This Fortnight’s Releases (May 1-12, 2006)

  • Reading time:8 mins read

by [name redacted]

Weeks thirty-eight-and-nine of my ongoing, irreverent news column; originally posted at Next Generation

Game of Early May:

SiN Episodes: Emergence – Episode 1
Ritual/Valve
PC
Tuesday

It’s kind of weird; back in mid-1998, everyone was waiting for SiN – then the very day it arrived, Half-Life sprang out of nowhere, and took all the attention. That didn’t stop SiN from becoming a cult hit; it’s just hard to escape such a poor case of timing. Over the past eight years, the game has built up a reputation as perhaps the pinnacle of the old “Duke Nukem“-style FPS, before Half-Life changed everything. Traditional genre fans, who just like to charge forward and shoot stuff, have been waiting a long time for a sequel – and here it comes, via the Half-Life 2 engine, via Steam, and via the episodic template that Valve has set out.

This first episode brings back all the major characters from the 1998 original, to do much the same business as before: run forward and shoot. The difference is in the method; aside from the obvious enhancements in physics and envionmental interaction allowed by the Source engine (and the consequences thereof), the game now automatically adjusts itself to the player’s skill level and playing tendencies. If you get good at head shots, apparently, enemies might start wearing helmets. According to Ritual, the game will take experts about as long as new players to play through.

Emergence, being only one of at least nine planned episodes, will only last about six to eight hours; on the other hand, it only costs about eighteen bucks. Something tells me this episodic download thing is going to take off. It’s almost like a revised take on the early-’90s Shareware scene. The difference with shareware was that people got a whole episode for free, then typically had to pay full price for another several episodes. Now you pay pocket cash up-front for each episode. Same thing; just reorganized for efficiency on both ends. Tie in Steam, and you’ve even got the return of online distribution. It’s obvious, in retrospect.

Now if only we’d come up with this ten years ago – if we’d just adapted and kept up with the Internet – just imagine where the PC development scene would be today.

This Week’s Releases (April 10-14, 2006)

  • Reading time:11 mins read

by [name redacted]

Week thirty-five of my ongoing, irreverent news column; originally posted at Next Generation. Two of the sections are expanded into full articles, posted later in the week.

Game of the Week:

Tomb Raider: Legend
Crystal Dynamics/Eidos Interactive
Xbox/Xbox 360/PlayStation 2/PC
Tuesday

Something that people keep bringing up, yet probably don’t bring up enough, is that the first Tomb Raider was a damned good game. And what it seems Crystal Dynamics has done is go back to the framework of Tomb Raider 2 and to break it down, analytically. What they chose to do is bring the focus back to exploration – in part by introducing some new gizmos, in part by making the environments more fun to navigate. Reviews nitpick a few fair issues; still, the overall response seems to be a huge sigh of relief. Maybe it’s not the best game in the world, or all it ever could be. Still – it’s not terrible! The theme that keeps coming up is one of nostalgia – that, for the first time, someone has managed to recapture what makes Tomb Raider interesting. And that sentiment is itself interesting.

World of Warcraft (Windows/Blizzard) **1/2

  • Reading time:2 mins read

by [name redacted]

This review was composed under strange conditions. I was flat broke; a reader sent me a copy of the game and said he’d pay to see my take on the game. Then after the review went up, I think four out of five responses were objections over the fishing example. Hmm.

I’ve stopped playing World of Warcraft. Actually, I stopped a few weeks ago; I only turned the game on twice in the last few days, to buy that orange tabby that I couldn’t name and to see if I had reason to pay money I didn’t have for another month of forgetting the game was installed on my hard drive and downloading a hundred megs of patches whenever I chanced to start it up.

Until I got to level twenty, I enjoyed the game. I wandered around, I improved my skinning and my leatherworking. Maybe those weren’t the best choices for a mage, since I couldn’t wear leather. Why be tidy, though.

It started out well enough. I found a nice role-playing server, where I presumed I would have less bullshit to put up with since everyone would be concerned with etiquette. The Internet is backwards that way. Give a real person a fake identity and he’ll use that as an excuse to go wild. Get into strip clubs preternaturally. Rent videos with no intention to return them. Speak in tongues, go to ren fairs, and wear fursuits. It’s a trap door from the monotony and the conformity of the suburban right-wing hate media spewing public school adolescence we all carry into our thirties.

Give an Internet person an identity, it becomes an anchor. It’s fake, and you know it’s fake. Deep down they know it too. It’s one of those lies you live with, comfortable lies, to grease the gears and keep the project moving. You all know you’re there to escape, so why rock the boat. Let’s pretend, they say. Don’t remind me of my real life. And it’s fair enough. We all have our problems. We all need to be someone, even a fake someone. The role-players are harmless and a little sad. They want to play the game right, and that sounds good to me. Let’s do it, I figure.

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