Wednesday, July 7, 2010

Wishing You a Happy Rest of July, Because the Fourth is Gone

You know what makes for a good combination? The end of a semester of summer courses, a well-timed Steam sale, and a blog post. Yes, my tastes are screwy, but this is what I do best. (Sometimes.) I ended up buying three games during the sale, and after playing through them a bit (although some more than others), I'd like to share my findings with you. (I feel like I should be wearing a lab coat as I explain these to you.)

Left 4 Dead 2 - Steam link
Remember how I always used to keep talking about Team Fortress 2 and my undying love for it? Well, that's still in place. But surprisingly, Left 4 Dead 2 is up there in terms of shmups that I actually find to be fun. I'm sure I don't need to explain much about the premise of L4D2, but for the uninitiated, it's a zombie apocolypse again (the "again" because it's a sequel, obviously), and the only four survivors (sorta... remember that it's a sequel) are trying to escape relatively unscathed. You team up with three other players and basically shoot anything that moves en route to the exit point, with a couple of exceptions (namely, each other and witches).

I've not played the original Left 4 Dead, so I'm not sure how much L4D2 expands on the original, but as someone whose main shmup experience lately comes from TF2, L4D2 is a rather refreshing change of pace. In addition to the garden-variety "common infected", you've also got Spitters that vomit acid everywhere, Jockeys that ride their victim and push them towards massive throngs of the infected, and the witch that basically kills you in one shot if you startle her. Swell. Needless to say, this game is quite a bit different from TF2 as you're now faced with a horror-themed zombie film setting rather than a jovial, cartoonish romp.

While the game is intended to be played with four players online, there are plenty of offline modes with computer AI to practice on. I've primarily stuck to the easiest difficulty, and the AI usually does a good job of saving my butt everytime a Charger pommels me. Unfortunately, I've gotten quite used to these near-perfect AI, and that hurt me yesterday as I played my first online game. Even on the easiest difficulty, I think I died a total of three times, and our team had to restart one chapter over again because we all died. The AI spoiled us, basically.

I've still not had the time to look over all of the aspects of this game (such as the numerous multiplayer modes as well as the weekly "mutations" that offer a random challenge to tackle), but Left 4 Dead 2 is entertaining and holding my attention so far. I'm hoping that with a bit more practice, I can become more comfortable with this game and hopefully hook up with more friends for some fun. (Besides, they pressured me into buying the game, so they owe me.)


Shatter - Steam link
First off, let me confess something to you: I really wish this game sucked. I wish I could tear this game limb from limb, picking apart every annoying bit about this game until there's nothing left, solely because I have an amazing arsenal of jokes about this game lined up (the most obvious being what happens when you change one letter in the game's name... and no, it's not Chatter, Swatter, or Shutter).

Alas, Shatter is a good game. It might look like your standard Breakout/Arkanoid clone at first glance, but Shatter makes good use of physics to significantly impact the game. The main mechanic you can use to your advantage is that your paddle (a spaceship, natch) can generate wind to move the ball and blocks in different directions. Hold the left mouse button to suck and the right mouse button to blow (two more jokes I would have capitalized on if this game was bad). Shattered bricks release shards which, when sucked in and caught by the paddle, increase your multiplier for the wave and build up for a powerful storm attack that can clear half of the board if used properly. Sucking can also be dangerous though, as any bricks that hit your paddle temporarily stun it, which puts you in danger of losing a ball. On the other hand, if you do this before launching a ball, the automatic ball-launching timer resets back to zero, and it's possible to clear out the majority of some levels without breaking a single brick. Obviously, there are less points available for doing this, but it gets you through the levels quicker.

One major difference that sets this game apart from most Breakout clones is the use of boss battles at the end of each world to face off against. Each boss has a unique defense system that must be conquered before you can do any damage, and part of the fun of each boss is figuring out how it works. Some follow the standard hit-the-shield-until-it-breaks mechanic, but some require you to suck or blow the boss into a certain position before you can attack. I didn't think it was possible to get one of those "aha" moments from a Breakout game, but Shatter accomplishes it with its fiendish boss fight puzzles.

