Or outrage, or scorn. Video games are just one pushcart in the vast marketplace of ideas, where everyone shouts down the quality of the goods. Then again, sometimes the merchants deserve the berating. So let's recap the week's most noteworthy reactionary topics, scoring them for the outrage they summon and the skepticism they invite. Or otherwise.
Skinny: EA Sports mailed it in with FIFA 13 on the Wii, scheduled for execution. FIFA 12 and FIFA 13 on the Wii are virtually indistinct except for the new rosters and uniforms.
No Shit? Score: 10/10. EA Sports and every sports publisher has been mailing it in on the Wii since the console was released. Plus, OMFG, this is a sports game, they're all roster updates amirite. Why don't they just publish the game every three years and release the rosters as DLC. Oh, because Wii.
Outrage-o-Meter: 6/10. Even though any sports gamer with half a brain would stay the hell away from any game published on the Wii, much less this late in the console's lifespan, there's still the cynicism of selling this at full price, which is just inexcusable bullshit.
Skinny: University researchers hook some undergrads up to Call of Duty and measure brainwaves. Result: They're not just feeling less compassion for their fellow man, they feel less pain for themelves.
No Shit? Score: 5/10. Most any scientific research into video games is going to prove something we already knew. It stands to reason that someone desensitized to the suffering he inflicts on virtual opponents would not recognize it when it is inflicted on himself.
Outrage-o-Meter: 4/10. Reads well with mainstream media heavily conditioned to blaming everything on video games but, in the final analysis, doesn't scold as much as it explains why we're able to sit in one place until our asses grow numb—and then pee into a sink or a Mountain Dew bottle.
Skinny: EA Sports did a great job of talking up its multilingual voice-command support within Kinect for FIFA 13. Then the game released. In North America, you can only speak to the game in two languages: English and French. Because, what, only white people care about soccer?
No Shit? Score: 1/10. Everything leading up to this game's release suggested multilingual Kinect support, in languages not tied to the region in which the game was purchased. This is kind of a blindside. Even if it had to publish with limited language libraries, the idea that EA Sports would release voice support for this game in North America and not include the language of the most vocal supporters of futbol on the continent is kind of shocking.
Outrage-o-Meter: 8/10. In addition to the fact that Spanish speakers in North America outumber French speakers by about a zillion to one, this is a game that has "Better with Kinect" stripped across its front, in two languages. One of them is not understood by the game. That's just silly.
Skinny: Some guy quit Electronic Arts and got a nastygram from the company's legal division. He published it via Twitter.
No Shit? Score: 8/10. This is one of the largest publishers in the world and it has lawyer-mans up the ding-dong. The guy left the equivalent of the video game mafia and got a stern warning that it still expected omerta.
Outrage-o-Meter: 2/10. Who gives a fuck. This guy now works for ngmoco, a mobile games company. It's not like he has the secret that will free us from the tyranny of the Madden exclusive license.
Skinny: Now that Bayonetta 2 has been announced as a Wii U exclusive, everyone starts giving a shit.
No Shit? Score: 4/10. Bayonetta was actually well regarded by critics. But its technical failures on the PS3 were universally cited, and the biggest reason this game did not clock a 90 Metacritic overall. Platinum Games, the creator, issued an apology for that this week.
Outrage-o-Meter:: 2/10. Oh, now you cop to it.

Skinny: 3D Realms is back and looking to develop a game sometime in the next 24 years, putting a project on a crowd funding site (not Kickstarter, unusually) for something called Earth No More.
No Shit? Score: 10/10. Crowdfunding sites were made for this kind of no-account name-dropping bullshit. "Remember us? The guys who burned through zillions of our own money not making the most popular game in the world? Yeah, give us some dough to do that for something no one has ever heard of."
Outrage-o-Meter: 6/10. Shut the fuck up. I want to open a Kickstarter to create a Kickstarter site that crowdfunds parodies of fan-created Kickstarter games.

Why is the PlayStation Vita floundering? One reason is that people just weren't interested in developing games for it. At least that's what Sony boss Shuhei Yoshida believes.
