Never let the truth get in the way of a good story

Ah, sensationalism and tabloid journalism. Is there a more perfectly matched symbiotic mix of wrongness? Probably not.

I read a neat story entitled “Matt Damon, you big fat jerk!” which does a superb job in demonstrating how, with a little research (erm.. clicking on web links and reading things in full) the truth of a story can be quite at odds with the eye-catching distilled version that most of the public read.

Thanks to Game Set Watch for the heads up – and for the trackbacks to a certain other post.

Speaking of journlism, Bruce posted a link to a rather bold article in The Guardian that may make those of us tired with the way the mass media mistreats videogames feel a whole lot better.

Happy reading.

Metal Gear Solid – Mission Complete

As some may have noticed, I’ve been playing through my Metal Gear Solid: The Essential Collection and enjoying it quite a lot. I’m a big fan of the Metal Gear Solid games and am overly familiar with all their foibles and features. Playing them back-to-back certainly helps make MGS2 make a little more sense. The parallels with MGS1 are clearer.

My favourite is MGS3. It’s technically stunning and succeeds in feeling more advanced than its prequels even though its story is set a generation or so before either of them. This is reflected in the available technology in the game. No soliton radar for Snake this time! There are, as always, some self-deprecating nods to bits of plot and terms.

I’d planned on playing through Bully and then having something fill the time between that and the next major sandbox game on my playlist. Likewise, I’ve had my fill of Metal Gear for a bit but will probably be as keen as ever to get my teeth into Metal Gear Solid 4 when it ships in mid-June.

I think the Metal Gear Solid games come under a bit of flak because of their high profile and also because of the apparent linear or shallow nature of their gameplay. Another point of criticism is their indulgent and lengthy cut-scenes that deliver character development and plot exposition (and convolution).

Whilst it’s unlikely critics will be converted by this information, I’d like to present you with links to a couple of Metal Gear oriented articles.

The first, Driving Off the Map – A Formal Analysis of Metal Gear Solid 2, deals with the story and characters of Metal Gear Solid 2. A lot of players felt rather cheated by the game due to the change of lead characters. The article is lengthy and quite a challenging read but offers some interesting (though not necessarily authoritative) views on the various subtexts in the game’s narrative and interpretations of what messages it is delivering the player. When I first read the article it opened my eyes to a broader view of the events in the game and turned my disappointment to appreciation.

The second article is actually a collection of pages covering the gameplay features and quirks of the entire Metal Gear series. It’s an unfussy collection of tips, tricks and details that feature in all the games and shows just how much care and thoughtfulness was put into the gameplay of each game. There are details of literally hundreds of events and circumstances in the games that you can try out. It’s astonishing to see so much hidden content in games that feel so complete and rich in their ‘vanilla’ gameplay.

Fan or not, a look at some of the information available on those sites will give a broader appreciation of a game legacy that rightfully has fans across the globe and has resulted in one of the most watchable and compelling characters to ever grace our videogame screens. It certainly makes you wonder what will be hidden in the depths of Metal Gear Solid 4, doesn’t it?

This is not a crusade

Truly it’s not. But the needle on my irony meter went into the red this morning when I collected my newsfeeds from the lovely google reader and noticed a certain popular gaming news site/blog bleating about how the geek section of TIME no longer wants to be friends with them.

I’m not going to pretend that my earlier comments have radically changed anyone’s views about anything or have raised levels of awareness that TIME are now furthering. I guess I just appreciate the timing of the sentiment.

Most people will learn of the post from TIME via Kotaku. Or, more specifically a Kotaku post with an “Evil Empire” sensationalist heading and a childish view of a reasoned statement. No prizes for guessing the tone of comments that such a post generates.

The best bit, in my opinion, is the first comment on the TIME article’s page. It’s written by a Kotaku employee and, rather than addressing any of the points raised in the original article, resorts to playing tit-for-tat. The comments that follow are what you’d expect. This predictable nature of them is particularly evident in those who disagree with the TIME article. One even goes as far to suggest that the article was only written in order to garner some sort of sensationalist internet publicity.

Damn. My irony meter just broke!

