Friday, December 21, 2012

We're All Mass Murderers

One week ago, a guy in Connecticut went and killed 20 young children, 6 adults, and himself. If you've been anywhere but under a rock for the past seven days, you've heard all about it, so I won't elaborate. It's a tragedy.

Predictably, in an attempt to make sense of it all, the media and the politicians have come up with a list of scapegoats against which the government is now being pressured to take action. You probably see where I'm going with this. It's the usual list of suspects: gun control, school security, and violence in media — specifically, in video games.

I understand the need to throw the blame around. No one wants to admit that a catastrophe like this one is almost completely unavoidable, so we narrow down the enormous list of contributing factors to an arbitrary few which might, we think, be controlled; we don't even think about the uncontrollable factors because that's just too depressing. So we say, let's tighten security at public schools, and let's tighten restrictions on guns. No one wants to accept that such a mentally disturbed and suicidal person, hell bent on taking people with him when he dies, is going to find a way to do it — even if it's difficult to obtain a firearm, and even if it's not easy to get into the building.

Take a look at this particular shooting, for example. The guy forced his way into a school which had already taken every reasonable security measure. The doors were locked so he shot through a window to get in. Short of multiple armed guards at every entrance (a ridiculously infeasible solution), what were they missing? Metal detectors at the doors, a common placebo in a post-Columbine world, obviously don't help when someone comes in shooting everyone on sight. Maybe bullet-proof glass would have helped, but then he might have crashed his car through the doors, or used a bomb, or waited until the kids went outside for recess. The reality of the situation is that there's no way to make a school impenetrable.

Likewise, there's no realistic way to keep weapons out of the hands of dangerous people. We can try, but there's always going to be another tragedy that occurs despite whatever precautions we take. Bad people are going to get their hands on guns for as long as guns exist — which, by the way, is forever and always, because it's too late to stop them from being invented, manufactured, and sold to millions of people. I could go and steal a gun right now, from a legal gun owner, and kill a guy for no reason, and it will not have mattered what the gun laws were or how the gun's original owner obtained it.

So yeah, blame guns... but be aware that blaming guns only works if your solitary goal is to assign blame. If you actually want to get things done and solve problems, it's pointless. To use a classic (or perhaps trite but still valid) argument, even a total ban on guns would only disarm those civilians who obey the law, and murderers typically don't. Obviously, this is just an example to illustrate the futility of trying to place limits on something for which there's already a black market, and I'm aware that the goal here isn't to repeal the second amendment. Nobody whose opinion is worth a nickle actually wants to ban guns altogether, for then we'd truly be at the mercy of the thugs who still manage to get them. The sensible approach, anti-gun folks say, is to take a careful look at gun regulations and see if they need to be adjusted.

There's a lot of talk about smaller magazines, for example, but reloading isn't that hard, especially when the innocent children you're shooting aren't fighting back. In a perfect world, the ultimate goal of gun regulation would not be to make criminals kill us more slowly, but to keep guns only in the hands of law-abiding citizens. In reality, that's a pretty tough job. Everyone's a law-abiding citizen until his or her first crime, and if that first crime is mass murder then we're boned. If only real life were more like The Minority Report. If only we could know who the criminals are in advance and take away their rights accordingly. But there are some realistic precautions we can take. For example, perhaps the shooter's mother, from whom the guns were stolen, should not have been allowed to have firearms in the same house as a person who was known to be mentally ill. Although I suppose one doesn't always know when ones offspring is crazy enough to shoot up a school, dealing with mental health is probably a good place to start.

And that's what matters, really. The guy was crazy, and we might never know for sure why he did it. Yet, in looking for reason where none exists, politicians have been quick to point instead to a culture obsessed with violence — yes, the culture in which nearly all of us live healthy and functional lives without committing mass murder — and this, of course, is where video games are mentioned. After all, the shooter in Connecticut played video games, according to news reports. That's right, he played violent games, with guns in them, and that must have driven him to kill people... because, as we all know, that's a totally normal reaction to violent video games... and it's not like playing video games is totally normal behavior for an entire generation or two. (In case you missed the sarcasm, what I'm saying is that the killer's possession of violent video games is neither significant nor newsworthy, but that doesn't stop a bunch of technophobic old people from directing a large portion of the blame at the one thing they truly don't understand.)

I shouldn't need to point out that life-long exposure to war-themed, assassination-themed, murder-themed video games (and movies and books) has never given me any desire to kill a bunch of people in real life. But why not? Shouldn't I be going on a killing spree right now? I've killed so many virtual people in video games that, if they were real people, I'd be worse than Hitler. I'm a virtual mass murderer, just like everyone who ever played a first-person shooter. I grew up on shooting things. Even so, I turned out just fine, and I know a few million people who can say the same. Maybe it's because I know the difference between reality and fantasy. Maybe it's because I know the difference between right and wrong, even without the help of some religion to continually threaten me with the idea of eternal damnation. Maybe it's because I'm not mentally ill.

But hey, that doesn't really matter now; conservative politicians and sensationalist newscasters know that video games cause violence, because that's the only explanation for what happened at Sandy Hook Elementary School, right? A crazy guy played video games, and therefore video games made him crazy? Well, that's what we're supposed to believe, but I don't. If someone is evil enough or crazy enough to actually murder 26 people, he certainly doesn't need to play video games in order to get the idea of using a gun as his instrument of death. Furthermore, it's fairly obvious that people who don't play video games are vastly overestimating a first-person shooter's ability to immerse the player. Contrary to what pundits and crackpot psychologists will claim, players are aware that it's only a game and, in the absence of some crippling mental deficiency, they won't be led to believe that really killing real people with a real gun is just as fun and harmless as competing against friends in some crazy deathmatch-style game with cartoon violence and infinite lives.

The shooter played video games just like every other 20-year-old guy I know. There are reports that he was obsessed with them — that he spent all day in his basement playing Call of Duty — but if he truly had a video game addiction (and if such a thing even exists), that's more likely a symptom of his mental illness than a contributing factor. Surely we should all recognize that the act of playing Call of Duty, one of the most popular video game series of the past few years, is not a warning sign that we should hope to use in order to predict school shootings. At least, I certainly hope not. Call of Duty: Black Ops sold 5.6 million copies worldwide in a single day, and 13.7 million copies to date in the United States alone.

That's a whole lot of potential school shootings. If video games create murderers, we should all be soiling our pants and heading for the bomb shelter. Fortunately, the available data doesn't really support the idea that violent video games cause violent acts. (Some further reading here.)

But I'm not too bothered by the blind insistence (regardless of the absence of any reliable evidence) that violence in media is destroying the moral fabric of our society. That's an opinion you're allowed to have, as far as I'm concerned, though I do strongly disagree. What really bothers me is that the people making these claims just don't know anything about video games. If they had pointed solely to the most gruesomely and graphically violent first-person shooters in their quest to find something to blame, then at least their arguments would be coherent. Instead, intentionally or not, the media is once again portraying all of gaming as an amoral pastime for misanthropes, while failing to realize that some of the most popular games of the past decade — I'm looking at you, Portal — simply aren't violent at all.

Things made some sense when they singled out Call of Duty, a game which does, in fact, put players in the role of a soldier who goes around shooting people (though, more accurately, the soldier shoots enemy soldiers in a time of war). But even if they hit the nail on the head, here, I think it was blind luck, since it's pretty clear that most of the people calling for a boycott or a ban on violent games can't even tell one genre from another. Immediately after the shooting, people were so quick to blame Mass Effect — a role-playing game better known for its sex scenes than its shooting — that a mob-like raid on the game's Facebook page began before the real killer was even identified (and ended shortly thereafter).

The media also pointed to StarCraft II, a real-time strategy game, and I think this is especially ridiculous. Not only is this not a mindless murder game; it's not even a shooter. As a strategy game, it's all about resource management, map control, and positioning of troops. Furthermore, StarCraft is to Chess as Call of Duty is to beating your head against the wall. You could judge StarCraft based on the number of virtual "people" who die in a typical match — surely, that number is well into the hundreds, or even thousands — but the player isn't assuming the role of a guy with a gun. The player is the commander telling all the guys with guns where to go. Since real-time strategy games like StarCraft don't put a gun in the player's hands, the experience absolutely does not bear any resemblance to walking into a school and murdering a bunch of children, not even to the sickest mind.

So yes, the game is violent in the sense that its central theme is armed conflict, but it's an idiotic example to use if you're trying to draw some tenuous connection between a mass murder and the killer's enjoyment of interactive media. To some, I guess, the presence of any violent theme is bad enough. But most of these "violent" games, I think, aren't simply violent for the sake of eroding our children's sense of morality. The typical video game has a story, every story involves some form of conflict, the most dramatic conflicts tend to be violent, and violent conflicts in the modern world begin and end with the pull of a trigger. Want fewer war-themed games? Let's have fewer wars. It's not that we should just give up and blame human nature, but we can't expect every video game to be full of super happy rainbows and sunshine either.

Video games consistently imitate life, so even if life does imitate video games on rare occasions, you can't say that video games are the source of all our problems. And, again, it's nothing if not completely illogical to blame video games for a mass murder just because the murderer was one of a billion people who play them. (I bet he also took history classes in high school, but I'm not blaming those history teachers and their lessons about war, because there's no real correlation, let alone any evidence of causation.) There isn't even a very good reason for the news people and the politicians to pick on video games, in particular, so much more than other forms of media that supposedly glorify violence. What about movies and TV shows?

