Saturday, December 18, 2010

Here comes an angry mob of new challengers: Part 1

Thanks to my highly-placed game industry contacts and arduous journalistic efforts- a description I like to think captures the intrepid spirit of Pointless Side Quest better than the more literally accurate "we're friends because I went to elementary school with his cousin, and I asked him if he was interested in writing something on my blog when I was at his apartment watching Kingdom of the Spiders"-  we at Pointless Side Quest are proud to feature  a two-part guest post by Kevin Folliard. Kevin is the writer of the popular video game movie spoof Press Start from Dark Maze Studios, its forthcoming sequel, and the ongoing online animated series Press Start Adventures. Today, we join him on his recent, ill-fated expedition into the very heart of darkness, otherwise known as Capcom's Chicago Fight Club, in search of an early close-in look at the newest entry in the Marvel Vs. Capcom series.

Marvel Vs. Capcom 3:  Fate of Two Worlds.  Imagine my enthusiasm when I learned of Capcom's Chicago Fight Club event, showcasing the latest build of the game right in my hometown!

Growing up as an introspective gaming nerd, a good part of what got me through the doldrums of high school was looking forward to the next blockbuster fighting game.  As a comic book geek and a Street Fighter junkie, there was no series throughout the late nineties that brought me greater joy than the Marvel Vs. Capcom franchise.  All the mechanics and conventions of my favorite games,  bright vibrant animation, and my favorite American superheroes.  That's why, ten years later, I've become giddy with anticipation over the revival with youth and exuberance, free Capcom merchandise, and a good time for all, right?  Not so much.

Allow me to take you on a journey, my friends.  A journey that reveals the depths to which obsessive anticipation can bring you.  The spectacle of five hundred whiney, greedy, impatient fan boys and a complete and utter disregard for the words "organization" and "crowd control" have proven to me once again that I am officially, unequivocally, a mature functioning adult.

On the afternoon of September 21st my cousin and I set out for a shady warehouse on Wolcott Avenue. (Interesting choice, Capcom.  You do realize this wasn't a real fight club right?)  There we meet up with a good friend who had generously purchased us fast food.  A wise strategy, as we would need sustenance to last the night.  The event was to run from 8-11PM, and the first one-hundred receive special "swag".  So arriving at 6PM seemed reasonable, right?

Oh me of little faith.  The truly obsessed and devoted had arrived at 3PM, and received special wrist bands indicating their placement in line.  Fair is fair.  Furthermore the line in the small warehouse courtyard winded from the entrance and snaked back and forth at least eight times.  It would be a long wait, but at least my fellow gamers  had formed a neat and manageable line.  Slowly but surely, we'd all make it in and play the game in a calm,
efficient, and respectable manner.  After all, people who are obsessed with video games are often social outcasts, but ones with mutual respect for one another, an intellectual and progressive brotherhood of upstanding citizens, right?  But as Jurassic Park's Ian Malcolm taught me long ago…

Chaos is inevitable.

Enter Capcom USA:  master planner.  An inaudible set of directions indicated for the chosen first one-hundred to step forward and receive their coveted promotional crap, and it begins.  Four or five gamers, sweaty with anticipation, decided that with this new development they could no longer stand to be in the neat and organized line that had formed throughout the courtyard, and so they bum-rushed the entrance, prompting a lemming-like stampede in almost everybody.

When it was over, we had all been compressed like sardines.  Fronts had become backs.   Left had become right.  Yet some strange compact semblance of the line remained.  Apparently we were all respectable citizens until some guy says something we don't fully understand.  (In the future Capcom, invest in a megaphone.)  It wasn't clear what the coveted swag actually was from our vantage point.  But I conjecture had it that it involved some kind of eco-friendly Capcom shopping bag.  Ah well… I guess I won't be browsing the aisles at Trader Joe's with a Servbot tote-bag anytime soon.

Already it was clear that it would be a long, uncomfortable night.  After a drawn out-process, the chosen one hundred were beckoned forth, and the line dissipated completely into a crowd of seething, rabid fanatics.  My rational-minded companions and I shuffled forward to accommodate a frenzy far more brutal than a mob of Resident Evil zombies.  Somewhere to the right a Capcom grunt held fistfuls of special wristbands, intended originally for the second and third batches of hundred to arrive in order but now doled out at random to any screaming nutjob with the ability to push and shove like a preschooler.



