Posts Tagged ‘gaming’

The E3 News You Haven’t Heard

Jun 1st, 2009

As the gaming media turns all eyes towards L.A. for E3 2009, many blogs and news sites go into overdrive. While I’m not at E3 myself, and have absolutely no way of finding out information that isn’t already published elsewhere, I thought I’d still do my best to produce stories that I can guarantee you haven’t heard elsewhere!

Sinclair to Return to the Market

In a surprise announcement, Sinclair Research, manufactures of a number of classic 1980′s personal computers including the ZX81 and the ZX Spectrum, revealed that they were to return to the home computing market.
Founder of the company, Sir Clive Sinclair, revealed that the company had decided that the current market provided an excellent opportunity for the company to introduce its new product. “In the 1980s, Sinclair revolutionised the home computing market, and provided access to affordable computing technology to thousands of homes. It was Sinclair which sat at the centre of the early British computer games development scene, and gave birth to many of today’s prominent developers. In 2009, Sinclair hopes to release a new system, and encourage many of these leading developers to return home.”
Sinclair seemed initially coy when asked about system specifications, but began to reveal more information when he caught representatives from Sony and Microsoft sniggering at the back. “Obviously times have changed significantly since Sinclair last released a system, and the company has not stood still. The new system, the Sinclair ZX Millennium, will have a top of the range eight,” he paused, “Megahertz processor, and a whopping 512Kb RAM, that’s half a megabyte!” Sinclair looked unimpressed with the lack-lustre response from the crowd, and sighed before continuing, “These improvements have allowed us to take full advantage in improvements in display screen technology, delivering a full 576i resolution in a stunning 32 colours, all via your SCART lead for the crispest image reproduction. With the ZX Millennium your games will look just like cartoons, and thanks to the efforts of our engineers, we have been able to completely eliminate the problem of attribute clash.” Sinclair beamed, and looked around the audience for a reaction, clearly expecting this to be a bombshell, “That means that Dizzy can stand in front of a bush, and still look white,” he clarified, before collapsing forlornly after he was met with cold silence.
Karen Farley, of Modern Videogamer (US) asked whether the ZX Millennium would still rely on the cassette tapes used with previous systems. “Of course not,” responded Sinclair, “Our engineers initially toyed with the possibility of distributing games on compact disc, as the ability to skip tracks would allow a user to easily choose which game or piece of software to load, the media also had an improved shelf life when compared to cassette tapes. However we realised that this would show no appreciable improvement in loading times, as games would still be delivered as audio streams. Instead we decided to make the microdrive standard for the ZX Millenium.”
The ZX Millenium will be available from November 2009, priced at £175.

FIFA 1660

EA Sports today announced the release of FIFA 1660. Talking about the game, and EA spokesman said, “Electronic Arts have been developing soccer video-games since 1993, and rapidly made itself one of the foremost names in the genre. Since the release of FIFA International Soccer in 1993, EA Sports have released over fifteen titles on twenty-six different systems. This doesn’t include countless spin-offs and other variations. During this time, EA Sports has constantly tried to innovate and move the game forward, keeping up with the fast-paced game of football itself. Each year we have strived not only to introduce great new features, but also to ensure that the game reflects of the latest changes to teams, players and league tables. However, this led us to consider, what if we looked back.
In FIFA 1660 we take soccer back to its roots. Set before the rules of football were fully finalised, FIFA 1660 sees you enjoying the earlier, less codified game. With no referee or linesmen, players find themselves less restricted by the rules, and thus the new reaction-touch fight system allows for punches and kicks to be thrown at nearby players. The same system is also used to fend off those attempting to enforce the law, and disrupt the game.
Authentic historical research has attempted to ensure that the game-play accurately reflects the game as it was played at that time, and historical records have been used to provide names for the player database. Thus, when you play, you can be sure that your team are made up of genuine 17th Century players!”
FIFA 1660 will be released in Spring 2010 on Xbox 360, PS3, Wii and PC.

Charlie Brooker to do Gameswipe?

