VIDEO GAME HEROES

This blog is dedicated to video games, from PONG to the most sophisticated next-generation software.


Tuesday, September 21, 2010

The Other Pro Skater

Game: skate.
System: Xbox 360
Release date: September 14, 2007
Developed by: Electronic Arts
Published by: Electronic Arts

For nearly a decade the Tony Hawk Pro Skater franchise dominated all skateboarding video games with very little competition. Beginning in 2007 however, with the release of skate., Electronic Arts' answer to Activision's juggernaut, the market for skating games became much more contested. skate., sometimes marketed as the "anti-Tony Hawk," outsold its seventh-generation counterpart, Tony Hawk's Proving Ground, by a ratio of nearly two to one. No longer does Activision have a monopoly on skateboarding video games. skate. is here, and here to stay; two sequels were released in 2009 and 2010.

skate. takes place in the fictional town of San Vanelona, where players control a custom-made amateur skater with hopes of reaching the pro level. Through the city, players can participate in a variety of events: filming challenges, where players complete a line of tricks for promotional purposes; "own the spot" challenges, where players challenge veteran skaters on their home turf; and many more. Skating challenges, along with other important landmarks, are located on an onscreen mini-map.


Nothing listed above is especially new or noteworthy. Where skate. makes its mark is in its control scheme. Unlike other skateboarding games (including Tony Hawk) where players initiate tricks with button presses, players in skate. complete tricks and stunts by pulling and pushing analog sticks. This "flick it" system takes some getting used to for players comfortable with button presses, but the end result is an innovative and intuitive control scheme that gives players a greater sense of control over their avatars and skateboards.

One of the most distressing features in skate. is its ubiquitous product placement and in-game advertising. For example: every time a player encounters a pro skater, an introductory video shows up-close shots of his sneakers, board, wheels, shirt, etc.

Although skate. looks and plays great, its overbearing product placement and steep learning curve keep it from greatness.

Score: 85/100

Thursday, August 26, 2010

Hell on Earth


Game: Silent Hill
System: Sony Playstation
Release date: January 31, 1999
Developed by: Konami
Published by: Konami

As painters, playwrights, filmmakers, and camp counselors know all too well, people sometimes enjoyed being frightened, albeit in a somewhat controlled environment. The video game industry, still young compared to literature, fine art, and cinema, was quick to respond to this primal human need to confront its darkest fears, and began to produce scary games accordingly. Capcom has been especially prolific in turning out survival-horror games (Resident Evil) and other horror-themed games (Onimusha, Dead Rising). First-person shooters like F.E.A.R., Prey, DOOM, and Quake have also combined horror, suspense, and action. But of all the scary games released in the last 15 years none is more terrifying than Silent Hill for the Sony Playstation.

Silent Hill is the story of Harry Mason who desperately searches for his missing daughter in the seemingly deserted and terrifying town of Silent Hill. During his search, Harry encounters strange survivors, monsters, and a disturbing nightmare world creeping over everything. The town of Silent Hill is a masterpiece of terror. Harry, throughout the game, inexplicably and suddenly moves between a foggy, abandoned ghost town and an "otherworld," a nightmarish version of Silent Hill covered in blood and rust.


Namco's response to Resident Evil, Silent Hill embraces all of the elements of survival-horror games: a shortage of weapons, ammunition, and health packs; disturbing monsters; puzzle-solving; and plenty of blood and gore. Unlike Resident Evil, however, Silent Hill provides its scares not through visceral action and shocking moments, but through a steady, unbearably suspensful atmosphere of dread. The music and sound effects in Silent Hill only add to this pervasive feeling on the part of the player that something terrible is about to happen.

The greatest drawback of Silent Hill is the fact that players, depending on how well they played through the game, can experience one of four possible endings. This is easily one of my biggest video game pet peeves; there is nothing more frustrating than devoting your time and energy to a game then getting a "bad" ending. Video game players can and should be rewarded with bonus material if they perform some special action(s) in a game, but they should never be punished with a lackluster ending.

Silent Hill was followed by several console and handheld sequels and a major motion picture.