You reap what you sow

It seems there was a little bit of a gamer outburst last week when some criticism was levelled at popular games such as Gears of War and the forthcoming Resident Evil 5 for leaning too heavily on stereotyping black men or veering too closely to racist themes. Newsweek columnist (and one of the few genuine journalists this industry has) N’gai Croal presented his thoughts and views on RE5 in this interview.

The gaming magpies at Kotaku spotted something shiny and spluttered out a post on it with their usual sensationalist headline that was sure to attract their typical vocal audience.

Before going further I should say that I hold N’gai Croal in significantly higher regard than anyone at Kotaku and I hold Kotaku staff in marginally higher regard than their stereotypical lowest-gamer-denominator audience. I’m motivated to keep tabs on Kotaku’s output in the same way many are motivated to watch Big Brother. It’s not because I care for their way of doing things or for an appreciation of their output, it’s because it’s pure car-crash viewing inhabited and fuelled by white gamer trash. Kotaku, at best, can be compared to a popular Sunday tabloid. It is not in their interest to report news, it is in their interest to publish stories that encourage their audience to keep visiting the site and generating them advertising revenue.

So it was with a strong sense of poetic irony that I read a post called "A Call To Ban" from Kotaku editor Brian Crecente. I find that Crecente’s output tends to be more measured and far less deliberately (mis)leading than that of his staff.

The inevitable train-wreck of hostile user comments that were posted as a response to Croal’s observations on Resident Evil 5 had clearly got so bad (even by Kotaku’s standards) that Crecente felt moved to reconsider site policy about how much interaction the readers might have.

Kotaku really only has itself to blame.

It runs multiple posts every single day with leading headlines and personal bias fuelling the tone of the writing. This is inevitably picked up by their impressionable readership. Kotaku practically celebrates "ban Monday" where a cull of reader accounts is executed based on feedback given by Kotaku’s own readership. Celebrating destruction is such a familiar trait to gamers that they don’t seem to question the absurdity of banning your own readership. Nor the broken logic in it that, by doing so, you are merely taking a weak jab at the symptoms whilst still feeding the illness behind them.

Of course, Kotaku themselves are blatant hypocrites and have absolutely no qualms about applying double standards when it suits them. The moment their journalistic integrity is called in to question we’re reminded that they’re just simple bloggers, telling it like they see it. Except they get themselves into all the trade shows they like and also secure (and show off) goodies and promotional items they’ve received. Kotaku gleefully report any news leaks they get a sniff of and then roll out the predictable and tired tabloid excuse of "the people have a right to know". Yet when they ran a trivia competition and a reader posted all the answers on a forum ahead of the competition deadline Kotaku decided that leaking information ahead of it’s scheduled date was a bad thing to do and, again, pulled the morality plea about how one person is spoiling the fun for everyone else. In both instances, the readers bleated in favour of Kotaku’s stance-of-the-moment in a superb display of being manipulated.

Kotaku’s sense of morality is skewed at best. Shortly after a tragic school shooting incident in the US a tasteless videogame was produced. Kotaku, of course, reported it and took it upon themselves to stand up for morals and ethics and warn every reader about the exploitative nature of the game or the distasteful way the homepage of the game invited visitors to donate money to the author. In doing so, Kotaku made another sensationalist post which resulted in publicising the game they claimed they were attempting to snub and exposed their readers to at least half a dozen adverts that populate every page of Kotaku. It seems that if anyone was finding themselves profiting from the existence of such a terrible and morally corrupt game it was Kotaku.

Kotaku’s vocal readership is a direct reflection of the attitude the site takes. Having seen guesswork and lies presented as fact on a couple of instances where I’ve been far more familiar with the subject matter than any of the Kotaku pundits and then watched their readership swallow down the spiel and proceed to rant based on the misleading reports I have absolutely no respect for their brand of popular ‘journalism’. I also apply that simple rule that if I know for certain they’ll lie and fabricate stories on topics where I know all the facts then how do I know when they’re ever telling the honest truth? If they’ll do it once because it sells a good story and gets page hits then I’m sure they’ll do it again and again.

On websites that report game news in a straight-forward and level headed manner without deliberately attempting to lead the reader to a specific opinion or those that don’t pander to the trashier side of the culture – those websites don’t seem to have to find themselves regularly advertising "ban Mondays" or publicly ruminate on the mentality of those that comment on the stories they publish.

