Wednesday, August 15, 2012

Top 5 Commodore 64 Games

30 years ago this month was the release of the Commodore 64 home computer. The C=64, along with the Atari 2600, is where I got my start in gaming. What was special about the Commodore 64, though, is that it was not just what I started gaming on, but it is also what I started designing on. As young as 5 years old, I was building levels and designing games on a C=64.

I have a ton of great memories of the Commodore 64, and I'm going to share a few them in my list of the Top 5 Commodore 64 Games.

Honorable Mention:


Falcon Patrol 2 is a very good C=64 game. It's not one the best, though, so it doesn't quite make the list. What Falcon Patrol II is significant for is that it features one the first pieces of game music that I truly loved. I would load up this game just so I could listen to the title theme over and over.


I still love this theme, so simple and yet so powerful.




#5


With the Olympics having just wrapped, what better time to reminisce on one of my favorite sports games of all time: Summer Games II, by Epyx.

My favorite multiplayer game on the C=64, Summer Games II had eight different events that you could compete in against your friends. The best was the javelin throw, and I would just play that event over and over trying to beat my records. All of the events were played with a joystick and involved simple joystick motions and timed button presses. The cycling event had you rotating your joystick in a 360 degree motion (not unlike the torturous Mario Party minigames that would come 15 years later!) to pedal your bike in a head-to-head race against your opponent.

Once your finished competing in all of the events, you were even treated to a closing ceremony that included fireworks and a man flying a jetpack! Check it out in all its 8-bit glory:



This is the easiest game to obtain on the list, as it is currently available for the Wii as a Virtual Console title.


#4

It's no secret that platformers are my favorite videogames. I love platformers. I firmly believe that the jump is the single most important game action. Nothing is more fundamental than jumping. So, it is quite fitting that the C=64 has a very strong platformer titled Jumpman, which was followed by a sequel known as Jumpman Jr.

Gaming historians will likely be quick to point out that "Jumpman" was the name by which the hero of Donkey Kong was originally known as (who of course, would later be renamed Mario).

Jumpman Jr. is a really great platformer with solid mechanics and each level features a unique and interesting mechanic. You never know what to expect. You have to quickly figure out what the rules of the level are and react accordingly. Jumpman Jr. is a very difficult game, so don't let the video below fool you:


#3


An amazing and really unique game, Space Taxi is a joy to play. It features a simple premise: fly your spacecraft around several levels picking up a surly passenger and dropping him off where he asks. There are several numbered "pads" in each level. The passenger appears at one and will be asked to be taken to another. When you have dropped the passenger off at every pad, you are then instructed to take him "up" and into the next level.

What makes Space Taxi great, is the variety of gameplay features and mechanics that are introduced in each new level. While things start off simply enough, you'll quickly find yourself in levels with reverse gravity, radar-jammers that mess with your controls, raining meteorites and even puzzles that you'll have to solve before you can drop off your fare.

With so many unique levels, Space Taxi quickly became a fascinating game design study for me. It showed me how you can gradually introduce new rules and game mechanics as the player progresses through the game. This game was quite fundamental in my evolution as a young gamer and budding designer.


#2


While the actual title of the game is Trolls and Tribulations, the command to launch the game was "Trolls Tribulat" as shown above. I called the game "Trolls Tribulat" for the entirety of the 1980's (and much of the 90's).

Laughable title recognition aside, this is not only my second favorite Commodore 64 game, but one of my favorite games of all time. Trolls and Tribulations is an unsung classic. It is a difficult game that taught me the value of practice, precision and patience. The game also features a difficult-to-master technique that is never explained to you, and yet becomes absolutely vital if you want to progress beyond the first few levels. Trust me, though, that's a good thing.

Trolls and Tribulations is an action platformer that requires you to defeat enemies and collect keys to progress. Each level is made up of 5 "mazes". In this case, they are not truly mazes, but more sub-levels (the standard 1-1, 1-2, 1-3 level numbering scheme hadn't be popularized at this point, so the levels are named level 1 maze 1, level 1 maze 2, level 1 maze 3, etc.).

From a game design standpoint, the movement in Trolls and Tribulations is tile-based. This means that whenever you move your character you move one pre-defined tile length at a time. You cannot stop on a half-tile, you can only move in full-tile steps (one tile is also the width of the character sprite). When you jump, you jump over one full tile and land exactly two tiles from where you jumped. You can also perform a vertical jump to get to a ledge directly above you. Every move in the game is predictable and every movement requires precise planning and exact timing. It's absolutely beautiful.

What makes this game brilliant however, is a maneuver I call the "quick turn". I discovered it myself by playing the game repeatedly. I discovered that if you are quick enough you can actually take a half-step in one direction, turn and take a half-step in the opposite direction and wind up where you began, except you are now facing in the opposite direction. It doesn't sound like much, but it is a game changer. Also, when you reach Level 3 Maze 4, the game gives you a scenario that requires you to perform this move. It's not easy to pull off (I cannot reliably pull off the move 100% of the time). I have lost all of my lives and become game over on 3-4 more than any level in any other game, ever. It's that hard. The feeling that I got when I first completed 3-4 is unlike any achievement I've accomplished in a game since. And from that point onward, it only gets tougher. I absolutely adore the deceptive simplicity of this game.

The gameplay video below shows you the first few levels, which acts as a nice introduction to the game.


#1

Well, based on the description of Trolls and Tribulations at #2, you're probably wondering "what could possibly be at #1?" Well, how about the C=64 game that is the most responsible for me being a game designer today! At #1, we have... Wizard.

Originally developed and published by Progressive Peripherals & Software, it was later re-released by Electronic Arts as Ultimate Wizard (which most people know the game as). I own an original PP&G Wizard copy, and it is one my all-time favorite games.

Wizard is a platforming action game that features single-screen levels in which you must collect a key and bring it to a keyhole. By reuniting the key and keyhole you can progress on to the next level. The controls are super tight and there are more than 40 levels to complete (the EA "Ultimate" edition shipped with 100 levels). There is a variety of terrain, including angled staircases and slopes and several enemy types including spiders, ghosts, bats, witches and many more. Some people compare Wizard to Jumpman and Jumpman Jr., but Wizard is far more polished.

Wizard also gave the player special spells that could be used to destroy enemies (fireball, magic missile), avoid enemies (invisibility) or navigate the perilous levels (levitate, feather fall). The spells gave you additional ways of tackling certain levels. It's a ton of fun.

But what is truly amazing about Wizard is that it came with a level editor. At five years old, my little mind was blown at the thought of building my own levels. It was a complete revelation, and I have never been the same since. Simply called "Construction", this mode let you create levels from scratch. You can build terrain, one brick at a time. You can place treasures (and traps) and even create and place enemies around your level. You can alter the color scheme and name you creation. My first level was called: "Jason's haus" (I was five).

