Whether it's the news, television or the movies, Arabs have become synonymously linked with the word "terrorist." And thanks to video games, we've become the target—literally.
Both my job and my personal experience give me a unique perspective on the situation. I was born and raised in Detroit, Michigan and moved to the Beirut, Lebanon about 8 years ago. I've been playing games for as long as I can remember and competing in tournaments for the last 3-4 years. Now I work for the leading gaming community in the Middle East, At7addak.com.
The thing is, we're not alone as targets: the Russians, Chinese, Vietnamese and Germans all join us, but Arabs have been in the limelight for the last few years.
In the limelight, but not as the heroes. We've all played as the U.S or any other paramilitary force and seen a game's story try to humanize these characters with catchy nicknames or background histories. Think Ghost or Soap from Modern Warfare 2. This where the differences begin to take place. Americans will relate to the hero defending his country from the terrorists threatening your freedom. As an Arab, you're "relating" to the guy who is going to destroy your city....and that's all.
Let me describe a typical scene. Suddenly, an emotionally-detached bearded A.I armed with an AK-47, raggedy clothes and bare feet comes running out of nowhere and stands mindlessly still in the middle of the courtyard, shooting and yelling in "Arabic." In most modern games like Call of Duty or Battlefield, the Arabic is actually Arabic. On the other hand, some games don't even try. Check out the this image from Splinter Cell: Conviction.
The street sign on the right is actually written in proper Arabic. The sign on the left, however, is just a bunch of squiggly lines. I can't understand why only one sign got the proper treatment.
Other games use proper Arabic but space each letter apart like a separate word. Call of Duty correctly uses Arabic in the game's audio but somehow messes up the written text. Arabic is read from right to left and almost all of the letters connect. For some odd reason, Infinity Ward decided to arrange the letters from left to right which I'm assuming caused the letters to space out.
Developers just don't seem to go that extra mile for the enemy like they will for the heroes or even the guns in their games. Sure, details like getting the Arabic language right might only actually benefit Arab players. Maybe that's why it's not a priority.
We're never actually properly introduced to the enemy, and so his appearance and overall character portray the stereotypical substitutes. Like in Medal of Honor: Warfighter. The brown and dusty gown, dark skin, thick beard, AK-47 and bare feet all come into play.
Obviously, this isn't really the case. We've got our stoners, jocks, rockers, preppies—just like anywhere else. But we don't get to see anything but the stereotypes, and perhaps it has to do with the conflict in the Middle East.
Even so, I notice small things. It's not uncommon to see the A.I. in shooters do stupid things like stand in the middle of the fight, fire blindly, refuse to run away from grenades, and not take cover just long enough for the player to deliver justice in the form of a lead bullet—like in the video to the left. It's strange for me to watch something like this. Granted, crappy AI in first person shooters isn't anything new. But when we're talking about terrorists that somehow run the world's most dangerous organization who seem oblivious to modern combat strategies, it's a littler harder to swallow.
And of course, we never ever hear about an Arab's story in these games, nor their families or background. If we did, that would actually humanize them—and that probably wouldn't be as fun. The less you can relate to guy at the other end of your rifle, the easier it is to shoot his head clean off.
These dissimilarities—including the poor Arabic I mentioned earlier—add to the disconnect between me and my digital counterpart. And they reinforce stereotypes about Arabs.
How does that personally make me feel? Indifferent, which is unsettling. If I were to theorize, all the negative portrayals in media have just numbed me out. The fact that I've grown so accustomed to the typical stereotypes like the beard and brown gown (whether it's a movie, book, TV show or video game) worries me.
I've got friends who voice their concern, and refuse to play certain titles like Medal of Honor: Warfighter and Call of Duty because of the stereotypes. I think they feel like we have little or no control of how we are perceived in the real world, that it's out of our hands. Think about it, though: In fictional worlds in video games, somebody scripts these stereotypes and xenophobic for the pure sake of entertainment. I think that makes it even worse.
Take Medal of Honor: Warfighter for example: a game whose slogan is "We hunt terror." The game was actually sold in the Middle East—stacked front and center at retailers on release date. It sold well, even. My guess is that most people have grown numb to the negative portrayals too, or they just don't care. Despite the controversy, military shooters are always resting on top of the charts in the Middle East.
