Friday, November 9, 2012

A Chilling Vision of Things to Come

A few days ago saw a grim date in American history, one that will long be remembered as an ominous turning point for America- nay, the entire world- and looked upon with horror by future generations cursed to live in its cold, bleak shadow...

'Cause it was my birthday on Wednesday! And it was a pretty nice birthday, in spite of some sad events that have marred the past year and contributed to the meager output of Pointless Side Quest in 2012. If you like this place, I apologize for that, and I hope to make 2013 a much more interesting year.

If you're reading this, thank you; being able to write things that people actually read means a lot to me, even if I haven't been able to do so here as much lately, and I hope you'll keep reading here for a long time to come.


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Saturday, September 8, 2012

Location, location, location: New releases for the week of 9-2-12 (The Elder Scrolls V: Skyrim - Hearthfire)

Hearthfire is another downloadable expansion for The Elder Scrolls V: Skyrim. Unlike previous expansion Dawnguard, which added a series of new quest and enemies, Hearthfire is about what the hero of Skyrim gets up to during his downtime, allowing you to build and design your own house. You can have useful facilities like alchemy labs (presumably one used for the actual, magical sort of alchemy, as opposed to the sort of home-based chemistry facility that about a third of the guys I knew in high school are probably doing prison time for by now) and greenhouses (again, presumably...), as well as display cases to show off the exotic weapons and items you've found in your adventures and a trophy room to display the exotic creatures you've killed with them.

You design your new residence yourself and can either oversee its construction personally or hire a steward to do it for you. You can even start a family by having your spouse move in and adopting some kids.(Biological kids are not an option, unfortunately, since by the time the player has unlocked the ability to build a house excessive exposure to the draconic spiritual energies of the Thu'um shouts have already left the protagonist sterile.)

Though unsurpassed on the field of battle and imbued with the mystical might to flense the flesh from men's bones with but a word, the Dragonborn's ignorance of proper high-altitude baking temperatures would be his undoing.

It sounds nice, and having a location where I can show off all the cool stuff I've acquired in my adventures is something I've long wanted in an Elder Scrolls game. That said, it is sort of an odd man out placed alongside the premises of prior Elder Scrolls releases and expansions. Consider:

The Elder Scrolls V: Skyrim As a bloody civil war rages across the land, you must battle an army of resurrected ancient dragons who have returned to wage war against all of humanity, led by a colossal soul-eating dragon-god who's commonly referred to with epithets like “World Eater” and has just returned after millennia of banishment beyond time and space in accordance with ancient prophecies about the destruction of the cosmos. You become the Dragonborn, a legendary warrior with the blood and soul of a dragon whose very voice has the power to lay his enemies low.

The Elder Scrolls V: Dawnguard To save the world from an eternity of darkness, you must battle a monstrous host of vampires who seek to cast the world into everlasting night through an ancient magical ritual that will permanently BLOT OUT THE SUN. You can become a member of an ancient order of vampire hunters, or transform into a terrifying immortal creature of the night yourself.

The Elder Scrolls V: Hearthfire You need a place to keep your stuff and kill time when not busy with the above. You can become a foster parent or an amateur gardener. An amateur gardener with the soul of a dragon whose very voice has the power to lay his enemies low who may or may not also be a vampire, but still.


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Thursday, August 9, 2012

Decision to allow R18+ games immediately reduces Australia to hellish post-apocalyptic wasteland

The following article originally appeared at Robot Geek and is completely fictional, although if you actually need to be told that I doubt this disclaimer will do much good.

Australia’s notoriously strict censorship of videogames has received shocking vindication in the aftermath of the Australian’s government’s recent decision to allow the release of R18+ games in the country, a decision immediately followed by an eruption of videogame-related violence and social decay that reduced the country to a nightmarish post-apocalyptic wasteland less than a week later.

By law, every game released in Australia required a classification from the Australian Classification Board, a government body that regulated media content. Previously, the board refused to give any classification to games with content that would result in an R18+ (Restricted to 18 and over) rating, preventing an official release. A bill creating an R18+ classification for videogames was finally passed by the Parliament of Australia on July 18th.

