Tuesday, December 8, 2009

The Rules of the Game [Demon's Souls]

Earlier I wrote down some thoughts on Demon’s Souls having played through only about ¼ of the way. One of my main complaints was that it seemed to be getting too easy, but now I must seriously retract that opinion. Up to the second stage of the first world, yes it was. But since then it has become pretty #$@ difficult once again! And I am glad.

On to today’s topic—game. Demon’s Souls has game, and lots of it. While it is an RPG with a story, most of that story has faded away (I’m still not that far so I could be putting my foot in my mouth again) and what’s left is an adventure that follows many very old-school game rules. Please note that this is no way makes the game boring or dull—in fact I argue that the clear and consistent adherence to said rules is a large factor of this game’s success.

Rule #1 Consistent enemy engagements makes learning fun

Harking back to the days of insanely difficult Nintendo games, encounters with Demon’s Souls enemies are totally predictable, as they always appear in the same place and attack using the same strategy. Sorry, I mean predictable after you’ve fought them half a dozen times. The first time you encounter an enemy, it may very well scare the shit out of you if you’re playing in the dark on a big screen with a nice surround sound system. After it slices you to shreds, the second time you approach that fateful corner of the dark, well-trodden tunnel, you won’t be as shocked, but will still probably die. But then you’ll also start thinking about why you died. You were using a long axe, but it clangs off the narrow walls—a smaller weapon is needed. He pauses after shooting fire, so if you block first and quickly counterattack, that may wear him down. And so on. Eventually you’ll die enough times that you see what the enemy is doing, and learn when to attack, when to block, when to dodge, and when to run. It may still be a difficult battle, but the consistency of the experience is what teaches you—repetition is nature’s greatest instructor.

Rule #2 The world is a tightly confined space

In addition to enemies reappearing exactly as they were every time you re-enter a world, each world, as is true of almost any game today, sets clear limits on where you can and cannot go. This is accomplished either with bottomless cliffs, insurmountable rock ledges and walls that for seemingly arbitrary reasons you cannot climb over. But the reason for these limitations is not arbitrary—where you cannot go, there is no reason for you to go. So when the game does suddenly let you jump over one wall ledge, but not another that’s exactly the same height, it’s telling you there’s something there you need to do. Because you can pretty easily see when there are areas you need to go to, finding those secret places where you can jump the wall is not really a problem.

Rule #3 Simple controller configuration, wide range of attack strategies

Controller simplicity was a necessity for Nintendo games, where pressing A was almost always attack and B jump (For games that reversed this—why??). Battletoads was the game that perfected the two-button controller dance, building a control scheme that offered a surprising number of entertaining attacks.

Created for a system that gives gamers 14 buttons and two joysticks, Demon’s Souls manages to stay pretty simple despite putting all those buttons to use. Press R1 to attack. R2 for a heavy attack. L1 to block, L2 to parry. There are also buttons for switching weapons, using items and magic, and dodging and rolling, but you can accomplish quite a lot with just those attack buttons and some fancy footwork. The really important factor in most conflicts will end up being your stamina and blocking—the attack is just the icing on the cake.

Rule #3 The game is never deliberately unfair

I say deliberately because there are times when the controls or at times wonky camera lead to your demise, but I don’t  think this was intentional. What I mean is that the world of Demon’s Souls is not designed to trick you into dying. Even if other players couldn’t leave you hints, which appear as pinkish blobs of mist on the floor and provide extremely useful info, the game still gives you ample warning. The underlying message is very simple, actually: proceed with caution. Doing so will save you from the clutches of yet another death probably 85% of the time. The only situations where the game sets you up to die is when it’s boss fighting time, but even then you have plenty of warning that you’re about to enter the boss arena, and could easily turn back if your testicles (or ovaries, as you can play as a female character) have suddenly shrunk. There are many areas where you can fall off an edge or get ambushed from behind, but most if not all such situations can be avoided or handled successfully by not running around everywhere with abandon.

The danger of lust, importance of caution (a side note)

And this lesson in caution, despite being so simple, is often the hardest to follow. It’s understandable. You venture deep into the bowels of the earth, rack up enough souls to level up at least twice or thrice, and then a demon knight pops out and impales you on his massive blade, sending your soul back to the beginning of the stage, and leaving all those souls in a pool of blood that you only have one chance to recollect. If you die again, all is lost. The first journey took an hour to achieve; it’s late, you’re tired, you should sleep. But you want to get those souls back, feel some measure of progress has been achieved before your head hits the pillow. That lust is your mistake.

