Archive for the ‘Video Games’ Category

Prince of Persia: Sands of Time

Friday, November 25th, 2005

Prince of Persia begins and plays out with the titular character recounting the tale of how he acquired the infamous Dagger of Time, and unwittingly condemned an entire kingdom. It all started as Sharaban, a Persian king and the hero’s father, invaded the land of a Maharajah. There was betrayal from within as the kingdom’s own vizier opened the gates to make way for the Persian invasion. In exchange, the vizier was promised his choice of the Maharajah’s treasures, among which were the “Hourglass of Time”, the “Dagger of Time”, and the “Pearl of Time”. During the invasion, the Prince aims to please his father by securing one of the legendary treasures himself from the treasure vault.

The action starts immediately, with the player racing their way through the castle – avoiding traps and dispatching the guards. The combat system is precise and intuitive with a shallow learning curve, allowing you to jump right in without much confusion. Initially, there is only one attack button, with which the Prince can slash enemies with his scimitar. The control stick is used in conjunction to direct his attacks, and his moves vary with respect to the position of the enemy. For example, you can momentarily break your string of attacks against the enemy in front of you and deliver a kick to the one coming in from your right.

The Prince also proves to be one of the most agile and acrobatic characters in a game to date, able to run up an enemy’s front, flip over its head to slash it in the back as he lands behind them. One may think that such a maneuver would require some skillful use of the controller, but all of that can be done simply by pressing two buttons (jump and attack) while holding the stick towards the enemy. He can also repel himself from any vertical surface to dive at an enemy and drill them with his sword. Again, all it takes is a simple two button combination.

Video Games: The Ultimate Medium

Sunday, November 14th, 2004

Since their humble beginnings in games like Pong and Pac-Man, video games have made powerful strides to take their place amongst the mass media. One could even say that they have grown to surpass all other forms of media. You’ll often hear people discuss whether a movie adaptation does a book any justice, with people arguing on both sides. Every case is different, and in the end, it’s all a matter of opinion. However, there are certain irrefutable facts about books and movies which can be used to argue which form of media is superior in general. What advantages do movies have over books? Clearly, it’s the audio-visual presentation, allowing the creator to better represent their vision as opposed to leaving it to the variability of audience interpretation. The addition of music alone, capturing the essence of a scene, can make a huge difference.

What advantages do books have over movies? Books, unlike movies, do not have to conform to time standards or the often short attention spans of audiences. An author can take his/her time to fully explain their idea, fleshing out every last detail. There is also an undeniable pleasure for readers in shaping the writer’s ideas with their own imaginations. People often seek to relate to the characters presented through media, and allowing a reader to use their imagination facilitates that process. A movie, in how specifically it renders a vision, lacks this quality. What about television shows? The advantage that a television show has over movies is that like a book, it can stretch its representation of a concept over multiple episodes, giving it the time to include more detail. While they have the same advantages in terms of audio-visual presentation as movies, television shows are restricted even more by time standards. Also the continuity of the presentation is broken by advertisements and the usual episodic format. So, for the various reasons listed, books, television shows, and movies all have advantages and disadvantages.

CG Breasts

Saturday, October 16th, 2004

A friend and I were talking about the “validity” of CG “porn”. By that I mean the use of computer graphics to depict sexually suggestive or even explicit imagery. In all of his righteous indignation, he swore it off as stupid, as ridiculous, and as something for people “who can’t get real girls”. Could not the same argument be made against pornography in general? Oh, why watch two other people have sex, when you can do it on your own? Well, gee…perhaps because not everyone has carte blanche access to sex at all times of the day? Maybe they’re watching it to masturbate? I don’t even have to argue this point, I’m sure, since I think as a society we’ve past the point where pornography is taboo, and most people – at least the honest ones – can acknowledge the practicality of self-satisfaction.