What happened in the immediate aftermath remains unclear, due to the rapid collapse of Australia’s communication infrastructure and the country’s subsequent reversion to a preliterate culture dominated by savage nomadic warlords, heavily armed bands of murderous neo-barbarians, and the insane god-kings of despotic Bronze Age city-states, all struggling for survival in the crumbling ruins of a once-advanced civilization. However, according to the still-fragmentary reports that have trickled out of the country, several major cities were already in flames by early July 19th as hordes of videogame-maddened Australians took to the streets in what one surviving observer called “an orgiastic spasm of unimaginably savage Dark Sector-inspired violence.” The chaos escalated into a cataclysm that laid waste to huge swaths of the Australian countryside, destroyed most major cities, and caused the utter dissolution of Australian society, reducing a prosperous nation of 22 million people into what an official United Nations report describes as “a desolate hellscape where only the strong survive.”

June 21th: With the Australian military thrown into disarray by the collapse of the central government and local law enforcement incapacitated by an imported copy of Dead or Alive: Dimensions, Perth is turned into a burning ruin as long-standing rivalries between Xbox 360 and PlayStation 3 owners escalate into open warfare.

How the R18+ rating had such rapid effects remains a mystery, since the bill would not have actually gone into effect until 2013. Several possible explanations have been offered, including a sudden, uncontrolled release of years of frustrated, pent-up hunger for gaming violence caused by gamer excitement in the aftermath of the bill’s passage, the hypothesis of some physicists that the social and moral degeneration that Australia would have suffered in the years following the decision eventually increased to such overwhelming levels that its collapsed mass tore a hole through space-time into the past, and anti-videogame activist Jack Thompson’s controversial “portal to Hell” theory.

Australia’s future is uncertain. Reversing the decision allowing R18+ games is impossible, since both Parliament and the Australian Classification Board ceased to exist with the dissolution of the Commonwealth of Australia as a sovereign state after the fall of the capital city Canberra to the bloodthirsty armies of Lord Colossus the Despoiler- formerly Duane Harris, assistant manager of a recently closed GAME Australia location in the Canberra suburbs- on June 20th.

The entire country is now under a strict blockade maintained by an enormous international naval task force, rumored to include the entire US Third Fleet. In a recent press conference, US President Barack Obama insisted that the ships are there solely to render aid to an American ally and “have absolutely nothing to do with any rumors involving supposed expansionist warlords, a ferocious race of rapidly breeding radioactive mutant kangaroo-men who have already made beachheads in New Zealand and Indonesia, or alleged battles in the Tasman Sea that are classified and didn’t happen anyway where one or more American nuclear aircraft carriers was destroyed by an orbital ion cannon that doesn’t exist because the army of vaguely Abrahamic techno-religious fanatics that controls it doesn’t exist either. So just drop it already.”

Critics of violent or sexual content in videogames have now gained considerable credibility. The most prominent is former New South Wales Attorney-General Greg Smith, who had been one of the principal opponents of allowing the release of R18+ games in Australia and managed to escape the country via Sydney Airport just hours before the city fell to a cannibalistic horde of New South Welshmen dressed in cloaks of flayed human skin and The Witcher 2: Assassins of Kings promotional T-shirts.

June 27th: In Adelaide, the new Parliament of the State of Victoria gathers for its first legislative session since its “reorganization” on June 24th. Issues facing the new Parliament include the poor condition of the State’s road system, public health problems related to widespread cannibalism, and the ongoing controversy over whether the remains of the previous Parliament should be displayed on pikes as a warning to outsiders or simply devoured.

Now widely hailed as a visionary, Smith has been proposed as a possible prime minister for an interim government-in-exile. He is reportedly holding meetings with the government of the United Kingdom, the United States, and the alpha males of the packs of feral humanoids who dominate northern Queensland about a possible joint military expedition to retake the country.

In a speech shortly after his escape, Smith said, “At last, do you understand? People claim that censorship of games is unjustifiable and old-fashioned. Tell that to a mother who’s lost her child because his friends started fooling around with real guns after playing Grand Theft Auto. Tell that to the hundred-kilometer wall of human torsos that’s encircled Brisbane since the city was conquered by an army of loincloth-clad barbarians and renamed ‘South Goroshire.’ Tell that to someone whose entire hometown was massacred by thousands of pale, bloodthirsty maniacs who were out ‘grinding’ for human heads to build a five-story pyramid of skulls on the Melbourne Cricket Ground honoring their dark god Namira, Daedric Prince of insects and ancient darkness. They understand the importance of this issue, I assure you.”