Your exhaustion fills you with urgency, and you rush back in to collect your lost souls, and it’s not the demon knight that kills you, or even the peons near the beginning. It was that stupid ledge, the one you forgot lay there in the darkness waiting for the reckless. Normally you’re aware, carefully examining the floor as your step forward tentatively, but then it’s there, and there’s your hero, now a fool, falling, falling.

And all your hours spent that night are for naught. In Demon’s Souls, lust kills, caution saves.

Is the game too ruly?

The criticism I see coming is that the game relies too heavily on “game” rules and not enough on the rules of reality. To this I say, meh. Part of the joy of Demon’s Souls is discovering the rules and finding ways to take advantage of the limitations those rules create. Demon’s Souls has its own reality, a reality that succeeds because it is consistent. A consistent, fairly obvious game world rules result in a game that teaches you how to play as you go—very little tutoring is needed beyond what buttons to press—and teaches you not just how to defeat enemies, but the value of patience and cooperation as well. Cooperation? Yeah I didn’t talk about that here, but it’s coming in my next post, where I talk about the game’s most fascinating element—multiplayer. This isn’t an ordinary multiplayer game by any means, so stay tuned.

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Tuesday, November 24, 2009

Sony, MacArthur Foundation kick off socially responsible gaming competition

As much as I enjoy getting online to riddle my opponents full of bullets from my virtual high powered rifle, I often find myself wondering, is this really all there is? Can video games accomplish anything more than an overload of hyper real violence and mayhem—that is, can they be anything more than just totally awesome fun? Do they need to be?

Yes, I think they do. They need to do more, and I’m not talking about the lame “is it art” debate. I mean they need to be more connected with the larger community of which they are a part, they need to start becoming something that can change lives, not just allowing us to escape from them.

Microsoft, Sony, and Nintendo have taken a few baby steps toward increasing interaction between the game world and the internet, but I am skeptical about what benefits gamers or the internet will see from letting people autopost their game progress or game purchases on Facebook and Twitter. I will keep them in mind, however, if I ever need to get myself unfriended as quickly as possible.

What caught my eye this morning was an announcement of video game support by the US President. The MacArthur Foundation is teaming up with Sony to hold the 2010 Digital Media and Learning Competition: Reimagining Learning ,with US$2 million in prizes up for grabs. The competition has two parts, 21st Century Learning Lab Designers, and Game Changers, in which contestants can receive awards for creative new games or additions for Sony’s LittleBigPlanet, a popular and award-winning PlayStation 3 game that includes a comprehensive level creation tool. Sony’s supporting the event by donating “a significant number” (I’m guessing -4?) of PlayStation 3s and LittleBigPlanet copies to community-based organizations and libraries in low-income communities.

This sounds like a step in the right direction—merging game play with social action. And LittleBigPlanet, with all the social interactivity built into it, is a great place to start. I do wonder, though, how the people Sony is giving a chance to create levels will ever get to play their levels later—the game is PS3 only, and other than watching YouTube clips, the levels are downloadable only through Sony’s PlayStation Network. I’m also not really sure how it will relate to “Reimagining Learning”, but when you see the astounding variety of levels created in LittleBigPlanet, like

and

I feel optimistic contestants will come up with some pretty good ideas.

I discovered this story at Ripten.com, and here’s the contest homepage.

Posted via email from 电玩杀瓜 - a game blog

Monday, November 16, 2009

Naughty Dog Plays Nice

Uncharted 2 developer Naughty Dog has not only made an amazingly beautiful game, but have also proved not to be so naughty after all—thatvideogameblog.com reports via gamasutra.com that Naughty Dog is developing tools that it shares with other 1st and 3rd party developers, giving others a shot to get their graphics looking as good as Uncharted 2’s.

In the game’s end credits, several other developers are thanked, including Bungie, Xbox developer of the famous Halo series that put Microsoft on the map. It’s great to see developers so willing to share their ideas like that, and I’m glad Naughty Dog is so supportive of collaboration at the tool level. In the end the difference between games should be in their artistic elements—style, mood, tone, music, dialog—and not so much the engine driving these.