When the frenzy settled and the wristbanded chosen were slowly but surely shuffled into the promised land, my compatriots and I found ourselves a good seven feet from the entrance.  Surrounded by my hardcore gaming "brethren," I suddenly felt about as alien as the Silver Surfer.  There was:

The gentleman in front of me with the "I *heart* vaginas" hat.

His pal with the "I love boobies" wristband (apparently not the kind of wristband that Capcom acknowledges).

The sweaty vein-busting loud mouth demanding that he be let in next because he is wearing a Marvel t-shirt and an official Street Fighter IV Ryu headband.

The terrified and dejected youngster who had collapsed on the ground behind me, hugging his knees and rocking back and forth, forcing me to balance on an angle to avoid falling on him and crushing his neck.

 A self-righteous fighting game fanatic behind me snapped and suddenly lost faith: "This is EXPLETIVE DELETED ridiculous!  What the EXPLETIVE DELETED are they doing?! EXPLETIVE DELETED, EXPLETIVE DELETED morons!  Don't they EXPLETIVE DELETED realize that I have to get some EXPLETIVE DELETED sleep tonight?!"  Apparently he was so forlorn that he forgot that nobody was forcing him to stay.  From inside the club a techno remix of Ken's theme from Street Fighter II drifts out and he becomes even more incensed, "Why the EXPLETIVE DELETED are they playing Ken's theme?!  This makes no EXPLETIVE DELETED sense?!"

While I too am hot, and tired of standing as the hours creep by.  I also can't help but smile at the displays of childishness, impatience, and irrational entitlement that surround me.  And all over a game that, a year from now, we'll all be tired of playing.  Which I point out, to the amusement of some of the more level headed folks around me.  It made me feel safe to see such rational acknowledgement.  These were my kind.  Accepting of their quirks, but able to function in the real world respectably.  You can see it in their eyes.  And suddenly I no longer felt so alone, and I had the courage to withstand the nonsense that tormented me… for a little while longer.

--
Kevin Folliard is a writer in the Chicagoland area, having written several screenplays for Dark Maze Studios in Champaign which are available worldwide on DVD, including the acclaimed video game parody “Press Start.” He is also the creator and head writer for the companion monthly web series to the film “Press Start: Adventures.”  His short fiction has appeared in the literary E-zine “Burst”.  Kevin is currently an academic writing advisor for the Effective Writing Center at the University of Maryland University College.

Will Kevin ever penetrate Capcom's inner sanctum, where the object of his quest awaits? Will Marvel Vs. Capcom 3 fulfill the lofty promise of its lineage?  Will the guy with the "I *heart* vaginas" hat ever actually get any? Stay tuned for Part 2! 


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Thursday, December 9, 2010

Nothing ends, Cid. Nothing ever ends.

Leigh Alexander has an interesting post at Kotaku about her problems with finishing games that she likes: the more she enjoys a game gets attached to its world and characters, the more she'll try to extend the experience as long as possible and the less likely she is to actually finish it.

I can relate to this. Unlike Alexander, I do always finish a game if I like it, but I've definitely had the experience of trying to put that off as long as possible. The most memorable time this has happened in the past few years has been with Persona 3 and Persona  4. I loved both of those games, both for their gameplay and for their characters and story, and I didn't want to leave either behind. I've also put a ridiculous amount of time into Just Cause 2 and have yet to complete the final mission, though my hand will probably be forced in the near future by sheer lack of anything left to destroy.

My earliest recollection of doing something like this, however, is my fanatical Glenn-Close-in-Fatal-Attraction-esque attachment to Final Fantasy III /VI on the Super NES. It wasn't the game that introduced me to RPGs and made me a fan of them- that was Dragon Warrior- or the game that made them my favorite genre- Final Fantasy II/IV-  but that game enthralled me like nothing had before. I loved everything-  the gameplay, the story, the characters, the absolutely incredible music- and just didn't want it to end. It helped that my excitement for the game had been raised to a fever pitch by the fact that I wasn't able to play it for several months after it first came out. I didn't have the money to buy it, and the sole rental copy at my local video store (kids, ask your parents) was always checked out. And I mean always; I know because I walked or rode my bike up there every day for months to see if it was in. I was eagerly looking forward to it after being amazed by its predecessor and tantalized by playing a few precious minutes of it at the local FuncoLand (kids, ask your grandparents),  so once I actually got hold of the game I held on to it like grim death.