You could say that video games are special because of the level of interactivity that's missing in other forms of entertainment, but I'm beginning to doubt very much that this has anything to do with it. No, video games are special because they're the "new" thing that too many people still don't understand. Fifteen or twenty years ago, they would have blamed rap music. Fifteen or twenty years before that, they would have blamed comic books.

But why does it matter what the news people think? It's not like they're actually going to persuade the federal government to ban violent video games. What they might do is try to keep violent video games out of the hands of minors, and if they want to do that, they can go right ahead. They've already been trying that for a long time, though. In theory, minors can't actually buy M-rated games from most stores, because these stores voluntarily enforce rules regarding the ESRB ratings, but most minors have these things called parents, and parents invariably buy video games for their children without even looking at the ratings.

If young, impressionable children playing violent games is indeed a problem, then irresponsible parents are the cause. They buy games like Grand Theft Auto for their 10-year-old kids, and then they turn around and complain when they see how violent the games are. If they educated themselves and paid attention to the ratings, there would be no complaints, because the video game industry is already holding up its own end of the deal. But I guess I shouldn't be surprised that parents ignore ratings, because most parents are old people, and when I say "old people" I'm not talking about age; I'm talking about the fact that they don't know what's going on because they didn't grow up playing video games. As a result, they think video games are just toys, exclusively for children. So they think every video game is appropriate for children, and they're shocked when they find out the truth.

And that's why we have this funny situation in which video games are, according to gaming-illiterate folks, appropriate for no one. If you're an adult and you play video games, they say "you're too old for that!" If you're a kid and you play video games, they say "you're too young for that!" What's the appropriate age?

I say it's any age. There's a video game for everyone.

I think the average adult's completely inadequate understanding of video games is the source of a lot of confusion. They see that Black Ops is the most popular game, so they assume that every game is like Black Ops. But this is just so far from the truth that I don't even know where to start. So I won't start. I'm not even going to waste my time suggesting a list of wholesome and non-violent games for old farts to play in order to broaden their understanding of video games both as an entertainment medium and as a form of artistic expression. They should sit down and find their own way like the rest of us did. It's not hard. All you have to do is look past the mainstream garbage for one second.

Until they do, I'm going to disregard everything they say. Honestly, would you listen to a guy's proposal for a ban on violence in movies if you found out he had never watched a movie in his entire life? Of course not. So why would you listen to a guy talk about violent video games when you know he's never played a video game? I wouldn't, and you really shouldn't.



Update: December 31, 2012


I haven't written anything new on this stupid blog for the past ten days, so instead I'll just post some additional reading here. Though I don't agree with everything contained within the following articles, I found them somewhat interesting:

Senator Calls for a Study of Video Game Violence
Violence and Video Games in America
The Numbers Behind Video Games and Gun Deaths in America
'Halo 4' Won't Make Your Kids Violent: Why Parents Should Play Video Games With Their Kids

(Wait a minute... why is the best gaming-related journalism coming from a site like Forbes?)

Monday, December 17, 2012

How To: Steam Sales

Note: It seems that daily deals and flash sales are no longer a regular part of major Steam events. Unless things go back to the way they were before, this guide is obsolete. It is being kept online for historical purposes only.



Steam has been going a bit crazy with sales lately. They haven't all been mind-blowing but it seems like there's a new one every time I check the store. There was that three-day Halloween Sale, then a week-long Autumn Sale for Thanksgiving and Black Friday... and I guess this is pretty normal, so far, but there was also the recent week-long sale of controller-compatible games to celebrate the Big Picture feature coming out of beta, and that particular event ended only a week ago.

Now, with only a week before Christmas Eve, it's just about time for the highly anticipated 2012 Winter Sale, which will run through the holidays. I'm not exactly sure when it will start, but it should be sometime in the next few days. (Last year, it began on Monday, December 19; the year before that, it began on Monday, December 20; and the year before that, it began on Monday, December 21. Since today is a Monday with no sale, and the event is unlikely to start as late as December 24, we can be pretty sure that the Monday pattern won't hold; instead, I'm betting on a start date of Thursday, December 20, give or take a day.)

The Winter Sale is typically the best sale of the year on Steam, rivaled only by the Summer Sale. In other words, it's kind of a big deal. The holiday season, of course, is the best time to buy video games anywhereGOG, for example, is having a sale right now — but Steam is so well known for its discounts that other distributors get mad and pretend that sales are a bad thing even though developers completely disagree. And yes, this particular sale is a biggie.

So if you're planning to do some video game shopping on Steam in the coming days, it helps to be prepared. Unfortunately, some people don't really understand how Steam sales work, either because they've never seen one or because they don't pay attention. They buy a game on the first day of the sale when it's 50% off, and then they get mad when the game's price is bumped to 75% off just a couple of days later. This is great for the people who made the game, I guess — so go ahead and pay more than necessary in order to support the industry if you want to — but as long as developers are willing to apply deep discounts to their games during daily deals and flash sales, you might as well take advantage of it.

With that goal in mind, I've created a helpful flow chart, seen below.


The same rules certainly might apply to other online stores whose holiday sales have a similar format of long-lasting (mediocre) discounts punctuated by short-lived (much better) deals. In any case, you really shouldn't buy a game from any online store, especially Steam, if it's not on sale and there's likely to be a sale just around the corner... that is, I mean, unless you like paying four times as much as everyone else. There's no reason to be in such a rush that you buy something too early. Since digitally distributed goods are delivered instantaneously, you'd be a fool not to wait until the last minute.

I just wish I could buy video games for everyone I know. Picking out gifts for younger people is so easy. The older people in my family, on the other hand... well, if they don't start giving me hints really soon, it's gift cards for all of them.

Happy Holidays!



Update (December 20, 2012):


My estimate for the start of the Steam sale was dead-on. I feel so special.

Tuesday, December 11, 2012

The Appeal of Standardization

For a while now, I've been planning to buy a new personal computer, because the one I have is getting rather old. The problem is that I just don't know very much about building one. I'm not a gaming PC expert, despite the fact that the PC has been my platform of choice ever since I learned that shooters are fun and that playing them with anything but a keyboard and a mouse is like eating tomato soup with a fork. It's wrong.

So when I set out to build a good computer, I didn't really know where to start. I'd like to think I'm not a complete idiot when it comes to computers; I'm quite good at using them once they're assembled and turned on. I even know what a central processing unit is. What I don't know, however, is exactly which one I should buy, given my (arbitrarily chosen) price range.

The same goes for the graphics card. Being a clever guy doesn't allow me automatically to know how good a given graphics card is (in terms of manufacturing quality and qualitative performance) just by looking at the name. I could look it up and read some reviews — and I've been doing that, actually — but there are hundreds of any given computer part from which to choose, and with any source of information I might come across in researching the topic, there are always the questions of accuracy and bias. I'm not inclined to blindly believe everything I read or watch on the internet, especially when there's money involved.

And there is money involved. Since I'm looking to get a computer that's actually up-to-date (i.e., current games playable at reasonably high settings), I'm expecting to spend between $700 and $900 on the whole package. To put it bluntly, a "gaming PC" is not the cheapest toy you can buy. It's several times more than what you'd currently pay for an Xbox 360, for example... but, of course, we do have to keep in mind that the Xbox 360 is a seven-and-a-half-year-old console — yeah, it's that old now — and we can safely assume that my (hypothetical) new PC would be useful for things other than playing games. If I wanted seven-and-a-half-year-old PC hardware, I'm quite sure I could pay around the current price of an Xbox 360 to get it.

In other words, you get what you pay for, so I won't make some blanket statement about PC gaming being more or less cost effective than the console alternatives. (It wouldn't even mean much, since most so-called "PC gamers" play on computers that weren't built or purchased with video games in mind.) The most legitimate reason to prefer consoles over the all-mighty personal computer is to avoid a problem that I'm discovering first-hand: buying a PC is harder than buying a console. Even if you're buying a (potentially overpriced) pre-built computer rather than customizing the perfect rig one piece at a time, it's not like choosing between an Xbox and a PlayStation. There are more choices and more decisions to make.

Consoles are pretty standardized. Everyone with a given console has the same experience, and each of them know that any games they buy for that console are going to work out of the box, exactly as well as they're supposed to work, with no effort. Meanwhile, PC owners tend to prefer the PC exactly because that standardization does not exist. Everything is customizable, everything is personalized, and you can spend as much or as little as you want depending on your needs. Getting games to work can sometimes be more of a hassle, but it's nothing a computer-literate person can't handle.

This is why some PC enthusiasts are dismayed at the announcement that Valve, the company in charge of the popular and influential digital distribution (and digital rights management) platform known as Steam, is making it's own "console." At first, it was just a rumor, which was quickly denied, but now it's been confirmed. (Also read this because Forbes is pretty great.)

This so-called "Steam Box" isn't really going to be a console in the traditional sense; presumably, it's going to play PC games. Then again, I'm betting it will only play PC games purchased from Steam, and Valve boss Gabe Newell has already said the hardware will be a "very controlled environment" (and that anyone who doesn't like it can stick to regular old computers), so what's the real difference between this and a console? I mean, aside from the fact that its library of games will have existed for far longer than the console itself, and the fact that people who want to play Steam games can continue to do so on a regular PC if they so choose.