Uncharted 2: the beauty

I spent at least 15 minutes wandering around this Tibetan village in Uncharted 2, but this video doesn’t come close to doing the scene justice. One of the great things about Uncharted 2’s visuals is that the draw distance pretty much goes to the horizon in some areas, meaning 3d rendered objects are visible a long ways off. Most games limit the draw distance to ensure the frame rate doesn’t drop, but doing this creates a very artificial fog of war that can cause game play problems, especially in multiplayer.

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Thursday, November 12, 2009

Demons have stolen my Soul, with reservations [Demon's Souls]

 

Lately I admit I’ve been lazing about in front of the ol’ plasma a bit too much, staring at magically rendered universes of fantasy and adventure. Part of it is that I’m slowly recovering from a cold. It’s probably H1N1. If it’s fatal, I might die playing video games. Would my soul be revived in the Nexus? Somehow I doubt it. I’m no hero, I’m just a dude.

Apart from the fantastically beautiful Uncharted 2, a much lower profile game from the studios of Sony Japan has captivated my attention for a good twenty plus hours over the past few week. That game is Demon’s Souls, an action RPG that has won at least one claim to fame—it’s very hard to win. Yes, that’s one marketing angle they’ve taken deliberately, not one you often see on a game box, because, for some reason, game developers think that would be a turn off.

I’ll avoid going off on a tangent about how miserably easy most games have become these days, but suffice it to say, Demon’s Souls makes a solid effort at living up to its claim, but where I’m at in the game now, the difficulty seems to be fading to irrelevance.

The story is some throwaway about a demon that has ravaged the world and you’re the hero designated to defeat it. The problem is, you’re not all that much of a hero, not at first—more like a 98lb weakling. I like this, a lot. Probably because I’m a 150lb weakling and it gives me hope.

The game trains you in the basic mechanics of game play and then quickly kicks your ass by making you fight an impossibly difficult demon, and then the game really begins with your soul awakening in the Nexus, a sort of Void where you end up when you die. To progress through the game you warp to different worlds where you kill the baddies and collect their souls. Souls are like money, used for everything from equipment purchases to stat upgrades. Along the way you kill boss demons that give you a whole bunch of souls, and the added bonus of getting your human form back.

What makes the game difficult is that you start off very weak, and if you don’t pay attention to what you’re doing, you will die. You will die fast. Add to that that every time you die, you lose ALL of your souls. The only way to get them back is to get back to where you died and reclaim your soul stain that was left behind, which is not always easy since all the monsters come back to life in your ever so brief absence. Unfortunately if you die again, the souls are gone and you have to start collecting them all over again. So yeah, it’s hard and it only gets harder the more you let your frustration replace your patience.

The game no doubt pisses the crap out of me on many occasions, but I love that they really wanted to make the game a challenge. The problem lies in the inherent nature of almost any RPG, plus a couple level design flaws I wish they avoided.

The inherent nature of which I speak is the leveling up of your character. Every RPG has this. In Demon’s Souls you use the souls you gain to improve your stats, and inevitably this means you can take and inflict more damage. This also means that monsters in the earlier levels become much easier, making them easy to defeat for quick soul farming. This takes away from the difficulty of any RPG, not just this one.

The problem then is that Demon’s Souls has monsters that are too easy to defeat but still give you quite a few souls, letting you soul farm quickly, which in turn makes future levels easier than they probably should be. I think what they could have done instead is follow the Diablo method, where killing easier monsters gives fewer souls than they did before, maybe to the point that they give almost none. This would mean the player either has to take a long time soul farming, or press on fighting their way through the harder levels. Another option would be to make the monsters you kill give you more souls the first time you kill them, increasing the risk of dying. Granted I’ve not made it more than a quarter of the way through the game, so I may find my critique is totally misguided soon.

The second problem may be a spoiler, so don’t read further if you care about this game.

The boss demons I have battled so far are waaaaaaaaaaaaay too easy. The problem is that the bow is overpowered and there’s no limit to the number of arrows you can carry, so basically I just enter the boss battle with 200 arrows and blast them from a safe distance. After defeating the big guardian night in the second part of the first world with arrows without having to move at all, I knew something was amiss. Again, perhaps this becomes an impossible trick against later demons, but so far I’m a little disappointed with the boss battles.

More to come on Demon’s Souls in the next couple posts. I want to look more carefully at the ludic (read: game) elements and later at the multiplayer features, which are pretty awesome for what’s a mostly single-player adventure.