Normally, some games get banned and don't make it across the pond. In Dubai for example, the censorship bureau plays every game before it hits the store and decides whether or not it can be sold. They tend to ban games that deal with controversial religious issues, excessive sexually explicit scenes to name a few—especially in games like, say, Saints Row The Third. It was probably the big purple dildo.
Despite the efforts, these banned games still make it to the grey market, where release dates are broken and you don't have to wait as long for your favorite titles—including banned ones. Gamers know exactly where to find banned games, though a downside of the grey market is that pre-order bonus content and DLC's are tough to come by.
It's not all bad. In the past year we've seen some big steps forward in localization. For the first time we saw titles dubbed fully in Arabic, like Need For Speed: Most Wanted and Epic Mickey 2. Although I personally still chose to play to play them in English, the mere fact that I can switch it back to Arabic is more than enough. Xbox Live has now officially recognized a few of the countries in the Middle East. Hideo Kojima has visited Dubai and Ubisoft now has an Abu Dhabi branch. It's progress. All I can hope for is a future with games that shine us in a better light.
I don't expect our portrayals in certain games to get better anytime soon though. As long as it's happening in the real world, Arabs can expect similar treatment in shooters. There is always a target, I guess it's just our turn now.
Hussein is 22 years old. He was born in Detroit, Michigan and he lives in Beirut, Lebanon. He is currently the eSports & Community Director at At7addak.com.
We all get a little bit nostalgic from time to time. Childhood was so much fun; we could watch cartoons, eat candy all the time, and let our imaginations run wild. Doesn't adulthood suck?
Well... then again, adulthood has some stuff going for it too. We get to go to R-rated movies, and drink alcohol, and have sex. And we're taller, too.
Hmm, maybe childhood and adulthood should duke it out, fighting-game style. And what do you know, the folks at College Humor have imagined that very scenario.
The results are pretty funny:
Watching this video by ReiKo, you have to wonder if the people who made Halo 4 intended for players to be able to pull off some of the insane trick-jumps that they do. The spacing is just right, the trajectories lead perfectly from point to point… maybe they planned it this way?
Hard to say. But that doesn't make this video any less fun or well-put-together.
(Via Joystiq)
After the first Valentine's Day event in ChefVille, we learned that both Colby and Rock have feelings for Madeline, but who will she choose as her Valentine? We'll help both of these men woo their lovely lass via individual sets of quests, starting with Rock and his "Outback Lovin" event. This event comes with new Ribbons to earn via the limited edition Outback Stove.
Burnin' Love
• Place and Complete the Outback Stove
• Click on the Country Love Pendant
• Have 7 Country Love Pendants
The Outback Stove is placed via this quest window and unwrapped using three energy. You'll need to collect six Fiery Flint, four Campfire Kindling, and four Billycans to complete this appliance, with the Fiery Flint being earned by sending out individual requests to your neighbors. The other items are earned by posting general news items to your wall.
As for the Country Love Pendant, this is the form of "Ribbon" in this limited edition event, so you can just click on the symbol in the top left corner of the screen to complete this second task. Once you complete the Outback Stove, you can start cooking dishes like Sausage Sizzles with Onions, Tomatoes and Beef, or Sausage Rolls with Flour, Onions and Beef. There's a new ingredient in this feature, Beet, which is earned by placing and building Beet Crates. Still, only one of the four dishes in the Basic area of the Outback Stove requires these Beets, so you should be able to earn at least seven Country Love Pendants relatively easily. You'll receive two Beef, one Unsalted Butter, and 10 XP for completing this quest.
Group Date
• Have 15 Country Love Pendants
• Serve 1 Sausage Roll
• Give Chef's Service 5 Times
Again, the Sausage Rolls are cooked using four Beef, one Flour, and one Onion. It takes six hours to prepare. You'll earn one more Beef, one Beef Broth, and 10 XP for completing this quest.