The PC gaming community is split right now between those who can't wait to buy a "Steam Box" and those who simply don't see the point in owning one. After all, just about everyone who uses Steam already plays games on a PC. (The community is also divided over the issue of whether this kind of PC/console hybrid is good or bad for the future of PC games, which might be designed specifically for specialized console-like computers like this one, if other companies follow Valve's example.) Truth be told, we don't know what kinds of features the "Steam Box" will have. All we know for sure is that it will plug into a TV and that it will work with some sort of gamepad... but a PC can do both of those things, too. Just buy an HDMI cable and a USB gamepad; wired Xbox 360 controllers seem to work well. Even the PC version of Steam is gamepad-compatible now that Big Picture is out of beta.

The idea of a Steam console is still appealing for a lot of reasons. Perhaps some of its support is coming out of ignorance, as not everyone seems to be aware that if you drag your PC out of your bedroom and over to the widescreen TV in the living room, take the HDMI cable out of the cable box and stick it into the PC, and then pull the wired Xbox 360 controller out of the console and stick it into a free USB port, you've effectively turned your PC into a console. (The only downside is that it can't easily be operated with the controller outside of a game or Steam's Big Picture mode, but a wireless keyboard and mouse fixes that right up.) But moving PC gaming to the living room isn't the only benefit. Remember what I wrote about standardization?

People like it. It's why they pay so much for Apple products.

I don't mean to compare Valve to Apple, but if the "Steam Box" is filled with half-decent hardware that can run most of the games on Steam without melting, then buying the so-called console is going to be an easy choice for those who don't want to bother with the difficulties of buying a normal PC — whether that means finding decently priced and compatible parts for a custom-built gaming rig, or narrowing down a million choices of pre-built computers to just one and wondering if it will be able to run that new game without a hiccup. The assumption is that, if you're buying a "console," the games for that console are guaranteed to work.

Buying the "Steam Box" might even be cheaper overall than going out and buying a pre-built computer of equivalent power, since you won't be paying for Windows and all the other things that the "Steam Box" won't have. Getting a Valve-built, Valve-approved console on which to play Steam games is a no-brainer for those in need of an easy solution. The only thing we're left to wonder is why the people who want to buy the Steam Box became "PC gamers" in the first place. Wouldn't they have been happier all along with an Xbox or a PlayStation? Perhaps they only joined the PC side of gaming because Steam itself is already so simple to use.

Unfortunately, simplicity and standardization often go hand-in-hand with restriction, and this isn't something that PC gamers tend to like. (At least half of them don't even like paying for their games.) But regardless of what happens with Valve's upcoming pseudo-console, it's unlikely to damage PC gaming as hardcore PC gamers know it. I think it will, though, give traditional consoles a run for their money. More competition is usually a good thing, and I'm hoping this isn't an exception to that rule.

Wednesday, November 21, 2012

I'm Thankful for Video Games

I've been too busy to write anything interesting for this week because I've started a new job, and this one actually requires me to go to sleep before midnight. Since I do most of my writing between midnight and dawn, this is a small problem. However, it isn't going to change anytime soon unless I get fired, so I hope I can work around it somehow. Of course, I do have a day off tomorrow, but it won't be spent in front of a computer. And on that note, to those of you who live in the United States, have a great Thanksgiving. (To everyone else, have fun getting up for work in the morning.)

But while I'm here, I might as well mention that Steam has begun its Autumn Sale, presumably in honor of Thanksgiving and to coincide with Black Friday. This comes just a few days after the Autumn Seal website stopped giving out free coupons for a short list of games (Alan Wake Collector's Edition, Alan Wake's American Nightmare, Trine, Trine 2, Trine 2: Goblin Menace, Trine Complete Collection, Legend of Grimrock, and Rochard).

The Trine series coupons have already expired as of last night, but the Alan Wake series and Legend of Grimrock coupons are still good for the rest of the day, and the Rochard coupon is still good through tomorrow. In addition, all of these games are currently 50% off, as a result of the current sale. So here's the big question: Do the Autumn Seal coupons' discounts stack with the sale's discounts?

As you can see, I have a few of each (unexpired) coupon left, since it took that many spins of the Autumn Seal slot machine to get the Trine coupons I really wanted.


All week, I've felt like an idiot for having so many of these coupons and not using them — I wanted at least to give them away — but it looks as if my coupon hoarding might have paid off.

The Rochard, Legend of Grimrock, and Alan Wake's American Nightmare coupons all work as expected. Only the Alan Wake Collector's Edition coupon doesn't seem to work at first glance, but that's because it's misnamed (and this is a good thing). Despite what the coupon says, it actually applies to the Alan Wake Franchise pack, which includes the Collector's Edition as well as American Nightmare.


Since the discounts are applied one at a time, a 50% coupon used on a 50%-off game totals to 75% off, as is the case with Legend of Grimrock and the Alan Wake games. Rochard, on the other hand, ends up being around 87.5% off, which would be a fantastic deal if the game weren't so recently included in a pay-what-you-want Humble Bundle. Overall, though, this is pretty good. While a Steam coupon is typically useless because it almost never offers as good a discount as one might find during a seasonal sale, the fact that these coupons can be used during this event makes them worth having.

Of course, the coupons are only good for the very beginning of this sale, and some of these games will surely be featured as daily deals after the coupons expire, in which case they will end up being around 75% off anyway.

At least now we know that it is possible for coupons to stack with existing discounts. Since it so rarely happens, a lot of people tend to think either that coupons are deactivated during sales or that they're timed perfectly to expire before any sale begins. (During the last Winter sale, coupons were given out, but they weren't activated until after the sale was over, and there wasn't another sale until the coupons were dead.)

Anyhow, I'm planning on trading away (or giving away) as many of these coupons as I can, and perhaps even using a few of them myself to buy gifts for friends. I could just wait until a daily deal gives me the equivalent discount, but this way, I actually get to make use of my Steam inventory instead of just letting stuff sit there until it vanishes.

Wednesday, November 14, 2012

Boss Fights & The Suspension of Disbelief

I've been playing Deus Ex: Human Revolution for the past couple of days, and it's been an interesting experience.

Just as when I played the original Deus Ex and its slightly awkward sequel Invisible War, I'm afraid my perfectionist tendencies (though not, I'd like to think, a lack of skill) are to blame for the amount of time it's taking me to finish the game. It's hard to resist loading my last autosave every time I trip an alarm or waste an item, but part of me still knows it's more fun to improvise when facing the consequences of a stupid mistake, so I'm trying to keep the save scumming to a minimum.

In terms of item hoarding, though, I'm still hopeless, just as I am in every game with an inventory. When I bought Human Revolution, it was on sale, but so was all of the downloadable content, and like a fool I bought the whole package. The end result was an inventory full of extra stuff — a few bombs, a silenced sniper rifle, and a double-barreled shotgun — and I've been carrying it around thinking "hey, I might still use this." More generally, my inventory is full of crazy things that I've been waiting for the right time to use, and some of these things are loud and explosive.

But they're going mostly unused, because I've decided to take the non-lethal stealth approach. It seemed like the easiest option in the beginning of the game, and it continues to be the easiest option now that I've had plenty of practice at sneaking and very little practice at shooting. Like its predecessors, Human Revolution doesn't seem to encourage players to charge in with guns blazing. Perhaps this would have been a viable option if, earlier in the game, I had picked up a nice assault rifle and every combat-oriented augmentation I could afford. But I didn't, and despite my extensive experience with more generic first-person shooters, I found myself dying very quickly whenever I made the mistake of being seen.

So I stuck to sneaking around, as the developers intended, and at this point it only seemed right to avoid killing people whenever possible. My weapons of choice are a tranquilizer gun and my own metal fists. I've probably left about 150 unconscious dudes in my wake, and I hope their imaginary families appreciate it. There have been times when lethal force would have made things easier, but I've already come this far. If it takes me twice as long to complete a mission because I've committed to carefully sneaking past the guards instead of blowing them up with fragmentation grenades, so be it.

But even a non-lethal run through the game will involve some necessary bloodshed. The bosses in Human Revolution are notorious for taking that element of choice away from the player; with one exception (or so I've heard), they all must be killed. So far, I've fought two of them, and both fights were an unwelcome departure from the playstyle I had already established. Unable to sneak away or knock my enemy unconscious with a punch to the face, I was forced into a brutal fight to the death. I realized it was a good thing that I kept all those lethal weapons in my inventory instead of dropping them on the ground when I made that commitment to imaginary nonviolence.

Of course, there are always weapons lying around in the room when a boss fight occurs — the developers make sure these fights are winnable — but running around the room collecting loot (and accumulating damage) before even starting to fight back is an easy way to die.

In any case, as with most boss fights in most games, I died more than a few times in each fight before getting the hang of the enemy's attack pattern and thereby developing a viable strategy. And in each case, the strategy I ended up using wasn't exactly as fun as I hoped it would be. It wasn't the jarring transition from methodical stealth to ultra violent carnage that spoiled the experience. It was the transition from a semi-realistic world into one in which a dude can take multiple shots to the head from a high-powered sniper rifle and not die, and in which a chick can happily absorb a hundred rounds from a heavy machine gun after stepping on a couple of landmines and then blow me to pieces. Yeah, I get it, they're mechanically augmented, but so is the protagonist, and the superhuman feats do need to be kept within reason. Even metal parts can be blown up.