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Monday, November 9, 2009

Comment riposte: Tools are not enough

 

 

A few days ago I posted a comment on Kotaku to  this article, which discusses a bit of a PR fiasco game developer Infinity Ward has found itself in after announcing that it’s new FPS Call of Duty: Modern Warfare 2 would no longer support dedicated servers for PC gamers. The comment was lengthy enough that I’ve decided to repost it here, but first some context. (note: original comment appears near the end)

Call of Duty is a multi-million dollar franchise published by Activision and developed by Infinity Ward (IW) and Treyarch, each developer taking turns to put out a new game every year. Originally Call of Duty was a WWII first-person shooter, and was an instant hit when it launched. To freshen up the brand, IW released Call of Duty: Modern Warfare in 2007, which went on to be one of the biggest sellers in gaming history. That game put IW on the map, and a sequel was inevitable. Because the game is multi-platform, however, it had to appeal to two very different audiences—console owners and PC gamers. The main difference between the two is that PC gamers tend to be more hardcore and expect greater freedom and control over the gameplay, while console gamers range from hardcore to casual with plenty in between.

COD: MW was loved by PC gamers because it allows them to host their own dedicated servers to run matches. It also lets them to modify what options are enabled in ranked public matches, up to 64-player support (only 18 on consoles), the ability to lean, and most fun of all map creation and game modding, which lets the gamers change the game rules and graphics in almost any way they want.

an AWESOME Star Wars mod

The buzz for COD: MW2 was huge the moment it was announced, and honestly that’s no surprise. Robert Bowling, former community manager and current creative strategist for IW, was leading the communications charge in what started out with great promise.   He was already on Twitter and was writing his own blog, and MW2 had its own Twitter and news site as well. They had even set up a twitter site tracking #MW2 comments, and posted questions for fans to respond to. The latter had some problems, like tracking any #MW2 comments and not ones related to the questions being posed, but it let users vote up the best comments in an attempt to keep them relevant.

All in all, a great start.

 

So what went wrong?

On October 17, 2009, with less than a month before the 11.10.09 launch date arrived, Bowling announced during a webcast (around the 1:39:00 mark) that IWNet would be implemented as a match-making service for PC gamers—and the end of dedicated server support. He called this making multiplayer more accessible to the PC community, but it’s hard to imagine that he didn’t see the serious backlash from the hardcore PC gamers coming.

This was not the end of the announcements, either. Soon after PC gamers discovered that everything that made the PC version unique was being taken away from them—no more leaning, no more modding or mapping. No more console for granular control over game settings, and perhaps worst of all, no more 64, or 32, player matches, meaning larger game clans, essentially the sports teams of gaming world would have to split up if they wanted to play. And, without dedicated servers, they will face greater lag issues and greater difficulty connecting with only the players they want to play with, since IWNet will do the matchmaking for them.

At this point IW and Bowling had already made one big mistake in their PR campaign—they didn’t engage the small but passionate demographic of their gaming community early enough. Fine, everyone makes mistakes. The problem then is how they continued to ignore the PC gamer audience. During an open online QA hosted by Best Buy—good idea, by the way, gives direct access to the game developers—IW game designer Mackey McCandlish and weapons artist Ryan Lastimosa deliberately and arrogantly snubbed the PC gamers participating in the event with unfortunately classic examples of terrible PR responses. For example:

Q: Is there a console in the PC version of the game, so we can change our field of view from the Xbox’s default 65 FOV to 80 also can we tweaks the weapon damage for each gun, removes perks, graphical debris, breathing sway, also thru console like we where [sic] able to before or is this all gone?

Vince-IW: We would like you to play the game the way we designed and balanced it.

And even worse:

Moriarte: Ignoring IW.net, is the PC version a direct port of the console version?

Mackey-IW: No, PC has custom stuff like mouse control, text chat in game, and graphics settings.

To suggest that “mouse control, in-game text chat, and adjustable graphics settings” somehow makes the game more than just a port of the console version is not the best choice of words.

Bowling, meanwhile, wasn’t doing much better, suggesting that the number of hardcore PC gamers was so small as to be meaningless when it came to game design decisions. He also called MW2 “their most feature-rich PC gamer yet,” despite all of the features that had been removed, and called the hardcore PC gamers “a very vocal community [that is] all online.” Ouch.