I have filled many 5 1/4" floppy disks with Wizard levels. I started making levels in the mid-80's and continued to do so well into high school (mid-late 90's). Wizard is not only an excellent game, it is one of the all-time most important games, to me.



The Commodore 64 was a great time in gaming, filled with influential and important game releases.

Happy 30th, Commodore 64!

Wednesday, August 1, 2012

My Gaming Log: July 2012

It's summer time! So, naturally that means plenty of gaming! Despite the amount of games I played in July, not that much time was spent playing (mostly short, less than 60 min play sessions).


Click for details

At the end of last month's gaming log entry, I mentioned that I'd be playing some Dragon's Dogma in July. I did... but only for a couple of days. I just couldn't get into it. I really did not enjoy my time with Dragon's Dogma. I think I will revisit it and give it another chance, though.

On the handheld front, I was in a very Pokémon mood. After finishing Pokémon Conquest (the main campaign), I was in the mood for more. The additional stories and side-quests in Conquest are really tough, frustratingly tough as a matter of fact. So I had to turn to another game. So, I borrowed a copy of Pokémon HeartGold and dove right in. Long, involved games really make long train commutes that much more tolerable.

I finally decided to upgrade to the Ultimate version of Marvel vs Capcom 3 (EVO may or may not have had something to do with that decision). Speaking of EVO... the Grand Finals for UMvC3 were truly terrific! I watched the finals live, and it was such a great time!! UMvC3 is just such a joy to watch, it's so exciting.

On the new game front, I picked up Max Payne 3 and Mario Party 9. Max Payne 3 looks great and it plays really well, too. I'm finding it quite tough, so I'm working my way through it slowly. As for Mario Party 9... I love it. It's my favourite Mario Party to date. The minigames are fantastic and it is refreshingly different (not radically different, but it has some new concepts that shake up the gameplay).

So, what does August have in store? Well, I plan on doing some more writing around here, especially about music (something I've been known to do). Also, August is the 30th Anniversary of the Commodore 64! Since I got my start in gaming on a C64 (as well as an Atari 2600), I think I'll share some of my fondest Commodore 64 memories.

Tuesday, July 3, 2012

My Gaming Log: June 2012

With June now over we're now into the second half of 2012! It's time to take a look back at the past month and see what I've been playing.

Click for a larger view

DS Strategy games were the order of the month in June. I played plenty of Advance Wars (Dual Strike and Days of Ruin). Having surpassed the 200 hour mark in play time in Advance Wars: Dual Strike made me realize that perhaps I needed a new strategy game to play on my commute. During the last week of the month I picked up Pokémon Conquest; a nifty little turn based strategy game that combines Pokémon with Nobunaga's Ambition.

On the console front, there was plenty of Mario games to be had in June. Super Mario Galaxy, Super Mario Sunshine and Super Mario RPG all got plenty of play time last month. Super Mario Sunshine is a completely underrated game in my opinion and it was a joy to play through it again.

The Wii's Virtual Console got a nice addition on the 15th: Mega Man X2. I picked that up without a moment's hesitation!! Releases like that remind me why I think that the Wii is my favourite console of this generation.

Finally, near the very end of the month, an 8-bit fan remake of Mega Man 7 was brought to my attention, so I just had to give it a try! It's a very excellent translation (from SNES to NES), and it's also much more challenging than the original 16-bit version!

What's in store for the second half of the year? For starters, I'll be playing Dragon's Dogma in July, and probably a whole lot more Pokémon Conquest.

See you next month!

Wednesday, June 20, 2012

Game Music Jukebox #7

After a long hiatus, Game Music Jukebox returns with a look (and a listen) at the music of Kirby Super Star!



Kirby Super Star was released in North America in 1996, very late in the SNES life cycle (in fact, it came out just one week before the Nintendo 64 launched in North America). Super Star was a great showcase of one of Nintendo's most lovable B-level mascots. Aside from some great gameplay, this game features some truly outstanding music. Some of it you may not even expect to hear in a Kirby game (but only if you're unfamiliar with how bad-ass Kirby actually is).

Kirby Super Star was somewhat of a game compilation that features several small to mid-sized games that offered some nice variation in theme. This allowed the music to be very diverse and quite expansive. Kirby Super Star features a soundtrack large enough for a 60+ hour SNES RPG, and there a few gems in there.

Boss Battle:



Boss music, regardless of game, is always a treat for the ears. This high-energy, up-tempo track goes well with the frantic, free-for-all nature of the game's boss fights. There are a lot of bosses in Kirby Super Star, so you hear this music, and it'll get you pumped every time!

Trees in the Depths of the Earth:



While playing through Kirby Super Star for the first time, so many years ago, this was the first piece of music that really stood out. This track, Trees in the Depths of the Earth, is the main theme for The Great Cave Offensive, an underground exploration game (very Indiana Jones style) where Kirby must seek out treasures and explore ancient ruins (as if the music didn't already tell you that). This track does an awesome job of conveying the spelunking spirit of The Great Cave Offensive.

Heart of Nova:



During the climactic sequence of Milky Way Wishes, Kirby pilots a Starship (which in this case, is actually a flying craft in the shape of a star) through a shmup level. While it is a strong contrast to the rest of the game, it's a really fun (and incredibly short) slice of gameplay. This theme plays as you fly through the tight passages of a giant space weapon (not unlike the Death Star) as you work your way towards the core.

Meta Knight's Revenge:



When you first dive into Meta Knight's Revenge, you are greeted with a great opening sequence that includes Kirby storming a flying airship, accompanied by this music. This music is heard throughout the game in futuristic and technological environments, and it is quite fitting. It should come as no surprise that these are my favorite levels in the game, and I enjoy replaying them over and over again.

Staff Roll:



For completing all (well, most, actually) of the game's in Kirby Super Star, you are treated to a brief ending scene and credits. I have quite a fondness for ending credits themes, and this one is a nice piece of music that turns into a nice medley that works in some familiar themes. Undeniably Kirby-esque, this music caps off the game quite well.

Some people say: "These tracks are awesome... so awesome that they seem to not be appropriate for a Kirby game!" Which is the sign of someone who is completely unaware of just how awesome Kirby games really are.

Friday, June 1, 2012

My Gaming Log: May 2012

May proved to be a very busy month, which left less than usual time for gaming. Still though, I was able to get some really good play time with some old faves.

Click for a more detailed view

I started off the month by continuing my Metroid series playthrough, I finished the completely sublime Metroid Prime and moved onto Metroid Prime 2: Echoes, an underrated GameCube classic.