I can only think of two minor quibbles to file against this game, and neither one is terribly significant. First, of the three shapes that the levels will come in (rectangle where you play on the side, rectangle where you play on the bottom, circle where you play on the bottom), the circular levels are generally annoying. It's hard to predict where the ball will go with each bounce. I'm partly tempted to outright accuse the game of completely botching natural rebounding physics on this one, but it's just a game and it doesn't much matter here. Also, the keyboard controls seem oddly designed, but it's likely set up in such a way so that you can share the keys with a same-computer co-op player.

Beyond that, there's way more to this game to love than to hate. I won't lie, this game probably first caught my attention for the catchy music in its short preview video (watch it here), but the game itself more than met my expectations. Even if you're only an average player, the game seems to be designed to give you little boosts when you need it (such as 1-ups appearing more frequently when you suddenly run low on lives), which makes this game harder to put down. Of the three games I bought in this sale, I've probably spent the most time with this one so far, and I'm thoroughly glad I caught it when it was on sale.


Thief: Deadly Shadows - Steam link
Writing this bit is going to be interesting, because this is the game I've had the least experience with, and equally so, the least positive experience with. As it turns out, after downloading this game the other night and having a small power failure earlier yesterday that took my computer down, Thief seems to have disappeared from my computer. I'm laughing about this irony now, but I'll wake up tomorrow and wonder if that's a sign of things to come. Anyway, for the time being, I really can't make any screencaps, and I'm stuck basing the majority of this review solely on what I've experienced in only the first level, the tutorial.

Thief is a game where for whatever reason, you play as a thief who sneaks around and steals things. There's apparently a backstory in previous games that I don't know about, so I'm kinda in the dark here. Honestly, I decided to give this game a shot because I've never done a stealth-based game before, and it was only three dollars. In the tutorial mission, my goal was to steal someone's purse. (Okay, it was a satchel of some sort with a MICROSCOPIC SPOILER special medallion in it, but you catch my drift.) Even though I've only played the first level, I can already see I'm in for trouble.

The controls start out intuitively enough, with the standard WASD to move and mouse to look around. However, this quickly becomes cluttered with all sorts of commands for different actions. Control to creep, X to crouch, 8 to select the water arrow, F1 to select the flash bomb and I to throw it, Alt-P to renew your Netflix account, whatever. I know that eventually I will have to make a cheat sheet in order to play this game so I can quickly figure out where each command is.

Despite this level being a tutorial level, I quickly ran into trouble with the bit on lockpicking. The instructions only tell you that you right-click to start picking a lock, and by moving the mouse around, you will eventually find a "sweet spot". Stay in the sweet spot long enough (how long?), and you will get past each tumbler in turn. The game tells you that you're near the sweet spot when the little tumbler icon is making the most movement. This apparently isn't true, as where I found the tumbler to be moving the most wasn't the sweet spot at all. In fact, after two or three failed attempts, I actually had to look up a walkthrough to get past this part. As a reminder, this is still the tutorial level. Having to look up the solution in a walkthrough on the tutorial level is not a good sign. (Or I'm just thick, but let's not jump to that conclusion. Yet.)

As far as the more stealthy bits go (what few there are in the tutorial), I couldn't really decide if the AI was too dumb or too smart. The guards who keep an eye out for suspicious movement (and announce their findings in comedically melodramatic fashion) seem to either walk right by you when you're inches away from them, or spot you because of a square inch of light from that candle you didn't notice making you completely visible. Perhaps playing a bit more (if/when I re-download the game) will reveal some of the finer points of stealth, but for now, I'm just not getting the hang of it.