The great and tragically ironic climax to all of this is that Bowling himself declared just a few days later that he doesn’t think “any developer should not have control of how their game is presented or marketed or communicated… and they should take control of that a lot, lot more.” I might agree with you, Mr. Bowling, but I would add that whomever is handling it be someone with some level of competence.

IW has the tools, but they don’t have the skills, the experience or the wisdom to engage with its community in a way that respects the many, many opinions they’ve received.

 

What should they have done? What should they be doing right now?

I’ll let my original Kotaku comment answer the first question:

The problem, and the great irony here, is not that IW has jacked the PC version--it's their total arrogance in going about it.

I'm not condoning the jacking, but they really needed to at least try to make their audience understand their reasons for doing so, and in this they've failed completely. I find it ironic because IW was JUST saying how important it is for developers to handle their own marketing, and so far they're doing a terrible job of it! They seem to be totally clueless--Bowling especially--about the importance of showing a little humility to their fans, especially when they make changes that they KNOW will piss people off.

No, the end-user is not always right, as some are saying here. But that doesn't mean you ignore them! Just because IW doesn't need to worry about the money they make on PC game sales doesn't mean you dismiss those gamers voices--in essence IW has told PC gamers they are 2nd class to console gamers, their opinions are insignificant. There's almost no faster way to destroy your brand.

If I were IW here's what I would have done:

1. Pay special attention to those who are complaining--show them you're listening and understand their feelings.

2. Make sure I'm engaging them on public platforms, Twitter, Facebook, developer blogs, whatever.

3. Explain the reasons for jacking the game, and BE SPECIFIC. None of this "game balance" crap, that is PR nonsense designed to deflect, condescend, and offend. Your real reasons might not make the complainers happy, but at a deeper level they'll appreciate your honesty AS LONG AS YOU ARE BEING RESPECTFUL. You're worried about piracy? Ok, say so! You've actually received a lot of feedback from other PC gamers who find the game too hard to play because of cheating? Say that too, but HAVE PROOF to back yourselves up.

4. Make it clear you are flexible--let people know you're monitoring the community and are searching for ways to let people enjoy at least some of the things that made PC gaming special, like mapping and modding.

5. Finally, take a page out of Valve's book on L4D2--they handled their PR crisis beautifully, and look at what happened: complainers came away more than satisfied, and sales are up 4x over the original game! Seriously they won on all counts and still managed to make the game they wanted to make.

I find it so effin funny that IW thinks they know how to communicate with their audience, when they clearly have no idea. Sorry, I mean when they clearly don't care. Methinks they've been watching one too many episodes of Madmen. Get a clue, IW--MW2 might sell like hotcakes, but your reputation has suffered tremendously. I was looking forward to getting this for PS3, but maybe I'll wait awhile.

And as far as what they should be doing now is making it very clear that a lot of the details about how IWNet will operate are not finalized and that there is room for change and that they are listening to user feedback from everyone, whether it’s hardcore or casual gamers. And drop the arrogant holier-than-though attitude, be apologetic and promise you’ll do better in the future.

You screwed up on this one, IW, not the gamers.

Posted via email from 电玩杀瓜 - a game blog

Thursday, November 5, 2009

I'm a preposterous posterous poster now.








So please feel free to visit there, all you millions who've stopped by here. But this will still get updated.

Killermelons new home!

Monday, August 10, 2009

Video games-games of chance


As my millions of readers may have noticed, I haven't updated in awhile. Between illness and general work busy-ness, I just haven't had time to get around to it.

But now, I've got time. In my wandering miasma of pain and suffering from an acute case of tinnitus (which is also chronic) and sudden hearing loss in my right ear for the second time this year, I've discovered a few things about life. One, sucky shitty things happen at a moment's notice and for no apparent reason. Two, some really wonderful things can also happen for no reason (like my gf's bikini wax--totally out of the blue!). And three, video games possess another characteristic besides interaction that other artistic mediums lack: ADDICTION.

While some people might be passionate enough about a book, movie, or CD that they flung the object in question at a wall out of frustration when they fail to make sense of it, I can't imagine anyone continuing to try and retry reading or watching said piece of art. For example: I suck at Call of Duty games pretty regularly, and no matter how much I continue to suck, I just keep telling myself I'll win the next time. Suddenly it's 4am and my kill ratio has gone from .4 to --3, I've broken three controllers and am ready to smash a window with my PS3. I often look out the window and see six other people doing the same thing (I wish I saw six other people who even had PS3s...).