Hearts Afire
• Have 21 Country Love Pendants
• Give 10 Hearts to Madeline
• Collect 5 Wildflowers
The Wildflowers are earned by asking your friends to send them to you. As for the 21 Country Love Pendants, this is actually the total amount of Pendants that are available in this entire event, and you'll receive seven Ribbons, two Instant Thymes, four mastery stars, and a Valentine's Day Tree for climbing the Pendant meter and earning them all. Finally, the Hearts will be automatically taken from your Reputation Hearts total if you have 10 in your inventory that can be spent. Completing this final quest in the Outback Lovin' event will give you two more Beef, one Salt, and 10 XP. You'll have just six days to cook all of these dishes and complete these quests.
Check out the rest of Games.com's Valentine's Day 2013 coverage >
• Ducks on Ice Quests Guide
• Gutten Appetit Quests Guide
• A Series of Wursts Quests Guide
What do you think of this additional quest line in the ChefVille Valentine's Day event? Who do you think Madeline should choose? Sound off in the Games.com comments!
Republished with permission from:
Brandy Shaul is an editor at Games.com
Portal is a natural theme for Valentine's Day, as we saw with these cards Valve released in 2011 before Portal 2's arrival. This one is the best of a Valve-themed series done by Tumblr user applenail, which got a lot of attention over the weekend and yesterday.
Print them out and put one in a friend's locker next Thursday.
VALVEntines [applenail.tumblr.com]
Revealed on The Witcher's Facebook page today, this is the 50-second teaser trailer for The Witcher 3, the next-gen open world RPG that was officially announced last night in Game Informer.
There's no gameplay footage for the third Witcher game just yet, but hey, at least the music is cool. Developers CD Projekt Red also announced that this will be the final Witcher game they make.
Some more info via a press release:
CD Projekt RED has officially announced the title of their next upcoming game: The Witcher 3: Wild Hunt. Further, they've announced that this, the ultimate game in the series, will also be the final Witcher game from the studio. The Witcher 3: Wild Hunt combines CD Projekt RED's trademark decision-based storytelling flair with a living open world larger than any other in modern RPG history.
"The captivating and nonlinear story of The Witcher 3: Wild Hunt takes place in a rich, truly open world environment. A world which is thrilling to explore, full of daring adventures, momentous quests, memorable characters, and unique monsters. Players will freely travel through woods, lakes, mountains, cities, and villages. Each region is inhabited by distinct populations with their own customs, legends and problems. The world of The Witcher 3: Wild Hunt is 30 times bigger than The Witcher 2," said Adam Badowski, head of the studio.
"Imagine playing a dark fantasy game with the same great nonlinear story as in the previous Witcher titles, but now told in a world you can explore freely with no artificial boundaries. The war-ravaged world is so huge that to reach further places you will need to ride a horse or sail a boat to get there. A world where your choices have truly epic consequences. From the development side, this goal is extremely demanding. Our team had to make significant design changes and our tech had to be rebuilt. But we believe that this will lead to a completely new level of nonlinearity and a whole new, richer gaming experience. As a gamer, I would love to play this kind of RPG and I think this is what many players are waiting for. This is our dream come true at CD Projekt RED, and we hope it will be the same for you!" adds Badowski.
The Witcher 3: Wild Hunt is the final episode of the award-winning RPG series and the last part of the legend of Geralt of Rivia. The Witcher 3: Wild Hunt is the most robust and breathtaking game ever created by CD Projekt RED. Open world free-roaming exploration is an adventure in itself as the player will gallop through war-ravaged lands, sail misty waters and track down dangerous beasts for money. An improved combat system will allow players to feel like a real monster-hunter, a witcher who uses his superior senses and fighting skills to survive in a dark fantasy world—while he embarks on a quest to save his loved ones. The new core mechanics of The Witcher 3: Wild Hunt immerse the player in the experience completely, with no Quick Time Events, only intuitive RPG gameplay.
Badowski continued, "People may ask if this is really going to be the last Witcher game. Yes, it is. Why? Because we believe that we should end the series on a high note. Technology has progressed to where we can finally tell the story the way we want, with the visuals we want, in the world we imagined. This will be the ultimate fantasy RPG experience, and while we're hardly out of stories to tell, we believe it's time for us to look to new worlds and new horizons to keep pushing the boundaries of what we can create."
For all of those who have never experienced the adventures of Geralt before, this will be their last chance. The game will be accessible all players—those who are fans of the series and those who just love RPGs—thanks to availability on all major high-end platforms and an introduction designed to smoothly introduce all those who visit the world of the Witcher for the first time."
