Archive for the ‘ Gaming ’ Category

The Happiest Happy Hour – September 23

Last weekend some friends of ours got married in one of the best ceremonies and celebrations I’ve ever seen, but that wedding also meant two other things. The first is that MK’s summer break was over, and she had to leave to do the second part of her extended internship. It also meant that I didn’t get any work done over that weekend, which meant that three days’ worth of work had to be crammed into Monday and the early part of Tuesday.

I honestly couldn’t tell you what happened on either of those days. I know that for one of them, I started working at 10 am and finished my last assignment after 1 am. A pizza box on the floor of my apartment and a couple receipts from an Indian and Chinese restaurant indicated I somehow ate this week. But really, it’s been a blur of games, printed drafts covered in red ink, screenshot editors, and a blinking text cursor.

But it’s over now, and I have a couple precious days to cook, clean, and work on some pieces for next week. I feel like I just turned in my last final exam, and I half-expect to find my fraternity brothers waiting for me at the campus bar, a rail gin and tonic with my name on it sitting in its little plastic cup.

Instead, though, it’s just me in my living room with two fingers of Johnnie Black on the rocks, and OK Computer on the stereo. Not bad, but I think I could do with loud laughter, crude sex jokes, and Star Trek discussions.

Still, I can only feel happy and relieved. I survived my first week as a PC Gamer blogger, and you can find me every weekday over at pcgamer.com. This week I was just trying to keep the lights on, because this job arrived on short-notice in the middle of a full freelance schedule. I didn’t do any original pieces. That all changes next week, however. I plan on doing a lot more interviews, impressions pieces, and perhaps even some original reporting. I’ll be linking all of it through my Twitter. Longer, meatier pieces I will link here, on my Work page.

For a moment, then, all is right withe the world. Lara Crigger and I were laughing about how long it takes, and what a huge milestone it is, for a freelancer to break the poverty line. I think I’m there and if things keep up like they are right now, I might actually be making the equivalent of a decent starting salary in a real career.

This, by the way, is why you are unlikely to find me writing anything about how to become a games writer. Until this year, my fourth, I did not earn enough to entirely support myself.  I have a long way to go before I would even be able to contemplate supporting a wife or a child on my own. I say that only because careers are supposed to provide a measure of independence for you and security for those you love. As yet, my work does not. I think it will, eventually, but every time things start going well, some outlet is closed or an editor cancels a regular gig. That’s another part of the freelancer’s life.

I don’t recommend it. If you can do something else, do that, because “making it” means working incredibly hard just for the chance of maybe making a living wage. Knowing that major sources of income could vanish with a couple emails.

Me, I can’t do anything else. Maybe someday. But not today. Today I am proud of my work, and am looking forward to Monday.

Happy Hour – September 9

OK, I lied. It’s actually the wee small hours of the 10th right now. I’m up late waiting for Windows 7 to install for a second time. The first time it didn’t clear away the hard drive, and I really didn’t feel like rooting out all the old files from the previous installation.

Tomorrow is likely to be grim, but hopefully I’ll be going into it with a vastly superior gaming rig. Some great friends spotted me a new power supply and a GTX 560 video card, and I just bought myself an ASUS 27-inch monitor, along with 8 gigs of RAM, and the 64-bit version of Windows 7. This should get me through to next year, at least. Longer, if consoles keep acting as an anchor on hardware requirements.

This is probably the only weekend where I could fit this in. For the rest of the month, I’m on reviews duty, with no end in sight. This upgrade needed to happen now or never, and it’s a load off my mind knowing I’ll be hitting the major releases with the great hardware. But before I get to reviews, I think I’ll have to install Crysis. Crysis, Sengoku, and Age of Empires Onlines should occupy my weekend quite nicely.

But what about my weeks? I haven’t done a great job of explaining what I’ve been up to lately, but the truth is I’ve kind of been everywhere of late. For instance, you can find me on the last couple Gamers With Jobs Conference Calls, talking about Deus Ex: Human Revolution and other things.

We’ve also been going great guns over on Three Moves Ahead, what with Soren Johnson killing some lazy summer days by spending time talking strategy games with us. It’s been impressive to see the spike in listeners. We do a good show over at 3MA, but a guy like Soren packs the house when he’s headlining. It’s great to count him among 3MA’s fans and recurring panelists.

I also made an appearance over at the mighty Rock, Paper, Shotgun, writing a review of the surprisingly good (yet still somewhat unfulfilling) Tropico 4. It’s thrilling to find myself writing at a place that was such a huge influence on me when I was starting out as a freelancer. To my relief, the RPS readership seems to think I fit in pretty well over there. Some of them didn’t even guess I was a Yank.