"One thing that was surprising and disappointing to us was the [lower] number of third parties to come out [in support] after launch," Yoshida told Gamasutra in an interview published today. "...In retrospect, there are so many options for publishers now that we cannot take it for granted that our new platform would be supported by third parties, like [it would've been] many years ago."
Also surprising and disappointing for Sony must be the fact that Nintendo snagged Monster Hunter 4 as a 3DS-exclusive. Monster Hunter was a monumental success on PSP, which is one of the reasons Sony's last handheld is still enjoying healthy sales in Japan.
Yoshida's goal: get more games!
"We've been working harder with our third party relations department to secure more content for PS Vita," he told Gamasutra. "...We are confident that we have the right hardware platform that we have with PS Vita."
PlayStation Vita's biggest challenge: Convincing developers [Gamasutra]
Treyarch has made cool-looking stuff in the Call of Duty video games, including the introduction of the series' fan-favorite Zombie modes. You wouldn't know it, though, for how boring their offices looked. But, thanks to art collective IAm8Bit, visitors can now tell that these folks really know the undead.
The video above gives a look at how one hallway in Treyarch's Santa Monica offices got turned into a zombie attack zone. The game developers funneled their ideas of what the finished space would look like and IAm8Bit provided the elbow grease—and fake blood—to make the transformation happen. All it needs now are guns.
Son, there is a Lamborghini in this game. That's right, the Italian maker of luxury automobiles began life as a manufacturer of tractors, and you may drive the latest model in Farming Simulator 2013, along with this fleet of vehicles that John Mellencamp's friend can't wait to auction off with the land.
Earlier today we were tipped to a rumor that Farming Simulator 2013 had an underground racing mode, which a spokesman for the game quickly denied. However, he noted that Farming Simulator 2013 "does allow modding so all hope is not lost."
[Editor's Note: What follows is a story about someone who took drugs and writes honestly about her experience. We do not endorse the use of drugs and warn you to be mindful of the risks of any substance that's subject to abuse. We accept the reality that many who play games use drugs or have tried them. We wanted to bring you a story about it.]
"How many of these am I supposed to take again?"
I held a piece of foil dotted with a dozen candy-colored pills. They were meant to treat common maladies, but that's not what we intended them for. The idea was that we'd use them as a complement to the newly released Dyad, the trippy-looking tunnel shooter.
"All of them. Wait, no, this is your first time. Eight?"
"That's, uh...a lot of pills."
"Don't worry about it—I've done it before, this is safe. I'll be like your spirit guide."
But this inexperienced dork didn't take the word of a drug veteran. No, I took it to the Internet—my safe realm of comfort. Wikipedia. Urban Dictionary too, because that seemed like a good place to read about illicit drug usage. Ah, the wonders of the Internet: a place where I can read up on how to best make stupid decisions.
If taken in enough quantity, the pills acted as a dissociative capable of producing closed-eye hallucinations which were sensitive to music. Perfect for a psychadellic game with a good electronic soundtrack, right?
As far as drugs go, this is largely considered as ‘kiddie' as it can get. It was the sort of thing my friends would mess around with in high school, often meant as a switch from the tried-and-true teenage favorite, weed. I wasn't one of those kids. While my friends were busy experimenting with their sexuality or downing a bunch of substances they shouldn't have, I was hitting the books. My objective: earn scholarship totaling as close to $280,000 as possible to be able to afford fancy private college.
College was my way of partially distancing myself from protective, strict parents that would get upset if I so much as came home late after school. It was also almost this holy ground in my head, where I'd be able to get away from the poverty I grew up in. Where I grew up, girls were likely to get pregnant before hitting 18. Boys got lost in the gang scene and tended to end up jailed or dead. It's not like I wasn't offered drugs and alcohol or around them while I was growing up, but the possibility that they might act like a road to ruin—that they might keep me stuck with everyone else without a future if I wasn't careful—seemed too risky.