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Wednesday, August 1, 2012

A Baleful Glare at E3 2012, Part 3: Star Wars 1313


Star Wars 1313 is a third-person shooter set in the Star Wars universe. You play as a bounty hunter hunting dangerous fugitives from justice in the criminal underworld of Coruscant's Level 1313, far below the surface of the city-world. (So probably no cameos from that four-armed guy who ran the 50s diner from Attack of the Clones, sadly.) I've commented at some length on Star Wars previously on this blog, which you can read here.

This seems promising. I applaud the idea of a Star Wars game that isn't about Jedi and/or an appendix to the plots of the six movies, having grown somewhat weary of both, and I like the bounty hunter premise.

I just hope the protagonist is cool. The last time somebody was hyping up a Star Wars videogame starring a new character having adventures involving the criminal underworld of the Star Wars universe, we got Dash Rendar.

Dash Rendar, in case you're not familiar with him, was the protagonist of the Nintendo 64 (and PC, but no one remembers that) game Shadows of the Empire, part of a larger multimedia spinoff project set between the events of The Empire Strikes Back and Return of the Jedi.

Shadows of the Empire wasn't just a few new tie-in products, it was supposed to be an Event- practically a new addition to the original trilogy with everything but an actual theatrical film. A novel from Bantam books, a videogame, a series of comic books published by Dark Horse, trading cards, action figures, toy ships, Micro Machines. and- perhaps the loftiest laurel that can be placed upon a franchise's triumphant brow- a comic strip in Nintendo Power.

Truly, a fitting successor to Han Solo.
The problem was that it could not include Han Solo, since he spent the entire time frame of the new storyline flash-frozen in Boba Fett's trunk. But without Han Solo alongside the other heroes of Star Wars, you've got no cool, cocky, somewhat mercenary but basically good-hearted women-want-him-men-want-to be-him rogue. All you have left are the Jedi, the aristocratic female love interest, the droids, and the inarticulate alien sidekick, and if you've seen ever the prequel trilogy you know how that turns out.

The solution, of course, was to bring in a substitute Han Solo. Consequently, Dash Rendar was born, created according to a simple formula. First, take Han Solo and file the serial numbers off. Then continue filing until all interesting or memorable character traits have been filed off as well. Then fill the resulting void with nothing and come up with a reason for said void to be present at the Battle of Hoth so the “tripping Imperial walkers with harpoon cables” sequence can be crammed into yet another videogame as part of LucasArts' ongoing efforts to dethrone Normandy as the most reenacted battle in videogame history.

The Shadows of the Empire videogame is pretty well-regarded today; indeed, it's by far the most commonly and most fondly remembered part of the Shadows of the Empire project as a whole. It owes none of that success to Mr. Rendar.

Where was I? Right, that Star Wars game at E3.

LucasArts promises “a bold new take on the Star Wars galaxy, intended for mature audiences.” I'm of two minds on this. On one hand, while I have no problem with dark settings or stories, or with the sort of content people usually mean by “mature,” that sort of thing can go awry when you take an existing franchise where that sort of thing generally isn't the norm and start trying to add it. On the other hand, something in the Star Wars universe “intended for mature audiences” could be interesting if it's done well and doesn't just mean that there's lots of blood spraying around when you shoot guys and a cutscene where the hero calls some Hutt crime boss a “motherfucker.”
Anger, aggression, the dark side are- ah, the hell with it.
(Though now I kind of want somebody to make a Star Wars/Dead to Rights: Retribution crossover where Jack Slate teams up with Han and Luke to go on a bloody, profanity-strewn rampage through the criminal gangs of the Star Wars universe, just so that I can hear Luke Skywalker roar “SHUT YOUR FUCKING HOLE!” at some poor goon in the Mos Eisley cantina as the prelude to some horrendously brutal lightsaber kill. Just once before I die, that's all I ask.)

In any case, I'm curious to see how this turns out.


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Friday, June 29, 2012

A Baleful Glare at E3 2012, Part 2: Metal Gear Rising: Revengeance

Metal Gear Rising: Revengeance is a new spinoff of Metal Gear Solid starring everyone's favorite guy who stands in for Solid Snake when Snake is too busy doing cool stuff offscreen that we don't get to see to be the playable character, Raiden.