The game will be released in 2014 simultaneously on all high-end platforms. Making use of the same remarkable art direction from The Witcher 2 combined with the support of in-house technology—the recently-announced RPG-oriented REDengine 3—The Witcher 3 will take full advantage of the technical capabilities of modern hardware and will set a new standard for RPG visuals.
With the recent release of Halo 4, players have once again been thrust into the space boots of Master Chief Petty Officer John-117. Master Chief has faced a wide variety of enemies since the 2001 release of Halo: Combat Evolved that have been both impressive and terrifying. The mere sight of a particular foe, however, has the ability to chill the blood of even the most seasoned gamer to deep-space temperatures.
We are referring to the Inferi redivivus of course, more commonly known as The Flood.
According to Robert McLees (artist and writer at Bungie, developer of Halo 1-3) the conceptual origins of the Flood come from the "fungal zombie," an unused asset from the earlier Bungie title: Marathon 2. Upon the release of Halo 3, an entire biological history had been explored, elevating the Flood from creepy space monsters/cannon fodder to a life-form that is truly horrific. It was the knowledge of their insidious life-cycle that led to their destruction at the hands of Master Chief.
These space parasites have one mission: survival at all costs. Unfortunately for us, that means the violent death and assimilation of all sentient life in the galaxy. Bummer.
These intergalactic parasites reproduce by infecting other sentient organisms of sufficient biomass and assimilating the host cells. This results in monstrous "Flood-forms" of the host, whose physiology is almost unrecognisable, and whose mind has been completely re-wired into serving the parasite's need to consume anything that crosses its path. In fact, the Flood were considered so dangerous an adversary in the Halo universe, that entire solar systems have been wiped out in order to hold back the advance of this interplanetary plague. An organic "controlled burn" if you will.
Mercifully, such an abomination does not exist in the real world (as far as we know). There are certainly enough creepy flora and fauna on Earth to go around, although currently nothing that amounts to a significant galactic threat.
Interestingly though, there are examples of parasites in the real world that share some distinct features with the Flood, i.e. the ability to change their host's behaviour and to drastically change their physiology. Though, of course, they would not pose a threat to Master Chief and the United Nations Space Command…
As for earthly parasitic infections, there is an innumerable number of examples; in fact, depending on the definition used, as many as half of all animal species exhibit parasitic behaviour at some stage of their life-cycle. It is clearly a successful biological strategy, as parasites can become so inextricably linked to their hosts that they will coevolve with the host, to such an extent that sometimes the absence of the parasite can lead to autoimmune disorders in the host. Equally, there are some parasites that over long periods of coevolution, develop techniques that alter their host's biology and behaviour even more noticeably. And, dare I say it, just like the Flood!
Leucochloridium paradoxum, also known as the Green-banded Broodsac, is a parasitic flatworm that infects snails and birds. To complete its full life cycle, it must infect a snail, then a bird, before infecting another snail. However, the issue here for the parasite (not an issue for the bird or the snail, so much) is that snails are not the preferred food for birds, who prefer caterpillars or grubs.
Amazingly, this parasite alters the mind of the snail, making it climb higher to an exposed leaf or branch, rather than skulking around in the undergrowth, increasing the possibility of the snail being picked up by a hungry bird and thus passing the infection to the next host. On top of that, the flatworm is able to change the physiology of the snail, particularly the eyestalks, in order to make them appear more "caterpillar-like," and thus more appetising to a passing bird. This change is due to the caterpillar-coloured "broodsac" (tube-shaped bodies containing parasite larvae) of the flatworm itself, growing within the snail eyestalk (Yikes!).
Left: A snail infected with Leucochloridium paradoxum, which has augmented an eyestalk to appear more appetising to passing birds.
Right: A member of the Covenant infected with Inferi redivivus, which has augmented the limbs to eviscerate Master Chief more efficiently.
So, like the Flood, this parasite has altered the body of its host in order to serve its own ends. This physiological change is obviously not on par with the tentacled monstrosities that appear in the Halo franchise, but is nevertheless significant.