I finally got around to buying Super Meat Boy on Xbox LIVE. I've always wanted the game, as I have a strong affection for platforming games. It was the truly excellent Indie Game: The Movie that thrust SMB back into my consciousness and reminded me that it is a must-play title.

After getting the great news that the Demon's Souls servers are staying online, I decided to dive head-first back into the world of Demon's Souls by creating a new character. I've Platinum'd the game once before, but getting back into it feels just as rewarding. The Souls games (Demon's Souls and its sequel, Dark Souls) are easily some of my all-time favorites!

Finally, the big event in May was TOJam, the Toronto Game Jam, on May 11th, 12th and 13th. TOJam was an excellent experience and you can read all about the ups, the downs, the successes and lessons learned.

Overall, May was a great month and I'm looking forward to June, especially because it is National Game Development Month!

Monday, May 28, 2012

TOJam: Post-Mortem

Two weeks ago was the Toronto Game Jam: TOJam 2012. If you've been reading my blog, you probably know all about it. If not, then check out the TOJam site for all you need to know about it.

TOJam was a great skill development opportunity and really brings developers back to a grass-roots, guerrilla-style development cycle. It was exhausting, challenging, and ultimately, very fulfilling. The weekend was full of ups and downs, and was a great learning experience.

Chris Regnier, Tim McLennan, Jeff Canam and I, were team Unskippable Cutscene. The game we worked on was called Quotidian Shift, a puzzle game presented as a monthly calendar where you must shift around days on the calendar to avoid apocalyptic scenarios by making sure those days don't happen in the timeline.

Here's an outline of what went right, and what went wrong during the TOJam weekend.

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What Went Right

1. Focused team of pros

The team was mostly made up of development professionals who have been making games for a few years, so we had a deep understanding of what we needed to accomplish and how we were going to do so. This also made communication between team members very easy, as we were all on the same wavelength.

2. Jeff's pixel art

What could have been a potential problem actually turned out to be the best part of the process. Jeff's pixel art was the big draw for our game. His images were beautiful, and were created with the most unlikely of tools (MS Paint, no less). For someone with no game design experience, Jeff produced assets on schedule and was a huge motivating force on the team. We couldn't wait to see what he'd be making next.

3. Project scope

Being experienced professionals, we knew how to keep our game's scope nice and tight. We didn't have any plans for an RPG combat system, dynamic enemy A.I., or customizable character equipment, we had a simple, and focused game experience outlined.

As a designer, I was able to immediately identify, and define, what kind of experience I wanted for the player and created a plan to bring that to life. The project wasn't too big or unmanageable.

4. No pressure

TOJam is a fun event, and we came to have fun! While the jam is an intense experience, it is not a competitive one. Everyone spends the weekend working towards the same goals and the atmosphere is pretty light. We really wanted to have something really great to show off at the end, but we knew that no matter what happened, we would be proud.

5. Managed to make some decent tools for the engine


By Sunday, some key components of the game engine had been completed and it became easier to put graphics and sounds into the game. Finishing these engine elements sped-up development significantly, but so much time was put into them in the first place (most of Friday and Saturday). Our goal was to create updates to Chris' engine that will help make it easier to develop future projects. A possible downside is that many of these features were too quickly "hacked in" and are were not created in the most efficient way possible.

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What Went Wrong


1. Worked on an engine; not on a game

We were using a completely custom-built game engine to build the game, and there was a lot of work that had to be put into that engine during the weekend. Even on Sunday, very little game logic had been put into the game; engine features were being refined and figured out.

The work that was done to the engine will prove to be very beneficial in the long term, though (see conclusion).

2 .First time jammers

Most of the team (Chris, Jeff and I), had never participated in a game jam before and some of us (mostly me) were unprepared for the physical and mental toll that this event would take on us.

Jeff and I had to commute to the event, and did not bring supplies (pillows, toothbrushes, etc.), and discovered that going back home would not be an option. This made the late nights (well into 3 or 4am) much harder to deal with. And our determination to pull an all-nighter during the first night was just a recipe for disaster (what a bad idea).


3. Not enough work for the designer

The concept was completed beforehand, but there was still a lot for me to do on the first day. I wrote a bunch of documentation and outlined an asset checklist for art and defined what features would be needed for the game.

Into the second and third days, however, there wasn't a ton of work for me to do. I was formatting game assets and creating sprite sheets from Jeff's art, as well as some minor scripting. I was acting as a facilitator for everyone else, doing whatever tasks I could do to make everyone else's lives easier. Still though, I was often left wondering what more I could do for the team, and could have been busier. Next time, I will come prepared to dive head-first into the game code and will pitch-in with the programmers.

4. No testing

The game was being worked on right up until the very end. Things really came down to the wire, so there was no time for any testing. As we continue work on the game, there will be a greater focus on testing, there was just no time for it at the jam.

5. Too much time spent on an unimportant feature

Sleep deprivation may be to blame for this one. A lot of time was spent working on getting a custom font system built into the engine. Of course, the realization that we didn't even really need a working font at all came far too late (after quite a few hours had already been spent on it)

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It's always great to test your limits and work within an extreme time constraint. It's a great way to learn some of the most important things when under stress: scope and priority. The most common problem that is encountered during a game jam is keeping the scope of the game tight and focused (it's all too easy for things to get out of hand and impossible to accomplish). The scope of our game was appropriate and we remain proud of what we were able to accomplish over the weekend.

TOJam was a fantastic experience and I personally feel better for having participated! I'll definitely be back next year, and every year from now on.

The story of Quotidian Shift is not over, though, as we're still at work on the game. So stay tuned for more updates!

Saturday, May 12, 2012

TOJam: Delicious Fruits of Labour

It's been a very long Saturday, but Team Unskippable Custcene has been hard at work on our game Quotidian Shift, the puzzle game of daily life and the occasional end of the world.

After two days of hard work and a complete lack of rest, we have the first screens to show off, the game's Title Screen and the main game screen.

Quotidian Shift title screen, courtesy of Jeff Canam

Quotidian Shift: a calendar-themed puzzle game


All of the art for the game (the beautiful, beautiful pixel art) has been created by my brother, Jeff. It is very important to note, that all of the art for the game is being created in MS Paint. Just wrap your head around that.

Everything is going very well, and the art is turning heads (especially the process of making the art)!

Hopefully I'll be able to post some form of gameplay footage soon!

Stay Tuned...

TOJam: My terrible Idea to work through the night

So, the rally to work through the night... was a terrible idea. A terrible, terrible idea.

Around 4am, productivity not only reached zero, but I think we were actually becoming counter-productive.

Thanks to some rest, we're back at work on the game and feelin' pretty great.

TOJam is really fun when you're not super sleep deprived.

