Sunday, March 28, 2010

A Weighty Issue: The Pokewalker

Anyone who has known me for any length of time knows that I've struggled with my weight in the past. In fact, looking at the obesity figures globally, I'm not the only one. I'm not saying that I'm morbidly obese, but like every girl, I've been unhappy with the way I look.

But this isn't a story about my self-esteem issues. This is about the release of Pokemon SoulSilver and HeartGold on Thursday.

From the outside, the game is identical to the predecessors on the GameBoy Colour. In fact, I dug out my old copy and had a look at it. Thus far, it is very comparable to the old favourite, Pokemon Crystal. Most of the story has been carbon-lifted, including the physical manifestation and encounters with Suicune and his devotee Eusine. The graphics have more in common with the recent edition Diamond/Pearl. Musically, it's almost identical to the original version with the same city and cycling tracks used.

Funnily enough, most of my party is exactly the same as my old game - and with good reason. I have Pakka (Cyndaquil), Woopidoo (Wooper -> Quagsire), Clocky (Hoothoot -> Noctowl replacing my usual Pidgey - Kevie - for a reason), Rocky (the Onix I traded a Bellsprout for and who has become a lynchpin in many battles), Miracle (Togepi -> Togetic following the low-level evolution from my first game, when he evolved at level 18) and Ratty (Rattata -> Raticate... not sure why he hasn't been replaced yet but I think I'm waiting for Raikou).

I think I'm missing an Arcanine from my old game... I was a huge fan of the move Extremespeed. In any case, the game has aged well and the introduction of the Pokeathlon and the shift of the Safari Zone (very useful if you're a fan of just raising your six favourites) has benefitted the newer version (I know I won't be able to get my Lugia back until after the Elite Four).

The interesting part about all this and my fangirlism is the new device called the Pokewalker. Simply load a Pokemon that's stored in one of your deposit boxes, chose a route, clip it to yourself and start strolling. The Pokemon earns XP as you walk and there are opportunities to catch wild Pokemon and find useful items.

The funniest thing is that people are now trying to find every which way to defeat the purpose of the installed pedometer. Admittedly, I tried. I found myself stuck and bored at around a thousand steps. However, yesterday I wore it to work under my uniform. In one shift, I clocked over six thousand steps and another four thousand this morning.

The moral of this story?

Ten thousand steps is not really a lot. Really. Wearing a Pokemon on your belt all day might be daggy, but it's Nintendo's genius idea to keep everyone thinking about healthy ways of integrating gaming into a healthy lifestyle and let's face it - they could have done a lot worse than incorporate it into a favourite like Pokemon.

Super Mario Aerobics DVD, anyone?

Sunday, March 21, 2010

All The World Is A Stage - Theatre and Games

So I was talking to an online friend about games and how they compare to the average theatrical production recently (and by recently, I mean about twenty minutes ago). He asked me what the difference was. I countered with the idea that not all games have that barrier that dramatisations have - there is a clean break between you and what happens onstage, despite audience interaction (and yes, I've played Return of the Phantom).

I went on to say that the average RPG is like a theatre production - while the player has a small amount of input, the game determines pretty much everything that happens. You just have to fulfil a number of conditions; buy the game/ticket, sit down, press buttons/watch quietly...

On the other hand the average FPS seems to have more invested from the player's perspective. Look at something like Borderlands. You have objectives to complete and there are milestones, but you choose your own pathway there. There aren't requirements that you take a certain route (generally). I'd say the same for something like Lock's Quest (while not strictly a FPS, it's not really a RPG, either. I'd say it was more like a simulator). You have objectives, but how you complete them is up to you.

There's a little-known episode of Doctor Who that I believe was called Attack of the Grask, or something similar. During it's airing in Britain, viewers were offered a chance to really be the Tenth Doctor's companion and help him discover information about the Grask. I can't remember it really well - I watched it on Youtube - but what stuck in my mind was the potential for this form of entertainment. It was almost game-like, yet it wasn't.

I also postulated that perhaps the FPS isn't really a genre, but an extension of the RPG... or at least some of the games on offer are. If the player is not themselves and cannot customise their avatar in their own way, then by default it is, in fact, a role-playing game in which they take over the persona of someone else. The same holds true for acting. If it is not you as yourself treading the boards/strutting for the camera, you are role-playing. It's not rocket science.