When I nail a guy in the head with a sniper rifle (or any other weapon) I expect him to go down, or at least be severely wounded. Even with a pure adamantium skull, he should have a concussion. If the developers want a boss fight to be challenging, they should be able to think of ways to make it so without giving the enemy so many health points that the suspension of disbelief is utterly destroyed before the fight is half-way over. If they don't want the player to blow the guy's head off in one shot, they should find a clever way to keep the player from doing so, rather than making the guy's head (along with his other parts) nearly indestructible.

I suppose a force field would have been too much of a cliché, while taking away the player's sniper rifle would have been too restrictive. Maybe there isn't a good solution. That is, maybe — just maybe — games that strive for any amount of realism shouldn't be designed with long boss fights in the first place. A fight involving firearms should be over in less than ten seconds if both parties are mortal human beings, with or without super cool prosthetics.

Human Revolution isn't the first game in the series to have boss fights. The original Deus Ex had them too, and some of these bosses also absorbed an unreasonable amount of damage. However, I distinctly remember winning one of these fights in less than a second by blowing the guy up with a few cleverly placed bombs. I walked out of the fight unscathed. It wasn't the manliest way to win, but it was what I chose to do, and it worked. Furthermore, some of the boss fights in the original Deus Ex could be avoided entirely — for example, by using ones investigative skills to uncover a killphrase which causes the enemy to self-destruct.

So why does Human Revolution force players into long, grueling battles, even when the player has chosen stealth over brute force and non-lethality over wanton destruction? I almost think the developers were under the impression that video games just need bosses, which clearly isn't the case here. I'm reminded of the Mass Effect 3 director who took a lot of heat from fans for saying that boss fights were excluded from his game because they were "just so video-gamey." He went on to explain how he didn't want to include boss fights just for the sake of having boss fights. This whole portion of the interview is ridiculous for a lot of reasons (e.g., why the heck shouldn't video games be video-gamey?), but I think having boss fights for the sake of having boss fights — happily fulfilling this particular video game trope without regard for whether it really improves a particular game or the player experience — is exactly what the Human Revolution developers have done. The game might have been better without them, or at least without the necessity of participating in them.

All in all, I think Human Revolution could have learned a lot from its predecessor. The original Deus Ex is outdated, but it still has some good ideas that could have been put to use in the prequel.



Update (November 18, 2012):


For the record, I did finish Deus Ex: Human Revolution last night. My opinion on the boss fights hasn't changed much. The game's third boss wasn't nearly as frustrating as the first two, since I'd dropped the unused double-barreled shotgun and amassed a small collection of fragmentation mines, but it still wasn't particularly fun. Based on my single brief engagement with this particular enemy, I have to surmise that he wasn't very bright. After taking a couple of hits from his plasma rifle, I simply ducked behind some nearby cover, and he just kept shooting (and missing) without attempting to move to a better position.

Since he didn't seem to be going anywhere, I started chucking those explosives at his feet, and from this point onward he was stun-locked by one explosion after another until he finally died. I would have expected him to be reduced to a fine paste after all that punishment, but instead he bled to death rather peacefully as if I'd shot him with a single well-placed bullet. In fact, that's how most of the bosses seem to die, even though killing them usually requires a whole arsenal of heavy weaponry.

Again, suspension of disbelief destroyed. But it didn't really come as a shock this time.

Only the final boss was really interesting, since the fight had multiple stages and multiple targets. This doesn't make it the most original boss fight I've ever seen — a lot of it was still "shoot this, shoot that, press this button, repeat" — but at least it didn't feel like attacking Superman with a BB gun.

Wednesday, November 7, 2012

"I'm Not a Gamer"

If you've watched TV in the past month, you might have noticed some odd Nintendo 3DS commercials.


In each one, a celebrity talks about a video game and then says, "I'm not a gamer; with my 3DS, I'm a _____." (The blank, of course, is filled with some other title relating to a hobby, career, or activity.) The goal here is obviously to sidestep any negative connotations associated with the word "gamer" and, more importantly, to attract those potential customers who don't call themselves gamers but who might enjoy a casual game once in a while. They want everyone to know that 3DS games are not just for video game enthusiasts; they're for everyone. It's also pretty clear that they're marketing to girls.

Both of these things are fine.

Do I like the commercials? Well, not really. Celebrity endorsements are meaningless to me, even when I like the celebrity, and in these cases, I can't say that I do. (Prior to looking them up for the sake of writing this post, I had never heard of Gabrielle Douglas, Dianna Agron, or Sarah Hyland. I'm sorry, but I don't care about the Olympics or gymnastics in general, and I don't watch Glee or Modern Family.) On top of that, the games they're advertising look pretty stupid. Even so, I appreciate what they're trying to do.

Not everyone does, though. The commercials have, predictably enough, provoked a minor backlash from those who are somehow offended by Nintendo's supposed abandonment of the word "gamer" and all those who self-identify as such. Browse the YouTube comments if you need an example. Why, they ask, does Nintendo think "gamer" is a dirty word? Why are they intentionally targeting everyone except gamers with their game-related ads? And if these girls are playing video games, aren't they gamers too? Why deny it? Why go out of their way to deny it?

The people behind these seemingly reasonable complaints are forgetting that "gamer" still is a dirty word to nearly everybody who isn't one. Even though we've seen, in recent years, a peculiar movement to redefine "gamer" such that the label applies to everyone who ever enjoyed a video game, most of us haven't forgotten that the original definition was considerably less inclusive. You don't become a "gamer" at the very moment you buy a handheld Nintendo console, and this is for the same reason that I don't call myself a "biker" just because I own a bike.

If you're correctly using the word "gamer" to describe yourself, it means you see video games as a legitimate hobby — you take them seriously, you spend a lot of time on them, and playing them is a part of who you are. It's easy to see why this could be alienating to someone who, for example, might just want a 3DS for the casual puzzle games and the kid-friendly platformers, or someone who likes to play iPhone games on a long bus ride but doesn't know (or care to know) the difference between an Xbox and a GameCube. This person isn't likely to buy anything marketed specifically to gamers, and Nintendo had only good intentions in their attempt to distance their product from such troublesome vocabulary. Did they have to do it explicitly? Probably not. But they successfully sent the intended message — that you don't have to be a "gamer" to play a Nintendo game.

It's easy to argue that everyone who plays games is a gamer but, if you don't take "gaming" seriously, what's the purpose of the label? I know how to bake cookies, but I don't mention in my Facebook profile that I'm a baker. Likewise, you don't need to call yourself a gamer just because you've played Angry Birds on your smartphone. Oh, you have an Xbox? I'm not impressed. Not even playing Call of Duty: Black Ops makes you a gamer. Not even Minecraft. And it's not even a matter of contrasting these (almost sickeningly) mainstream games with material which some might find to be a little more sophisticated. It's about devotion to a hobby. If you have as much passion for games as a devoted, IMDb-addicted movie buff has for movies, you can call yourself a gamer without sounding like a complete douchebag.

Personally, I don't even like using the word outside of discussions of the word itself, and I don't identify myself as a gamer despite the fact that I've been maintaining a gaming blog for nearly five months. In my own opinion, the word just sounds completely idiotic. The word "game" never needed to become a verb.

Unfortunately, this idiotic word is becoming absurdly overused by people who play only one or two games casually but nevertheless attempt to adopt the label so they can be part of some non-existent "nerd culture." There's another term which, by the way, doesn't need to exist. I'm not sure exactly when people decided that "nerd" was the new "cool" but it needs to stop. The so-called nerd/geek culture is composed almost entirely of fake nerds and fake geeks — a bunch of hipsters who choose to identify as nerds and geeks just because they want to be different, and they go on and on about how proud they are of their nerdiness and geekiness but they don't actually have any nerdy or geeky interests aside from their manufactured nerd/geek pride and a vague interest in "science" (which, to them, probably means spaceships and dinosaurs).

A nerd is, in as few words as I can manage, a person with relatively obscure interests that take precedence over the desire for social acceptance. It's not something you can become by dressing a certain way. It's not a label you can adopt by choice. Playing a video game or reading a book or watching a science-fiction movie does not make you a nerd. Wearing glasses does not make you a nerd. Doing your homework and getting good grades does not make you a nerd. If you've ever written or spoken aloud the phrase "I'm such a nerd," you're almost certainly not a nerd. If you're popular, you might have been a nerd many years ago, but you're not one now. If you ever made fun of the nerdy kid in high school, you're not a nerd. Likewise, if you ever made fun of the gamer kid in high school, you are not and never will be a gamer. So please stop saying you are.

To get back on topic for a moment before I wrap this up, I'd like to point out that Nintendo shouldn't be trying to market to hardcore gamers anymore, anyway. It's pretty obvious that Nintendo has built up a reputation as a creator of family-friendly consoles and a publisher of kid-friendly or otherwise casual games. Perhaps they've done this at the expense of the hardcore audience, and maybe that was a mistake, but right now I think they're better off trying to maintain the audience they have, rather than attempting to steal hardcore gamers away from Xbox and Playstation. If this means advertising the 3DS as a console for non-gamers, so be it. The people who were somehow offended by these "I'm not a gamer" commercials probably weren't Nintendo fans anyway.