Anyway, so the crux of my argument was that whether it be a real or CG depiction of sexual material, the purpose is the same. It is not the actual physical breast that turns a person on, because what is it really, other than a fat-filled sack of flesh intended to nurture offspring? Is it really the fleshy folds of a woman’s labia that turns a guy on? I would say no. Sexual desire and the fulfillment of that desire occurs on an abstract and deeply internal level. There is no rationalization behind it. It’s not as if you look at pornography and think “My, I just love the way that penis is parting those labia. And the angle of insertion? Magnificent!” That’s ridiculous. It’s more subconscious than that.

The Need for a New Review System

Thursday, November 20th, 2003

The first problem with video game reviews is how they “rate” the games. Consider the fact that there are so many different scoring systems – five point scales, ten point scales, 100% scales. Which is more accurate? The five-point scales started using point-five scores to be more accurate, while the 10 point scales use any tens decimals. How much better is a 9.3 game than a 9.0? Also, what do these numbers even mean? For each site or magazine, these values differ. On one site, a 5/10 may mean a 50%, which may be an “F”, meaning that the game is terrible. On another site, a 5/10 means that the game is average. After the reader determines what a given score means, yet another question emerges. How did the reviewer even come to such a number? A rating such as “9.4” is quite specific, so surely there must be some clever formula employed by the reviewer to come to that number? Who knows, and who has time to find out?

The next, and more important problem with video game reviews is that they’re entirely subjective, i.e. based on the opinion of the writer. The reader, in considering the reviewer’s personal slant, is not privy to the numerous factors that may have influenced that opinion. In fact, the writer may not be fully aware of these factors. One issue is that of standards. A reviewer will automatically – either consciously or subconsciously – rate a game based on others of the same genre, or with comparable features. This prevents the game from being given a fair evaluation on the basis of its own merits. I have even found myself guilty of this behavior from time to time, most recently in my former opinion of Final Fantasy X.

The Final Fantasy series, in one way or another, has been recognized as a trendsetter, or amongst the mainstream gaming public, a template upon which other games are to be judged. While this places tremendous pressure on any non-FF game, it places even greater pressure on every subsequent installment of the series itself. It is expected that each game surpass its predecessor in some way, be it graphically, in terms of gameplay innovations, or presenting a more engaging storyline. You’ll see debates on countless online forums comparing one Final Fantasy to another, which is ironic, since the developers claim their goal is to make each game a new experience.

Soul Calibur II

Thursday, October 23rd, 2003

Now in its third incarnation, Namco’s Soul series of fighting games continues to set new standards for the genre. Soul Calibur II, while not making as dramatic a leap in visuals and technology as seen between the first two games, is still holding its place as the definitive 3D fighter. Sega’s Virtua Fighter 4 offers some solid competition, but Calibur’s implementation of weapons combat and plethora of gameplay modes gives it the edge.

Each of the Soul games has originated in the arcades, and every time they’re ported to home consoles, Namco includes enough new features to justify a purchase even by someone who has already spent $50 in quarters. In Soul Calibur II, we see the return of the sorely missed Weapon Master Mode. For those newly introduced to the series, the weapon master mode sends the player through a lengthy series of challenges, testing not only their ability to best their opponent in combat, but to do so while overcoming adverse conditions. For example, the enemy may be given a boost in speed, or you may be able to win the fight only by knocking them out of the ring. While this may seem frivolous, it truly gauges the player’s mastery of The Individualy different aspects of gameplay.

Another key addition to the home versions of SC2 is multiple bonus characters. Returning from the first two games are Sophitia, Seung Mina, Lizardman, and end boss Inferno, joined by Necrid, Berserker, and Assassin. Also, exclusive to each version of the game is a cameo character from another franchise. Tekken’s Heihachi joins the PS2 cast, Todd McFarlane’s Spawn appears in on Xbox, and the legendary Link of Zelda fame completes the Gamecube roster. In this respect, the Gamecube received the better deal, as Link is easily one of the best (and cheapest) characters in the game. Meanwhile, PS2 wins in the controls department, beating both the awkward Gamecube and oversized Xbox pads. Lastly, Xbox has a slight advantage in terms of graphics. Whatever version you choose, however, you’re in for a spectacular experience, as Namco again proves to be the master of 3D fighter design.