Curmudgeon Gamer
Curmudgeoning all games equally.
08 May 2008
Chains of Olympus for PS2 for Xmas '08
This isn't an announcement, but a prediction. Provided the porting of Daxter from the PSP to the PS2 is true (see here, originally seen here), then Sony has to be seriously considering porting God of War: Chains of Olympus to the PS2 as well. Keep in mind that both Daxter and God of War on the PSP share some engine code, so a port of the former would accelerate a port of the latter.

According to NPD's figures, Chains of Olympus sold well over 300,000 copies in its first month on the market. A PS2 version would easily sell a million and would complement a $99 PS2 model quite well.

Given that I completed the PSP game twice (something I almost never do for long-form action games), I'd probably end up picking up the PS2 port. So make that a million copies, plus one.

In an ideal world, Sony would also get someone to port the game to the PS3 and sell it for $15 on PSN. But this is Sony we're talking about, so it will never happen.

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--jvm at 09:24
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05 May 2008
Giving It Away (or: Why the State of North Carolina now owns a lot more videogames)
My alma mater, NCSU, has a videogame collection. What they have covers newer systems and mostly popular games. So when they sent out requests for more games recently, I responded.

Last week I gave nearly every Atari 2600 and Atari 7800 game that I own to them. In total 120 games, many with boxes and manuals, which I've listed below for the curious.

There are some items there that are probably worth a few dollars. I don't keep up with the scene any more, so I don't know how much a Limited Edition Okie Dokie cartridge goes for nowadays. (Mine looked like this, but with #49 on it.) Nor how much a special edition of Qb (#93) fetches on eBay, complete in wood box with source listing and the original broken version circuit boards. When I was collecting, it was a big deal to get games like Track & Field, KLAX (2600, boxed), and Road Runner. I suspect demand is lower today, but at least NCSU has them without the fuss.

I only regret that I sold my two Swordquest Waterworld cartridges (both found in the wild, one with instructions and comic) and Motorodeo and way back when. I even had a Shuttle Oribter -- I wish I could have given that to NCSU too, but it was long ago liquidated.

In the coming years, I plan to donate the rest of my collection -- NES, Genesis, SNES, Jaguar, Lynx, PlayStation, Dreamcast, PlayStation 2. Those later systems will be more difficult, surprisingly. Whereas I spent a lot of time collecting Atari games with which I had little emotional connection, it's quite another thing to think of donating my original copy of Tomb Raider for the PS1 or my copy of Metal Gear Solid 3 for the PlayStation 2. [Note: Originally the word "selling" was used above. I meant "donating", as the text now reflects. The items I've given to NCSU were donated, and I declined offers of money to "defray costs" of transporting the items to Raleigh in person.]

I'm not sure on a timeframe, but my dwindling free time makes having this library in my home less desirable. And, I can visit it any time I want. There is even talk of some public events, to which I would be an invited guest. Neat.

Oh, and I did keep one Atari 2600 cartridge. Which one? The Stellalist Beta Cartridge. It's special twice over: my dear friend, Ruffin, gave it to me and it has code on it that I wrote. As far as I know it's not available anymore.

If you're interested in what I just gave away, just click here to see the inventory sheet.

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--jvm at 20:27
Comment [ 0 ]

01 May 2008
Video game canons and flesh colored band-aids

I was obviously asleep when the announcement was made that this stab at a video game canon was announced last year:

Mr. Lowood and the four members of his committee — the game designers Warren Spector and Steve Meretzky; Matteo Bittanti, an academic researcher; and Christopher Grant, a game journalist — announced their list of the 10 most important video games of all time:


Okay, I can pick at the list. Anybody can pick out a list. Did they screw up? Sure. Where's KABOOM!? (kidding on that one -- for now)

What concerns me is that these guys are, well, just that. All white guys. Sure, it's a pretty good crosssection of dark haired white guys. There's a short one. One that's not ashamed of his poor vision. Two -- no, on second glance, three -- major facial hair decisions. Still, as humans go, it's a pretty diversity challenged group on its face, har har.

What else unites the Superfriends of Ludological Canonization? That they all decided not to make their rationalizations for picking these ten easily Googleable [by me].

In any event, even if white guys too largely made the games and white guys too largely play/ed the games, is that really a good reason that white guys should pick the games? I imagine these guys would likely find my dimestore critique here uncontroverstial, but then why not branch out before announcing your list at the Game Developers' Conference and posing for the NY Freakin' Register of the US Times?

Insert smilie.