Wednesday, October 31, 2012

Happy Halloween! Have Some Spoilers

Halloween is here, and Hurricane Sandy has passed my home, leaving it at least 99% intact. Meanwhile, I haven't much to write, since I already posted this week. So maybe I'll do what a lot of other bloggers do and comment on the news.

Where do I start? Well, Assassin's Creed III came out yesterday... for consoles. For some reason, PC players have to wait until November 20. Suddenly I feel like a second-class citizen. No doubt, if asked about this, the publishers would mutter something about piracy. But even if they were being sincere, I'd have no sympathy for them, since they've already gotten more money than they likely deserve.

Remember when I mentioned Assassin's Creed III in my tirade against the entire concept of pre-ordering video games? I can't shake the feeling that you've all let me down, since the game has broken Ubisoft's pre-order records. I can see why this might happen; it's a highly anticipated sequel in a popular franchise. Furthermore, by offering a "season pass" for upcoming downloadable content at a modest 25% discount, Ubisoft was clearly doing its best to make "buy it now and ask questions later" sound a lot less crazy than it is. But it's still crazy, especially when Ubisoft refuses to release a playable demo.

And then there's news that the game will feature microtransactions (which, in this case, seems to mean trading real-life money for in-game currency which may or may not provide players with an unfair advantage in multiplayer matches). The same people who pre-ordered the game at full price without even trying it first, and then pre-ordered a bunch of DLC packs without even knowing what they would contain, probably won't be able to resist partaking in this final moneygrab... that is, unless they very quickly become disappointed in the game after they've played it.

The critics' reviews are mostly positive, of course, but when the game's ending was (predictably) uploaded to YouTube as early as two days before the official release date, a lot of potential customers found at least one reason not to buy the game. Some fans of the series, even without taking the time to play through this final act, seem to be upset about how the story turns out, and there are plenty of comments along the lines of "wow, that sucked, I'm so glad I didn't spend $60 on this."

For the record, I haven't watched the video below in full, because I might yet decide to play this game (once all the reviews are in and a bribe-free consensus on its quality has been reached, once the price has dropped to a reasonable level, and perhaps once there's some kind of special edition for PC with all that silly DLC included). Needless to say, however, it does contain spoilers.


The conclusion of Desmond Miles' story arc has prompted not only a lot of complaints, but also some comparisons to the ending of Mass Effect 3... which, by the way, was poorly received, largely because the game's multiple endings were so similar. (The video below explains the frequent jokes about the different endings being the same except for the choice of color.)


From what I've heard, Assassin's Creed III doesn't have multiple endings, and the reasons that some people hate its singular ending are accordingly much different. Although (as I've pointed out) I haven't watched the ending myself, it sounds like part of the problem is another ridiculous plot twist out of left field. In a way, this isn't surprising. When a story like that of the Assassin's Creed series relies so heavily on plot twists and cliffhangers, two things happen. First, the story ends up feeling too random or inconsistent, usually after some "grand-finale" plot twist employed in a last-ditch effort to truly surprise players; second, the writers get so attuned to raising questions and leaving things unresolved that they forget how to answer all those questions without resorting to some stupid cop-out.

The one constant here — besides, of course, each game being the conclusion of a trilogy — is that hardcore fans of each franchise felt cheated. After sinking so much money into a series, that hurts.

A similar thing happened recently with Halo 4, whose ending wound up on YouTube a couple of weeks ago, despite the game's official release date of November 6. Microsoft has been scrambling to take the videos down for obvious reasons, and it looks like they've been somewhat successful, because I can't seem to find a high-quality version. (The videos below, which I found and embedded in a playlist, are likely to vanish soon.)


An allegedly sub-par ending, combined with the most banal and corny tagline of all time, has drawn a lot of laughs at the expense of this futuristic shooter. (An Ancient Evil Awakens? Seriously? Correct me if I'm wrong, but that was a cliché long before the Halo 4 marketing team got a hold of it.) I'm not sure if I can fully grasp just how good or bad this ending is, because I haven't played a Halo game since the second installment, but some fans were upset about it. (Perhaps too upset, considering that, with Halo 5 and Halo 6 supposedly in the works, it's not really an ending at all.)

Ultimately, none of this really matters, as long as the bulk of the gameplay is enjoyable... at least, that's the theory. But video game sequels are almost always advertised as continuations of a story, with cinematic trailers featuring minimal gameplay footage. Perhaps the assumption is that we already know what the gameplay is like, since we played the previous game, or that we shouldn't need to ask about the gameplay because any product with a sufficient amount of hype is worth pre-ordering, no questions asked. In any case, the result is a game advertised on the basis of its plot, and purchased primarily by owners of the previous titles, who want to know how the story ends. A bad ending, therefore, is pretty hard to ignore.

So how does the industry avoid disappointing fans with bad endings? Simply to write better endings might not be the answer; that's easier said than done, and the quality of an ending is ultimately a subjective thing. (A vocal minority, at least, will always complain, no matter what.) I think a better solution is to stop making so many sequels — to create more stand-alone games to be judged on their own merit rather than allowing so many new releases to ride on the hype generated by their predecessors — and, by extension, to stop making games that end in cliffhangers in anticipation of sequels that haven't been written. They should stop deliberately writing stories that span multiple games, thereby forcing players finish an entire trilogy (tetralogy, pentalogy, hexalogy, etc.) to find out if the final "ending" to a given story arc is any good.

They won't listen to me, though; cliffhangers are a fantastic way to make money.

In other news, Painkiller: Hell & Damnation is out today. Unfortunately, given that it's just about the newest game on Steam, it hasn't joined the rest of the Painkiller series as part of their Halloween Sale. That's not really a big deal, though, since they've set the standard price at a reasonable $20 instead of jumping straight to $60 regardless of quality like most publishers/developers do.

Monday, October 29, 2012

Sandy & Steam Sale

While a deadly hurricane named Sandy lays waste to the east coast of the United States, threatening to rain all over my favorite holiday (which is now only two days away), Steam has begun its Halloween Sale. Sadly, it lasts only from now until Wednesday, and surely many affected by the storm will be without power for the entirety of the event. I'm still fortunate enough to have power where I am, but the weather has been getting steadily worse since late last night, so that might not last.

For those who can shop online this week, there are some nice discounts. I'm seeing a lot of "-75%" tags. The games currently "featured," however, don't seem to have greater discounts than the other five dozen games on sale. Perhaps the word "featured" just means new or popular, or maybe the featured games are chosen randomly and cycled throughout the sale. After all, the games on the "featured" list make up about a third of the games that are marked down for the duration of this three-day sale.

In any case, you'll want to make sure you check out the "All Halloween Games on Sale" list, located just below the "Featured Games on Sale" list on this page. Otherwise you might miss out something good.

While I'm here, I might as well come up with my own list of noteworthy games, based on my own crazy and possibly worthless opinions. First, I'd like to point out that some of the games on sale are those I mentioned in my last post on Wednesday:
  • F.E.A.R. (with its two expansion packs included) is only $2.49, which is just painful for me to look at, since I paid $50 for the game back in 2005, and then bought the expansions separately for at least $30 each. Still, I loved the game so much that I have no buyer's remorse, not even after seeing it go for two bucks and change. Needless to say, I'd argue that F.E.A.R. is worth buying right now, if you're into paranormal first-person shooters. (The rest of the F.E.A.R. series is on sale as well, but I'm not so crazy about those sequels.)
  • The Painkiller Complete Pack is going for $7.49. That's a bit more than I paid for the Complete Pack a year ago, but there were fewer games included at the time.) Strangely, only a couple of the games — Resurrection and Recurring Evil are on sale individually. The result is that buying the whole pack is actually cheaper than buying the first game, Painkiller: Black Edition, alone.
    Update: Scratch that. It looks like all of the individual Painkiller games are now 75% off, which means Painkiller: Black Edition is only $2.49. I still think the bundle is a fair price, but if you're unsure of how you feel about this particular brand of first-person shooter, I'd recommend buying only the original game, since most of the sequels are mediocre at best.
  • Killing Floor is $4.99, which is normal during any Steam sale, so I wouldn't hold your breath waiting for it to get much cheaper. It's also in the middle of its Hillbilly Horror Event for Halloween, which goes until November 6, so all of the zombies are dressed up like... well, hillbillies. It's a lot of fun, especially if you have some friends with whom to team up and play.
  • Alan Wake is marked down to $14.99, and Alan Wake's American Nightmare is only $7.49. I've seen them go for cheaper, but you might have to wait until the winter sale for that to happen again.
And a few other things worth mentioning:
  • The Walking Dead is down to $14.99. It's not a huge discount, but I've only heard good things about this game, and I've been seriously thinking about adding it to my collection.
  • Amnesia: The Dark Descent is currently $4.99, while each of the Penumbra games are $2.49. (Oddly, the Penumbra Collector Pack is $4.99, which is one cent more than the combined cost of the two included Penumbra games.)
  • Magicka is $2.49. It's a hilarious game and I love it. I just wish it were better optimized. It tends to run like crap on my computer while much prettier games work perfectly.
  • Zombie Driver HD is marked down to $4.99 after a 50% discount. The original Zombie Driver, which I got for $2.49 a while ago, is a lot of fun, and I can only assume that this updated version is at least as good. Unfortunately, it really is just an updated version of the original — not a sequel — so you might want to think twice about getting it if you already have the standard edition. Owners of the original game are supposed to get a 50% discount, but that doesn't seem to stack with the Halloween Sale discount, which is really a shame.
  • I wanted to buy Rage, but even with the current discount, it's still $9.99. I'll be waiting a little longer for the price to drop below $5, but I don't expect everyone to be as stingy as I am.
  • Each of the S.T.A.L.K.E.R. games — which are fantastic if you have a decent computer and don't mind installing a couple of bug-fixing mods — are on sale as well: Shadow of Chernobyl for $9.99, Clear Sky for $4.99, and Call of Pripyat for $7.49. (As with the Penumbra series, there seems to be a bug in the pricing of the S.T.A.L.K.E.R. Bundle, which costs one cent more than the price of the included games, Shadow of Chernobyl and Call of Pripyat.)
  • I've been waiting for the Overlord Complete Pack to go on sale for a while, so I just might pick it up now for $4.99. (I've never played it, but it kinda reminds me of a more diabolic Pikmin.)
  • The Dead Space games are each $4.99, which seems pretty cool. I've never played them, but you can't go horribly wrong for five bucks. Just make sure you don't buy the Dead Space Pack, since, again, it costs one cent more than the combined price of the individual games. At first I thought this was a bug, but now I think it's just plain carelessness.
  • Predictably, the Left 4 Dead series is on sale, as is just about every game with the word "zombie" in the title — and there are far too many to name. Some of them look cute, others look like shovelware. Just beware the deceptive power of tempting discounts on awful products.
I should mention that there are Halloween deals on Amazon and Origin as well. I haven't checked them out in detail just yet, so I can't say whether they're better or worse than the current steam sale, but every option is worth considering. While I might be slightly biased in favor of Steam (because my friends are on it), I encourage you all — as always — to shop around before spending any money.