TOJam: And so, the madness begins

As May 11th draws to a close (it's 11:45pm local Toronto time as of this writing), we've decided that the best(?) thing to do is to stay and work all night, through the night.

As we continue to work late into the night, I've realized that since it'll take me 1 1/2 to 2 hours to get home, and I have to come back into town in about 8 hours (4 hours travel and 4 hours of sleep), I'm just better off staying all night.

We'll see how the night goes...

It'll either be brilliantly productive, or a hilarious decent into madness.

Art is still being produced (and even drawing some outside attention!), the programmers are working through engine issues, and I'm finalizing screen layouts, working on documentation and researching some useful tools to make some beautiful 8-bit music.

Hopefully that second will come along, just in time...

Friday, May 11, 2012

TOJam: First signs of progress

We're a few hours into TOJam, and ideas are (slowly) turning into tangible assets.

The theme of this year's TOJam is "The world is NOT ending".

I have designed a time-shifting puzzle game that involves defying apocalyptic predictions and ensuring that the end of the world never happens. The game design is fleshing itself out as I write the design documentation.

The title of our game is "Quotidian Shift". And here's a small taste of what's to come:

The one-room apartment of the protagonist Steve Salaryman


Nuked. Here's one of many possible apocalypses that you have to make sure never happens

The game is played on a monthly calendar and the player must shift and move around dates on the calendar as our "hero", Steve Salaryman lives his life. You have to make sure that he doesn't go to sleep one night and wake up the next in a horrible, ruined reality.

Stay tuned for more updates!

TOJam 2012: The Sevening

And so, on the afternoon of May 11th, 2012, the Toronto Game Jam (TOJam) begins.

TOJam is a three day event where game developers (from professionals to amateurs to freelancers) get together to create games over a three day period. It's a feverish rush of creativity and number crunching.

As our team, Unskippable Cutscene, works through the weekend, I'll try to post as many updates as I can. Hopefully, it will shed some light on the highs and the lows of a (very) condensed game development cycle.

Now that we've officially started, here's what's going on:

The first short term goal for me, as the game designer, is to complete the game documentation (a complete outline of what the game will be and how we will create it) for when the programmers arrive (they guys will be actually building the game). I am also working with my brother Jeff, who is doing all of the pixel art for the game, on getting the look and feel of game ironed-out.

There's a ton of ideas floating around and it's my job to take everything, condense it into some useful information for the team and plan out our development process and strategy.

As of right now, things are looking very good, but the task is still quite intimidating!

What are we in for?!?!

Stay tuned...

Friday, May 4, 2012

Indie Game: The Movie - Review

Last night, I attended the Canada-wide premiere of Indie Game: The Movie. The film was broadcast via satellite to theaters all over the country, and while there were a couple of (minor) interruptions (due to a bad thunder storm), I was very impressed with the film. The premiere of the movie was followed by a Q&A session with the directors (and first time filmmakers) James Swirsky and Lisane Pajot, and Phil Fish, creator of the recently released indie game Fez.


Indie Game: The Movie offers a very up-close and personal look into the lives of some of the most high-profile modern independent game developers. The film does a great job of communicating the emotional, psychological and physical toll that comes with making an independent game.

For those who may be curious about how games are made, the film does give the viewer some small glimpses into the process. There is some insight shown into what went into making games like Fez, Super Meat Boy and Braid. Through interviews with the creators, you get a nice view of the nuts and bolts of what goes into the game and there are even some great discussions about theories on game design. Even more important to the film, though, are the stories of how and why people like Phil Fish and Edmund McMillan (one half of Team Meat, who created Super Meat Boy) got into making games. Hearing stories about their motivations and inspirations are what make this film great.

The heart of the film really is the personalities behind the games. You really do get great insight into their lives. You get to see the pressures and adversities that they face. The film acts as both an inspiration and a warning: yes, making games is very rewarding, but you had better be ready for the immense pressure that you'll feel and the sacrifices that you will have to make to get your game finished.

For me, the best part of the film was getting to know these indie gaming personalities much better. Some of these guys, like Jonathan Blow and Phil Fish are known to make controversial statements. It was really great to see what these guys are going through. In a way, the film did a great job of humanizing them. These guys are my some of my heroes, and have long been deified in my eyes. It was interesting to see them for who they really are: just people. In seeing that they are "just regular guys", I obtained this new-found respect for these extremely talented, dedicated, and even flawed personalities. These guys are just as prone to breakdowns and loss of temper as anyone else, including myself.

As film, Indie Game: The Movie is terrific. It is beautifully shot and very well cut. There some very inspired shots in the film and you really get to see some very raw moments. The film features the story of the development of both Fez and Super Meat Boy and it does a great job of juggling both stories. Because of some technical issues, about 2 minutes of the film was missed, but other than that completely minor (and completely independent of the film itself) gripe, I have absolutely no criticisms of film. Then again, I am the exact target audience for this movie.

The post-film Q&A session revealed that the filmmakers are currently working with HBO on developing a series based on the film. I am completely overflowing with joy at the thought. A series that profiles and spotlights independent game developers would really be amazing! As James Swirsky mentioned during the Q&A session: there are some films about the medium of video games that exist out there, but they mainly focus on either the business itself, or the players (stories of obsession). I completely agree, and am glad to see that this film was not only made, but that it turned out as excellent as it did.

Based almost entirely on the subject matter, this is easily one of my favorite documentary films I've ever seen. But I do want to stress to everyone else that this is an excellent film. Even with the context completely removed, this is a truly beautiful human-interest film that anyone who feels passion about a particular subject (whether it is art, film, games, or anything else) should see.

Tuesday, May 1, 2012

My Gaming Log: April 2012

With April officially over, it's now time for yet another installment of my 2012 gaming log. April started off fighting game-heavy and finished off with a whole lot of retro gaming.


Click to see a full view of the April log

Fighting games dominated much of my gaming time for the first week of April, with Soulcalibur V and Street Fight X Tekken being my most played games. I'm still enjoying SFxT quite a bit and am really getting into SCV. Skullgirls, released on the 10th, gave me my next fighting game fix. It's a pretty great game, even though it is quite out of my league.

The second half of the month was dominated by old games. I completed a playthrough of Super Mario Bros. with a friend, and we both spent an afternoon working through Donkey Kong Country.

I am currently in the middle of a Metroid series playthrough; I beat Metroid: Zero Mission (substituted in place of the NES original), Metroid II (in one single 2 1/2 hour session) and Super Metroid over a few brief sessions. I am now working my way through the Metroid Prime games and will move on to Metroid: Other M and will finish off with Metroid Fusion. I'll have to wait and see just how much of May these games take up.

I am aware that the order in which I am playing the Metroid games is not the correct chronological order, it's more of a order-of-release (with Zero Mission thrown into the start).

