I can pinpoint the exact line that finally broke me.
Despite being an ardent fan of many books and games that use high fantasy settings, I've never had very much patience for some of their tropes. And last night, one ridiculous line in a thoroughly ridiculous, but mostly enjoyable, game finally pushed me over the edge.
"I know this [gun]," my player character intoned weightily. "How came it here?"
How came it here. Really? What a terrible way to ask that question. Now I don't even care how the gun got here. I care about how our language got here.
English is a fluid, fantastic, almost infinitely flexible language. It's certainly had its awkward eras, growing up as it has under the influence of so many cultures. The rules are a bit wobbly and seemingly glued together from whatever grammar was left lying around unguarded at the end of any given century. And yet the result, after several hundred years, is a language that can be as sharp and cutting as Mamet or as fluid and smooth as Fitzgerald.
So given the sheer diversity and malleability of the language, why are we so damn stuck on imitating Tolkien, and badly at that?
The Lord of the Rings was an absolutely formative text that contributed enormously to the genre of western high fantasy as we know it today. But the concepts of dwarves and elves and orcs and halflings, as inspired by older mythologies and re-imagined, aren't the only seemingly immutable ideas to have been borrowed wholesale. We're also stuck with the language. And while the construction and purpose of language was Tolkien specialty—it shows, looking at Quenya and Sindarin—narrative fiction was not.
The Lord of the Rings is an epic, deliberately written to showcase the history, culture, and language of its fictitious peoples. Its characters rarely just talk; they proclaim. They are written—by an English man who was born in the 19th century—as characters to be told and retold in an echo of the oral tradition. The tale employs deliberately archaic language, in order to set it apart.
The impulse to set a created world apart from the real one is wise. But to do so by aping language without thinking about its point and purpose leads to mockable drivel. No matter what genre a work is in, if it recycles words, idioms, and tones without thinking deeply about the purpose behind them then it will find itself sounding stilted and stupid. The difference between someone who truly understands a page of Hamlet performing it and someone who merely knows the sounds reciting it is stark. So, too, is the sound of someone creating a neo-noir without understanding just what it was that really made a Raymond Chandler novel (or film adaptation) work.
While it makes sense to avoid certain modern terms and phrasings in a game set in the "long time ago," the fact of the matter is that most games are instead set in a "never was," and can take some liberties with their speech. Perhaps, in a fantasy world, "okay bro, cool," is not going to fly as an affirmative response. It would be jarring. But that doesn't mean that, "I shall endeavor to make it so at thy command" is any more useful, either. In either case, sometimes a simple, "yes," or "I will" is best.
Using a hundred lengthy words in the place of five simple ones doesn't make a speaker sound smarter. And using badly mangled vaguely medievalesque language doesn't make a game sound smarter. There is an art to dialogue, in any kind of game but especially in an RPG. There are ways to deal with messy concepts like magic and the complete upheaval of reality that still allow two people talking to each other to, well, talk. And the more your characters sound like people (even if they're some kind of enormous squid monster or something), the more players will be able to care about their fates.
Not every hapless hero, farm boy, knight, warrior, or even mage needs to declaim every portentous word from on high. It's all right to stay simple. English is a fantastic language; I wish more characters in the games I play would learn simply to speak it, rather than to orate in it.
This is your first look at multiplayer in this November's presumed mega-hit, Call of Duty: Black Ops II. Call of Duty fans, this is why you play, no?
The battles appear to be taking place in the game's near-future of 2025.
We've got some most unusual knife and tomahawk kills.
Some sort of microwave transmitter screwing with the enemy. (Or maybe it's DARPA's Pain Ray?)
Remote-controlled drones. Lots of them.
... And after the title screen at the end, it sure sounds like this match is being shoutcasted.
As mentioned this morning, Amazon.com is in the game development business. The first Facebook title from the newly-revealed Amazon Game Studios is a fresh take on the hidden object genre that'll have you seeing things.
WithinLiving Classics's colorful storybook exterior lies a twisted take on the hidden object puzzle games that are so prolific on Facebook and smart phones these days.
There are objects in the game's worlds, based on classic tales like Alice in Wonderland, The Wizard of Oz and the tales of King Arthur. Each page in every picture book level is littered with objects that, instead of being hidden, are as plain as the eye can see.
Your task is to spot these non-hidden objects, but only when they move. Sometimes an entire character shifts its position. Other times a tiny piece of background imagery slowly crawls up the side of the page. Spot all 18 moving pictures and you're awarded experience points and coins, the latter useful for unlocking subsequent puzzle pages.
It's pretty simple, until your eyes betray you. By my third attempt at any given puzzle my eyes were filling in animation where there was none, lowering my accuracy, killing my combo, and lowering my overall score. Thankfully the game gives you a slowly-replenishing energy meter to keep you from playing over and over again until you stab yourself in the eyes with sharp pointy things to make the visions stop.