Wednesday, October 24, 2012

Games to Play on Halloween

The best holiday is coming up in only a week, and if you're looking to get hyped for Halloween, the only thing better than a cheesy horror movie is a spooky video game. I'm going to list a few of my favorites here, in no particular order.

Of course, the most obvious can go first.

Resident Evil


I'm not sure what to say about the series as a whole. The franchise itself is nothing short of legendary, but I wasn't fond of the prequel Resident Evil Zero, and I've heard bad things about both of the most recent releases, Resident Evil: Operation Raccoon City and Resident Evil 6. This shouldn't be a surprise; any series that stays around as long as this one has is bound to go sour at some point. I did, however, enjoy the hell out of the GameCube remake of the original. It was the first Resident Evil game I ever owned, and on my first playthrough, it scared the crap out of me.

The controls were awful, as they were in every installment in the series prior to Resident Evil 4. The pairing of character-relative controls and fixed camera angles is truly one of the worst things ever to happen to video games — but I have to say that it did, in a pretty stupid way, make the game scarier. Avoiding or shooting a small number of slow-moving zombies probably doesn't sound like a frightening ordeal to anyone who plays the likes of Left 4 Dead, but with such clumsy controls, what would be a walk in the park becomes a nightmare. The character turns too slowly, and aiming for the head involves more luck than skill. The camera angles are uniformly bad, as well. It's frustrating, but effective at making the player feel helpless even with a gun.

What makes Resident Evil most effective, however, is that it doesn't rely on cheap "jump scares" to startle the player. The game is scary because of its expert control of suspense, because you don't know what's around the next corner, and because you don't know how much ammunition you can spare. It's the definitive survival horror, and it does almost everything right. As far as horror games on the GameCube go, the Resident Evil remake is second only to...

Eternal Darkness: Sanity's Requiem


I've already written quite a lot about Eternal Darkness: Sanity's Requiem, another GameCube masterpiece. It's not the scariest game I've ever played — not even close — but it's got a creepy atmosphere, a fantastic story, and some clever gameplay mechanics.

Eternal Darkness is a psychological horror, so it's a bit more subtle and slow-paced than most other horror games, which tend rely on sudden, loud noises and simple shock value to scare the player. It's only going to startle you in a couple of places, and there isn't a lot of blood and gore, but the sanity system will do its best to freak you out in a variety of (occasionally hilarious) ways. More importantly, the game doesn't do a bad job of creating an overwhelming sense of impending doom.

Overall, it's a nice game to get you in the Halloween spirit, especially if you're a big fan of H. P. Lovecraft. And speaking of Lovecraft...

Alone in the Dark: The New Nightmare


I almost didn't include this game on the list, but alas, the power of nostalgia is too great. It's been years since I played it, and I must admit that I never quite got to the end. Maybe I got stuck, maybe it was too hard, or maybe I was so creeped out by my first survival horror experience that I couldn't bear to go on. In any case, I was a lot younger at the time, and I wasn't as enthusiastic about PC games as I am now.

The New Nightmare is the 2001 sequel to the Lovecraft-inspired Alone in the Dark trilogy from the early 1990s — which, unfortunately, I've never had the pleasure of playing. (Or maybe it's more of a spin-off, since another sequel in 2008 apparently retcons The New Nightmare out of existence.) My memory of the plot is somewhat fuzzy, but what I do remember is that the game creeped me out more than a little. While I'm sure the graphics have aged poorly, I'd like to give the game another try, if I can ever find the discs.

The New Nightmare suffered from the same clunky controls that plagued the early Resident Evil games. And, like Resident Evil, it has two protagonists, takes place in a mansion, and involves a lot of puzzles. The similarities are hard to ignore, but there are some differences, namely the replacement of zombies, zombie-dogs, zombie-snakes, zombie-sharks, and zombie-birds with a slightly more creative variety of creepy crawlies, as well as the use of a flashlight to fend off the baddies. Actually, that last part kind of reminds me of...

Alan Wake


I wrote more than enough about Alan Wake in my earlier post on cinematic games, so if you're no stranger to this blog, you're probably aware that I enjoyed the game immensely. The transparently Stephen King-inspired psychological horror/action game earns its place on this list with a spooky atmosphere and a superb story. The two short DLC expansions, truth be told, were a bit weird, and I can't say I really enjoyed the sequel, Alan Wake's American Nightmare (of which the only redeeming quality, in the absence of a decent story, is the intense arcade mode), but the original game is definitely worth a try.

Like many horror games, it's not so scary once you get the hang of killing the bad guys, nor is it as thrilling once you know every plot twist and the location of every precious box of ammunition, but the first playthrough will have its share of potentially unnerving moments.

And those bad guys — whom, in the beginning of the game, consist largely of possessed, axe-wielding lumberjacks in the woods at night — can be really frightening. I think it's mostly in the way they move. Even when you dodge their attacks, you can almost feel the power behind every swing. The way they stumble when they miss, and the way Alan ducks out of the way just in time... there's a real sense of momentum that's absent in the awkwardly animated combat of a lot of video games.

Now just wait until you're surrounded by those guys, low on bullets, with a long way to run to the next safe haven. As in any good horror game, simply running away isn't an option. The bad guys are faster than you, and you can only escape them for as long as you can successfully dodge their attacks without running into a corner. At some point, you'll need to turn around and fight. The same is true of...

Killing Floor


Unlike every other game I've mentioned, Killing Floor is primarily a multiplayer game. In fact, you might say it's exclusively multiplayer, since playing the solo mode is essentially the same as going online and joining an empty server, and since playing alone isn't nearly as fun.

Generally, I prefer single-player games, but Killing Floor — a stand-alone game based on a mod for Unreal Tournament 2004 — has become one of my all-time favorites, for two reasons. The first is that it's cooperative. Up to six players team up against a horde of computer-controlled zombies, so unless someone makes a boneheaded move that inadvertently gets the whole team killed, there are no hard feelings between human players. For the most part, everyone you'll meet online is rather friendly. The second reason is that, unlike most multiplayer games, Killing Floor requires a lot of coordinated teamwork.

Forget about spooky ambiance and creepy music. Killing Floor is scary because it's hard. The easiest setting is a joke, but anything above that can be a serious challenge, depending on the collective skills of the team. And with the number of zombies in each wave increasing as more players join, there's little room for weak links. You need to be able to count on your team, and you need to keep them alive, because there's no worse feeling than being the last guy alive with a bunch of monsters chasing after you. Killing Floor is one of the least forgiving video games I've played in recent memory, and it's not for the faint of heart. But I love it. The only first-person shooter I've spent more hours playing is...

F.E.A.R.


Some would argue that F.E.A.R. falls flat on its face as a genuine horror game. It's got a somewhat spooky story, and occasionally you'll hear voices or see the ghost of a little dead girl, but there aren't a whole lot of monsters that jump out at you... at least, not for most of the game. But as a first-person shooter, F.E.A.R. excels and exceeds expectations. A horror-themed game doesn't need to make you crap your pants in order to be fun, and F.E.A.R. certainly is a lot of fun.

The enemy AI is very good; while the bad guys occasionally show their stupidity, they do attempt to flank you, and they're pretty good at flushing you out of hiding with grenades if they know where you are. The way they talk to each other while attempting to take you down also adds a lot of realism. The slow-motion feature, while a bit gimmicky, does add a little something extra to the gameplay, and is genuinely useful (perhaps too useful) even in the most dire of circumstances. The "scary parts" are all scripted, but if you're playing on the highest difficulty, the fear of being shot to death should keep you on the edge of your seat through most of the game.