On the whole, the interface is rather crappy. To start, the game doesn't seem to want to work with the Steam overlay, which may or may not be a problem caused by the game's designers. However, fiddling with the F1 key for that flashbomb at the end of the level apparently made me tap the Escape key and some other combination of buttons by accident, leaving me at a "load game" screen. I clicked the "back" button thinking it would return me to my game, but apparently I had already exited to the main menu without even realizing it. This forced me to plow through the tutorial level for a fifth time, because if there was any sort of confirmation request before sending me back to the menu, I missed it entirely. Needless to say, I was rather not happy with the game at this point.

It's also a shame that the game isn't working now, because it seemed impossible to play this game during the day. My monitor, which is usually capable of showing contrast between near-black colors if you get at the right angle, seemed to be worthless during the day. On the other hand, the second level (of which I survived twenty seconds) starts out with you in a well-lit entryway, with two guards waiting for you to catch their attention. The more I played this game, the more I felt like I was missing some essential bit of skill I should have acquired from previous installments in the series.

So between overly-complex controls, AI with seemingly random I, and gameplay that leaves you out in the dark, Thief and I are not getting along right now. I'm glad I have a temporary break from the game due to it accidentally uninstalling itself, so I can focus my attention on my two other new games (and more TF2 in prep for another major update). I'd like to try this game again just to see if I can overcome some of these noob-unfriendly hurdles, but for now, I guess I just have to pretend that I didn't notice this less-than pleasant game, disappearing like a Thief in the... oh.


Late Entry: Turba - Steam link
This one didn't show up in the Steam store until yesterday, so this was technically not part of my purchases, but I figured I might include it here anyway. Turba, which I vaguely remember as a project raising funds on Kickstarter way back in the day, is a music-based match-3 game where once again, your music determines how the game is played. From what I could tell you though, the music seems to have less to do with the game than you'd originally expect, but at least it does a semi-decent job with what it does.

As the song you select plays, the rhythm allegedly determines when new blocks are added to your grid, always from bottom to top and left to right. Blocks show up in one of four colors or a bonus multiplier. Your goal is to keep the grid from filling by selecting clusters of three or more blocks (by left-clicking) and clearing them (by right-clicking). Rather nicely, you can select chains of more than one color (although no more than one chain of each color) and clear them all at once, with a bonus for clearing chains of all four colors in one shot. You can also swap columns to make new matches if you're having trouble finding a natural pair. But to make things more difficult, there are time bomb-esque tiles which explode after so many "beats" occur, leaving behind a mess of ugly debris squares that disappear after time. Errant chains also result in debris, so you've got to be rather accurate when you're panicking to clear the board.

This somewhat unfair "heads, I win, tails, you lose" situation makes levels rather difficult to beat, even when on the medium level. I actually have yet to beat a single song on the medium level, because the board just fills up too quickly. I need to try this again with less rhythm-heavy songs, but for the time being, I can only declare this game as outright hard.

So then, where does this leave us with the game's ability to make a game that actually corresponds to the music? Let's check our little rating scale, which still has only two elements, because no one left any suggestions for other factors, cough cough. In terms of reflecting the tempo and rhythm of the music, Turba would probably score a 5, and maybe squeak out a 4 in terms of reflecting changes in dynamics. (For reference, we're assuming Audiosurf scored a 7 in both categories. 7 is pretty good, but there's always room for improvement.) One of the things that makes it difficult to gauge where Turba falls on this scale is how new blocks (which appear on the "beats") don't show up immediately, but rather, fate into view. There's a soft drum kick to illustrate where it's picking up the rhythm, and it's not always accurate, but it at least makes a gallant effort. I've not yet tried a song with a weaker drum pattern and a more prominent instrumental line, so for now I can only guess that the dynamic analyzers are just picking up the spikes in the percussion. Otherwise, I might bump that rating up a smidge.

If you don't mind being pummeled by the difficulty, Turba can be quite a fun game, and it's not really that bad of a music game either. It'd be nice if a little more could be done with the music, but it's at least a moderately fun take on the way-overdone match-3 genre. It's on sale now for a buck off to celebrate its release, but I'll probably wait until the next huge sale comes around to buy it.