But with a book, I might suddenly look up and it's 4am because I've so thoroughly enjoyed it. Any hint of frustration and I'd simply have fallen asleep out of boredom. I wouldn't care because there's no competitive drive to read better. I'll read it when I want and at the pace I want. Or maybe never. Same with movies and music. Why are games so different? Perhaps video and computer games, especially the online ones where you're in direct competition with other people, are more like gambling, in that gamers believe their success is equally determined if not more so by luck than by skill. Certainly the rationale for continuing to play is the same--I'll win it all back in the next round. Just one more round.

So why are you addicted, if you are? What keeps you playing even when you are clearly lacking in skills and have no hope of getting better?



Monday, July 27, 2009

Booth Babes--The true sign of a developed nation


It comes as no surprise to me or my pet hamster that females in what some might call stripper outfits are, with possibly the exception of free pizza and/or beer, are wonderful and powerful way to sell a product, whether it's a replica Ryuken Katana from the late Hirohito period or... a video game!

"Booth babes," as they've come to be known, are merely the latest manifestation of an ancient tradition dating back many a millennium (blogspot just taught me that millenia is not a word--who knew? Anyway) to the day Ugh traded Sny to Fft for twenty Psa. Sny, an alluring young woman with the least hairy armpits this side of Qr, was so tantalizing to Fft that he was willing to give up all the food he had foraged for during the autumn harvest. Needless to say, Fft died that winter but not before having the most mind blowing love making sessions our primitive ancestors probably had ever seen. So in the end who was the winner? Fft by a longshot, as Ugh was stuck with hagged and old Rut, practically in the grave at the age of 27. He did get to live a long time thanks to the Psa, but I think we all know who the real winner of that deal was.

My point is, women sell stuff, and it's unfortunate that so many countries have yet to realize this. Look at Saudi Arabia--it's not so hot when you get the model's hands chopped off for accidentally glancing in her eyes when she's try to sell you on 1002 Arabian Nights, the sequel, and her Boshiya accidentally slips. Not to mention the embarrassment of a Boshiya slip, my God.

But China, China has totally got it and is totally if not tacitly fine with it. Not just the standard chick selling cars at international auto shows by metaphorically stroking your newly purchased manhood fine with it, but even video game fine with it. Why is there a difference? Because car drivers are mostly successful men, whereas gamers, especially in China, are scrawny or bulbous teenagers with a serious overload of hormones that have caused countless JIMP moments. So when you add booth babes to the mix, you might as well be lighting a stick of dynamite in a vat of nitro glycerin!

ChinaJoy, China's E3 equivalent, is a testament to China's commitment to opening its economic doors, with booth babes galore, many of which are truly attractive. Combined with China's growing cosplay love, these women--sorry, babes--are a sales and marketing force to be reckoned with, especially as China expands its gaming markets internationally to include the old, white, sweaty and hirsute old lonely men demographic, where it has already shown tremendous potential.

Honestly though, any country that doesn't prevent its women from using their sex appeal to sell shit, it's gotta be on the right track economically. I could blather on, but you'd probably rather just enjoy browsing the babes of booths at ChinaJoy 2009:



(Photo Credit: Frank Yu)

Thursday, July 16, 2009

Chinese drywall effin up your Xbox


I'm sure Microsoft would like to find any excuse other than their own crappy manufacturing process for the huge number of Xbox360s that have RROD'd themselves to death, but the fact is, the build quality sucked for a couple a few years.

Still, I won't say that it's impossible that Chinese drywall is responsible for some of those deaths. It's been a growing scandal leading to possible class actions suits for several months now, causing electrical problems among many other serious issues:

  • persistent rotten egg odor
  • respiratory or other symptoms alleviated by leaving a building and worsened on return
  • blackened and corroded metal, including copper, nickel, silver and/or stainless steel
  • premature failures of central air-conditioning evaporator coils
  • blinking lights or power failures
  • arcing or sparking
  • intermittent operation or failure of appliances such as refrigerators and dishwashers and electronic devices such as televisions, computers and video-game systems

(Thanks Gamepolitics via Getmogames!)

Wednesday, July 15, 2009

EA's Battlefield 2: a chance to fight for the PLA!


According to EA's Battlefield 2 website:


In Battlefield 2, players will choose to fight for one of three military superpowers: the United States, the Chinese, or the newly formed Middle East Coalition.
Sweet! I hope it recreates the Long March and other Communist triumphs, that sure would be exciting.