May 6th, 2009

Its looking likely! Earlier today, newspaper columnist, television presenter and all-round misanthropist Charlie Brooker gave hints that we mad soon be seeing a series of ‘Gameswipe.’ In a tweet on his @charltonbrooker Twitter account, Brooker asked for the following:

Worst videogame bosses ever? Email yr suggestions to gameswipe at zeppotron dot com. Make what you will of that email address.
10 minutes ago from TweetDeck

Brooker is no stranger to games journalism, as his career began back on the pages of PC Zone. He has also regularly mentioned various computer and video games in his column in the Guardian. The E-mail address also appears to be associated with Zeppotron, the production company behind both Newswipe and Screenwipe.
Brooker’s recent satirical and biting look at news coverage in the form of Newswipe was absolutely fantastic, both hugely entertaining, and damning in its criticism, proving to be one of the only television programs for which I will bother setting an alarm.
Exactly how the *wipe format will be adapted to gaming is unclear, as both Newswipe and Screenwipe focused heavily on the past week or so in television/news, an approach which is unlikely be be so suitable for the slightly slower moving world of gaming. Thus its possible that we shall be looking at a one off special episode, or a short series taking a more general look at gaming; certainly the E-mail request somewhat suggests the latter.

Edit: Wow! I should post breaking news more often, this post is only twenty minutes old, and its already brought in a load of visitors.

Save, Load, Return, Quit (Fiction)

Apr 16th, 2009

A story

Save, Load, Return, Quit

Damn it! It was the fourth time he had done that test and yet his mark was lower than ever before, not to mention he somehow managed to alienate half his friends while waiting for the result. That was the biggest annoyance, the waiting. It took him ten attempts to pass his driving test, but at least he didn’t have to wait a week between each go. Now though he had to suffer through the same miserable week of crap weather and no prospects. He needed a break.

The four familiar words swam in his mind’s eye as the world remained frozen around him, that last ever present option both seductive and terrifying in its promises. Attempt number two wasn’t so bad; he had failed, but he did make the reserve list, and things were going remarkably well with Sarah. He couldn’t bring himself to accept it though, he needed a job, and in the current climate that could take a while, even for someone with his skills. Besides, he could always come back, now he just needed to be as far away as possible. He reached far back, not even looking at the dates as they flashed past.

February 12th 1990, Little Wadeway

He turned inside out as the world past through him and then righted itself; a pause; then noise. The excited babble and shouts of children crashed over him as he was pushed and jostled by their movements as he found himself in a much smaller body than he had been occupying moments earlier. He was stood in the playground of Little Wadeway C. of E. Primary School and a glance downwards revealed that he was dressed in a bright red wax raincoat and a scruffy pair of Velcro trainers. How far back had he gone?

Continue reading the story

On art and games [Part 3]

Feb 22nd, 2009

With the third part of this series we move away from the more chronological approach, to considering styles, techniques and more overarching concepts.

Games on Tour

While computer and video games have a huge, global market, it is not a homogeneous one. Regions differ in terms of platform popularity and genre preference, as well as far more abstract concepts regarding perception, and the way games are played. The popularity of competitive gaming in South Korea for example is a familiar example, with the proportion of those playing on-line games being over three times that of Europe1 . However these regional differences don’t only influence game popularity and availability, but also in some games game content.

The need to localize games to different markets should be obvious. Language barriers are the most apparent consideration, as games require translation of text in the interface, instructions and within the game environment itself, such as signs. As voiced dialogue becomes more common, this can add the burden of employing regional voice actors, a costly endeavour. There also considerations of differences in standards, such as PAL and NTSC, as well as possible regional legal implications. Given all this, it is understandable that many localisations will also consider issues cultural issues, both with regard to marketing, and general comprehensibility.

One of the most influential effects of regionalised graphics is the consideration of local rules regarding censorship in rating. Some countries have particularly harsh restrictions on game content, with Germany being an oft quoted example, and one which has been previously discussed on this blog. Such rules will often result in the censorship of violence, replacing people with zombies or robots, and turning blood green. In the case of Team Fortress 2, the German edition replaces the gibs (body parts left behinds after a kill) with balloons and other party paraphernalia, a feature included in other versions in the form of ‘party mode.’ In Germany, computer and video games are classed as toys, and are thus forbidden from representing Nazi imagery, such as Swastikas. This has resulted in the modification of a large number of games, thanks to the frequency with which Nazis have been used to present an unambiguously evil, and yet real-world, enemy. In some games, such as the recent Lego Indiana Jones the need for regional differences have been avoided by removing the Nazi references from all versions of the game.