Finally, the highlight of the month: Fez. You can read all about my thoughts on Fez. I had been waiting for this game for years, and it has not let me down. I'm going to continue playing it (despite being sidetracked with a Metroid-marathon), but I am definitely going to take my time... Fez deserves to be treated like a fine meal, better savored than voraciously consumed.

Here's looking forward to May!

Thursday, April 19, 2012

Fez: Impresions and Admirations

Fez was released on Xbox LIVE Arcade last Friday, after five years in development. It's a game that I have been watching very closely, with a great deal of anticipation, for much of that time (I first remember Fez being on my radar in 2009).

I'll start off by saying that if you don't know anything about Fez, check out this video for a brief introduction, and stop watching as soon as it's sold you on its concept. You definitely don't want anything about this game spoiled for you (and I will keep this post spolier-free, as well).



Fez has an absolutely beautiful retro look and as you can see from the video, the game gives the player the ability to shift their perspective of the world and view it from a different angle. Gomez, the main character of Fez, is described as a "2D creature living in a 3D world". The game typically plays like a traditional 2D platformer with running and jumping being Gomez's primary methods of traversing the game world. But even the platforming is not so simple, Gomez can grab onto ledges to hoist himself up onto them and he can scale some walls (keep an eye out for plant growth). This gives Gomez a ease of mobility that is greater than what is typically seen in the average platforming game.

As for the ability that the player has to rotate the view and see the level from a different perspective, well even that is not a simple as it first seems. You can check out this post by Fez programmer Renaud Bédard about how the game is built out of trixels (warning: highly technical). Technicalities aside, what it comes down to is that when viewing the world of Fez, what you're seeing has no depth. Everything you see is, for all intents and purposes, side-by-side (even if, just a moment before things were far apart in another view). This concept makes the platforming sections all the more enjoyable and adds a minor puzzle-like element to the game.

Making the platforming interesting and thought provoking is very important to the game, as that is what the game is entirely about. There are no enemies in Fez, no weapons, no special abilities. Just Gomez, exploring a fantastically detailed and beautifully alive world.

I can honestly say that Fez is one of the most enjoyable and fulfilling gaming experiences I've ever had, and while I've "completed" the game (the main story)... I've only just begun to scratch the surface.

Because there comes a point when you truly understand what Fez is really all about.

I will not spoil anything here (which I could barely do, even if I wanted to, as I haven't even figured it all out yet), but there is an entirely new layer to the game that you eventually discover. Something that reminds me of gaming days long past. I have been gleefully playing Fez with a notebook and pen on my coffee table, writing down symbols, deciphering clues and (trying) to solve mysteries. There are some deep, well hidden secrets in Fez, and I am determined to find them, on my own.

I am willing to consult with friends and trade ideas with fellow gamers, but I am refraining from looking to the internet for any assistance. It's proving to be a tall order, seeing how the puzzles in Fez are some of the most devious I've ever encountered. If you liked the show Lost, and were caught up in the mysteries of the island as well as it's cryptic messages and numbers, then you'll love Fez. It's just like that. There's a lot of speculation and searching going on right now as I try to unravel these secrets.

In fact, I'd say that I'm having just as much talking about Fez's mysteries as I am playing the game itself. It really is quite brilliant!

Simply put, Fez is one of the greatest games I've ever played and has secured a place as one of my all-time favorites. I greatly respect and admire the talented individuals who created this great experience.

If you've got an Xbox 360, download Fez, right now.

Thursday, April 12, 2012

An ambitious undertaking

I love countdown lists. They're my favorite type of article to read. I'm always thinking of writing my own, and I've decided that this year I'm going to write a big one.

I'm going to create a list of my Top 100 Games of All-Time.

It's going to take a while, so I don't expect to get it done until the end of the year. It will presented as a series of posts (10 games at a time, until the top 10, where it'll be one post per entry).

I'll try to post updates on the process as I go.

Wish me luck, as I am surely going to descend into madness.

Sunday, April 1, 2012

My Gaming Log: March 2012

With March over it's time again to take a look back at my gaming habits. There was a big New Release last month, that I decided to pass-over in feed my love of fighting games, and I got my self up to date on a big franchise.


Click to see the full month's log

I decided to pass on Mass Effect 3, arguably the most high-profile release in March, and picked up Street Fighter X Tekken (pronounced "Street Fighter Cross Tekken") instead. I waited a few months after the release of Mass Effect 2 to pick it up, and I'll likely do the same with ME3.

I finished off Assassin's Creed: Revelations, and went back and completed a playthrough of Assassin's Creed II. I've only just recently become a pretty hard-core fan of the Assassin's Creed series and am glad that I'm now comfortably caught up and ready for this Fall's AC3.

I gave my Xbox 360 a little love at the beginning of the month, and replayed both Bionic Commando (the 2009 reboot) and Bayonetta. I really like the 2009 Bionic Commando game, unapologetically so, and had a good time running (or rather, swinging) through it again.

I pick up a copy of Bulletstorm on clearance ($10) and had a nice time going through it. The game is a ton of fun. I'm not a huge fan of shooters, but the Skillshot system in Bulletstorm was just the kind of chaotic, frantic action that appeals to me.

I guess it was a "slower" month than both January and February, with less game titles crammed into the date boxes. I managed to stay focused on specific games longer and still had a fun month.

Remember the old saying: "April showers, mean staying inside and playing more videogames!"

Wednesday, March 28, 2012

Podcast-o-rama!

I love listening to podcasts. I spend anywhere from 8 to 10 hours/week listening to podcasts. They're informative and (mostly) entertaining. There are so many podcasts out there that you should be able to (easily) find one that suits your interests (here's a podcast about quilting).

I'd like to share a few of my favorites.



Once upon a time, gaming website GamesRadar had an awesome podcast. For a while, it was always one of the highlights of my week. Slightly informative and mostly hilarious, listening to TalkRadar (as GamesRadar's podcast was known) helped my hours-long commute fly-by in a flash. When many of the personalities that made the podcast great moved on, TalkRadar never regained its momentum and is barely a shell of its former self (and at this moment, is even on a hiatus[?]).

Luckily, I found where most of the "magic" had gone. Three months ago I found Laser Time.

Not just a gaming podcast, Laser Time covers all things geeky, and covers them with brilliant irreverence and unbridled vulgarity (warning: explicit content). Covering topics like: Horrible Star Wars Spinoffs, Ultra-descriptive TV Theme Songs, and The Worst Videogame Music ever, Laser Time is a ridiculously good time.