November, 1994: A young John Markley traverses the Chicago metropolitan area in search of Final Fantasy III. While Markley would ultimately find an available rental copy in a now-defunct independent video store, many were not so lucky; between October of 1994 and the release of Chrono Trigger in August of 1995, thousands of gamers who left home in the '94 Chicagoland JRPG Rush would lose their lives to frostbite, starvation, avalanches, and the dearth of console RPGs on the American market during the 16-bit era. 

Still, I couldn't leave it unfinished- I had to see what would happen. More importantly, not killing  my archnemesis Kefka would've set a dangerous precedent. You let one insane, magically augmented jester get away with becoming a god by tapping into the power of three ancient imprisoned goddesses, unleash a storm of cataclysmic destruction that scours the planet with fire and rearranges the very continents, slaughter uncounted millions of innocent people, leave human civilization in ruins, and turn the entire world into a bleak, desolate, post-apocalyptic hellscape with the most depressing overworld music in the history of RPGs, and the next thing you know they're all going to be doing it. You've got to nip this sort of thing in the bud.

The result of my dallying was that when I finally, reluctantly, decided to finish things, my character's levels were so absurdly high that my final encounter with Kefka lasted all of about half a turn. Attacks in Final Fantasy games back then had an absolute, unbreakable limit of 9999 damage per hit, but when the toughest character in your ludicrously over-leveled party is equipped with both the item that lets them hold a sword in each hand and hit twice with each attack and the item that lets them do a quadruple attack every turn, it doesn't really matter that much.


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Tuesday, November 23, 2010

I tried to offer a similar promotional deal when I sold my old games on Craigslist, but apparently that's a Class 4 felony in Illinois

The Collector's Edition of CD Projekt's forthcoming PC RPG The Witcher 2: Assassins of Kings has been revealed by Gamestop. In addition to its more conventional collector's edition gewgaws and bibelots, this collector's edition includes a sculpture of the head of the game's protagonist, Geralt de Rivia. It's not life size, but it looks pretty respectably large. CD Projekt has repeatedly denied rumors of a planned “Ultimate Edition” in which the head will actually be animatronic and sing Cy Coleman's "Witchcraft" when activated, with spokesmen for the company insisting that CD Projekt's reported recent purchase of several thousand surplus Big Mouth Billy Bass motion sensors was “pure coincidence.”

I'm a big fan of the original The Witcher, which was easily the best RPG/unlicensed pharmaceutical manufacture simulator released by a Polish developer in the past five years, but this isn't for me; the current trend for increasingly elaborate and costly special editions just doesn't interest me much. I'm a simple man with simple needs. But if you're currently redecorating your home or office and have decided that the glowering visage of a battle-scarred albino swordsman, alchemist, and monster-hunter-for-hire is just what you need to tie the room together, opportunity knocks.



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Tuesday, November 2, 2010

Planned Duke Nukem game suffers unexpected setback; in other news, water still wet

It seems that the planned Duke Nukem game for the Sony PSP and Nintendo DS, Duke Nukem: Critical Mass, isn't going to be happening after all. Gearbox, which acquired the rights to Duke Nukem from 3D Realms back in September, has apparently pulled the plug on the handheld system spin-off, which was being developed by Frontline Studios. Gearbox is reportedly still still going ahead with its plans to release Duke Nukem Forever next year, though if the 13-year history of Duke Nukem Forever's development is any guide there will soon be another indefinite delay when the head of the project decides to scrap everything to start over on a different engine, or the programmers are abducted for ransom by Columbian guerrillas, or a meteorite flattens Gearbox headquarters, or whatever.