That didn't change in college, even though I had ample opportunity. Bored rich kids going to school in the middle of the woods? The likelihood of that environment not becoming overrun by drugs and alcohol is laughable. But by that point, the scene was too alien to me, and kids who saw Andrew W.K. as a hero seemed too adamant about excess and overindulgence, which made me uncomfortable. We're all a little lost in our early twenties, but some of us more than others.
Writing about it now seems almost silly, childish—this was my first time getting high? On THAT? Not acid, not even something exciting like ecstasy or something dangerous like heroin? Really?
I guess. Here's the thing about my college experience: it turned out to be so taxing on my personal health, that I ended up graduating with a feeling that I threw my life away for something that wasn't worth it. At least, I don't think putting so much effort into going to a nice school was worth getting there and having a bevy of professors who refused to read my work or would tell me I didn't have a future.
That wasn't what I fantasized about. I didn't imagine college would ‘save me' by making me a depressive wreck who couldn't sleep, who developed trouble being in a room with more than a couple of people—if I could even work up the energy to leave my bed—and who would cry at the smallest thing.
I started to think about all the things I hadn't done yet, that most people had—in their teens no less. I felt less worldly, felt like I was missing out on something. And if I didn't find the answer in academia or in pixellated worlds, maybe it was out there somewhere on the street, in a bottle, in a group of people. Somewhere I hadn't been yet.
I started drinking, noting that it felt like a weight was lifted off me when I was inebriated. I think I felt happy, and that wasn't something that someone with dysthymia like me experienced often. Even the smallest, stupidest thing became hilarious and exciting. More than that, I could talk to people in a way I couldn't before. It felt like a revelation. But then there were a series of events that set off an avalanche.
I'm no stranger to having love cloud my judgment and cause me to make stupid decisions, though I'd like to think I've grown up a little in this department. I'm the girl who traveled via Greyhound for two weeks to meet someone off the Internet who I was enamored with. I've dropped everything around me and left the country with barely any money, planning to camp outside the city of someone whose love I wanted to win back. I'd left school without permission mid-semester to go visit a significant other for a month. More than once, I almost dropped out to go live with a love interest. Heck, as a teenager, I almost went to school in Canada just to be near my then-boyfriend.
This was a little different.
"I don't think I can be happy, I don't think I'm meant to be happy," someone I loved said to me.
"What? No, you can't believe that, what are you talking about? Of course you can be happy. We've all got to believe that, else what is the point?"
"No, really. Look at all the endless clusterfuck that follows me no matter where I go."
"Yeah, but..."
"No, listen, it's okay. I don't think I can be happy, but I can make games for people like me, people who need certain places to exist that don't. I can make the world I want to live in."
A couple of weeks later, that person boarded a plane to go across the country along with a good friend. Feeling alone was predictable, I expected that. What I didn't expect was to feel haunted by the idea that someone I loved didn't think they could be happy. It upset me. It made me feel powerless—not just in my ability to help them, but in thinking about my own happiness.
When you're a teenager, it's likely you'll wallow in how terrible the world actually is. For me, it almost seems like the realization was deferred. I took my circumstances and my mental health as temporary conditions, and hoped that there was something better waiting for me.
I noticed something curious in my field. All these brilliant, brilliant colleagues and developers are terribly sad. And I couldn't even really talk to anyone about it, because that's just how it is. Don't you know, Patricia? Creative fields and depression practically go hand in hand. Plus, the smarter you are, the more capable you are of knowing how much the world sucks. Duh.
Like I'm just supposed to accept this, resign to it, swallow it. I couldn't. You know what I could swallow that made things easier to handle? Booze. How do you just plain accept that the people you love have something wrong with them that you don't think they deserve? Worse: does this mean I won't ever be happy, either?
There was a period not too long ago where you'd be hard-pressed to find a day I wasn't getting drunk, absurdly drunk. Large bottles disappearing in a day drunk. You'd think it was more alcohol than I needed, but no, it was just enough: I was trying to externalize what I was feeling, exorcize it from me. Like I could just throw up all this stuff I couldn't come to terms with. Out, out.
So when someone offered me the opportunity to feel something else—while playing video games no less, I jumped at it. Escapism squared. It was me changing things up, doing with a drug what I normally would have done with alcohol.