Friday, June 25, 2010

Christmas in June? It's a Pathetic Excuse, But It'll Have to Do.

Fine, I admit, this post is filler material. I'm basically doing this post so that I can say that I wrote something in June for this blog. It's not that I haven't been writing at all, it's just that I've been writing a bunch of stuff that will likely never be read except by one or two people. I've been doing a couple of summer courses just to try to lighten my load for my last two semesters, and they've been sucking up a lot of my time and my writing energy. It doesn't help that one class (Mass Media and Culture) actually requires me to keep a small blog relating to my media usage, but that will only ever be seen by myself and the teacher. Possibly in the future I'd like to pull some thoughts from that and use them here, but I'd like to spin them way further than I did in the blog posts there.

I've also been writing for other sites too. Naturally, I've still been writing for Jay is Games (this page has everything I've done in the last two months). I also threw a guest post at Entropic Kitchen which is worth a read. But yet somehow, I couldn't make it back here to write more.

I've had some ideas for things I'd like to do, though. For one, I'd like to do a bit of an explanation of some of the podcasts I listen to. Not everything I listen to is common fare, and perhaps you could enjoy some of the things I hear on a regular basis. I also had an idea for somewhat of a longer-running project that could significantly be aided by this... Details to come, pending the project ever gets off the ground first. I also started a long blog post about a dream I had last month, but I nixed it, because I realized the target audience for that post was way too narrow (it's the specific content in the dream that limits the potential audience).

If I had more time, what would I write about right now? Well, there's a nice sale going on over at Steam right now through the 4th'o July. I wish I could buy more things from it (especially since my classes end this coming week, leaving the rest of the summer pretty free), but I'm low on money right now, so I'll be skimping through this one. My recommendations from this post still stand though, so be sure to check them out. I'd also tack on And Yet It Moves, Safecracker: The Ultimate Puzzle Adventure, and Everyday Genius: SquareLogic as excellent picks if you haven't tried them yet. (Get the links yourself, I'm tired.)

"You Don't Know Jack" is slated to return. This is good news. I was a fan of the online series that ran for a year or two, and I wouldn't mind shelling out a few bucks for the big relaunch whenever it comes.

Please buy Fridge Tetris. It's in the post right below this one.

Yeah, I've really got nothing else. Hopefully more legitimate posts to come in the next couple of weeks when I get my life back.

Monday, May 24, 2010

It's Actually Thirty Pieces If You Count the Jar and Lid

My mind is completely shot right now. Over the last few days, I've been struggling to come up with any sort of way to set this post up. I wanted to tie this in with my summer reading list and links to the books on Amazon. I wanted to tie this in with a short essay on why "Sit Down, Shut Up" was actually a very good show and could have lasted longer than one pseudo-season if they had debuted with any other episode than the one they used. Unfortunately, everything I've written in the last few days has been crap and I've scrapped everything.

So, I'll just come out with this announcement: I've finally listed my Fridge Tetris sets for sale on Etsy. Please feel free to meander over to my Etsy store and stock up. They make a great gift for any occasion, and are sure to make your recipient laugh. (At the very least, I've had a 4/4 track record with that.) Even as I type this, I might be close to making my first sale, so be sure to jump on them quick-like! I'll keep making more sets throughout the summer as well as some sets with variants, so be sure to keep an eye out for those as well. Click on the picture to jump to my store!

Friday, May 14, 2010

State of the Twitter

I've been thinking about writing this post for quite some time, hence the terribly outdated title. It seemed like the topic came up again in a big way this past week, so I figured I should dust it off and try to work something up about it.