Perhaps if Kotaku exercised greater maturity and stronger discipline in how ran its stories or baited its readers it wouldn’t find itself asking how its kids grew up to be such poorly undisciplined tearaways.

I fully expect Kotaku knows all this but, just like any sleazy tabloid, will spin this as a crisis of someone else’s morals and shirk any responsibility for their own output or the behaviour of their readership onto another body.

Who knows? Maybe this post will get spotted and picked apart by them and I’ll be demonised by the site and its readers. Sorry guys, I’m afraid I don’t have a book on Amazon that gamer-trolls can write fake reviews on.

So, Kotaku, if you want a change in the behaviour of your readership you should start with looking at how you conduct yourselves. After all, you reap what you sow.

If you’ve read this far it should be perfectly obvious why I’ve not included any links to Kotaku articles in this post.

First GTA 4 review fuels fanboys

OK, so after the first review got posted and the site now says “This site has been removed at the advice of legal council.” (with a simple hit-counter at the end) it’s worth noting that a copy of the legally removed article can be found here.

It’s worth noting that this removal request is pretty much the only thing that legitimises the review at this point. Furthermore, a faker would probably know that and fake the legal message too.

The review talks about the game, reveals some spoilers and deliberately compares the 360 to the PS3 version. The 360 specific parts are in red, the PS3 in blue.

Obviously, for a true fanboy this will never be an issue. But its interesting to hear some detail.

I’m looking forward to the game a great deal and the only decision I have left to make is what format to try it out on first. The review linked in this article should help me decide.

For what it’s worth, I’m not particularly interested in rushing to make comparisons of the game for anyone’s reading benefit. Few people own both consoles, fewer still are silly enough to play the same game on each one – and for those that do it’s not necessary to report differences because if there are any then they’ll make themselves apparent soon enough. And those with a single console haven’t a choice to make and only care about differences for bragging rights and to make themselves feel better about their hardware purchase in the first place.

So, read it or don’t – it’s up to you. Only a few weeks until we all get to try it for ourselves!

Fanboy? Me?

Erm.. maybe?

GTA fanboy? Check!
GTA fanboy? Check!
MGS fanboy? Check!
Check and double check!

Click the lower two for fullsize. If you’re wondering, the original Metal Gear Solid is the old PlayStation 1 version and plays via backwards compatibility on a PS2.

Hibernation

Yes, hibernation is my excuse for the lack of updates this time. I suppose I could play on some religious subtext about coming back from apparent death to create a new post on koffdrop.com and give a sly wink and a nod to Easter but that’d be a bit vulgar so I won’t bother. Ho ho.

Did you know that I’ve been working on a game for a little over twenty-three months? Two years of my life gone! As yet, the game has not been announced but I’m sure the world will learn of it soon enough. I’m genuinely excited by the game. Far more than I ever expected to be. A lot of that comes from the talent and dedication of those that I’m working with. I’m a total fanboy about it all and I feel absolutely no shame. I also think that the game has some genuinely cool stuff going on it it. It justifies itself as a truly next-gen could-not-have-been-done-on-older-machines game too. I’m fantastically lucky to be involved in such a title. There’s nothing more that I can really say about it other than it’s going to be awesome and that everyone should buy themselves a copy or ten.

Generally speaking I’m pretty chipper. I’m sure there’s a long angsty-ridden rant inside of me somewhere but right now I’m feel ok with most things. So, let me bring a few things to your attention.

Firstly – The timeline gizmo in my sidebar. I installed this at the start of my Christmas holiday in 2007. I realised I’d seen lots of movies and played lots of games but not really kept track of anything. This gizmo is actually very detailed and capable but I’ll mainly use it to plot of movies, games and other events. It’s not linked to posts made on this site (although I’m sure some tinkering could make that happen) but it’s pretty groovy nonetheless. Clicking an event opens a bubble with some details. All the movies and games I mark have a brief comment on them and a link where relevant.

To learn more about the timeline gadget, go to it’s site.

Secondly – I’m rather busy these days. Yes, yes, I keep saying that but it’s still true. Work is likely to becoming increasingly hectic/exciting and equally likely to impact on any extra curricular activities I engage in. Particularly those that involve effort. Like updating my website. It’s all good though – I’m having the time of my life.