While violence bothers the Germans, sex causes trouble in the US. Unlike violence however, sex is still rare in mainstream titles, and is usually confined to low cut tops and ‘jiggle physics’2. However, Polish developer CD Projekt RED‘s game, The Witcher, featured a number of possible sex scenes, after which the player was ‘rewarded’ with cards showing scantily clad portraits of the women in question.3 However, in US edition, these cards were censored to be more ‘modest.’ Unlike changes in Germany, this change was not a legal requirement, but was likely an attempt to avoid gaining an adults-only (AO) rating, which would drastically restrict the commercial availability of the game.
As well as considerations of censorship and ratings, games also undergo changes due to marketing and other considerations. In many cases these are merely reflected in external factors, such as packaging design, which may reflect regional sensibilities. In other cases though, changes are more fundamental.

The game Megadrive Ristar, by Sonic Team, had several distinct changes between the Western and Japaneese releases. I’ll now discuss some of these changes, as well as identifying some of the other techniques used within the game.

WesternJapanese

Fig1a. Western (Top), Japanese (Bottom)

If you compare the western and Japanese screen-shots (Figure 1) you will notice a number of subtle differences. For example, compare the eyes of Ristar, the main yellow star like character. In the western screen-shot, Ristar’s expression looks more aggressive than the Japanese equivalent; the western version of the game uses sprites previously reserved for boss battles. A side a effect of this change is a reduction in the number of idle animations in the western versions, and a loss of some of the graphical subtlety. Similarly, a comparison of the flying bird-like enemy also shows that the western version uses more aggressive sprites. This difference is due to the greater marketability of cuteness in the Japanese markets, compared to the appeal of violence in western markets.

WesternJapanese

Fig 2. Western (Left) Japanese (Right)

Similar modifications have been made to other enemies (Figure 2), such although the changes are not universal and the majority of enemies have a consistent design between the two versions. Conversely however, some enemies have undergone more major changes.
WesternJapanese

Fig 3. Western (Top), Japanese (Bottom)


The enemy in figure 3 has undergone a distinctive redesign between the two versions. The original flying squirrel design having been replaced by a bat. Bats have less association with ‘cuteness’4 and are more strongly associated with horror. In other cases (Figure 4) the redesign is motivated by other reasons.
Fig 4. Japanese (left), Western (right)

Fig 4. Japanese (left), Western (right)

In this case the Japanese and western boss both function with the same mechanics, but have a distinct appearance. The Japanese boss is in the form of a cat, named Itamor, and acts as a visual pun based on the Japanese term for someone adverse to hot food, nekojita, or cat-tounge. As this visual pun will not work in other languages, in other versions the boss was changed to be an ice monster instead.

The Rest of Ristar

Fig 5. Example Enemy

Fig 5. Example Enemy


It is worth considering the rest of the graphical design in Ristar, a game which had enormous attention to detail. Backgrounds had several levels of parallax scrolling, and environments were richly animated. The game also paid close attention to developing a consistent graphical style. As seen in figure 5, as well as earlier figures, enemies had a simple, rounded style. Furthermore, each enemy was usually restricted to one or two tones, with each colour occupying a large region. With bosses (Figure 6), these colours were used to define progress, as they changes as the enemy was progressively hit. Through this the game achieves a cohesive feeling, and uses graphical feedback to inform the player of their progress. In other games, similar graphical feedback is provided in boss battles, such as through progressively applying damage to the boss sprite or model.

Snake-No hitsSnake - One HitFigure 6. The Boss changes colour as it is hit

Figure 6. The Boss changes colour as it is hit


The backgrounds of Ristar were not solely background illustration. In some parts of the game they provided points of interaction, allowing the player to tear back areas of background to reveal items or enemies. In other sections the player could actually pass into regions of the level which previously appeared to be part of the background.
Fig 7.

Fig 7.


In the screen-shot above (figure 7) you can see a character in the background, just to the right of Ristar. This enemy would regularly throw pieces of fruit into the foreground, which would injure Ristar if they struck him. enemies in the background are inaccessible, and will dominate over a large section of the level, giving a sense of foreboding, over the remainder of the level. This was further exaggerated by dropping the light levels, and forcing the player to hit lamps to increase the available light (Figure 8).
Figure 8

Figure 8

In later sections the background is also used to foreshadow coming enemies, be it on a television monitor, or as a distant overbearing threat.