China bans electro-shock therapy for IA


And what is IA? INTERNET ADDICTION!!! A rampant epipandemic in Asia only for some reason. Must have something to do with those Asian Addiction genes, East Asian to be precise.

But really, frying kids brains with electrons who were already frying their brains with electrons? Doesn't make a lot of sense to me. Then again I am only feigning shock (pun intended) at China surprising the world. Really, what can China do anymore that the rest of the world will find truly surprising?

(thanks Joystiq!)

Monday, July 6, 2009

China tastes the vinegar at WCG Asian Championship


Upset by Vietnam in DOTA? I'll pretend to show shock at this stupendous upset, the shock I would show if I knew anything about how good China has been at DOTA.

Match results:

DOTA All StarsGuitar Hero World TourFIFA 09
1st rank: Vietnam 1st rank: New Zealand 1st rank: Vietnam
2nd rank: Malaysia 2nd rank: Singapore 2nd rank: Korea
3rd rank: Singapore 3rd rank: Chinese Taipei 3rd rank: Malaysia

This year, there were lots of unexpected results especially from Vietnam. In the DOTA All stars quarter finals, Vietnam won against China, who was the champion in Asian Championships during last 2 years, and won the gold medal. Vietnam also won gold medal in FIFA 09.

Monday, June 22, 2009

WCG 2009 looks tasty in this hot promo

Tuesday, June 16, 2009

Netease? More like NetPlease!


Women say I have a terrible sense of humor. I tell women they lack fortitude and more than a few mind grapes.


Netease, however, possesses a feature that are inherent in most men and women. Laziness. No sign that the new WOW servers will be up and running on time? Maybe that's just typical Chinese fear of making public announcements about complicated and possibly controversial issues, and everything is actually fine. Or maybe things are a mess, in which case I would still bet the farm that they're up and running as scheduled simply because Chinese are good like that.

The real kicker, according to the article, is that
A poll of some of the subscribers points to some interesting information, 53 percent of players said they would return, 26 percent wanted to observe the handover of the servers and then make a decision while 21 percent said they wouldn’t return to the game.
So the delay, however intentional, could have serious repercussions to that 11.5 million players figure, quite a few of those players are in China

Wednesday, June 10, 2009

WCG 2009 Asian Championship coming to Singapore


On July 4-5 an invite-only WCG 2009 Asian Championship will be held for 112 2008 and 2009 National Final champions from fourteen Asian countries, including China. Four years in the running too! Games include DOTA All Stars, FIFA Soccer 2009, and Guitar Hero World Tour.


So who will make it from Team China? Will it be Slick Willy Wong or Charlie Chaplin Chan? Fu ManJew or LuvULongThyme? Stay tuned to not find out!


China's National WCG Finals Kick(ed) Off in Shanghai! (a long ass time ago)

I'm so behind the times. So last month the first round of finals were held in Shanghai to see who would make the team that would represent China in the World Championships to be held in Chengdu, China later this year. 3,000 spectators watched 450 contestants battle it out over three days, and as far as the official WCG tells me, no results are available yet. I guess they'll be waitin till the rest of the results are in from the competitions yet to be held in other parts of China.


UPDATE: The players who have moved on to the next round can be found here:

Or just read this:

WCG2009三星电子杯中国区锦标赛预选赛已晋级名单 (winners):

魔兽男子 Warcraft (men)

上海赛区:历生辉(Future),唐涌辰RyH.Darken,曾文睿(WE.09.kenshin)

北京赛区:武麟(Wulin),张芦Sayno

杭州赛区:徐真(Hopestar)

魔兽女子 Warcraft (women)

上海赛区:吴婧(Eva),张丽君(KK_Wind_mm)

北京赛区:竺励(Colagirl),米彤(Moonfish)

星际争霸 Starcraft

上海赛区:刘玻豪(Fnatic.Lbh),陈昊(SC_Eva),孙一峰(Fnatic.F91),刘寅(Lovett)

北京赛区:黄慧明(SC_Toodming),王恩平(WYW),沈鹏(Onlycc)

CS:Counterstrike

上海赛区:Tyloo,fst

北京赛区:Excellent.Luckyday

DOTA

上海赛区:CD

北京赛区:TTi

WCG2009三星电子杯中国区锦标赛外卡赛晋级选手名单 (wildcards):