I think I mentioned once before how I prefer to use Facebook as a utility rather than a means of life (ah yes, here). Since then, I've also started using Twitter in a similar way. For my Communications Theory class this past semester, I did a nice long research project (although it was technically more of a literature review?) on Web 2.0 applications and their practical usage in modern society. Before you ask, I won't be posting it here, no matter how relevant it is to the topic. The end result was terrible, my grade reflected it, and I honestly wish I could have had another week to get the whole thing together and salvage my grade (and dignity) a bit.

Nonetheless, it was an interesting topic to research. Among the articles I researched, a few talked about the impact social networking sites like Facebook may have had on elections, both here and abroad. A couple more talked about how Twitter is being used in health care, and can be an effective means for emergency response. (Interestingly, a week or two before the assignment was due, XKCD published this comic, which I nearly included in my final project.) On the whole, it was awesome and a bit weird to see how much technology, and in particular, the Internet could be harnessed and manipulated by the average Joe.

I used to be in the camp of people who hated the concept of Twitter, because of all the people who do 140-character ramblings about their mundane activities. This is, of course, a stereotype, but it was rather prevalent back then, and it still somewhat is now. I got a Twitter account because of my Journalism professor, who attended a conference where they mentioned Twitter as a means for receiving and relaying news. He suggested that we do a little experiment and get Twitter accounts, and see whether or not it was practical or not.

I'm fairly certain I was the only one who emerged from that experiment with any sort of positive result. In addition to the professor and a few obligatory classmates, I had other friends who were already on Twitter, and making good use of it for spreading news stories they came across. Often times, I would use these stories that the people I followed posted in my radio show, as the hard-copy newspaper I was using sometimes didn't give enough material to make jokes about. As of the time of writing of this post, I follow 17 people, of whom, about half have posted a tweet on some sort of news story that I would later use on my show. My professor is following only seven people, of whom, only one appears to be using the service actively (two if you count myself). (Worth noting: One person he's following seems to have a profile pic not unlike him, although blurry. This person posts tweets (although infrequently) reflecting the same political views as my professor. Final nail in the coffin, pun unintended: Their background picture is a zombie/horror film pic, which my professor has often professed a love for. Doppelganger much? I've got my suspicions.)

After a month or two of non-tweetliness in class, my professor said he didn't much see the point in Twitter, and has stopped using it since then. I've gotten a lot out of Twitter, so what went wrong here? Is it his fault for not being a little more outgoing and following people who post news? Is it my fault for not retweeting the articles that my friends would post? Perhaps we're both a bit at fault here.

Aside from news-sharing tweets, a few reviewer friends and I have used Twitter for more social exchanges, such as comedic debate and banter. Honestly, I don't tweet often, and when I do, it's usually announcing a new blog post, but occasionally I'll tweet my two cents' worth of humorous thoughts. That's the extent of my Twitter usage, and I'm comfortable with that.

Unfortunately, one of the problems that remains with Twitter is that it still gets a bad rap as a useless site. It's hard for a lot of people to overcome the 140-characters-of-narcissism view of Twitter. (I don't need Twitter for narcissism, I've got a blog for that!) Or, they don't see the point of following celebrities mindlessly gabbing away in a similar manner. The popular opinion, from what I gather, is that people don't like Twitter, and if they once did, then it's "dying out," according to a couple of articles I read in some newspapers (which is sorta ironic, if you think about it). There really is a gem of utilibility (ooh, I should trademark that) in Twitter, but you've got to be putting it to the right uses to be able to find it.

My origins with Facebook started out a little differently from that of Twitter. It wasn't until after my freshman year of college that I decided to sign up. So far as I can remember, I didn't have anything against the service when I first found out about it, I just didn't really see the need to get it until later than most people did. Over the summer of 2007, I started my account, and I used it with the intent of, surprisingly, being social with people.