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--ruffin at 11:46
Comment [ 6 ]

29 April 2008
GTA4 lockups: what did reviewers play?
I let my 60Gb PS3 install GTA4 tonight while I fixed dinner. When I checked on it later, it had run through the intro and locked up after giving control over to the player. (I wasn't there, so I didn't see it happen.) Apparently lockups are happening with some regularity to a lot of players and not just on PS3.

The whole situation reminds me of how Champions of Norrath on the PS2 locked up for a fair number of consumers, but no reviewers mentioned it. Seemed odd to me at the time and I did some asking around to find out why.

Turns out reviewers didn't review the same kind of disc sold in stores. One reviewer told me he reviewed Champs o' Norrath on two single-layer DVDs as opposed to the dual-layer DVDs sold to us commoners.

Makes me wonder if the same thing happened here. The reviews are pretty much all pegging the 10 on the review-o-meter, but I haven't heard about the reviews talking about lockups like folks are seeing on normal systems. If I had the time, I'd start asking around -- someone should.

Meanwhile, I hard reset my PS3 and played about 15 minutes up to the first save point. So far so good. Now if I only had time to play more, but real life has me elsewhere. Ah well.

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--jvm at 21:21
Comment [ 5 ]

27 April 2008
Ludicrous Ludology
From Ruffin below:
This pseudo-academic tripe gives every ludologist a bad name.


Without disagreeing with Ruffin on this point (see End of the World predictions in comments to that post), I fear that most people who've heard the word think that ludology is by definition "pseudo-academic tripe".

I solicit your considered opinions: should there be ludology (or, if you think that's too high-falutin' a term, "game studies" or "game analysis" or "game commentary and criticism")? If it isn't tripe, what is it? What makes good ludology? Is it essentially the same as movie criticism for games? Or is it mathematical "game theory" applied to real games?

I'm sure there's commentary about this throughout the web (ludology.org as well as gamasutra spring to mind), but they're a bunch of yahoos. What do the curmudgeons think?

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--Bob at 09:02
Comment [ 2 ]

Hidden message in Metal Gear Online! (not really)
This help screen for entering your avatar's name in Metal Gear Online is surely a cryptic hint to the mysteries of Metal Gear Solid 4.
Or it could just be weird programming or some dirty words I never learned. Still, made me laugh.

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--jvm at 00:13
Comment [ 0 ]

25 April 2008
Review: Impossible Mission (NDS)
I just finished a game I never finished almost a quarter century ago: Impossible Mission. My original experience was with a pirated copy (yes, pirated) on the Commodore 64. I just finished it on the Nintendo DS. Frankly, it's a little depressing.

Here's the gist of the game: collect pieces of punchcard keys from rooms guarded by lethal robots and then make it to a special room to stop a nuclear weapon launch. You can run, jump, search for keys, and use the computer terminals to reset lifts and disable the robots temporarily.

First, the very fact that this game is still being sold -- practically unchanged -- is alarming. I understand nostalgia, it's my personal excuse for playing this game, but how can this game be on store shelves in this day and age? My guess is that it's just simple enough to appeal to the casual Nintendo DS player. After all, the game involves only a few platform-mechanics in several barely-randomized rooms and some 30-odd puzzle pieces to find.

Second, the game is easier for everyone now because you can save at practically any moment and then reload later. Messed up a jump and lost 10 minutes off the countdown? No problem. Reload that save and it's like it never happened. You can (and I did) save-crawl the game to completion.

Additionally, the only novelty aside from the save game option, is a set of improved graphics. Purely cosmetic. The game even offers the option of playing with the original 8-bit graphics, which are strikingly neon-looking. I guess I've become accustomed to "realistic" graphics after all this time.

Finally, after all these years, I'm disappointed in the end-sequence. I thought there might be something significant to facing the madman, but here it's just a cut scene. SPOILER: He presses the button to launch the missile and you press another one to stop it. What drama! END SPOILER.

For $10, Impossible Mission for the Nintendo DS isn't bad. I'll settle for the comfort of striking this title off my list of uncompleted games.

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--jvm at 13:18
Comment [ 1 ]

23 April 2008
Echochrome and the hobbled PSP
I'm getting echochrome tomorrow. Reading the Sony blog about it, I continue to be amazed at garbage like this:
And for the PSP version, you can share the levels you create with other people in your area via wireless Ad Hoc. Cool, right?!?
Sorry, Sony, but Game 3.0 -- your word, not mine -- was really supposed to be about sharing your work YouTube-like. No one gives a flying flip about sharing data via ad hod wireless. No one.