There are two expansion packs and a couple of sequels, if you want more, but I don't have anything good to say about those. The story stopped making sense in the expansions (which were later retconned), and it became downright silly by the end of the first sequel. Also, be advised that the second sequel is meant to be played with two people. While there is a single-player campaign, it's really just cooperative mode without the second character, who mysteriously and nonsensically shows up nonetheless during cutscenes. If you just want to shoot things, go ahead and play the whole series, but don't expect any of the unanswered questions leftover from the first game to be adequately resolved. Speaking of great games with mediocre sequels...

Painkiller


A moderately fast-paced shooter with a demonic theme and an old-school style, Painkiller is easily one of the most solid purchases I ever made on Steam. The "Complete Pack" (which, at the time, included fewer games than it does now) was marked down to $4.99, and the first game alone is worth at least that much to me. The story is truly awful, and the voice acting is atrocious, but the gameplay is good enough to make up for that. Painkiller is pure; it's a first-person shooter without all the pointless fluff. It's nonstop carnage. It's all you could ask from a first-person shooter unless you really care about character development, and I know you don't.

If you're a fan of classic shooters like Doom, and more modern throwbacks like Serious Sam, this game is highly recommended. I enjoyed the first installment so much that I played through a couple of times before moving onto the others. Unfortunately, I soon came to realize that none of the other games in the series, thus far, were nearly as good — but by then I had already gotten my money's worth.

As of one week from today, there will be half a dozen standalone games in the Painkiller series, plus one expansion to the original, but there still hasn't been a Painkiller 2, or anything which might resemble a proper sequel. Worse yet, none of the continuations I've played have been worthwhile. Painkiller Overdose, apparently a fan-made mod that eventually became an official stand-alone expansion, was decent, but a step down from the original. Painkiller: Resurrection, which attempted a more open-world experience, was sloppy, buggy, and generally awful. Painkiller: Redemption, another fan-made mod that was turned into an official release, more closely followed the style of the previous titles, and was more enjoyable, but it was more of the same, at best. This is also what I expect of Painkiller: Recurring Evil, which I have yet to play. Then there's Painkiller: Hell & Damnation, which comes out on Halloween day, and while it looks promising, it seems mostly to be a (much prettier) remake of the original game.

To make a long story short, I highly recommend getting the first Painkiller, usually sold with its expansion as Painkiller: Black Edition, as soon as it goes on sale. The rest of the series is questionable. You might want to buy the Complete Pack, if you really love old-school shooters, but if you're not sure, you should probably stick with the first one for now. It's a great game to play on Halloween, and while it's easy to pick up and play, it requires some serious practice to master. (You'll want to learn how to bunny-hop, constantly, at all times, forever. The alternative is frustration and death.)

Wednesday, October 17, 2012

I Really Need a New Computer

The PC on which I play most of my games is becoming dangerously outdated. For its age, it works surprisingly well, but it's getting to the point where it has some trouble running the newest games at a nice-looking frame rate. Unfortunately, with only a part-time job and student loans to pay off, I don't feel comfortable spending several hundred dollars right now.

Maybe my computer-building experience, when I can afford it, will make an informative blog post.

For now, though, I'm too lazy to write any more than 100 words. One long-winded post per week is enough.

Sunday, October 14, 2012

Free Games on Origin

On Friday night, I was made aware of a promotional code for EA's Origin that would reduce to zero the price of almost any game worth $20 or less. For the record, the code is OS3874XVC, but don't get excited; it's not working anymore. The whole fiasco came to an end shortly after I started writing this post.

Apparently, the code was originally given to those who completed an online survey, but instead of personalized one-time-use codes for each survey taker, there was only one code, and everyone — that is, everyone in North America — could use it.

The other odd thing about this promo code was that, when used, it was applied to every $20-or-less game in a person's virtual shopping cart, not just one. (It seemed too good to be true, so I verified it. I added half a dozen $19.99 games to my cart — worth almost $120 in total — and applying the code made all of them free.) This allowed countless people to load up their carts with a dozen or more games and "buy" them all for nothing. Obviously, this was some kind of glitch, and it didn't last long. By Saturday evening, the loophole had been closed so that the promo code was only good for a single free game, as intended.

Even so, I can't even imagine how many games were accidentally given away for free during this brief period of chaos.

And while EA seemingly fixed the glitch, they didn't bother to completely deactivate the promo code at that time. Even though the code was presumably meant only for certain customers who completed a survey — and although they must have known immediately that it was being used by everyone — they allowed the code to continue working until earlier today. Perhaps it was better to let everyone get a single free game than to break their promise to the survey-takers who earned the promo code legitimately. After all, if the opportunity to grab a free game causes more people to make Origin accounts, EA gains a lot of potential future customers.

But the exploitation of this promo code wasn't over yet.

In addition to the belatedly implemented one-game limit, there seemed to be a one-use-per-account restriction. If you'd already used the code once, while logged into an Origin account, the code would be "invalid" the second time around. Of course, people quickly found other ways of getting more than one free game. The most obvious method was to make a new account in order to use the code again, but having separate accounts for each free game is far from ideal. Another method of getting additional free games involved logging out, deleting cookies, adding a game to the cart, using the promo code, removing the game from the cart, logging back in, adding the game to the cart again, and finishing the transaction. Don't ask me why this worked.

And somehow, I was even able to get two free games on one account without doing anything complicated. On Friday night, after verifying that the code could be used on multiple games at once, I created an Origin account and subsequently decided — out of kindness, I guess — to use the code legitimately, only claiming one free game. Then, on Saturday, I logged into the same account at a friend's house, and successfully used the code again with a different game. (It didn't work again with the same account at either house.) Maybe this had something to do with the change in IP address, maybe the fact that it worked twice on my account was just a fluke, or maybe the server's memory of who used the code got reset when that major glitch was fixed.

In any case, there were some limits in place — even though they didn't work perfectly — so EA clearly didn't want people using the code willy nilly. It remains to be seen, however, if those who exploited the various bugs in the system will be banned, or if their numerous free games will be taken away. Legal action, however, is almost certainly out of the question, since the widely used promo code was simply doing what EA's dopey programmers told it to do.

Regardless of what happens, the freeloaders who grabbed as many free games as possible have little to lose, since most of them were smart enough to use alternate accounts and fake names for the purpose of blatantly exploiting this enormous bug in the system. If those free games disappear, and if those dummy accounts are banned, they'll emerge unscathed, and the chance to screw with a big, evil corporation like EA will have been worth all the trouble.

As for those who didn't explicitly break the rules, getting a single $20 game for free on Origin seems like a wasted opportunity in comparison. But it's still a pretty nice deal. Or is it? Well, that depends on how much one really wants an Origin copy of a game which is already old enough to have a $20 price tag. I might not even play mine, since I'm still not sure if I really want to install Origin on my computer. It's hard to go far in a discussion of EA's Origin service without coming across accusations that the Origin client is outright spyware. Similar things have been said of Valve's Steam, but since EA has a worse reputation and Origin is still the new kid on the block, it's Origin that attracts a lot of distrust.

I've already seen plenty of claims that EA intentionally allowed this promo code to "leak" so that they could get their (allegedly malicious) Origin software on as many computers as possible. In other words, maybe it wasn't just boneheaded incompetence that led to this promo code being universal and available to everyone. While most initially assumed that it was a mistake, and that the code was supposed to be used only by a select few, perhaps it was supposed to go viral. It does seem plausible, except for the whole "infect everyone with spyware" part. More likely the goal was simply to boost the Origin userbase artificially, and to get freeloaders past the sign-up barrier in hopes that they'll come back later with full wallets.

In any case, I doubt the promo code was ever supposed to work for multiple games at once. The fact that they eventually fixed this issue indicates that it was a genuine screw-up.

As of now, it seems the promo code has stopped working entirely. I never bothered to cheat the system, since there weren't a lot of $20 games on Origin that I wanted. I probably wouldn't have gone through the hassle of creating an Origin account in the first place if I weren't curious about how the code worked. But for those who like EA's games and feel comfortable using the Origin service, this broken promo code was probably the highlight of the entire weekend.

Update #1:


Forbes contributor Erik Kain picked up on this story earlier today, as well. I won't bother linking to any other sources; you get the point.

Update #2:


I know I said I wouldn't link to any more news stories, but I think it's funny that I posted about this before Kotaku did. On the other hand, my post is hastily written garbage. On the other other hand, so is most of the stuff on Slowtaku.

Update #3:


Those who exploited the coupon code to get dozens of free games have no reason to fear any negative consequences. A community manager on the EA forums posted today that EA will honor all sales made with the coupon code. This is probably the most diplomatically sound move they could make, at this point. Revoking the games and handing out bans would just make EA look bad, since this whole thing was their own fault.

Update #4 (10/15/12):


It seems that EA's stocks suddenly jumped on Friday.


I wonder why. Could it be related to all those new user accounts that were created because of the faulty promo code? Perhaps it's due to having so many "sales" in such a short time? While I doubt it was EA's intention to allow each person to run off with a truckload of free games, it looks like they might benefit from this.

But it isn't much, in the long run. They've still been in the toilet since 2008, along with the rest of the world.