Thirdly – stuff that I’m interested in at the time of writing:

  • Grand Theft Auto 4 – I became a huge fan of San Andreas and I’m literally counting the days until GTA4’s release.
  • ForumwarzIt’s very silly, quite rude, rather funny and a great lunchtime distraction.
  • Movies – How great is this year going to be? SO GREAT, that’s how great!
  • Metal Gear Solid 4 – I’ve loved all the Metal Gear games, I’m expecting to love this. If you were disappointed by MGS2 then this study of it may make you reconsider.

Finally – not that anyone should really care apart from me but I think I may have dealt with the influx of comment-spam that koffdrop.com was drowning in.

And that’s it for now. All is good. I’m involved in one or two web-projects that are in their infancy but will hopefully turn out to be worthwhile. More on that soon. (ish).

H0 H0 H0

Hello, remember me? It’s been a while. I’ve been rather busy and distracted.

Firstly, if you cast your eyes to the top of the sidebar you’ll see that The Million Metre Swim sponsorship surpassed it’s target. I’d like to thank everyone who put their hand in their pocket. You didn’t have to but you did. Thank you.

I’ve lots to talk about but won’t be doing it today. Instead I just thought I’d share a little bit of fun with you. Below is a Christmas card I received at work and whilst it’s incredibly geeky, it’s also a good giggle. Excuse the awful camera-phone snapshot quality. I’m lazy.

For those of you not wanting to destroy what’s left of your eyesight, a translation:

Omg!! KingHer0d_17 was totally camping and killing every first spawned son just so he could get a killionaire.

btw the ~{{wise_men_pr0n_nuttaz}}~ were following the star on their HUD to get to the next checkpoint. On the stable_ctf map ebayjesus was pwning the n00b inkeeper with a needler because there were no player slots in the lobby.

The ~{{wise_men_pr0n_nuttaz}}~ gave ebayjesus a gold ps3ftw but he teabagged them n called all there moms are a fag. God said OMG!!!!! Mary was like WTF??!! rofl. Then they all put plasma grenades under the lamerz donkey and blew him off the map! teh awesome LMAO!! lol gtg :p

Well, I liked it.

Happy holidays.

Bioshocked

I finished Bioshock last week. I have to say, it was a pretty good game. I certainly don’t regard it as a 10/10 perfect game. But then, I don’t think any game will ever be perfect.I was pretty aware but resistant to the mass of Biohype that preceded the game’s launch. I’d heard plenty of talk about how the game offered unheard of levels of freedom. That challenges in the game could be overcome in a variety of different ways. That no two player would play the game the same. Pretty lofty claims! Lofty, assuming you’ve never played a sports game or something as revolutionary as chess, perhaps.

I’d considered these claims and wondered what variety of dilemas that game was going to present to the player that would necessitate such an array of abilities and behaviours. After downloading the impressive demo on my 360 I decided to buy a copy of the game and find out for myself.

Now that I’ve played through the game and have been listening to the excited comments from people who claim the game cured their blindness just from coming withing ten yards of the box, I have to say that it doesn’t meet any of the lofty claims that its developers, publishers, reviewers and fans have breathlessly foisted upon it.

Oh, that’s not good is it? I’ve started to criticise Bioshock. Obviously, I must be wrong. You might as well stop reading now. The last thing you need is to carry on reading the rantings of some hate-fuelled killjoy that doesn’t appreciate why Bioshock is perfect.

For those of you that haven’t stropped off in disgust at the first sentence that didn’t match your own opinion, I’ll now elaborate why the game isn’t perfect.

Firstly, let’s get the necessary out of the way – from this point forward there may be SPOILERS of the game in this text. Frankly, I’m not fussed about learning spoilers in a game and I’ve little time for crybabies that act like you’ve just bitten off their leg who ARE bothered about such revelations. But there you go, I’ve warned you. Now, would you kindly show some backbone and not complain about reading stuff you didn’t have to read. Thanks!

My biggest issue with the game is the claim of unrivaled freedom in the genre. Now, cynic that I am, I was wary of this before I played the game. The cynic in me thought it was quite a major claim to make and, considering the restrictions of the first-person genre, would truly be revolutionary if it turned out to be true.