What would have been Duke Nukem: Critical Mass will instead be released in modified, de-Duked form under the title Extraction Point: Alien Shootout, which has to be one of the most aggressively bland names for a video game since the days of Combat and Adventure on the Atari 2600. It sounds like it should be shelved alongside those generic boxes of cereal that characters on sitcoms eat when the network doesn't want to use a real brand name. They may as well have just called it Military Terminology: Science Fiction Violence.

Is anyone actually surprised by this turn of events? It's Duke Nukem, a subject I've had occasion to mention here before. If history teaches us nothing else, it teaches us that there will always be some sort of complication for anyone foolish enough to defy the natural order and actually attempt to release a new Duke Nukem game. We're talking about a franchise whose flagship sequel, Duke Nukem Forever, has been in development hell since 1997, roughly two-thirds of the character's entire existence. The franchise has spent those 13 years under nigh-perpetual siege, endlessly afflicted by legal battles, staff turnover, missed release dates, massive financial losses, wrathful angels with flaming swords leading plagues of locusts, etc.

I just wonder why the Duke Nukem series became this way, afflicted by enough misfortune to kill any other series several times over and yet seemingly unable to die. Did someone involved in the production of Duke Nukem 3D defile an ancient Egyptian tomb? Did 3D Realms raise the capital to make Duke Nukem Forever by selling bones looted from Indian burial grounds? Did the whole staff take take a trip to New Orleans, get drunk during Mardi Gras, and run into an old cemetary yelling, "Voodoo is total bullshit, and may the angry ghost of Marie Laveau afflict me with some sort of horrible voodoo curse if I'm wrong?" It must be something.



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Tuesday, October 12, 2010

Somehow, the words "From the makers of the 3DO" just don't inspire much confidence

Panasonic has announced a new portable handheld game system called the "Jungle". It will apparently be focused on online gaming, and has a touch pad and full keyboard alongside more console-style controls. Not much is known yet, aside from the fact that one of the flagship titles will be a Battlestar Galactica MMO.

First impression: Awful name. I applaud Panasonic's attempt to offer a change of pace from the "game systems that sound like acronyms for government agencies" style of naming seen in the Nintendo DS and Sony PSP, but ”Jungle” sounds like an internal development codename that Panasonic forgot to change for retail. I would have thought it obvious that naming a video game system after vegetation was a bad idea, but I guess not.

Older handheld systems did it far better than their modern successors in this regard. The Nintendo Game Boy, the Sega Game Gear, the Atari Lynx, whatever the hell that portable version of the TurboGrafx 16 was called... THOSE were names for game systems. On the plus side, the inevitable Guns N' Roses references that will appear in every video game press article about this system from now until the end of time pretty much write themselves, which is a timesaver.

It's early yet, but frankly what I've seen so far seems like the worst of several worlds to me: Bigger, less convenient, and almost certainly much more costly than a DS or PSP, less versatile or user-friendly than a laptop computer, pointless overkill for the sort of mobile games people play on cellphones. I also can't imagine playing a game that involved any significant input from a QWERTY keyboard on a keyboard that size. Maybe it'll do better on the Japanese market, where handhelds and wi-fi based multiplayer games are much bigger business than they are in the US.

Alternately, if the Jungle is able to play some of the big MMO names like World of Warcraft- it's still not clear at this point- Panasonic may be able to tap in to the ultra-hardcore MMORPG player/addict/Morlock market. Necessity is pitiless and unyielding, and even the most obsessively devoted MMO player has hitherto been forced to occasionally face those nightmarish interregna- trips to the bathroom, funerals of immediate family members, house fires- when he simply must step away from the computer, precious dopamine draining from his limbic system's burnt-out reward pathways with every moment. The potential appeal of a portable MMO-focused system like the Jungle is obvious, though I'm not sure how much disposable income that particular demographic has.



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Tuesday, September 28, 2010

The most appalling eruption of foul language since Hitler said "damn" in the original Bionic Commando!

This is supposed to be a blog about gaming in general and not the Mafia II Offensive Content Gazette, but a journalist goes where the news is: the Guinness Book of World Records has provisionally certified Mafia II as the game with the most instances of a well-known swear word. This is a family blog, so for decency's sake I'll just say it's the one that starts with F and rhymes with "fuck."