Score: 92/100

Wednesday, August 4, 2010

Women in Video Games

The conventional wisdom that holds that video games are produced, designed, and played overwhelmingly for and by men is no longer accurate. There is no doubt that the video game industry, still relatively young compared to other artistic and technological media, reveals a historic imbalance between men and women in terms of 1) the people buying video games and 2) the people programming and developing them, but over the past decade the percentage of women playing video games has steadily increased. As of today, about two of every five video game enthusiasts are female; when web-based games are factored in, women slightly outnumber men. How have video game developers responded to this demographic shift in the video game market? The answer is difficult to clearly define, in large part because the business plans of game giants like Nintendo, Sony, and Microsoft are not easily obtained. There is an abundance of circumstantial evidence that proves developers are producing more and more games with crossover appeal; however, this evidence may simply be the result of technological advances or video game companies’ long-term plans to build a better mousetrap, and only tangentially related to women in the video game market. In any event, not all video game companies are created equal: some, like French giant Ubisoft, have invented strong, independent female protagonists and supporting characters; others, including Capcom, Namco, and Rockstar, continue to portray women as victims, prostitutes, and eye candy. That is not to say that the aforementioned companies produce poor video games or are entirely misogynistic; Capcom’s Resident Evil franchise has a long list of female protagonists, including Jill Valentine and Claire Redfield.

Just as certain developers are more responsive, intentionally or otherwise, to female players, particular genres are better equipped to meet the demand for a more feminist video game experience. Strangely, sexual equality is rarely found in those genres that feature women most prominently: racing and fighting. Included largely to add diversity, women in racing and especially fighting games are often portrayed with little brain power and even less clothing. Leather-bound dominatrix-types are found frequently in modern fighting games, as are bleached-blond bimbos whose enormous breasts would, in a real street-fighting tournament, no doubt be a serious handicap. In the console version of the fighting game Dead or Alive, players have the option to turn on or off “bouncing breasts” in the options menu.

Action-adventure games tend to represent women in a less exploitative way, but there are several notable exceptions, including Rockstar’s Grand Theft Auto series. Even The Legend of Zelda, the action-adventure franchise par excellence, has struggled with stereotypes: Princess Zelda, for whom the ongoing series is named, was before 1998 mostly a helpless damsel in distress. Many of the finest examples of complex and nuanced heroines belong to long-running franchises, particularly Metroid and Tomb Raider. Now and then an outstanding female protagonist will appear – Jade in Beyond Good & Evil or Joanna Dark in Perfect Dark – but Samus Aran and Lara Croft, who belong to Metroid and Tomb Raider respectively, are unquestionably the queens of the video game industry. And although they are united in terms of longevity and adoration from loyal fan bases, the two characters could not be more different in terms of their sexual symbolism. On one hand, Aran, an intergalactic bounty hunter who does freelance work for the galactic federation, could easily be mistaken for a man; almost totally obscured by a thick, heavy power suit, Aran’s identity is traditionally revealed only at the very end of a Metroid game. Needless to say it came as quite a shock to video game players in 1987 when they finished the original Metroid and discovered the action hero they all assumed was a man was actually a woman. Croft, on the other hand, oozes sexuality. A well-endowed (in both senses of the word) globe-trotting treasure hunter neatly tucked into a form-fitting tank top and shorts, Croft became an instant sex symbol when she debuted in Tomb Raider in 1996. But Tomb Raider and its many sequels are surprisingly non-exploitative; Lara Croft continues to be one of the industry’s greatest heroines, not merely a subject of sex.

Unsurprisingly, those genres that try to recreate real-world situations and those that offer players almost endless customization are the most inclusive in terms of female characters and avatars. Simulation games, like The Sims and Harvest Moon, allow players to manipulate male or female characters and experience lives that are not necessarily defined by traditional gender roles. In recent years, the developers at Victor Interactive Software have released twin versions of Harvest Moon games – one in which players control a male avatar and one in which players control a female avatar. The storyline and trajectory of the games are essentially identical, but the sex of the protagonist is entirely up to the consumer. Even more progressive in terms of sexual freedom are role-playing games (RPGs). Built on the foundation laid by pencil-and-paper role-playing game Dungeons and Dragons, video game RPGs are all about choice and customization. In many modern RPGs, players can build their characters from the ground up, including its class, race, attributes, body type, facial features, and sex. In some RPGs, namely those recently developed by BioWare, players also have a degree of control over their character’s sexual orientation. Romantic subplots in Jade Empire and Mass Effect allow the male or female protagonist to enter into a heterosexual or homosexual relationship with non-player characters (NPCs). Even those RPGs that do not allow players to create a custom avatar usually have several female characters to choose from (e.g. Baldur’s Gate: Dark Alliance II) or, in the case of series like Final Fantasy, in which players control a group of characters, many complex, powerful, and invaluable female team members. Arguably the two most important characters in Final Fantasy III (Final Fantasy VI in Japan), the best installment of the venerable RPG franchise, are women: Terra and Celes.