The best (and only) podcast dedicated to Video Game music that I've yet found. Hosted by former GamesRadar senior editor Brett Elston (one of the only people I've even heard of who loves game music more than I do), VGMpire episodes will typically cover a specific series of games (like the Metroid series or the Mario Kart series) and will highlight many of the key tracks that define the experience.

With a breadth of knowledge that (slightly :P) eclipses my own, VGMpire is a great place to learn about game music and hear samples of some of the best! Check out the Spotlight on Advance Wars and the RPG Battle Music Sampler.



Founded by a few Gamespot veterans, Giant Bomb is a great big gaming database that is community-supported and is nicely heavy on the video content. Giant Bomb's podcast is the Giant Bombcast. Usually clocking in around 2 1/2 to 3 hours, The Bombcast easily provides me with a couple of days worth of commute listening.

A nice mix of news, previews, humor and straight up "what are you playing?" talk, the Bombcast goes into great detail about current games that goes well beyond your typical review. It can get a touch spoiler-y, so be careful. The guys are usually quite mindful and don't purposefully spoil anything (I've been listening a lot lately and didn't have the ending of Mass Effect 3 spoiled).

If you want a whole lot of quality podcast to listen to, the Bombcast is a good way to go.



Nerd Hurdles is a Toronto-based podcast that encourages you to "Dork In, Nerd On and Geek Out!" Nerd Hurdles covers all things nerdy, including movies, TV shows, comics, toys, memes and just about anything you can imagine! This week's podcast covered LEGO, and goes to some (possibly) unexpected places. Whether they're talking about Star Trek, Star Wars, Trek Wars, Wars Trek, or Trek Trek, you can always count on some intelligent conversation drenched with sarcasm and wit.

I've met the hosts of Nerd Hurdles, Jakob and Mandi, who are just as hilarious in real life. Also, Jakob gets mega-points for letting me amuse myself with his box of Classic Star Wars figures (especially Max Rebo)!

There's plenty of links above (click on the titles and the images to be taken straight to the pages) and listen to a 'cast or two. You might get hooked.

Do you have any favorite podcasts? Share in the comments below!

Saturday, March 17, 2012

Ain't gotta be a pro to be a fan

I love fighting games, love them. I picked up Street Fighter X Tekken last week instead of Mass Effect 3 (and I am heavily invested in Mass Effect having taken my Shepard through ME and ME2).

I only very recently realized that I had a pretty impressive collection of fighting games, including some gems like Power Stone 2, Rival Schools and a few Darkstalkers Games. I even had an appreciation of Ehrgeiz back in the day. I also have a very well-informed and knowledgeable understanding of fighting games and their history. I'm a pretty big fan.

I love the complexity of fighting games, the intricacy of their combat systems, the thrill of head-to-head rivalry. Few other genres of game offer up as much variety in character designs. Plus, fighting games, for me, have a much longer playable lifespan, as they don't really have any kind of "end state" or completion (there's a whole planet of opponents out there). Like I said, I love fighting games.

Here's the rub... I'm not very good at them.

Now, I do stress the "very". I have a good understanding of them, and always take the time to learn the intricacies of the combat system and to understand the advanced tactics required to participate at a high-level (I'm not a so-called "button masher"). I've just found that those who are very good at fighting games, are very good at them. And I've found myself settling in around the lower end of the fighting game food chain.

And you know what? I'm fine with that.

Because being "the best" at something is not the same thing as being a fan and appreciating it for what it is. I'm a big fan of fighting games because I appreciate their complexity and I have a lot of fun playing them. And it's weird how "playing for fun" is a rare thing these days.

With the growing popularity of online and competitive gaming, I think that many gamers have forgotten what games are really about... fun (please, correct me if you think I'm wrong).

Now, don't get me wrong... there's a time and place for "real" competition. The annual EVO Championship is the biggest fighting game championship held in North America. Players come from all over the world to compete. It's a great showcase of fighting game players and you can witness some awesome moments.

But, outside of EVO, some players can take the competitive spirit too far. Recently, there have been some comments from members of the hard-core fighting game community saying that sexual harassment and discrimination are "part of the culture". This was prompted by derogatory comments made by participants in an online fighting game broadcast. One player was taunting his female opponent in an extremely demeaning manner.

Since the incident, apologies have been made, and even more importantly, leading members of the community have called for accountability and responsibility. This is good to hear, and I hope that the message is that this kind of behavior should be discouraged and severely frowned upon. This is absolutely an example of a few rotten apples spoiling a bunch.

I love video games, more than almost anyone I know. I'm making a career out of them. And I always take pride in the fact that, regardless of how seriously I take gaming (which is a lot), I have never forgotten that fun is central to the medium. And I will never forget that.

Now, how about a friendly match?

Friday, March 9, 2012

Reality Check: Japanese and Western developers

This week is GDC, the Game Developers Conference, where industry members gather and discuss the business and processes of creating games.

There are always a lot of great stories that come out of GDC, new product reveals, great interviews and excellent panels, but there is one particular story that has stood out and has personally affected me. This week, following a panel on Indie Game: The Movie (which I can't wait to see), Phil Fish, the creator of the soon-to-be released Fez (my most anticipated game of this year!) replied to a question from an attendee (Japanese game developer Makoto Goto) who asked about what he thought of modern Japanese games by saying "Your games just suck". He then continued to criticize Japanese games (I have not been able to find any source that mentions exactly what the criticisms were).

First of all, I would like to say that I believe that everyone is entitled to their opinion, regardless of how it conflicts with my own. I don't have any problem with his comments (as wrong as they may be), but I do feel that this has poured gasoline onto the fiery discussion that is "Japanese vs. Western developers". And for that reason, I would like to inform the uninformed (and there are many uninformed people out there, based on what I've been reading on the internet in the past 24 hours).

This whole anti-Japanese game sentiment has been prevalent for over a year now, and I don't know how it started (Keiji Inafune made comments about the "dire" state of the Japanese development community a couple of years ago, this may have started this sentiment). I believe that taking an anti-anything stance is usually incorrect (I'm of course not counting fighting injustice or criminal behavior, of course), if your platform is "all ____ are ____" then you are embarrassingly showing your ignorance. I also haven't heard many (or any) compelling arguments that support this theory, either. So, I'm going to present some factual data, and present a case that illustrates what I see are the strengths and failings of Japanese developed games when compared directly to Western developed games.

One comparison that most effectively and evidently illustrates the difference between Japanese and Western games is Super Street Fighter IV vs. Mortal Kombat.

An epic fanboy battle that's been going on for 20 years

Mortal Kombat and Street Fighter have been battling for fighting game supremacy for a long time, and both have loyal fans. Street Fighter games, developed in Japan and Mortal Kombat, developed in the USA are both great examples of where these developers put their focus and what their goals are when developing a title.