In unrelated news, I'm finishing Tree of Tranquility soon, so will be back with a review in the next week or so. Also, SoulSilver, the rerelease of Pokemon Silver is out this week, so I plan on heading out to my EB Games where I preordered it and playing it ASAP. Also, I really want to try out that PokeWalker.

Tuesday, March 2, 2010

Lock's Quest Review and other musings.

Well, I'm back!

I haven't started at the studio, so I'm still applying for work. Hey, if it keeps me paid, that's what I have to do. I've also got my birthday coming up in the middle of this month, so I'll be purchasing Pokemon: SoulSilver with the proceeds of said celebrations. I'm really looking forward to the port-over; I'm old enough to have bought the original Pokemon Silver when it was released as well as Pokemon Crystal which followed it. Needless to say, that will probably be the next review on my list.

Anyway, to the matters at hand - your timely review for Lock's Quest (DS).

So, the general idea is this - you're Lock, an amateur Archineer (a cross between an architect and an engineer) and your village is attacked by clockword droids (who may or may not be related to those in The Girl in the Fireplace - Doctor Who). In any case, you're given basic training in how to throw up a wall, put a turret next to it and defend both with your life.

Because Gods forbid you lose your objective.

Herein lies the funny part. Most of the time, you'll be asked to guard the ever-important Source Wells. Occasionally, you'll be asked to guard a gate. Or a blue-thing whose presence is never really explained. The funniest thing is that when you are asked to guard soldiers, not all of them have to survive to meet your objective.

Take this for example:

I was tasked with escorting the remaining force back to Antonia for the final showdown. Out of about six or so, only two made it to the end. I still completed the mission according to the game. While this made me very pleased that I could now shoot off to take down Lord Agony (one boss fight I was happy to be done with!), I was a little put out that these people seemed to think less of their "Kingdom Force" (see: fighting flunkies) than their Archineers (see: building AND fighting flunkies).

All in all, though, it was a fun little game, but not something that I will probably continue playing. The mechanics of wall and turret building get old very quickly and the length of the campaigns got a bit boring after a while. But as a cute little game with a vaguely interesting storyline, it's worth playing just to build your own fortress (and you really can't discount the traps you can set!).

Wednesday, January 20, 2010

Happy New Year! (RockBand review)

Yes, yes, I know I'm always late with my reviews and what-not. You could sue me, but I have no money to speak of. Also, this diet I've been on has lead me to having a whopper of a headache and it's only Day Two! Still, I must persevere.

As you might have noticed, I bought RockBand. Just the plain variety. I'm looking for The Beatles one was well, but then, my twenty-third is coming up in a month or so, so I should hang that idea up for my friends to see. In any case, here's what I thought of the game.

Bloody. Addictive.

There's enough variety to keep me interested between the difficulty levels and it appeals to my perfectionist nature to try for a five-star rating on every song on every difficulty. I have to say that I primarily played this game on the drums, though I did make it through REM's Orange Crush on Bass playing on Expert difficulty. That, my friends, was fun.

I do think that rhythm gaming has perhaps reached its potential for entertainment value, but with that said, I'm enjoying my drumkit so much that when I went to a friend's for a week, I actively missed it. When I arrived home, I played for about five hours straight!

So what are the drawbacks? Natural rhythm helps, especially on the drums. Also, you don't get to choose your band members, unlike Band Hero. When you aren't concentrating on hitting the right buttons, you are forced to sit through cover bands that may or may not look like the bands released the songs they are performing... though sometimes they are pretty good.

On the whole, I would recommend this game. It's a great way to pretend like you have musical talent without the years of practice that mastery of an instrument demands.

In other news, I hear back on whether I have that job as a Community Manager tomorrow. Ooh, I'm so excited!

Wednesday, December 16, 2009

Graduation Day and other interesting times...

Well, I'm officially a graduate! Hoorah! The photos were taken, my hood fell off from becoming unpinned and we all looked rather spiffy. It was a great time had by all. So I am now a qualified game designer. It seems strange not having to go back to university to get that ever elusive degree. Right now, off into the real world I go...