The control of the background is a popular technique in many games, and has even made the shift into the three dimensional era. In Half-Life 2 and its episodes, Valve used the tall structure of the citadel to provide a point visible over large portions of the game. In the first game this provided an eventual target, and source of oppression, whereas in episode one, the citadel provided a constant reminder of the threat which the player needed to escape from. The background video-screens also performed a similar role, presenting Breen as an overarching figure of oppression, one which exists from the very opening moments of the game. This imagery borrows heavily from Orwell’s 1984, and thus is able to communicate a huge amount of information to any player familiar with the book.

And so…

Part 3 was largely concerned with looking at some of the ways in which game graphics and illustrations vary regionally. In particular, it focused on some of the changes made to the Megadrive Game Ristar. I then used Ristar as a jumping point to consider some of the techniques it employed to create consistency, broadcast information and create atmosphere. It is likely that many of these techniques will be revisited in later entries.

  1. This Gaming Life, Jim Rossingol, 2008, University of Michigan Press, ISBN-10: 0-472-11635-5 []
  2. Jiggle physics is a term used to describe the way in which breasts are made to ‘bounce’ in response to movement. While it could be used to increase realism, it is more commonly exploited for gratification of the straight male (or gay female) gamer. []
  3. Many kilobytes have been spent elsewhere discussing whether these cards are sexist and objectify women, and how this fits in with the larger scope of the game. I shall not be covering this discussion here as I have not yet finished the game itself, and the topic is somewhat irrelevant to this entry. []
  4. Although personally I think they are cute []

Where does the weekend go?

Feb 15th, 2009

The third part of the ‘On art and Games’ series won’t be appearing this week, but instead will be up once its done. That’s not to say I’ve been ignoring it, but these things can take a while to put together, and I don’t want to fling the whole thing together in a rush. I’ve also reconsidered the idea of it being a fixed series, as its a far larger topic than I had first suspected. Instead, I expect the series will be interleaved in with other posts, and each article will be more or less self contained.

Ch…Ch…Ch…Changes

So this leaves a bit of a stream of conciousness affair here instead. If anyone actually is reading this blog regularly, you’ll have noticed the ‘this weeks tweets’ post which appeared this Wednesday. As you may have gathered, this is an automated weekly affair and ties in with my use of Twitter. You might also have noticed the ‘lifestream’ tab, a page which summarises my activity across the web, perfect for all you stalker types.

Time and Tide

The title of this blog post refers to the weekend’s tendency to disappear. I had intended to get some food shopping done, but suddenly it was six and I hadn’t got to the supermarket. I was in the lab though, before ayone thinks I was in bed. Odly enough this is probably actually a good thing, as I had forgotten than I was heading home later this week for my Mum’s birthday. I had planned a whole week of food.

The Great Train Ticket Gamble1

Oddly, talking of going home I had a great time playing the ‘find the cheapest train ticket’ game. It turns out that the answer was Megatrain from Edinburgh to Birmingham, and then a standard return from Birmingham to Kemble. I could have actually done it cheaper with an offpeak return, but that would have left 15 minutes to change trains in Birmingham, which is a bit tight if one of my connections suffers a delay. I’m still slightly confused at what happened to one of the tickets offered to me between Birmingham and Kemble, as it seemed to change price. This isn’t unusual for ‘advanced’ tickets, but only standard tickets were availible at that point.

And Now for Something Completely Different

This was originally going to go in On Art anf Games [Part3] but never really fitted. So I’ll stick it here instead, where is still doesn’t fit but at least its surroundings are similarly muddled.

Genre?
I have always felt the term genre is mis-applied when used to describe computer games. In other media, genre describes the theme and style of a piece, whereas when applied to games it is more often used to describe the mechanism. In rare cases, particularly with some more arty indie games concerned with dissecting gaming mechanics, this may be appropriate, but in most cases it isn’t. I think part of the problem is that game-play mechanics are often far more central to games than any vague themes the game may explore; in many games it would be ridiculous to even attempt to identify any ‘themes,’ particularly in the early days when these terms were coined. However, it would be ridiculous to describe a film genre as ‘animated’ or ‘black and white,’ it is still more difficult to even identify an equivalent concept for literature, prose and poetry perhaps. While overarching game-play mechanics are important in defining the tone of a game, and are likely to be one of the primary influences in terms of appeal, I feel the term genre has been misapplied.

And now, finally to football is over, sao I can start watching Being Human.

  1. I almost went for the great train robbery, but the price was fairly reasonable in the end []