Now, trying to be as objective as possible, I will start off by saying that, as a developer myself, I believe that the gameplay systems and core mechanics are much more sound and well implemented in Street Fighter. I would even go as far as saying that it is a more skillfully crafted game. The controls, animations and gameplay AI are more evidently refined in SSFIV.

As for Mortal Kombat, it is a well made game as well, just not as "well made" as SSFIV. Where MK surpasses SSFIV is in its content. There is much more variety and depth to Mortal Kombat's content, from gameplay modes, to additional features and gameplay modifiers. There are so many different ways to play and experience Mortal Kombat. There's a mission mode (with 300 missions to complete), a lengthy and interesting story mode, and many additions that affect how matches are played out (like the option to play with characters that have no arms!).

And therein lies the big difference. It's my observation that in the present-day, Western developers create better products and Japanese developers create better games. Typically, that is the most common complaint I have with Japanese developed games; a lack of additional content.

Japanese developers seem to struggle with understanding how to create that elusive "complete package". Whether its absent or broken online features or a strictness that only allows the player to play the game a certain way (lack of player freedom).

A great example of this lack of understanding is Nintendo's online presence. The Wii's online capabilities are laughable and I don't think Nintendo has any idea how to create, foster and support an online community infrastructure like PSN or Xbox LIVE. And I have my doubts that the WiiU will fix that.

I've been saying for years now: "Could you imagine being able to play Super Smash Bros. Brawl easily and trouble-free online?" I think I would literally never play another game. Luckily, I'm convinced that will never happen.

A common argument is that Japanese developers are "stuck in the past", and I happen to think that's not such a bad thing. I prefer to think of it as "Japanese developers have not forgotten that they make GAMES." Let's take a look at another example.

Third-person shooters, head-to-head

I going to go out on a limb and assume that you didn't play Vanquish (and if you haven't played it, you should look into remedying that ASAP - doctor's orders!). Last year, I loaned that game out to almost everyone at my studio and the most common reaction was "that was one of, if not the best third-person shooter I've ever played." The game plays well and is a joy to play (you know, like how games are supposed to be fun?) The dialogue is hokey (at best) and the story is somewhat of a convoluted mess... but it plays like a dream!

Then we have Gears of War 3, the third part of the Epic (both in scale and developed by) Gears of War series. GoW3 doesn't play as fluidly or as smoothly as Vanquish, and it's not as fun. It's still an excellent game, but its gameplay (I'm a slave to gameplay) just isn't as good as Vanquish's. What GoW3 does provide however, is a more complete experience. Beyond the single player campaign (which you can play with up to 4 people cooperatively) there is an awe-inspiring amount of content. There are multiple variations of both competitive and cooperative multiplayer modes and the story telling is straight forward, allowing you to become more invested in the characters and the world.

This comparison bares more than some resemblance to the fighting game comparison above. I think you are no doubt seeing a pattern here. And this pattern is quite common.

When people say that Japanese developers are "out of touch" and "behind the times", at most you can say that they are talking about the ways in which they are presenting and packaging their content. It's quite foolish (and downright wrong) to say that it is the content itself (the game at its core) where the Japanese are lacking.

Someone recently asked openly on twitter "Are there any major game developers that specialize in creating new IPs? Excluding indie developers." and I replied by mentioning Platinum Games (the developer of Vanquish, Bayonetta and Mad World). Someone else replied with Grasshopper Manufacture (No More Heroes, Killer7, Shadows of the Damned). He later responded that those were the only two valid answers he'd received. If you actually take a look, it's the Japanese developers who actually take risks and create exciting new ideas. Of course, this does not always work out commercially (have you played any of those games mentioned in this paragraph?).

In fact, if anything, I'd say that indie developers have the most in common with Japanese developers. The way you see risks, original ideas and unique spins on classics... that's so Japanese!

Japanese developers need only learn how to build more complete packages and build communities. When it comes to the games themselves, clearly, they do that just fine.

Now that this craziness is behind us, I can go back to waiting (not so) patiently for Fez to be released!

Thursday, March 1, 2012

My Gaming Log: February 2012

The ol' gaming log is going strong and with February done, it's time to look back at the past month and see what I've been up to.

Click for a larger view

February was a month of focused obsessions. The month started off with me finishing off Deus Ex: Human Revolution (including getting all endings - although only one was truly worth seeing). Then I was possessed by Batman, I completed just about everything in Arkham City (all Riddler Trophies, all upgrades, completed the more challenging NewGame+ mode) and then decided to play through Arkham Asylum in a single marathon sitting (on the 13th). Then, just for fun, I jumped back into Arkham City and started from scratch just for fun.

The week of the 19th was Donkey Kong Country week! I played through Donkey Kong Country, and completely finished DKC2 (102%) and DKC3 (103%) and continued with Donkey Kong Country Returns. I am currently working my way through the super-tough Mirror Mode (play levels from a reversed perspective with no Diddy Kong and you can't even take a single hit!), I'm currenty at 173% complete (200% being the maximum).

I ended the month finally getting into Red Dead Redemption. I know I'm way behind the times on this one, but back when the game first came out, I went through a defective PS3 copy AND a defective Xbox 360 copy, so I was somewhat soured on the experience.

The only new game I played from this month was Gotham City Imposters. It's a lot of fun (I enjoy the lighthearted take on competitive shooters) and I'll likely continue playing it the future (free DLC on the way!)

That's it for February, what have you been up to?

Happy March Gaming!

Sunday, February 19, 2012

Nothing beats a great boss fight

I've been writing a lot about video game boss fights this past week, and it got me thinking about some of my favorites.

The boss fight is one of my favorite game elements. Some argue that modern games don't need boss fights, that they are a relic of a bygone era (I'll be covering that issue very soon), but I love them.

Among my favorite boss fights of all time, is the Stage 6 Boss from Metal Storm for the NES.

I know many of you may be asking "Metal wha--?", so let's start there.


This game rules!

Metal Storm was released for the NES in 1991, and was developed and published by Irem (most famous for being the creators of the R-Type series).

Metal Storm is a side-scrolling action platformer with an interesting mechanic that lets you reverse the gravity at any time. This gravity-shift is very useful in helping you approach and fight enemies and also factors in very heavily with the game's puzzle-like elements (gravity-shifting can sometimes affect the environment around you).

To better get a sense of the gameplay, here's a video of me playing through the game's first level.



In addition to being a ton of fun, the game looks really great for an NES game!

Jumping ahead 5 levels brings us to the boss of the 6th level. Here's a video of the boss fight:



It's a quick fight, but it is tough! One the key elements of this fight is that if you touch either the floor or the ceiling - you instantly die. You have to continuously ride the machines (snowmobile engines?) that are circling the room to keep for touching either surface. This requires a combination of well timed jumps and even better timed gravity shifts.