There are other parasites though, that are thought to be able to alter the development of its host organism at a molecular level, causing extreme limb malformations. There are several species of the Ribeiroia genus of flatworms that go to extreme (and extremely gross) lengths to increase the likelihood that an infected frog will be eaten by a bird, like a heron, and so pass the infection on to the next host. The flatworm larvae are water-borne, and from rivers and lakes are able to seek out tadpoles and infect them. The resulting frog that develops from the infected tadpole will often exhibit severe growth abnormalities, like extra legs.
Left: A frog infected with Ribeiroia, which has caused extra/deformed limbs to increase the likelihood of the host being picked up by passing birds.
Right: A human infected with Inferi redivivus, caused extra/deformed limbs to increase the likelihood of the host causing Halo players to cry in terror.
How the flatworm larvae are able to cause such extreme effects has still yet to be conclusively determined, although there is evidence to suggest that these deformities are due to the parasite releasing mutagenic/teratogenic chemicals into the developing embryo.
Another strategy that is commonly used by parasites of earthly origins, is to modify their physical surroundings to better suit their needs.
In the case of the Flood, once an infestation has taken hold, the infected begin to coat their environment in Flood "biomass." This is to aid the spread of the organism by releasing spores. In the real world, there is a parasitic wasp that also effects changes in its environment to increase the surviving potential of its offspring.
Hymenoepimecis argyraphaga infects spiders and completely alters the spider's web-building behaviour. Instead of using its web to catch food, the infected spider creates a large web cocoon for the gestating wasp larva, allowing the wasp offspring to hang in position far away from possible predators. So, like the Flood, this parasite has altered the environment around it to protect itself and allow continued spread of the infection.
Left: A comparison of i) normal spider web and ii) web of a spider infected by H. argyraphaga, which has resulted in a web cocoon housing the wasp larva, protecting the insect's offspring.
Right: A Forerunner ship infested with Flood, which has resulted in a biomass cocoon housing the ship, protecting the infestation.
However far these examples are from a bona fide galactic scourge (*phew*), it is still interesting to remember that reality can be as strange, and creepy, as fiction. Just in case though, if you'll excuse me, I'm off to start work on a Halo array to prepare for the pending Ribeiroia invasion.
Andrew is a postdoctoral fellow studying trypanosomatids at Queen Mary's University of London and science media consultant for Thwacke Consulting. For more follow Thwacke on Twitter and Facebook!
You're running out of ammo, the last medikit you saw was three towns behind, and that nice guy shooting at you just got a sniper to help him out.
Without divine intervention and after that nice guy gets a lucky shot (and why wouldn't he?), you (or what's left of you) are probably headed to the... More »
Garfield is the most relevant character in comics today. With his laissez faire attitude about life and the way he hides his deep abiding love for his family behind a wall of standoffishness and mild abuse, he's a charming allegory for the decade we live in, an icon of our time.
What do you mean it's not the 1980s anymore? I knew I should have gotten this watch fixed.
Garfield is not the most relevant character in anything today, but he played a large part in my childhood so his current status gets a pass. I'm positive that behind every child that loves the little furry bastard there's a parent around my age, one that used to order Jim Davis' compilation books from the RIF (Reading Is Fundamental!) catalog back in elementary school. A parent that once had a Garfield sleeping bag that he'd hop around his apartment in all day, his own real-world cat trapped in the bottom (sorry Jean Claude, the French pussycat, wherever you are.)
I am one of those parents, so I respect developer Web Prancer for both keeping the character alive through a series of mobile games and for adopting the name Web Prancer in the first place.
What I do not respect is starting off the new-ish running platform game, Garfield's Escape, playing as Odie, Garfield's pet dog.
I get that it's for plot purposes. Odie's been tracking in mud, so Jon orders a menacing cleaning robot to chase the animal relentlessly through the house, waving brushes about. This is a thing you have to do to dogs. So what if Odie winds up chewing up and/or peeing all over everything in the house out of anxiety — he'll be clean.
So Odie has to run, jump and slide through the world's longest living room to escape utilizing far too many on-screen controls. There are two different jump buttons, a slide, a go downstairs button and a grab the hanging thing button, five functions that could have easily been handled by two buttons or a pair of finger swipes.