And they've been on a gradual decline for the past year. Rumors say they're dying.


But it's been a long time since EA published a game that I actually enjoyed, so good riddance.

Wednesday, October 10, 2012

Five Things I'd Like to See in Half-Life 3

First, a brief history of the Half-Life series:
1998 — Half-Life
1999 — Half-Life: Opposing Force
2000
2001 — Half-Life: Blue Shift; Half-Life: Decay
2002
2003
2004 — Half-Life 2
2005
2006 — Half-Life 2: Episode One
2007 — Half-Life 2: Episode Two
2008
2009
2010
2011
2012
I've left the uneventful years on the timeline to illustrate the gaps between releases and to show how long it's been since production of the series came to a halt. As of today, it has been exactly five years since Half-Life 2: Episode Two — a game which ends abruptly with a painful cliffhanger — was released to the public as part of The Orange Box.

A continuation, presumably titled Half-Life 2: Episode Three, was announced back in 2006, and it was originally supposed to come out sometime in 2007, but we still haven't seen it. There hasn't even been a demo or a trailer. To this day, the official website for The Orange Box still claims that Half-Life 2: Episode Two is the "the second in a trilogy" of episodic expansions for the popular first-person shooter, but Half-Life developer Valve has given us almost no information except for some weird ideas which, if the game is still in production, have probably been dropped already.

Valve is known for long development cycles, lots of delays, and drastic changes during those long development cycles, which lead to more delays. What makes their silence on Episode Three so frustrating is that the Episodes, like other "episodic" games, were supposed to be released in rather quick succession. The whole point, I thought, was to release content in small chunks, as they were finished, so that fans wouldn't have to wait half a decade for the next installment. But I guess that wasn't working out.

If another Half-Life game is ever released, it almost certainly won't be an Episode; Valve co-founder Gabe Newell says they're done with episodic content, which essentially translates to "Half-Life 2: Episode Three is never coming." Of course, that doesn't rule out a proper Half-Life 3, which is exactly what we need. The next addition to the series will have to be a full game (and a damn good one) if Valve hopes to come within reach of the impossibly high expectations generated by such a long wait.

It's likely that Half-Life 3 won't life up to these expectations at all. Valve kind of screwed things up by promising the prompt release of an episodic expansion which never came to be. The endless wait for Half-Life 2: Episode Three seamlessly evolved into an endless wait for Half-Life 3, and now many see Half-Life 3 as vaporware, despite the fact that the five-year gap in this series is nothing compared to the 15-year development of the poorly received Duke Nukem Forever.

But if we ever get a sequel, there are a few things I'd like to see. (Note that spoilers follow.)

1. A more open world (but not too open)


Nearly three weeks ago, some rumors regarding Half-Life 3 made the rounds on all the usual gaming sites. (This is nothing special, really; it's been nonstop rumors for five years, and they should always be taken with a grain of salt, but at least they give us something to talk about.) According to some anonymous but reliable source — sounds legit, guys — Half-Life 3 will be an open-world game, and will be released sometime after 2013. I'm not digging the 2014+ release date, but an open world sounds nice. Until now, the Half-Life games have been very linear. More exploration, multiple paths, and optional objectives would be a welcome addition to the series.

What we don't need is another S.T.A.L.K.E.R. or some kind of role-playing game. Those are nice, but they're not what Half-Life is all about. While I'm sure Valve is aiming to avoid accusations that their next game is too linear — that it essentially boils down to "shoot everything, move to the next room, shoot everything, repeat" — I hope they don't completely abandon the method of storytelling that has worked so well in their games so far. It would be nothing short of jarring to go from Half-Life 2: Episode Two, an action-packed but story-driven shooter with clear objectives, to something more like a free-roam sandbox with not enough direction and too much empty space.

2. A portal gun (or something like it)


It doesn't take a genius to figure out that the Portal and Half-Life stories are intertwined. Portal contained some funny references to Half-Life's Black Mesa, and Half-Life 2: Episode Two brought Portal into Half-Life canon with its mention of Aperture Science in the final act. It's an odd relationship, since Half-Life is a semi-serious first-person shooter whereas Portal is a humorous puzzle game... but there are thematic similarities.

While Portal's humor doesn't quite fit with the general tone of the Half-Life series, both franchises heavily feature teleportation, and this is probably why Valve thought it was appropriate to tie them together. The extent to which Valve plans to pursue this connection, obviously, is unknown — I certainly don't expect Gordon Freeman and Chell to team up against the Combine — but after making such a big deal out of the Aperture Science research vessel Borealis at the end of Episode Two, it's too late to drop the subject entirely. It will be downright silly if the next Half-Life game doesn't feature the Borealis and, by extension, other things related to Aperture Science.

With any luck, that includes some kind of handheld portal device, preferably one that's a little more stable than the Displacer Cannon from Half-Life: Opposing Force. Aperture's portal gun, if featured in Half-Life 3, could (in part) fill the role of Half-Life 2's gravity gun as the slightly-gimmicky puzzle-solving item that's also a weapon if you use it right. I know we've all had plenty of time to play around with the portal gun in Portal and Portal 2, but using it in a combat-oriented game could be kind of fun.

3. The extent of the Combine's power


While Gordon Freeman was in stasis between the end of Half-Life and the beginning of Half-Life 2, we missed an apocalypse. By the time we arrive in City 17, human society has already collapsed under the heel of an enormous alien empire, and the occupying forces, it would seem, have since largely withdrawn, leaving what's left of our species under the control of brainwashed transhuman soldiers.

Throughout Half-Life 2 and the Episodes, we see the aftermath of the Seven Hour War which ended in Earth's surrender, but we never see the Combine display the kind of raw power that could bring an entire planet to its knees in less than a day. What we see instead is a somewhat underwhelming uprising against what must have been a tiny fraction of the army that invaded Earth. This is why we know we're in a world of trouble when Dr. Kleiner speaks, after the uprising begins, of the Combine's "inevitable return and what is certain to be unimaginable retaliation."

But how unstoppable are they? What's their evil-alien-empire power level? Could they take on the Covenant from Halo or the Reapers from Mass Effect? We just don't know.

And this, in part, is what makes the story in Half-Life 2 as good as it is. Just enough is left to the player's imagination. We know the Combine are scary, but the fact that we don't know just how scary they are makes them even scarier. We don't need to see the Seven Hour War to believe it, and I honestly hope Valve doesn't give us a prequel to illustrate it. (That seems like a great excuse for a bad game.) But if Half-Life 3 continues (and perhaps concludes) the story arc left unfinished in Episode Two, it would be nice to see the bad guys step it up a bit.

After one game and two expansions, our alien overlords have only embarrassed themselves in their failed attempts to track down and kill a single theoretical physicist. It seems like the right time to see a glimpse of their true power. Besides, we've already spent enough time shooting metrocops and blowing up striders. We need something bigger.

4. A single-player campaign


This probably seems like a strange thing to hope for, since nearly every game in the series to date is primarily single-player. (The notable exceptions are the PS2-exclusive Half-Life: Decay and the Japan-only arcade Half-Life 2: Survivor.) However, we do have a reason to fear for the future of single-player games. Electronic Arts, for example, has abandoned them, and Gabe Newell himself said last year that Valve no longer had any interest in creating games "with an isolated single-player experience."

Naturally, Half-Life fans waiting for the next sequel were horrified, and even though Gabe later attempted to clarify his statement to let us know that the company hadn't given up on single-player games entirely, I'm still a bit worried. While they might continue making single-player games, they seem to have a lot of ideas about making these games more social.

It seems plausible, for example, that Half-Life 3 might be built for some kind of cooperative mode where one player controls Gordon Freeman and the other controls Alyx Vance. I hope this doesn't happen. I also don't want to see Half-Life 3 loaded with a bunch of pointless social features. I like single-player games, and I prefer to play them without being bothered about friend requests and leaderboards.

I'm sure that Half-Life 3 will have its own analog to Half-Life 2: Deathmatch, but it would be great if they could just keep the single-player and multiplayer components separate, so I can play one and ignore the other.

5. An ending (I know, it's a stretch)


The Half-Life games are fun, but they tend to have terrible endings which hardly qualify as endings at all.

The original ends with Gordon Freeman being kidnapped by the so-called "G-Man" (whose identity and motives are never explained), Opposing Force ends with the same fate for Adrian Shephard (who is never seen again), Half-Life 2 ends with Freeman being whisked away by the G-Man again (leaving the story at an explosion-related cliffhanger), Episode One ends with another explosion (followed by a train crash and a fade to black), and Episode Two ends awkwardly with one supporting character crying over another supporting character's corpse. (It was the worst finale I've ever seen in the history of video games, and perhaps that's because it was never meant to be a finale. Keep in mind that, at some point, they were actually planning to finish Episode Three.)

Blue Shift has a happy ending, but it isn't a particularly interesting one.

So I won't be surprised if Half-Life 3 ends with another suspenseful but unresolved situation — another set-up for another sequel that might take another ten years to make — but it would be great if Valve could just give us some kind of satisfying resolution instead. I'm not saying they should end the story entirely, but they could at least cool it with the unbearable cliffhangers. In other words, if Valve plans on rolling the credits right after an important character dies, or having the G-Man stop by for another inexplicable kidnapping, I'd rather not play the game at all.