As more and more women find jobs in the video game industry and as more women of all ages continue to buy, rent, and download games, the way in which female video game characters are portrayed will surely change for the better. The last ten years have already seen significant changes, particularly in action-adventure, simulation, and role-playing games: Lara Croft has broken from the video game world and grown into a pop culture icon, becoming in 2001 and 2003 the central character in two big-budget Hollywood movies, and a symbol of sexiness, self-confidence, and fearlessness; since 2002, Nintendo and Retro Studios have released seven Metroid games plus another highly-anticipated title due out at the end of the month; and RPG designers continue to push the limits in terms of character creation and development, restricted less by technological boundaries and more by their own imaginations. If the purpose of all art is to tell the truth and to reflect reality in a direct or oblique way – and I believe it is – then video games, in order to stay relevant, will display in their virtual worlds the truth about women: they are neither damsels in distress nor a service industry for men, but, like all of us, capable of anything and everything.

Friday, May 21, 2010

Capital Punishment

Game: The Conduit
System: Nintendo Wii
Release date: June 23, 2009
Developed by: High Voltage Software
Published by: Sega

It's no secret that first-person shooter (FPS) fans have little to celebrate on the Wii; the latest Nintendo console makes its money on action-adventure and platform games and, unfortunately, "shovelware," and either cannot or will not invest in first-party or third-party FPSs. The Conduit, along with earleir games like Red Steel, form the exception to this rule.

Set in Washington, D.C. in the not-too-distant future, The Conduit follows secret agent Michael Ford as he attempts to stop an alien menace called the Drudge from taking over the U.S. capital. Action takes place in several D.C. landmarks, including Reagan National Airport, the Jefferson Memorial, the Library of Congress, the Pentagon, and the White House.


The plot, characters, and voice work in The Conduit are unfortunately rather uninspired, but in a few areas the game shines, namely play control and graphics. The Wii is underpowered compared to its rival systems, but The Conduit makes the most of its processing power to create very vivid landscapes and models. High Voltage Software used a Wii-specific engine called Quantum3 to produce sophisticated graphic effects. The controls, which are fully customizable, are even more impressive. The Wii remote acts as a mouse would on a computer FPS, giving players total control over onscreen movement.


Another enjoyable, if underused feature of The Conduit is the All-Seeing Eye (ASE), a device recovered early in the game that can be used to identify invisible enemies and uncover secret messages, hidden chambers, and bonus discs.

Although it's underwhelming in several instances, The Conduit is an enjoyable and decent shooter on a system woefully lacking in that genre. Perhaps The Conduit 2, announced in March, will deliver the outstanding FPS experience Wii fans are waiting for.

Score: 80/100

Friday, April 16, 2010

Grand Theft Ottsel

Game: Jak II
System: Playstation 2
Release date: October 14, 2003
Developed by: Naughty Dog
Published by: Sony Computer Entertainment

Jak and Daxter: The Precursor Legacy was one of the best games for the Playstation 2. Designed along the lines of classic platform games like Super Mario 64 and Banjo-Kazooie, Jak and Daxter represented a family-friendly platformer with colorful characters and a great sense of humor. Its sequel, Jak II, embraces many of its platform mechanics, but presents players with a much darker storyline and a sandbox-style game engine which looks less like Jak and Daxter and more like Grand Theft Auto III.

Jak II takes place in the dystopia Haven City where ruthless dictator Baron Praxis rules with an iron fist. Jak, Daxter, and the rest of the gang end up in Haven City after being flung through a Precursor portal. Once there Jak is arrested by Praxis' Krimzon Guard and subjected to torturous experiments for two years where a volatile energy called Dark Eco is infused into his body. After a long two years, Jak's best friend Daxter (transformed into a furry Ottsel in the first game) infiltrates the lab holding Jak and rescues him. From then on Jak and Daxter team up with the resistance movement and fight back against Praxis, his shocktroopers, and a techno-organic race of creatures called Metal Heads which are threatening the city from the outside.


After two years of torture, Jak is understandably a changed man. In the first game, he was friendly, noble, and silent (wiseguy Daxter did most of the talking), but in Jak II he's angry, talkative, and motivated primarily by revenge. Jak's personality transplant is a microcosm of the larger changes in Jak II: tropical settings from the first game become urban slums and underground sewers; the death toll (including supporting characters) reaches new heights; and Jak uses a gun as his primary offensive attack instead of simple punch-kick combinations.

Perhaps the biggest change in Jak II is not one of tone but of gameplay. In Jak and Daxter the two heroes travelled back and forth to diverse environments collecting power cells, but in Jak II the dynamic duo move around Haven City completing tasks for the resistance and for unsavory criminals. To move around the city, Jak can hijack any number of hover vehicles. In this way Jak II resembles a kid-friendly Grand Theft Auto.