Over time, my Facebook usage started to diminish, and it took on the "utility" role that I have for Twitter. If I needed to get a hold of someone, Facebook was generally a good way to go about doing it. Someone once commented on how "naked" my Wall was. (I had a fun time continuously posting responses of "(This message has been deleted by Facebook Administration.)", much to her annoyance.) My irritation for Facebook probably started when little things called applications became popular. Day in and day out, I would receive endless requests to join some game or take some quiz or other irritating diversion. I quickly came to love the "block application" button, and to this day, I have probably about 300+ applications on my block list. (Sidenote: If you hate seeing all the messages in your newsfeed about other friends' application usage, be sure to check out FB Purity, a very nice script that blocks those sorts of messages out.)

It seems as though Facebook has changed over the last few months though. Part of this might be due to the fact that the majority of my peers, students who graduated last week as Music Education majors, seemingly collectively changed their last names to their middle names to avoid being found in searches. It's not necessarily that there's anything bad in their profiles that they want to keep hidden, it's just that they'd prefer not to have students or employers looking up their pages. All of these years of professors stalking profiles to yell at students for what they have on their pages seems to have finally paid off, apparently.

This does bring up a huge question of privacy, and what people you haven't approved can or can't see on your profile. I think I've gotten my profile on a tight enough lockdown that nothing aside from my name, gender, school, and location are visible to non-friend humans, although I've yet to test this out. However, there's also the numerous problems with non-humans and how much information they can see of your profile. A bot flipping through profiles and farming information would probably be no more effective than a human doing the same thing, so the major information loss occurs when Facebook wants to make a little money.

Perhaps this is an overly-paranoid statement, but I've come to believe that at this point, Facebook now exists first with the intention of making a buck, and providing a platform for social networking second. Part of this sneaking suspicion(!) comes from the ever-changing privacy statements, which seem to grow in length and become more vague and legalese at time goes on, despite Facebook's best efforts to "keep the peoples' best interest in mind." Part of this suspicion comes from how Facebook seems to want to barge into other aspects of my life, and Facebook seems to be willing to shell out my personal information to do so.

Part of this suspicion comes from an instance I had a couple weeks ago, when I checked my actual profile page for the first time in a few days. I was greeted with a Facebookian dialogue box asking me to link my interests to their respective "pages". "Hm, what," I asked. Apparently, the "interests" I put in my profile page are no longer to be read as a normal paragraph explaining my interests, favorite books, TV shows, etc., but are now to be attached directly to the pages they correspond to. As I mentioned before, I use Facebook strictly as a utility, so I have avoided joining any fan pages up until now. Thus, I declined joining any of the fan pages. Little did I know that this would actually delete all of my interests from my profile, leaving me with absolutely no personal information about myself other than my gender and school. Clearly, the Facebook I once knew for sharing information with my friends instead of the whole world is gone. This, among many other reasons which I have mentioned above and will continue to mention below, are catalysts for me to leave Facebook. I'd rather people not look me up by what I enjoy, but rather, who I am.

Thus, in the last couple of weeks, Facebook and I have been on slightly uneasy terms. Apparently, I've not been alone in this. I started seeing news stories popping up on how Facebook might be violating its own privacy policy by selling information to advertisers. Facebook's privacy policy is apparently now longer than the US Constitution (which, frankly, isn't terribly long, but it says something when you have to deal with more legalese to be a member of a website than to run an entire country). A friend of mine has actually decided to leave Facebook entirely, citing a number of links showing how corrupt Facebook really is. I'm very much not alone in thinking Facebook's no longer a good site. (link, link, link, although I might argue with some of the points in the last one.)

Despite its corruption, I still plan to keep using my Facebook account, for the time being at least, because it's still a decent tool for contacting friends. Aside from photos (from which it'd be hard for advertisers to get any personal information about me), my profile is nearly bare, save for a few essential bits of information.

This really is a shame, because I have seen the potential benefits of Web 2.0 sites such as Twitter and YouTube, but Facebook really seems to have gone down a dark path. Do I still think there's hope for the expansion of practical applications of Web 2.0? Possibly, but the faults that Facebook has committed really makes one lose confidence in the system. When you're invited in as a human but treated as a piece of meat, it's hard to enjoy a decent burger later.