I took more pills than I was supposed to—YOLO, fuck it, who cares? We crowded around the television and booted up Dyad. Mostly, I zoned out to it—there's a certain calm in letting your mind go blank while you stare at pretty pictures. Well, not completely. I kept wondering when the drugs would kick in, especially given that earlier dabbles with weed seemed to produce no effect regardless of how much I took or what quality it was.
And then, finally, when it was my turn at the controller, things started feeling way off. Like I had to put extra effort into moving my arms and legs, which didn't seem to belong to me any more. That's why it's called robotripping; the body feels detached. In the same way, as say, having your mouth go numb after the dentist can produce an obsessive fascination with otherwise normal sensations, I started flailing my limbs—bewildered at how different it felt.
I, uh, wasn't very good at Dyad in this state. And I was playing really low key stages, including one where it wasn't possible to die! But it didn't matter. Once I started hallucinating, it felt like my consciousness was melding with what was happening on the screen, like I just intrinsically understood what Dyad ‘was.'
And then Dyad started living in my head. I closed my eyes and dropped the controller, much to the chagrin of my friend. I slumped over on the side of the couch while they took over. I got off the couch and somehow ended up face-first on the floor.
I don't know what other people see while robotripping, but I saw endless patterns—like the kind you see on fancy carpets. Intricate, endless patterns that seemed to channel themselves into a tunnel, much like Dyad did—only more ornate. This fascinated me, because under normal circumstances, I can't really ‘visualize' things. When I read descriptions in a book, not much materializes in my head. Perhaps if you've read my writing closely enough, you'll notice I don't really describe how things look, either.
I was seeing all sorts of crazy things all jumbling into each other. For a moment I thought I understood where creativity came from, how artists saw the world. But any time the music from Dyad stopped, so did the images in my head. Or worse, if someone was losing, Dyad started playing horrible sounds that made me feel like the world was ending. So I lumbered over to my room, turned the lights off, put some music on, and collapsed onto my bed.
Thanks to my blanket, I think I know what Freud goes on about when he talks about how we all just want to return to our mother's womb. The funny thing about me in an altered state was that I couldn't actually escape my neuroticism. So I briefly went into a manic state where I started writing and editing pieces, and collaborated with some people on websites and other work.
Me: "Okay, now that we're done with all this, I can go back to passing out. Sorry, I'm really high right now."
Them: "What? Are you serious? We just did all that and you're high?"
Me: "Yes. Bye. I'm sorry."
Thank god that was a colleague who was a friend!
Then came that dry, cottonmouthy hangover—and the need to eat. So me and my roomate headed down to our local corner store, where we got nutritional things like popsicles and chips.
Me: "You know what's amazing? You know what's amazing?"
Roommate: "What's amazing?"
Me: "I don't care about anything at all right now. Not a thing. Everything seems so far away and disconnected from me. I don't even...oh my god," I say as I stop mid-street.
Roommate: "What! What! Why are we stopping?"
Me: "I don't even care about HER any more. I...I need to remember this feeling. I need to hold on to this."
The next day, I sobered up—and sure enough, any time I thought about this person, I remembered how detached I felt while high. Hypnosis? Who knows. But I think my opinion on what ‘real' love is has changed. I don't think the authenticity of the feeling is a useful concept anymore. You feel what you feel, and regardless of why you feel it or what changes that feeling, I don't think it's any less valid or ‘true.'
But beyond that? Honestly?
I'm not sure how to parse the excessive drinking, or my drug escapade with Dyad. I'm not sure where I'm at nor what to make of what's led me here. I know I liked some of what I experienced. I have a box of the pills at my desk that I look at sometimes, because I crave being able to see something when I close my eyes again. But I've spent the last two months largely sober, and I'm not pining after a particular person anymore. I'm trying to focus on myself and my work for now—feeling equally lost, but slightly freer than I did before.
Microsoft refuses to say how many people subscribe to Xbox Live Gold, and Sony still won't say how many people use PlayStation Plus—the premium PS3 service I've said is far and away better than Gold.