I’ll be popping up in some other unusual places over the coming weeks, and I’ve got some projects I’m really excited about. Hopefully tomorrow (today) I’ll be working on one of them with my pal JP Grant. Preferably with some brews in hand.

The Real Conspiracy Is Color

There’s a lot to like about Deus Ex: Human Revolution. It has the style and mood of Christopher Nolan’s post-Insomnia work: a moody action epic with brains, one that’s as interested in characters as it is in firefights and explosions. From the opening titles, Michael McCann’s score evokes Hans Zimmer’s work on films like Inception and Dark Knight, shot through with strains of Vangelis.

But there is one area where Human Revolution starts to look like a second-rate blockbuster: it’s gaudy, exhausting visuals and two-tone color visual scheme. This is an exhausting game to look at for 20 or so hours, and the tragically limited palette annihilates any hope of setting one location apart from another.

To see what’s going on here, and it’s worth reading this great piece on digital color-grading in modern films. You’ll learn all about teal and orange, and why filmmakers distort their images toward those extremes.

Now the funny thing about Human Revolution is that it wouldn’t seem like this should be a problem. Unlike film, game developers don’t have to work with real actors or lighting. With film you can understand how a hack director might want his movie to look “better”, for actors to stand out more. A competent cinematographer and sense of visual style could also suffice for those purposes but, hey, Hollywood is Hollywood.

Good thing every TV screen in the world is literally teal and orange.

But, as in so many other things, games follow Hollywood straight over a cliff. So we get Human Revolution: a very good game with some legitimately great touches, undercut by visuals that bend over backwards to emulate the same kind of visual drama we see in theaters every summer. Now the orange is obvious in Human Revolution, but if you look closely, you’ll see that every other shade of gray or green is slightly bent toward teal. Look at these pictures that showcase Human Revolution’s visual diversity.

In isolation, this all looks cool. But this is nearly every scene in DE:HR.

The subway has been redone in teal and orange, and the cardboard is nicely fluorescent.

Notice that even the grays are greenish. And even the Illuminati can't resist orange lighting.

A more desaturated scene, mercifully muting the palette, but it's still recognizable.

The detectives' bureau at the police station appears to have been moved to Rapture.

Happy Hour – August 20

When my time is evenly divided between reading, writing, gaming, and cooking / dining, I am happy and productive. You would not think that should be difficult, considering my occupation and how much I enjoy all of those activities. Still, it seems like every couple months I find myself in need of a mental tune-up, usually after struggling for a couple weeks.

I’m in the middle of that process right now, after a near-meltdown on Friday. I lost sight of the simple things that comprise my job and give me such pleasure. I always do, the moment I start to worry. Worry, self-doubt, and guilt are all old friends of mine, and like the dwarves at the start of The Hobbit, when the first knocks on the door, the rest are soon to follow.

But at least this time I headed things off. I cancelled a project, requested a deadline extension, and took the night off with some Bad Company 2 and Farscape. Today I finds me playing an awful lot of Combat Mission: Battle For Normandy as I wrap up a review for PC Gamer. I’m very happy to report that I’m enjoying the game a lot more now, after a very rocky start, than I ever thought I would.

Tonight we’ll be making some ratatouille and hopefully watching Fort Apache. Tomorrow I have a date with my D&D group, although I wonder if this is the right group for me. The group is very large, and our first session seem very combat-focused. I expect we’ll have fun tomorrow, as it is a terrific group of people, but I still hope for more of a narrative payoff in this session.

Next week, Deus Ex: Human Revolution comes out. I wish I could say I’ll be playing it on day one, but I think I’m going to start putting games off until after I make some upgrades to my PC. It’s still a fine gaming machine, and the aging PS3 and 360 ensure that it’s still capable of running modern games, but it’s not able to keep up with all the high-end options that games have today. I suspect after my upgrades, I’m going to have some catching-up to do in the fall and winter.

Cutting Room Floor – Age of Empires Online

My early review of Age of Empires Online went up at GamePro today, but there were a few things I didn’t have space to bring up in the main body. Here are a couple other moments from my review process.

“It Looks Like Fucking FarmVille!”

MK does not like the AoEO art style. She watched over my shoulder while I played it, and that’s when she delivered her verdict on what the graphics are communicating. I tend to agree. It’s too cute by half, all bright colors, and foreshortened models with adorably askew roof lines and frames. It’s so desperate to appear non-threatening that it’s grating.  It further underlines the WoW / FarmVille aesthetic to which AoEO is so slavishly devoted. Again, free-to-play is a business model, not a style, so why must the formerly resplendent AoEO dress-up like a casual browser game? It’s patronizing, it’s conventional, and it’s just kind of ugly.