When push comes to shove, Bioshock isn’t really doing a great deal of interaction. The core game follows standard FPS template (walk, run, jump, aim, shoot, reload). The major embellishment to this is that the game allows you to pick up loads of stuff. Well, that in itself isn’t very special. I mean, most FPSs see you picking up health and ammo. So, there’s MORE stuff to pickup. But, regardless of the variety of stuff you’re picking up, you’ve not expanded your level of interaction with the world. Picking stuff up is picking stuff up – regardless of what that stuff may be.

Different types of interaction beyond picking things up would be flicking swtiches/pulling levers. There’s a few instances in the game when your character does that. Once again, we’re not quite entering pioneering ground here.

And there’s lots of objects to open and search inside. And when I say lots, I mean fucking LOADS. Seriously. But do you interact with them? Not especially. You can’t move them to allow access to different areas by making makeshift stairs. You can’t push them or pull them. You can’t use them to wedge doors open. You can’t place them on pressure-sensitive switches (because there aren’t any). So they act as set-dressing and as an extra step to picking stuff up. Instead of picking stuff up directly, you ‘search’ by pressing a button to reveal a list of stuff you can pick up. Then you pick it up.

Oh, I’ll add that *some* objects in the game world can be moved using the power of telekenesis – although these tend not to be BIG objects. Moving objects serves little purpose other than to pull a distant goodie closer to you (so you can pick it up, yay!) or to fling at an enemy in order to hurt or kill them – which isn’t a particularly uncommon goal in first-person games.

Some objects in the world are locked – such as safes. You can ‘hack’ these to open them. Essentially what we’ve done is add another step to the ‘picking stuff up’ formula. Now you have to hack, then open and then pick stuff up.

Doors open automatically (apart from special doors that don’t – such as little hatchways for you to crawl into – such areas typically hold.. wait for it.. items that you can pick up)

What’s left? Vending machines. You can buy stuff from a very pretty menu. There’s a few flavours of vending machine/menus around. Fortunately, one of them allows you to combine your stash of stuff magically carried about your person (the game doesn’t bother with an inventory to display the results of your obsessive scavenging). The pretty menu allows you to combine your petty stuff into more significant stuff. But it’s still all stuff, y’know?

So, we’ve not really broken any moulds with it comes to the passive interaction. What’s next?

Well, unsurprisingly, you’re not alone. There’s automated turrets that will shoot you. You can shoot them back if you like. Or you can hack them so that instead of them shooting at you, they’ll shoot at your enemies. How do they know who your enemies are? I don’t know. You must have hacked it into them or something. What else can you do with them? What unparallelled level of interaction does the game offer? None, it would seem. You can’t push them around or relocate them. They either shoot you or they don’t.

Cameras cast their beady gaze in many places too. Stay out of their view lest sirens go off and heli-bots go at you (which you can shoot or hack). You can hack cameras too so that they like you but don’t like your enemies. How do they determine the difference? Erm.. dunno. So I guess the camera thing is cute but it’s not radically changing the way the game is played. Stuff still gets shot at, it’s just other stuff instead of you.

So, that leaves the other people in Rapture. The other people have a wealth of ways of interacting with you. Some will shoot you. Some will attack you. Others will try to cause you harm. Their buddies might try to kill you. Your wealth of options with dealing with these startling AI entities involve shooting a variety of steampunk weapons at them or using your plasmids. These typically see you emitting different pretty ways of doing harm to others. Fire and lightening are common. Bees and tornados are somewhat different. Oh, but tornados don’t work on objects such as gun turrets. Odd that. The “turn the enemy into your friend” mechanic is can be employed here also and is available to you in a variety of guises with plasmids. You can make folk angry so they try to kill anything near them. You can tag folk so that they are the target for all the AI attacks instead of you. I’m sure you get the picture.

These are all means to an end. The player is still not interacting with the characters or the world in any new and fascinating way. In essence, the player is still using weapons to deal with enemies. You can’t talk your way out of a situation. You can’t jump on their heads and squash them. You CAN ignore them. You can’t trade your items with them. You can kill or you can be killed. That’s it. Bioshock’s achievement is that it’s come up with some very evocative ways of achieving this age-old goal. It hasn’t actually changed the goal.

BUT WAIT!

What about the characters that speak to you and push the story along! You don’t kill them, do you! HA!