Despite the convoluted control scheme and the stupid opening protagonist (Odie is stupid, this has been established in Garfield lore), Garfield's Escape is a solid little running and jumping game, with capable 3D graphics and plenty of collectible items and unlockable wallpapers for Garfield fans old and old-sponsored. It really picks up around level five, when you finally unlock Garfield.
If I had a time machine, the second thing I'd do would be go back to last century and tell 12-year-old Jason that in 2013, I will own an ultra-powerful portable gaming device that can play just about any Final Fantasy game, including, for some reason, a bunch of fighting games with weird names and a total remake of Final Fantasy Tactics with Shakespeare language.
(The first thing I'd do: prevent the Jets from trading for Tim Tebow.)
So 12-year-old Jason might flip out if he heard that starting today, to celebrate Final Fantasy's 25th anniversary (which was technically last December, but whatevs), Square's running a sale on a whole bunch of Final Fantasy games, all 50% off for the next two weeks. Here's the full list, courtesy the PlayStation blog:
DISSIDIA 012[duodecim] FINAL FANTASY (PSP)
DISSIDIA DUODECIM PROLOGUS FINAL FANTASY (PSP)
DISSIDIA FINAL FANTASY (PSP)
FINAL FANTASY Tactics: War of Lions (PSP)
Final Fantasy (PSOne Classics)
Final Fantasy II (PSOne Classics)
FINAL FANTASY IV: Complete Collection (PSP)
Final Fantasy V (PSOne Classics)
Final Fantasy VI (PSOne Classics)
Final Fantasy VII (PSOne Classics)
Final Fantasy VIII (PSOne Classics)
Final Fantasy IX (PSOne Classics)
Sure, I already bought most of these games when they first came out, but for $5 each, I am totally re-buying FFVIII and FFIX to play on my Vita. Don't judge.
50% off Select Final Fantasy Games for the Series' 25-Year Anniversary [PlayStation Blog]
There's a handy little robot in Dead Space 3. It's designed to collect resources for you in the new sci-fi horror game, released for Xbox 360 and PS3 today.
But as helpful as it is, it may be a little too helpful. Like, too helpful at getting you to open your wallet.
We already know that Dead Space 3 features DLC that looks a lot like microtransactions. You can pay real-world money for in-game items like suits, skins and upgrades.
But my gut tells me that the cute little scavenger bot was built with a specific purpose outside of getting you resources. Sure, it's handy. I can send my bot out and go to the workbench to find a ton more tungsten or semiconductors that I can use to outfit my rig or craft new weapons with. But wouldn't it be easier to dock the price of resources on these upgrades? Or simply give me more loot to find around each map?
Several of the already-available downloadable content packages center on the tiny bot that Isaac (or co-op partner Carver) can equip to send out on scavenging-for-resources missions. It scurries around dead bodies to find you resources that you can use on weapon and rig upgrades while you're off killing Necromorphs and listening to audio logs.
You can access downloadable content through Dead Space 3's workbenches. You can see the content that's already available for purchase with real money or, in the case of certain packages, in-game resources.
Resources can be gathered off of corpses, loot boxes, and other storage containers, too. But sending out the bot gets you a ton more with nary a finger lifted. You can then turn those resources into items to craft bigger, badder weapons. And weapon-crafting happens to be one of the best things about Dead Space 3.
I don't have a problem with the existence of microstransactions so long as it doesn't interfere with my own game. If I'm not being held back in a significant way by not forking over real cash, I'm ok. I'm skeptical of the intentions behind DLC like this, but I also don't let my need for weaponry and achievements and random in-game swag get the better of me.
The scavenger bot is a conduit for paying for the privilege of more resources, faster harvest times and, sure, a personality modifier. The scavenger bot feeds into the most obsessive gamer's desires to collect everything, and collect it fast. Want that sweet HUN-E1 Badger shotgun? Want it now? Pay for some scavenger bot DLC and we'll expedite that right away! It's a neat trick.
Of course, fragmented game experiences chopped into DLC is nothing new. Paying for DLC-specific weapons is nothing new. Paying for privilege is nothing new. Heck, Dead Space itself has been there in the past. But the scavenger bot is the perfect excuse to make an extra buck out of the situation without making it seem too much like that's what its purpose is.
Yet when you think about it, doesn't it seem obvious?