Winning by Default

I finally started doing some serious PvP in my waning hours with the game before filing my review. I focused on other issues in the review, but I’m noticing major problems. I’ve beaten a number of people not by playing better than they have, but because I have siege weapons and they don’t.

It makes a huge difference. Taking down fortifications with infantry and cavalry takes forever, and in the meantime guard towers will slaughter the enemy in droves. The only practical way to deal with fortifications is to use siege weapons. That’s nothing new to AoEO and it’s part of good balance.

The problem is, siege weapons don’t become available until level 10, and not everyone picks them right away. So I have had a number of games where I was able to turtle up behind guard towers, and then go shatter the enemy base once he’d exhausted himself against my defenses. That’s not fair, and it’s not fun for either party. But that’s what happens when you take a holistically-designed RTS and chop it into a fine dice.

Matchmaker, Matchmaker

Because you only get to play with AoEO’s various pieces depending on your level, you would want to make sure that character are matched appropriately, right? Well, I’ve had a number of games where I’m fighting four levels down, which means my opponent is at a severe disadvantage.

The real kicker is, you only get XP for winning. So it’s a rich-get-richer situation, as high level players pound the daylights out of low-level players, then level up faster.

Community Spirit

The chat window in the lower left corner of the screen is full of the stupidest, most vile people I’ve ever encountered in a strategy game. There are new players who holler questions into the general chat, questions that could be answered with a few seconds of thought or experiment. There are trolls, who flood the chat with racist invective, or just random keystrokes, breaking up any conversation. There are veterans who endlessly complain about the new people who have showed up to play “their” game.

It’s a noise, unpleasant environment. Again, I think I would rather pay for a game that puts a wall between most of these people and me.

Happy Hour – July 1

A miraculous deadline extension brought my week to an end a few hours earlier than I anticipated, so now I find myself crashing after a week spent at nearly full-tilt working on a review and three columns. This was instructive: while I generally got my copy in on time, I didn’t allow sufficient time for the revision process to play out, which had a knock-on effect that came to a head today. This tells me that I’ve got the slack in my schedule in the wrong places. I need to look at the copy deadline as the halfway point in an assignment, not the conclusion.

Anyway, I got my extension at the best possible moment: right after I’d finished writing my copy. Since the piece is finished, I can actually use the extra time to polish and find better art to accompany my piece. This is the best outcome. Early extensions have been known to be squandered on such literary pursuits as drinking in bars with friends, going to the movies, or trying to make it through a few more minutes of The Star Wars Christmas Special.

Still, there is no rest for the freelancer. I must log a few more hours with Pride of Nations and work up a review this weekend, and go on a screenshot expedition deep into the heart of Alpha Centauri. I should also figure out what we are doing for this week’s 3MA, something I was too busy to deal with during the week.

Beyond that, I’m going to use the weekend to finish up V for Vendetta, something I got distracted from by a copy of Ursula K. Le Guin’s A Wizard of Earthsea. I made the mistake of opening it, just to get a sense for what it might be, and the next thing I knew I was 50 pages in and utterly engrossed in the story. After V, I might move on to The Tombs of Atuan, or I might act on some of the excellent Terry Pratchett advice you guys supplied last week.

Anyway, while I try to lay the foundations for a great week, you should peruse this piece I wrote for GWJ on The Darkness and listen to a great conversation that Troy and I had with Ars Technica’s Ben Kuchera. The discussion with Ben, in particular, is worth your time. I wanted a discussion that got beyond the usual, “Scores are broken, we resent Metacritic” nonsense and discuss our work from a procedural angle. What do we take with us in to a review? Who are we writing for, and what do we try to keep sight of as we work?

One thing deserves some expanding on: rates. I have no idea what my peers are being paid per review, but with most places with whom I do business, bigger games get more space, and more space means a bigger payday. As a working writer, I have every incentive to chase after major releases and every incentive to pass on smaller games, because they are often not worth the time they would take to review.

Now I still do a fair number of small reviews because, hey, strategy is a small niche and I genuinely want to cover games that other people might not be talking about. But I have also had to pass on work from a few outlets who want me to cover a neat looking independent strategy game for ridiculously low pay. By the word, it makes sense, but with certain genres like sports and strategy, the time I spend writing is a scant fraction of the time I spend playing.

This creates an awkward middle ground. A lot of games that require some time-consuming work from a knowledgeable reviewer will not be lucrative enough for the people best qualified to discuss them. It also means that people who read review outlets are not getting the best service reviewers can provide: intelligent criticism of lesser-known games. A few times in the last year I have had to explain what my minimum rates are, and many outlets are unwilling to meet them for a minor title. They want the review, but not enough to pay for a considered, informed opinion. That’s a shame.