Well, actually, you kill all the principle characters the game lets you get close to. All the other characters are forcibly seperated from the player using the revolutionary mechanic of placing the player behind a big sheet of glass. So, no, you don’t kill them – but then you don’t actually do anything with them at all. You just sit and watch. In one instance you actually sit and watch as the game forces you to a kill a character. Riiiiight..

So, beyond a very typical set of on/off rules this wonderful game doesn’t actually break any new ground in terms of gameplay. This binary ruleset even applies to the game’s big hope for emotional connection when it comes to encounters with Little Sisters. Do you save them (good ending) or harvest them (bad ending)? You don’t talk to them. You can’t kill them either. And considering the amount of effort gone into forcing emotion and backstory rather bluntly into the game, the payoff isn’t half as rewarding as something like Ico – which has about 10 lines of text in the whole damn game.

And this promise of unprecedented freedom ain’t all that. You have freedom to do what you like in a variety of ways – so long as what you want to do is kill things. Rather bizarrely, you are not free to hold more than $500 in the game. Even though you can hold hundreds of assorted items. Even more oddly, your finances are reported in four figures (as in $0500) which reinforces this abitrary limit on the player’s supposed freedom. Other inventory contradictions show that you can only hold 9 heath pickups and 9 plasmid pickups, no more. But bits of rubber tubing and metal cases? You can hold as many as you like! Odd.

Sometimes these non-violent NPCs want you to do things. However these things tend to break down to either picking stuff up or shooting things (with a camera – that uses film as it’s ammo mechanic). So, once again, we’re doing the same thing but just giving it a different label.

As such, in terms of gameplay, I found Bioshock pretty unremarkable. It is, by no means, this champion of gaming that a perfect score would suggest.

There’s arguments against this, of course. But, to it’s credit, Bioshock covers up it’s unremarkable gameplay with very pretty graphics and some of the best sound design I’ve ever encountered in a game.

One area that I particularly admire the game for is in it’s use of the audio diaries that are littered about the game world. Now, I’m not particularly amazed at how these diaries give the player episodes of back story and motive to what went on before he arrived. That’s just narrative. It’s not particularly carefully handled, it’s not startlingly intelligent, it’s certainly not especially clever writing (everything is spelled out to the player in the end – really spelled out so that even simple gamers can understand what’s going on.) In fact, the implementation could have been a bit better – the varying volume levels were annoying. In terms of context, some of the things mentioned in the audio diaries (such as passwords and top-level secrets and unethical musings) are about as absurd as a Bond villain always telling Bond his master plans and then walking away believing the sharks will eat him. Contextually, it’s rather broken.

No, what I love about the audio diaries is that it was a fantastically economic and smart move to do. You get loads of exposition and you don’t have to animate anyone – just record script. Big pat on the back for whoever came up with that solution for the narrative and character development. Top marks!

Credit where it’s due, Bioshock is a lovely game to look at. But like other astoundingly pretty games like Gears of War or Resident Evil 4, this lavish set dressing succeeds in fooling a lot of people into thinking the gameplay is more than it is. Many people claim that “games are more than just graphics” and then tend to adore games with very pretty graphics but gameplay that doesn’t compare. Like Resident Evil 4, Bioshock does this very well. When you purposefully seperate the game’s aesthetics from the actual player gameplay you’re left with a huge amount of garnish for a rather small meal.

All in all, Bioshock is a superb game but it’s another example (like RE4 and Gears of War) where prettiness is being confused with substance. That the gaming community adopted this game (in part, thanks to some very community-friendly marketing) also meant that it was going to be championed and any argument would be shot down with the usual mob-rule mentality that game nazis love to excersize.

Bioshock is just about more than the sum of it’s parts. It has a lot of unrealised potential (the compelling “underwater city” setting is criminally underused). It does many things well, but, for it’s claims and for the amount of time it has had to learn from masters of the trade, it is no where nearly as good as it should have been.

It’s rather odd really. Bioshock suggests a rich open gameplay nirvana and then brings in lots of invisible gameplay walls but uses great audio and pretty images to distract you. Space Giraffe is the opposite – suggesting a very limited and narrow gameplay experience and dispensing with aesthetic pleasantries and then turns out to offer a whole lot more game that it’s author let on.

I know which game I’ll be playing for longer!