you to try, love, hate, whatever - each Friday", and Dylan says of this: "The constant pressure keeps my productivity up and the regular releases keep me... releasing" - highlights of the many downloadable titles include Riders On The Board, a hoverboard game where the player "flies around the terrain by firing your harpoon into hillsides and giant lava lamps", as well as parking-attendant related "RTS hybrid" Free Parking. -
City Of Heroes Beta Evaluated As Game Goes Gold
Thanks to GamersWithJobs for its detailed impressions of PC-based superhero MMORPG City Of Heroes, given just after the game reached gold master status, with an "official launch [of] April 28", and a (slightly inflationary?) "monthly subscription fee of US$14.99." The preview, from a "long time tester and fan of the game", notes: "When I entered City of Heroes for the first time, one of the things that quickly grabbed my attention was the scale--the towering statues, the twenty story buildings", before discussing the action-oriented gameplay: "Unlike almost every other MMORPG out there, combat in City of Heroes is designed to be fast paced and fun" The author concludes: "It's not a perfect superhero game, but it's a very good superhero MMORPG." -
Half-Life 2D Creators Interviewed
Thanks to Gamers With Jobs for its interview with the creators of Half-Life 2D: Codename Gordon, a "Flash-made 2D shooter based on the Half-Life 2 footage that was shown so far", as previously mentioned on Slashdot Games. Dev team member Paul Kamma promises: "The game [will be released] before HL2", and a preview at City17.de has more information, including many screenshots of the multiple levels "inspired by the E3 [2003] videos." -
Approaches To Teamwork In Online Games Surveyed
Thanks to GamersWithJobs for their piece discussing a new study about teamwork in online games. The study homepage has a PDF download of the student-authored paper, which is based on a survey interviewing "a total of 4,712 people" about their team-based gaming experiences online. In terms of improving and evolving teamwork, a variety of options are discussed: "A central commander role like in [Half-Life mod] Natural Selection supports the team aspect... and received positive feedback. However, an unskilled commander might destroy the team experience, as indicated by the votes for S2's Savage." -
Hong Kong Politician Bejeweled, Unrepentant
Thanks to GamersWithJobs for its story revealing the Hong Kong Education Secretary was recently caught playing a puzzle game on his PDA during a 'lengthy legislative meeting.' According to the original story in the Straits Times, he was spotted playing games by "student representatives, who were seated one row behind the education chief." In addition, GamersWithJobs is delighted to note: "Being the gamer that he is, [Professor Li] even refused to apologize for playing Bejeweled on his PDA, as 'no constructive opinions' were voiced in the debate." -
Bug-Filled Demos Are Game Anti-Marketing?
Thanks to GamersWithJobs for their piece discussing early, bug-filled releases of videogame demos (actual link here, broken website referrals currently in effect.) The author points out that if the downloader "...doesn't like the demo, the player will probably skip the game which will hurt the publisher in the end. That makes me really wonder why some of them appear to insist on early trial versions." He concurs that sometimes PC demos are 'leaked' from magazine cover-discs, but wonders "why such a poor representation of a product would be released anywhere in the first place", and concludes: "I tried to understand the reasons for the release of rather 'flawed' demos, but short term gains such as marketing deals or market timing are usually clearly outweighed by the overall consequences." -
Half Life 2 Source Code Leaked
Pyroman[FO] writes "Gamers with Jobs is reporting that the Half Life 2 source code is floating around the net right now. It looks to be about a month old. There's no official word from Valve on the source code leak yet. Unfortunately those who want to use it to cheat already have it, we need to get the word to legitimate customers to educate them about the situation." Update: 10/02 21:51 GMT by S : Valve's Gabe Newell has an official statement, via ShackNews/HalfLife2.net, indicating "infiltration of our network" and appealing for information on the culprits. -
Half Life 2 Source Code Leaked
Pyroman[FO] writes "Gamers with Jobs is reporting that the Half Life 2 source code is floating around the net right now. It looks to be about a month old. There's no official word from Valve on the source code leak yet. Unfortunately those who want to use it to cheat already have it, we need to get the word to legitimate customers to educate them about the situation." Update: 10/02 21:51 GMT by S : Valve's Gabe Newell has an official statement, via ShackNews/HalfLife2.net, indicating "infiltration of our network" and appealing for information on the culprits.