I really like the fact that your ultimate goal is to destroy the only things that are keeping you safe! It's really fantastic when you think about it. The most important part of the fight is when all three machines turn red (meaning that they will destroyed with only one more hit), you have to very carefully plan out in which order you will destroy them. If you don't plan your attack carefully, you could be left with nothing to stand on and fall victim to the energy beams above and below.

A defining characteristic of this boss fight is that beating it relies heavily on both an understanding and a mastery of the game's mechanics (a signature trait of any truly great boss fight).

Boss fights are shining examples of game design expertise and ingenuity at their finest, and this one is no exception.

Friday, February 17, 2012

Game Music Jukebox #6

Game Music Jukebox has spent a lot of time in the past. Today, we'll listen to some more modern game music. Steel yourself, and prepare to die as we examine the music of Dark Souls.



Dark Souls is my choice for the best game of 2011. Everything about the game is top notch, including the music. While most of the music featured in Game Music Jukebox so far has been classic video game music, with a signature chiptune sound, this is a fully orchestrated soundtrack (featuring a performance by the Tokyo Philharmonic Chorus) that effectively conveys the intensity and dark foreboding of the game.

One of Dark Souls' main highlights is it's boss fights. Earlier this week, I praised Batman: Arkham City for having a particularly cool and interesting boss encounter, and I stand by that. But if one were to select a game that overall features the best boss fights, then Dark Souls wins, hands down. Almost every boss fight in Dark Souls is a seemingly impossible encounter, until you are finally able to devise (and execute) an effective strategy.

This article is about music, so why am I talking about the bosses so much? Well, of the 23 tracks on the game's original soundtrack, 18 of them are boss themes. The soundtrack itself acts as proof of the importance of the game's bosses.

The soundtrack was primarily composed by Motoi Sakuraba. Looking over his past works, you can see a strong background in JRPG's (Star Ocean, the Tales series and Valkyrie Profile). The soundtrack was made available digitally to those who pre-ordered the Collector's Edition version of Dark Souls (which I definitely did!).

Firelink Shrine:



Let's start off light. This is one of the only area themes that you'll hear in the game. As this is the theme for the game's central hub area, Firelink Shrine, you'll hear it often. The safest area in the game, this is where you'll frequently come to rest and seek respite from the hoards of undead demons that seek to kill you at every step.

While not an intense theme, by any means, it is hardly relaxing. You can feel the despair, especially as you look around and see characters huddled around the bonfire, failed adventurers beaten by the dark world around them. This is where the desperate and downtrodden gather.

Also, my wife swears that she hears a little bit of Final Fantasy VII in this track.

Taurus Demon:



The Taurus Demon is the first real boss of the game (technically, there is a boss before during the tutorial level that you can stubbornly choose to fight without aid, if you so choose). This is likely the first true "wall" that players will encounter. If you're careful, and experienced, you may be able to get through the game's first area, Undead Burg, without any real difficulty. But then, you'll face the Taurus Demon.

The Taurus Demon introduces itself by leaping over a castle wall and charging straight at you. The Taurus Demon (like most every other boss in the game) is massive, and will likely make short work of you when you first meet it. Which is a shame, because you won't even get a chance to properly hear this beautiful and intense music.

Four Kings:



At a certain part of the game, you enter the Abyss... a lifeless void shrouded in complete darkness. There you meet the Four Kings. Once proud leaders, they gave in to the darkness and protect the Great Soul that gives them their power. Each of the Four Kings is a massive phantom of a warrior king that strikes at you from within the darkness of pitch black void.

This is one of the most intense battles in the game. If you are not efficient, not quick enough, you will have to face all Four Kings simultaneously. Each of the Four Kings arrives one-by-one at a timed interval, so it's as much a race against time as it is a fight against an opponent. The high energy and intensity of this theme effectively conveys the desperation and struggle.

Ornstein & Smough:



If the boss fights are a key feature of Dark Souls. Then the fight against Dragonslayer Ornstein and Executioner Smough is the MAIN EVENT! This folks, is a battle for the ages!

Taking place in the grand hall of the great castle of Anor Londo, this battles puts you up against two of the deadliest warriors in the entire game. I won't go into the specifics of the fight, too much. But this is a battle against two royal guards, which the music effectively communicates. It's also great that the music doesn't hold back the epicness either. A very fitting theme for the greatest battle that you'll (hopefully eventually) overcome in Dark Souls.

One of the most interesting things about the Dark Souls soundtrack is that, while it is an excellent soundtrack, I did not have any recollection of hearing the music during the game. The boss encounters are so intense and so engrossing, that at the time, I wasn't even properly experiencing the music. To really "hear" the music, I've had to sit back and listen to it outside of the context of the game. I did find, however, that on my second (and third) playthrough, I was much more comfortable and familiar with the dangers, and therefore could take in the music more easily.

Honestly, I'm not even sure if that's a good or a bad thing.

Tuesday, February 14, 2012

I (heart) Great Design: Best Boss Fight of 2011

Disclaimer: possible (minor) Batman: Arkham City spoilers below

Last year was a great year for games. One of the best in recent memory, in fact. In this edition of I (heart) Great Design, I would like to write about one of my highlights from 2011: The Mr. Freeze boss fight from Batman: Arkham City.


The fight against Mr. Freeze is one of the standout moments in this absolutely stellar game. It's a sneaky, cat-and-mouse, head-to-head showdown that requires the use of almost every skill that you've learned and mastered up to that point in the game. As Batman, you have to sneak around Mr. Freeze's lab and continuously find new ways to take him by surprise. And you can use each tactic only once, because Mr. Freeze adapts his own strategies to protect himself against your attacks.

When the fight begins, Batman gets a rundown on Mr. Freeze's suit uploaded to him from his trusty Bat-computer. You get information on Mr. Freeze's twelve weaknesses. For example, because of the domed helmet that Freeze wears, he has a complete lack of peripheral vision. This allows you to easily sneak up behind him and land an unexpected blow. However, upon being hit from behind, Mr. Freeze activates a counter-measure that fires a stream of ice continuously out of the rear of his suit, so he can longer be attacked from behind.

Now you have to find another one of Freeze's weaknesses to exploit.

The whole sequence is a welcome change from the traditional boss fight (strike, strike, dodge. Dodge, strike, dodge. Honk, honk, brake!). It requires strategic planning and effective use of a wide arsenal of abilities. You even have to find clever uses for the bat-gadgets you've obtained up until that point.

This was a great segment of gaming goodness that was possible thanks to some great design.

Also, since it's Valentine's Day: a reminder to anyone playing Batman: Arkham City, don't forget to visit Calendar Man today!