魔兽男子 Warcraft (men)

外卡赛:黄翔(Mouz.Th000),李晓峰(WE.Pepsi.Sky),周成龙(Sai)

星际争霸 Starcraft

外卡赛:沙俊春(SC_Pj),罗贤(=PNZ=Legendary),叶荣龙(Fnatic.Never)

Tuesday, June 9, 2009

China wants us to protect us from ourselves


China is now requiring that all PCs sold as of July 1st must come shipped with filtering software that can block access to certain websites. I haven't come across any details on how the software works, but it's safe to say this is the most boneheaded and backwards move China has ever taken regarding Internet development. People will be annoyed at having government controlling their PC ever so literally, but more importantly hackers will break it, computer vendors will get tons of negative feedback for complying and lose a lot of customers if they don't.

The silver lining to this dark cloud of misery is

The head of a software developer involved in devising the program confirmed the report to AFP, saying it was aimed at protecting people from pornography.

"The software will be provided to consumers in new PCs and they have the option to install or not to install it," said Bryan Zhang, chief executive of Jinhui Computer System Engineering Co.

Actually it does make me wonder why this is even necessary? Doesn't the Great Firewall of China work well enough? Or is China worried that it can't handle the rising growth in Internet connectivity? It could be a sign of things actually changing for the better, in a weird way--giving customers the option to control their own level of censorship. Maybe China plans on passing the censorship buck in a few years, putting the GFW out of its miserable existence. One can hope...


http://news.theage.com.au/breaking-news-world/china-pc-filter-has-trade-implications-20090609-c1bp.html

Tuesday, June 2, 2009

E3-It's ON!

E3 is live and beautiful. I have no time to keep up on it all, but here's some links you probably already have to track updates:





Monday, June 1, 2009

World of Fight becomes World of Fighter becomes WTF?

On May 6 I wrote about The 9, a Chinese gaming company that was the WOW distributor for China until this month, and its teaser page for a new MMO in the wake of losing the WOW account. The page used fonts and images eerily but not surprisingly reminiscent of WOW and perhaps other games as well. Needless to say, I was pleased (I bathe in pleasure bubbles every time I get a chance to knock a Chinese company for creating knock-offs).


And my pleasure deepened, because the title of this yet to be released MMO was World of Fight--you see, Chinglish is another veritable source of profound joy in my life. Just today I walked past a young man wearing a t-shirt emblazoned boldly with the words, "Are you ready to Ruck?" And yes, I knew at that moment, I was ready. Ready to Ruck.

*ahem* so World of Fight is kind of a Chinglishy name, but I find it kind of catchy as well--three monosyllabic words that get straight to the point: this is a world, and in it there be fighting. I decided to check up on this site today, and what do I find? They've CHANGED the name to World of Fighter, no "s". So close, China, yet this is terrible, making no sense at all. At least World of Fight meant something, stirred my cranium in some way to think, "ah, this is an interesting title!"

And the screw turns further. The name is changed; but so is the page itself. While the WOWish font remains, the black background is adorned only with two pillars guarded by what I can only assume to be dwarves and a classical Chinese building in the distance. Suddenly the title appears, and then Chun Li, Ryu, Ken and several other characters I presume to be from various Japanime fighting games.

WTF? Capcom? A partner? Perhaps. But seeing as The 9 is partly owned by EA, wouldn't that be some sort of conflict of interest? Or maybe not? I don't know. It does seem odd to me that The 9 would so brazenly use what are certainly trademarked images to promote an as yet unexplained gaming concept.

One other note--World of Fighter might just be a tagline. At the end of the Flash intro you see the Chinese characters "名将三国", and I think this could be the Chinese title, but 三国 or "Sānguó" refers to a period in China long ago known as the Three Kingdoms, and is a popular source of stories for contemporary creative works in China. So it could be some sort of fighting game set in that period, but that still doesn't explain the appearances of SF characters--If anything, it only confuses the issue. Most likely, as is often the case, The Nine thought, "hey, those are fighters! And we're creating the world of fighter! They will communicate a sense of fight that we wish to convey and attract many audiences and mad money in no time!" Most likely.

Pictures (click for full size):







Wednesday, May 27, 2009

Video of Zeebo in action--could the Zeebo Exec look less interested?



He just looks like he doesn't care that much... not enough sleep? I also notice that there's no option in Quake for multiplayer--not a good sign