Jack Buser, senior director of PlayStation Digital Platforms, declined to give that number during a brief phone chat with me yesterday, but waved me off from thinking it's a sign that the rather excellent Plus isn't drawing paying $50-a-year users.
"We are extremely proud of the number," he said, before saying that, no, he wouldn't answer my question of whether the Plus subscriber count has seven figures or not. "We don't share that number."
So which numbers will Sony share?
The Instant Game Collection is no joke. It consists of games such as The Walking Dead Episodes 1 & 2, Infamous 2, LittleBigPlanet 2, Saints Row 2 and Sideway. In September, Sony added the original Borderlands to the line-up.
Some games cycle out each month and therefore become ineligible for new subscribers. On October 2, Borderlands will drop out of the IGC, so any Plus members who want it for free should grab it now. In its place, Sony is adding NFL Blitz, free for all Plus subscribers. Plus subscribers will also be able to pick up Alex Kidd in Miracle World for a dollar (usually goes for $5) and Spelunker HD for $5 (instead of 10$; DLC discounted to $1).
And what of Red Dead Redemption, which European Plus users got free access to recently? No news on that, Buser said. Still, the Instant Game Collection is pretty impressive. Lots of free games for a service of unknown popularity but of definite quality.
Plus is also coming to PlayStation Vitas later this year at no added cost.
Read my comparison of Xbox Live Gold and PlayStation Plus, comparing each offering, feature for feature.
This interactive gameplay video for XCOM: Enemy Unknown isn't quite a demo, and it's not quite a trailer. It's sort of like a choose your own adventure tutorial, letting you make simple decisions about squad management and tactics. And like a choose your own adventure book, if you flip through it afterward, you can see some choices that might have been.
It also teaches one very valuable, easy-to-forget lesson about XCOM: just don't take cover behind a burning car. That does not end well, because you will forget to move your guy when you know you're supposed to, and then the turn will end, and your guy will explode. And yes, I did learn that the hard way. Don't be like me.
XCOM: Enemy Unknown Interactive Gameplay Trailer [YouTube]
As Owen Good often reminds us, not every Gaming App of the Day is a good one. For every Bad Piggies, The Room or Bar Story 2 there are a dozen NFL Pro 2013s, and he seems to wind up playing them all.
Oftentimes we'll play gaming apps for our daily spotlight based on our own personal preferences. We'll see something that catches our eyes (like fishhooks) and we'll dive right in. Sometimes, however, we are assigned them, as I kind of did with Owen this week. I mean, he's our sports guy! It's a sports game!
I'm so sorry, Owen.
If it helps, there are at least three picks on this week's list that are spectacular! The Room is one of the best puzzle adventure games I've played in forever, Bad Piggies has those pigs in it, and Kirk's pick has anime people mixing drinks in a bar!
That's what you should do. Go to a bar. Bring your iPhone.
If you have a suggestion for an app for the iPhone, iPad, Android or Windows Phone 7 that you'd like to see highlighted, let us know.
Sometimes A Game About Opening Boxes Is More Fun Than A Game About Shooting, Driving or JumpingThere is a box, and you must open it. The iPad game The Room is as simple as that and is more fun than Christmas morning. More »
Lucky Battle is a Massively Multiplayer Online Fighting Game, Only Without the FightingTrue to its name, no fighting skill is required to rise through the ranks of Nine Waves' colorful anime fighter Lucky Battle - blind chance, diligent weapon upgrading and a bit of backstabbing are the keys to success here. More »
Is Bad Piggies The New Angry Birds? Watch Closely.Pigs might fly in the new game from the creators of Angry Birds. But only if you build them a helicopter, a plane or whatever you call a crate that's tied to a balloon and propelled by a house fan. More »
A Sexy, Soapy iPhone Game That Also Teaches You To Make DrinksBartenders get all the good stories. People often go to bars simply to talk-we need a drink sometimes, to get away from it all, and we hope to find a bartender who will listen long enough to let us get it off our chest. More »
Like the Saints' Bounty System, NFL Pro 2013 is Also a Pay-for-Performance ScandalUnfortunately, this is not one of those App of the Day writeups where the selection is meritorious and the title is an honor. I'm here to dispense consumer advice about NFL Pro 2013, which provides a lot of enticement given the fact it's free and it has NFL licensing. My advice is to walk around NFL Pro 2013 like it was a swamp. More »
Capcom is sponsoring an art installation in East London. That sounds innocuous, except that said art installation is at the Smithfield Meat Market, and is called "Wesker & Son Resident Evil Human Butchery."