Instead of insulting our intelligence, how about spend more time implementing a serious network service for the PSP? It's just embarrassing, three years after you launch a fine piece of hardware like the PSP, to still be stumbling on something so simple as this.

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--jvm at 20:35
Comment [ 4 ]

21 April 2008
Gamasutra, don't BS me with RPGs, please
From Gamasutra:

In classic role playing game (RPG) design, there are commonly three primary character archetypes: tank, DPS ("Damage Per Second"), and healer. These archetypes have their roots in old-school pen and paper RPGs like Dungeons & Dragons, and were carried forward into early single player RPGs like Ultima and then into MMOs.


I sure love when somebody looks at the state of things now, mentions a few precursors, and then writes some revisionist history, 1984 style. We have always been at war with Eurasia, as Matt likes to say.

What absolute bunk. What archetype is the ninja-jester-lumberjack from Ultima, again? And thieves in D&D and AD&D didn't exactly work like rogues and druid cat form in WoW today. There was no sustained "DPS". These alternative classes, even races, performed alternative tasks. Can we find a secret door? Call the elf. Lost underground? Hello, dwarf. Need to pick a lock? Call the thief. But when it was melee time, did the thief stick around? Heck no; s/he RAN. There were similar issues -- protect the magic-user squishie, bring in the cleric to heal the ranger, etc -- but these don't feel like they do in WoW. To heal in D&D, you had to back out of battle and head someplace safe. In WoW, in contrast, the healer is constantly dropping spells. And what's the difference between an elf and a Tauren druid? Hrm, one stomps and the other can make itself invisible when it's drinking to restore mana. Oh yea, and one's a cow. What completely different playstyles!!!

Let me put it more succinctly. There was no "threat" in D&D. Threat is, in a nutshell, the formula that makes monsters in WoW keep attacking whatever has caused them the most damage. If your tank keeps wailing, your warlock can keep railing. You have to be careful not to out-damage a monster if you're not a tank, else the monster makes a beeline for you. Keep your damage below the tanks' (again, oversimplification, but it's close), and it's as if you don't exist. Dungeon Masters tended to be a little less, well, formulaic.

Let me add to my succinctness... There were no quests in D&D. Oh sure, you had something random driving the plot, but tell me which one has a better, more memorable plot, Blackrock Depths or Ravenloft (and here I mean I6 in particular)? Why is that, exactly?

The difference between D&D and WoW is that the first is wide open. WoW doesn't copy archetypes; it's D&D on rails. WoW dumbs down role-playing to the point that it's more checkboxes than imagination (see my last post on plot again).

Ultima Online is much closer to D&D than WoW. There's no real class structure at all, which is what I was getting at by referencing the ever-popular "ninja-jester-lumberjack" crack from Worst Ninja's UO log. Obviously this gamasutra author, Mr. Hopson, is more interested in furthering WoW-specific commentary than treating each game on its on terms.

In any event, there was never any "difficult to design" hybrid issue for D&D. The players made hybrids out of every class to a degree. It's called role playing. That someone could now re-imagine D&D as such a close cousin of WoW should frighten those that like the "RP" in MMORPG. What a bunch of bunk.

(The "economic model" approach to party dynamics was about as impressive as the early statement I lambast, above. I'd be more interested in hearing how party dynamics and character creation follows the food pyramid. It'd be original, at least. OH, wow, everything works like money?!! Are you kidding me? This pseudo-academic tripe gives every ludologist a bad name.)

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--ruffin at 17:27
Comment [ 9 ]

19 April 2008
EVE Online expansion based on a novel, an Elite idea.
This from an interview on the WarCry Network about EVE Online's expansion:

The title of the next expansion - revealed here for the first time - will be 'The Empyrean Age,' the same as the EVE novel by Tony Gonzalez also slated for the summer. The reason is simple, this is the first EVE Online expansion where the story of the game and its universe will play a key role, a lot of it based off the novel.


That sound familiar? How about The Dark Wheel, released with Braben & Bell's Elite years ago. I'm not sure if I've ever read all of mine (though you can read it all right here), but it was in there to try and create a little plot to go with the randomly created planet names.

I've always wondered about plot in MMORPGs. In WoW, there's really no requirement to understand the plot of your quests nor does Blizzard create the quests so that you have to learn it, which bugs me. "Why am I killing X of Y and giving you N Zs from their loot, again?" In UO, you were, for the most part, supposed to create your own. I hope EVE pulls it off, even if you don't bother to read the latest scifi space trading [almost] pack-in novel.

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--ruffin at 20:43
Comment [ 0 ]

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