Amazon Game Studios is calling Living Classics an entirely new type of game, and I might accept that. It could be true, or it might just be my eyes playing tricks on me.
Living Classics [Facebook]
Though there's a smorgasbord of audio pulsing through it, Sound Shapes won't make a musician out of you. What it does is more esoteric and impressive than that. This new PlayStation Vita game lets you feel what it's like to live inside a song.
At its most basic, Sound Shapes has you playing your way through platformer architecture that throbs with the sounds of music. Almost everything you can interact with harbors a unique sound and those tones sync up with the grooves and beats of the level. Each set of levels is presented as an album and they're all open at the start so you can play whichever you want to first.
Developer: Queasy Games
Platforms: PS3 and PlayStation Vita (version played)
Released: August 7th
Type of game: Rhythm platformer.
What I played: Finished the game's five sets of levels in about six hours. Played through a handful of user-generated content and dabbled in the level editor
Two Things I Loved
Two Things I Hated
Made-to-Order Back-of-Box Quotes
All you need to do in Sound Shapes is roll the little globular avatar from the turntable at the beginning of a level to the one at the end, jumping over gaps and hazards along the way. You can stick to and climb certain surfaces in the game or press a face or bumper button to speed along more quickly. Anything red in the game can kill you. Once in a while, traversal gets switched up radically like when you're gliding through a thick suspension of stars or floating skyward via a swath of bubbles.
Abstraction rules the day in this tightly-crafted little game, just as it did in Mak's 2007 PS3/PSP release Everyday Shooter. In the last game that came from Mak's Queasy Games studio, players shot their way through trippy landscapes learning how various elements in each level interacted with each other. The focus on music is stronger than in Shooter—where the levels played out for the length of a song—but there's less aggression.
While Sound Shapes allows for tactile play with music, it also layers specific rules on top of that play. The beat is your master and you need to adhere to rhythm's rules if you want to make it to the end of each level. Along the way you'll encounter chanting clouds, vocalizations you can zoom across and tiny spaceships that flirt with deadly red geometry. There's also antigravity bubble streams, angry 8-bit sprites and dreamy icescapes. Sound Shapes abounds with little touches that make the whole game exponentially more charming.
A tickle of discovery gets interwined into the classically structured platformer mechanics. I chuckled every time I got introduced to the different elements in a set of levels, even if I'd met their look-different, play-the-same cousins minutes earlier. Hey, you can ride those happy-faced projectiles. Oh, the elevator music fades in and out when the doors open the Superbrothers/Jim Guthrie levels. Those burpy-frog-looking things I can bounce off of make funny noises and get me over barriers, too. It all feels charmingly holistic, with the net effect of tweaking your perceptions ever so slightly. You begin to rely on your ears—and not just your eyes—to tell you the right moment to jump between a crossfire of laser beams.
All that psychedelia is even prettier for how it highlights the intricate structures holding the experience together. Sound Shapes never evokes the response of "I'm wigging out and this makes no sense." Rather, it's "I'm wigging out because this makes so much sense."
The game's synaesthetic mechanics don't stop it from being a good platformer, though. Each album is peppered with leaps that seem impossible to make and moments that push you to the brink of giving up. The DeadMau5 themed levels in particular are aggravating twitchfests where reflexes will win the day. But even those sections delighted me with the way I could happen upon weird little homages to old-school gaming while trying to stay on beat and survive.
The biggest downside to Sound Shapes is how short its campaign mode is. Including the short tutorial, you get five albums, each with three to five levels each. However, there's already dozens of user-generated levels for players to bounce through on day one of Sound Shapes' life. And crafting your own tracks in the level editor—where you can use the enemies and elements you unlock in the campaign mode—is invitingly easy. When you make a level in Sound Shapes, you're also making music. Like LittleBigPlanet or Trials Evolution, Sound Shapes is the kind of game that's going to need a passionate community to help it expand in new and weird ways. Thankfully, the base experience is one that's worth getting passionate about.
When I'm listening to music, I'm a shameless gesticulator. Maybe it's pent-up desire to be a musician clashing against the laziness that stops me from learning any technique. Maybe it's the fact that I missed out on my paternal grandfather's dancing genes that my brother and sister got. Whatever the reason, I've always done this. And, yeah, I get a few worried looks from strangers when I let myself get carried away in public.