While not nearly as good as the first Jak and Daxter, Jak II is a fun action game which combines traditional platform mechanics with third-person shooting and sandbox-style gameplay. The changes in Jak II might not have improved the original formula, but it's refreshing to see a game developer reinvent its product.

Score: 83/100

Dino Crisis

Game: Turok
System: Xbox 360
Release date: February 5, 2008
Developed by: Propaganda Games
Published by: Touchstone Interactive

The Turok franchise has fallen on hard times. It was once upon a time one of the premier console first-person shooter series, but the last three installments, including Turok, have ranged from mediocre to terrible. The games have become uninspired, linear, derivative, and boring; as a result Turok, as a franchise, has disappeared among much better shooter series: Call of Duty, Halo, Half-Life, etc.

Turok seems to be a reboot of the franchise; it references none of the events from the previous installments. In fact, Turok references almost nothing outside the main plotline; it's almost entirely without context. Cpl. Joseph Turok and an elite squad of marines crash land on a planet ruled by ruthless madman (and Turok's former mentor) General Roland Kane and do everything they can to survive his henchmen and the fearsome creatures which live and hunt on the terraformed world.


Like in previous Turok installments, players must explore an unknown and dangerous world filled with human enemies and dinosaurs. While the human artificial intelligence leaves something to be desired, the dinosaurs in Turok are quite terrifying. Attacking from behind and in the dark, scurrying out of nests and caves, the dinosaurs are the stuff of nightmares. Strangely, players can carry only two weapons at one time (in addition to a bow and knife); moreover, the weapons are mostly conventional military arms one could find in almost any first-person shooter. This is a far cry from the vast arsenal of creative, futuristic weapons which players could use in the N64 Turok games.


Turok includes a few noteworthy additions to its mostly lackluster gameplay. These include stealth kills, quick-dodge maneuvers, and "dino luring." Players can use the voracious appetites of nearby dinosaurs to their advantage by luring them into a crowd of human enemies with secondary fire flares from the shotgun.

The Turok franchise is overdue for a renaissance. Developers of the next Turok game should forget about emulating newer, popular first-person shooters and return to the series' roots: large, open-ended environments; a huge assortment of weapons; bizarre, alien enemies; immersive graphics and sound; and sinister sci-fi storylines. What players have in the new Turok are linear levels, uninteresting heroes and villains, and forgettable weapons. Where's a real dinosaur hunter when you need one?

Score: 75/100

Sunday, April 4, 2010

The Final Frontier

Game: Mass Effect
System: Xbox 360
Release date: November 20, 2007
Developed by: BioWare
Published by: Microsoft Game Studios

**Top 100 game**

Mass Effect, the first episode of BioWare's planned three-part space saga, is one of the best RPGs on the Xbox 360 and another gem from BioWare which has produced some of the finest role-playing games on the computer and for console systems in the last two decades. With its engaging plot line, deep mythology and focus on interactive storytelling, Mass Effect follows in the tradition of earlier BioWare projects Knights of the Old Republic and Jade Empire.

Mass Effect is set far in the future when technological advances and life-changing scientific discoveries have allowed humans to travel beyond Pluto. As Commander John Shepard, players must uncover a conspiracy which threatens Earth, its colonies, and the tripartite alliance of alien species which governs most of the known galaxy. Along the way, Shepard will welcome new friends and allies who will help him in his quest to track down a traitor and uncover an ancient evil.

Although Cmdr. Shepard is the default hero in Mass Effect, players can chose to play as a male or female customized avatar; they can alter his or her alter facial features and class. Once created, however, the custom-built avatar will progress through the game along the same trajectory as the default character. Like previous BioWare games, players throughout Mass Effect must make minor and major decisions which affect gameplay and which alter two morality scales: "paragon" and "renegade." Past choices will affect how new characters interact with Shepard.


Mass Effect is played across a number of alien worlds. Shepard's prototype stealth ship can travel light years in mere seconds by using ancient deep-space matter transporters called mass relays abandoned long ago by an extinct alien race. Players can choose to merely travel to planets which once traversed will propel the plot forward or can survey unknown worlds, collecting rare minerals, completing side-quests, and finding new weapons and items.

Combat in Mass Effect takes place in real time. Armed with weapons which include pistols, shotguns, assault rifles, sniper rifles and (in the case of Shepard) grenades, members of the three-person party engage in firefights with aliens, hostile robots, and other unfriendly creatures. Combat is a major factor in Mass Effect; stripped of its RPG structure and trappings, it would make an excellent shooter.

Score: 95/100