Mafia II dethrones previous record holder House of the Dead: Overkill, a fluffy, Disneyesque romp for the Nintendo Wii that used the word a mere 189 times. Prior to House of the Dead's release, the record had been held for a stunning 16 years by Sierra Entertainment's critically acclaimed but commercially disastrous movie-tie in point-and-click adventure game Glengarry Glen Ross: The Quest to Sell Some Fucking Real Estate. Sadly, the game was doomed commercially by a gaming marketplace not yet ready for the game's mature content, the greater popularity of rival series such as King's Quest and Gabriel Knight, and the limited audience for games about middle-aged guys sitting in a room and yelling at each other about their unsuccessful careers in the real estate industry.

A spokesman for Guinness said:

"The number associated with the record is liable to change in the next few weeks, as 2K have promised to supply us with a copy of the game's full script under NDA so we can count the number of f-bombs ourselves and update the record with a complete figure."
This really has me wondering what working at the Guinness Book of World Records office is like.

Can anyone be assigned curse-counting duty, or is there somebody at Guinness who focuses on this sort of record? And if the latter, what's he like? Is he a seemingly normal man with a nice home in the suburbs and a family who thinks he works in the sporting records department? Is he some sort of shadowy, morally ambiguous black ops figure, tolerated as a necessary evil and yet feared and shunned by the very Guinness staffers he protects for making the sort of grim moral compromises that the naive, soft-handed civilians who spend their days compiling aerospace speed records or measuring the world's largest structure made entirely of popsicle sticks could never face? Is there some insane, subhuman, unspeakably foul-mouthed Gollum-like figure confined to a dark, filth-encrusted pit where he subsists on carrion, whatever live rodents he catches, and the gnawed bones of other Guinness employees who stood too close to the pit? Inquiring minds want to know.



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Friday, September 10, 2010

Analyst's report: Open-world crime genre projected to have offended members of every ethnic group on the planet no later than 2015

The Italian-American advocacy group UNICO publicly condemned the recent release of Mafia II and it's developer and publisher, 2K games and Take-Two Interactive, for what UNICO has called the game's racist portrayal of Italians and organized crime. UNICO president Andre DeMino issued a statement in which he said:

Why would [Take-Two] foist a game on their targeted audience of young people wherein they will indoctrinate a new generation into directly associating Italians and Italian Americans with violent, murderous organized crime, to the exclusion of all of the other 'mafias' run by other ethnic and racial groups...Take-Two is directly, blatantly and unfairly discriminating and demeaning one group to the exclusion of all others. We are demanding they halt release of the game and cleanse it of all references to Italians and Italian Americans.
Unfortunately, Mafia II is set in the years following World War II, decades before the Mafia began the groundbreaking series of affirmative action programs that have made the ranks of today's Mafia such a diverse, United Colors of Benetton-esque smorgasbord of Men of Respect of every race, color, and creed. Take-Two is apparently going for an authentic historical atmosphere, so making a game where the main characters are 1940's/50's American mafioso named Abdullah "The Dolphin" ibn Yusuf, Ragnar "Berserker" Gustafsson, and Nine-Finger Johnny Krishnamurti creates some suspension of disbelief issues.

I could sympathize with DeMino more if the pervasive pattern he alludes to actually existed in modern games, but I see no convincing proof that it does. There are too many Eastern Europeans and Japanese and African-Americans and Generic White Guys of No Particular Ethnic Background in crime-related games for the claim that Italians are being systematically singled out to be plausible.

It could be a lot worse. Pretty much any time a character who shares my principal ethnic background shows up in a video game, they're a freaking NAZI. Or a soldier fighting for Nazi Germany. Or a Neo-Nazi. Or an exiled former Nazi. Or a thinly veiled stand-in for a Nazi. Or some sort of monstrous Nazi cyborg hell-beast spawned by unnatural Nazi superscience and/or blasphemous Nazi occult lore.

As the old proverb goes, "I was sad because I had no shoes, until I met a man who had no feet." Or, in this case, "I was sad that I was a tough-talking 50s gangster, until I met Undead Mecha-Hitler." Words to live by.


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