Thank goodness for Sound Shapes, then, which lets me turn the physical joy I get from music into something grander than just disturbing looking gestures. Motions that would turn into taps, strums or drum fills in another life get turned into rolling, jumping or steering actions in Jonathan Mak's innovative new platformer. Sound Shapes feels like MTV must have in the early days of music video: a program of bizarre visualizations tethered to music you heard every day. You get a unique sort of interactive listening in Sound Shapes, one that highlights how a good game can cross-pollinate your senses to make you feel alive in a different way. It's that electric sensation—fleeting yet lasting at the same time—that makes Sound Shapes worth your time.
Over the weekend, the PC rerelease of Final Fantasy VII accidentally went live. People who bought the game found themselves unable to actually play it.
To apologize for the mistake, Square Enix has told Kotaku that the company will offer refunds and free copies of the game to anyone who bought it early. Here's the statement they sent over:
This weekend, our teams were testing the product website for the upcoming relaunch of Final Fantasy VII on PC. While the website was being tested in its live state, a small number of people were able to purchase a pre-release build of the game. For those customers, Square Enix will be offering full refunds for the purchases and for their inconvenience, a free version of the classic Final Fantasy VII on PC when it is launched.
We want to thank our community for their continued support and excitement regarding the upcoming rerelease of Final Fantasy VII. We will have more information to share about the launch of this anticipated title shortly.
When it launched over the weekend, the upcoming rerelease was selling for $12.
I'm pretty sure the strategy here is to jump. Many, many times over.
It wasn't looking good. My erstwhile online opponent was sinking balls left and right. A red. A yellow. Some other color. After a seemingly endless run of the table he finally missed his mark, giving me the opening I needed. I lined up the green ball with the side pocket, pulled back my cue, and sunk it more tragically than the Titanic.
Did I mention I'd never played snooker before in my life?
Up until I played Namco Bandai's Pro Pool Online 3 for Windows Phone 7 the sum total of my snooker knowledge came from watching episodes of British sketch comedy That Mitchell and Webb Look, which only featured the actual game for seconds at a time. Most of the more popular pool video games I've played have included snooker as an option, but I prefer playing billiard games in which having two balls of the same color on the table at a time means something has gone terribly wrong.
It was Pro Pool Online 3's accessibility that had me try the variant for the first time. Well, that and an achievement that required I complete a single round of each game type — 8-ball, 9-ball and snooker.
My hideous performance is not at all indicative of the game's ease of use. Colored arrows emanate from the balls as you line up your shot with your fingertips. A fine-tuning bar allows for pinpoint precision. Add a little English if you feel like getting fancy, pull back the cue and release. There's even an indicator in ordered variants that tells you what sort of ball you should be shooting at, something I didn't realize until it was too late.
The online portion of Pro Pool Online 3 is quite lovely, allowing players to play against each other for in-game currency used to unlock additional table surfaces, cues and venues. It takes a little bit of time for players to start populating the game lobbies, but I had no trouble finding an opponent willing to further punish my horrible win-loss ratio.
Like many newer Live-enabled Windows Phone 7 games, Pool Pro Online 3 isn't new to the smart phone gaming scene, having been released on Android last year and iOS so long ago that it doesn't even seem to be on there anymore. You can even try it for free on the PC, should you so desire.
But hey, it's new to us, and an entertaining way to add valuable I-Play-Games-A-Lot points to that score dealio.
Pro Pool Online 3 - $2.99 [Windows Phone 7]
Wait, external hard drive? Yes, external hard drive.
Etsy hardware creator 8BitMemory has a bunch of cartridges reworked into external hard drives, this is just the prettiest. It's also the most elusive, because it doesn't seem to be available in the the store anymore.
You can, however, enjoy an NES controller USB hub, or maybe a Teenage Mutant Ninja Turtles 1TB hard drive. There are a ton of other classic game options, as well, and most can be made to order and suit your storage needs from 500GB to 1TB.
8bitmemory [Etsy via The Save Room Mini Bar]
Wait, external hard drive? Yes, external hard drive.
Etsy hardware creator 8BitMemory has a bunch of cartridges reworked into external hard drives, this is just the prettiest. It's also the most elusive, because it doesn't seem to be available in the the store anymore.
You can, however, enjoy an NES controller USB hub, or maybe a Teenage Mutant Ninja Turtles 1TB hard drive. There are a ton of other classic game options, as well, and most can be made to order and suit your storage needs from 500GB to 1TB.
8bitmemory [Etsy via The Save Room Mini Bar]
Kotaku friend and Rock Paper Shotgun co-czar Jim Rossignol is moonlighting as a video game developer at a studio called Big Robot. Occasionally he updates us about the progress of his team's PC/Mac/Linux game, Sir, You Are Being Hunted. Happily, this is never awkward, because our friend's procedurally-generated open-world game continues to look fantastic.
Sir, your trailer is excellent.
Sir, You Are Being Hunted - Alpha Teaser [YouTube]