Actually, as one of the three people in the English-speaking world who actually liked Raiden even before he made his transformation from Who the Hell Is This Blond Guy Who's Not Solid Snake in Metal Gear Solid 2 to terrifyingly deadly sword-wielding cyborg cutscene ninja in Metal Gear Solid 4, I'm glad to see Raiden getting his day in the sun. It's a pity that it had to be accompanied by the most gratingly stupid name for a game since Toki: Going ApeSpit, but you can't have everything.




Yes, I know that “revengeance” actually is a real, albeit archaic, English word. That's not an excuse.

The game is set years after the events of Metal Gear Solid 4: Guns of the Patriots. Raiden- who seems to have adopted the three-packs-a-day Lucky Strikes Grizzled Badass Voice Training regimen at some point- is working as a military contractor in a war-torn country. There's an invasion or coup d'etat by an army that appears to be led by an evil bald cyborg. Much swordplay ensues.

Featuring Eric "Butterbean" Esch in a special guest appearance!
First thought: Holy CRAP, this is bloody. It's not like the previous Metal Gear Solid games were perfectly sanitary, splattering-fluids-free affairs, but this seems to be kicking it up a notch. On the one hand, it makes sense, since your main weapon this time is a sword, the developers have promised that you can cut through almost any object in the game, and the plausibility of the sort of PG-13 “guys get hit and fall over” violence possible in a game where you're using guns or your fists starts to fall apart when you take an ultrasharp futuristic blade shown to be capable of cutting through giant stone pillars and start hitting human beings with it.

On the other hand, a lot of that blood is spewing out of damaged armored vehicles, which makes less sense than virtually anything whatsoever. (Yeah, we've already seen something similar in Metal Gear Solid 4. That merely pushes the what-the-fuckness of it back a step.)

It looks pretty cool, with Raiden using his superhuman cyborg ninja agility and swordsmanship to cut a swath through hordes of enemy soldiers and robots, a slow-mo mechanic that lets Raiden make deadly precision strikes, and all sorts of crazy stunts and feats of badassery putting me in mind of Devil May Cry or Vanquish. I also think giving a new game starring Raiden a very different style of gameplay from mainline Metal Gear Solid games is a good idea since, assuming it's done well, it makes Raiden a character who's interesting and exciting in his own way, rather than returning him to his original Metal Gear Solid 2 role as the Curly Joe to Solid Snake's Curly. (Which would make Big Boss the Shemp in this analogy, I suppose.)

Despite showing initial promise, the U.S. Army's research into Jell-O-powered armored vehicles was eventually abandoned after the disappointing performance of several prototypes under field conditions.
However, it doesn't look particularly Metal Gear. It sounds ridiculous for me to say that the sort of feats Raiden pulls off in the trailer are too incongruously wild, flashy, or over-the-top to fit in with a series that's previously featured psychokinesis, nuclear-armed mecha, a Soviet colonel with the same electrical powers as Ernest in Ernest Goes to Jail, ghosts, and a man who commands an army of bees, but some of them kind of are. I don't mind, as someone who find Metal Gear interesting but doesn't have any strong investment in it, but I can see why some more devoted fans might react negatively to it.

Also, kudos to however created the trailer. I never thought I'd see the day when I'd have the words “badass” and “Depeche Mode” appear in the same thought together, but I've been proven wrong.


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Sunday, June 17, 2012

A Baleful Glare at E3 2012, Part 1: Beyond: Two Souls

E3 2012 has come and gone. Just like we did last year at Pointless Side Quest, except this time actually in the same month as the show itself, it's time to take a look back at what this year's Electronic Entertainment Exposition had to offer.

Beyond: Two Souls


The debut trailer video, starts off in a small town police station where a police officer has brought a young girl with a shaved head, who was found unconscious by the road. She's silent and seems almost catatonic, and he's trying in vain to get her to talk when a cup of coffee sitting on the desk rises into the air and hurls itself across the room. Then the cop goes into the other room while the girl starts talking to a hovering POV camera and says “They're coming,” a heavily armed SWAT team shows up, and... Well, the screen goes black and leaves us on a cliffhanger, but based on past precedent in the eternal struggle between spooky young females with psychokinesis and squads of heavily armed paramilitaries I'm guessing most of that SWAT team will be going home in Ziploc bags.