Speaking of the real world and full-time employment, yours truly has just scored an interview for the second week in January at a lovely little (or not-so-little) studio as their Community Manager. I also have an interview tomorrow at 9am as technical writer. If I'm offered both, I'm tempted to take both! They are both part-time jobs, so there is no reason why I can't do both. At least this way, I'd have one foot in the front door of the game industry. From there, the only way is up, I say with the greatest optimism!

I've also applied to Evony, who are looking for Designers and Marketing people. Since I can do both, I consider myself lucky as all hell. It was definitely an excellently strategic move taking a Marketing minor. Note to the young ones, being a Designer is not enough. Stand out from the pack by studying a different minor, like law or business. This shows that you not only know your stuff when it comes to game development, but that you also understand the running of the business. The industry will only change if we change it.

I did end up trading in Scribblenauts for Band Hero DS. I am utterly glad that I did. It is definitely a more entertaining game than that other farce. Ugh. Remind me never to doubt Yahtzee again. But at the moment, I'm screaming my way through Harvest Moon: Sunshine Islands. Cheers, Dan. You're a mate!

Sunday, November 29, 2009

Review: Scribblenauts and the highs and lows of job-hunting in the Tech industry

Back again!

This time 'round, I'm reviewing Scribblenauts. Now, normally my friends and family know that I'm a great advocate of the game-reviewer Yahtzee from renowed web-series Zero Punctuation. I am not worthy to polish the man's sneakers when it comes to reviews. But this one time I actually thought I'd be smarter than him... after all, I love JRPGs and he generically wants to rid the world of andro-boys (you keep your mits OFF Riku, mister!).

I am sorry to say that I rue the day I turned my back on his sagely wisdom of all things gaming. Scribblenauts is nine-tenths of things I dislike about games. But let's start at the beginning, shall we?

The graphics are charming to begin with - the childish scrawling almost endearing - but they quickly grate on the nerves when nothing sits properly or works appropriately. Maxwell's smug grin says "Nyah, told you that wouldn't work". One feels the inevitable pull of wanting to smack it off his face.

The innovative game mechanic of "scribbling" on your notepad to summon various objects gets old after you've exhausted summoning Cthulu, God, the Devil, Harry Potter, various members of a game company and any other mythological creature you can think of. Except Timelords. Who doesn't put a TARDIS in a game? That's just plain wrong.

There is no story or point to the game, it is simply one pointless puzzle after another. It all seems just a general waste of time... until the game freezes and you have to start AGAIN on that puzzle.

Not my choice of the week, for certain. It made me wish I'd opted for Harvest Moon: Tree of Tranquility instead, or even Band Hero DS. God only knows that Harvest Moon: Sunshine Islands was more entertaining than this woeful offering. Don't bother with it if you know what's good for you! Heed Yahtzee's wisdom!

Right, onto the other topic of my post. I've been job-hunting for nearly two months now, so I am happy to report that I have had an interview for the position of Technical Writer at a software company. The writing test and phone interview went alright, so I'm really hoping that they like me enough to do one or both of these two things: 1 - Give me a face-to-face interview and/or 2 - Give me a job. I'm getting desperate now.

None of the game companies have written back yet. I will have to try more and harder. I must get a job, I must!

Graduation is coming...

Tuesday, November 10, 2009

Quill Games - more than a dream?

Well, I've just about HAD IT with the big game companies sending me polite rejection letters or not replying at all. How on earth are you meant to get the experience if you can't get a job to get it?

So I've solved the problem. I'm going to start my own game company.

Quill Games was going to be my end-goal, but since I can't seem to get to my first blasted goal, I thought I might as well shoot for the moon. I've been hard at work on a business plan this morning, as well as working on the design document for the first Facebook game I want to release on it.

Now I just have to get more people interested in joining me.

The idea is that the studio will be completely manned by students, with games produced by the students. This way, the designers and artists get games under their belts while real companies can come in and "head-hunt" the graduates they like. Maybe I can even organise some pep talks with local indie companies!

Suddenly, it's not such a bad idea.