Well, that's certainly one way to get attention for next week's release of Resident Evil 6.
The meat market is not, of course, selling actual human meat, but they are selling meat, mostly pork varieties, rather disturbingly shaped to resemble humans. Along with a variety of human ears, hands, feet, and heads, brave consumers can also purchase carefully recreated sausage fingers and, yes, phalluses.
Neatorama reports that proceeds from the sale of the creepy meat will go to the Limbless Association, a UK-based nonprofit that helps amputees and others who have lost a limb.
There are a few choice (and disturbing) images of the meat market at the bottom of this post, or hit up either of the links for more. I, meanwhile, stumbled across these images before lunch and am now debating whether or not I in fact ever need to eat again. Currently leaning toward "no."
Wesker & Son Resident Evil Human Butchery [Neatorama]
Human meat – Wesker and Son butchers at Smithfield Market [Picky Glutton via Grist — some images NSFW]
(Picky Glutton)
(Neatorama)
(Neatorama)
(Picky Glutton)
This past Monday I sat down with SteelSeries chief marketing officer Kim Rom at a local cafe to eat barbecue pork sandwiches and check out the company's new Freedom to Play line of mobile gaming products. As Rom explained the intricate details of the Free Mobile Wireless Controller I got further in Temple Run than I ever have before.
The relatively tiny (Length: 108mm, Width: 55mm, Thickness: 20mm) Bluetooth gaming controller ($79.99) coming soon from the company known for its PC and console accessories somehow fit comfortably in my oversized hands as I played. I half-listened to Rom as he explained that the pad is the end result of years of development, a project that nearly got scrapped several times in the process. He told me that they worked with Zeemote, the company that put out a one-handed controller for cell phone games back when all the games were Java and the smart phone wasn't very smart.
I was listening, but I was also struck by how easy it was to play Temple Run on the iPad without touching the screen. Instead of flick controls, I used the pad's stick to jump, duck and turn. Suddenly a game that had given me so much trouble in the past was ridiculously easy — the only time I died was when I came to a spot I didn't recognize and wasn't sure whether to duck or jump.
Touch screen controls work for many games: puzzlers, for certain; adventure games, hidden object titles. They work for Temple Run as well, but only to a point. It's as if a great deal of the game's challenge is buried in its control method. Take it away, and the challenge goes with it.
Rom walked me through the rest of the Freedom to play line as I started in on League of Evil 2, a platformer that requires some tricky jumping. It's the type of game I never played for long periods of time, mainly due to frustration over controls. They work, but not as good as I'd like them to.
Rom showed me the Flux ($99) headset as I played, the sexy pair of cans that I covered back when the Guild Wars 2 branded versions came out. He showed me the Flux In-Ear Pro headset ($129.99), a set of ear buds painstakingly engineered to fit like a hearing aid inside the ear. He said it was the best sounding headset the company made. I'm eager to find out if that's the case.
And I was still playing League of Evil. Those difficult jumps? Now I leaped from wall to wall effortlessly. Again it was almost too easy, but I was having too much of a good time to worry about it.
Last up were the Free Touchscreen Gaming Controls ($19.99), buttons and a control disk that attach to the screen of your mobile device. You cover on-screen buttons with these and suddenly you've got real buttons. Sadly he'd lost the d-pad, but the buttons were nice enough.
Not as nice as the Free Wireless Mobile Controller, however. That tiny beast not only changed the way I played, it changed how much I enjoyed playing a pair of games I had only briefly dallied with before. They're easier, certainly, but I'll take easy comfort and precision over frustrating finger sliding any day.
The entire Freedom to Play line should be available for sale by the end of the year.