My initial hope upon seeing a mentally disturbed bald female who seemingly has telekinetic powers was that this was some sort of Young Jack Chronicles prequel spinoff of Mass Effect, but no. Instead, it's a game from Quantic Dreams called Beyond: Two Souls, about a woman named Jodie Holmes who's on the run while accompanied by some sort of supernatural entity called “Aiden.” Jodie Holmes is voiced by actress Ellen Page, whose name I'd never heard of before but is apparently an actress from the talkies that the kids are into nowadays.

(Actually, having looked up her film credits, I have seen her at least once before when she played Shadowcat in X3: The Last Stand. Her performance as a girl in black leather being chased by a huge guy with a giant flower pot on his head was one of the high points of the film. If I was talking about the first two X-Men movies that would be a joke, but... )

It's not clear from the trailer exactly what Aiden is- aside from not being a big coffee drinker, presumably- but the game will involve using his supernatural powers to protect Jodie from her pursuers, controlling both characters at different points. Said powers include telekinesis, which scales up from merely rudely refusing beverages to stuff like throwing cars around, what looks like some sort of mind control- or whatever unpleasantness a dude's eyes rolling back in his head after being touched by an eerie glow signifies- and protective force fields, among other things.

It looks like it could be pretty cool. On the other hand, it's made by the same developers who did Heavy Rain, which didn't interest me; I'm not a fan of the sort of PC-style adventure games that seem to be Heavy Rain's closest analogue and am generally skeptical of the idea that games ought to mimic other media. On the third hand, what we've seen and been told about the game so far seems to suggest that Beyond will be more conventionally game-y and less of an interactive movie/mundane daily task simulator, which has more appeal to me. On the fourth hand, that's exactly what I would expect people trying to promote the game to say.

Yet, on the fifth hand, I think my negative feelings towards Heavy Rain probably stem in large part from the more obnoxious elements of the game's boosters rather than the game itself, which is hardly fair to the people at Quantic Dreams. It's not as if David Cage is the one pontificating about how I'm a subnormal philistine ruining the gaming industry because I don't want to use quicktime events to simulate carrying out dull, everyday tasks when I can already do those dull, everyday tasks in real life and gain the added bonus of actually getting them done, after all. So I'll try to keep an open mind on this.


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Wednesday, May 16, 2012

Oh the pain, William, the pain! (New releases for the week of 5-13-12: Max Payne 3)

At last, fans of dark, gritty third-person shooters about rogue cops mowing down hundreds of people in slow motion won't have to resort to playing Dead to Rights: Retribution when they want to enjoy the genre on a current-gen system.

It's sort of remarkable that there hasn't been a Max Payne game in eight years, considering how popular and influential they were, but at long last he's back, now working in the private sector in Brazil. Presumably the New York Police Department decided that keeping him on the force after his second three-figure body count killing spree was too much of a lawsuit risk. Or maybe the entire Police Department was disbanded by the city government as a cost-cutting measure once the violent death of every criminal in the New York Metropolitan Area over the course of the first two games made it superfluous.

In any case, he's now working in South America as a bodyguard for the wife of a wealthy Brazilian guy, still struggling with the demons of his tragic past. I'm assuming they went with the regular ending of Max Payne 2: The Fall of Max Payne and not the secret one shown for beating it on the highest difficulty setting, which means that Max is now 0 for 2 on the “the lifeless body of the woman he loves not lying in a bloody heap in front of him because he couldn't save her” front. Then the woman he's working as the bodyguard for is kidnapped, and Max takes to the streets of São Paulo, Brazil, to get her back.



I'm wondering- and this is meant solely as an observation, not a complaint- if the developers were influenced by the 2004 Denzel Washington movie Man on Fire. (Which is a great, underrated movie that I highly recommend if you like action/thriller films or have ever wanted to see Denzel Washington cut off a man's finger while Oye como va is blasting on a car radio.) The similarities are striking:

1.The hero is an American expatriate and psychologically damaged stone-cold killer with a terrifying capacity for mayhem and a horrifically violent past who is now working as a bodyguard in Latin America.
2.The girl he's supposed to protect is kidnapped by dangerous criminals.
3.This displeases him.
4. Refer to my previous remarks in Part 1, in re “psychologically damaged stone-cold killer, etc.”

I'm pretty pumped about this one. All the trailers I've seen look great, and it's nice that it's available for PlayStation as well as Xbox.


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