StarCraft 2 is upon us!

July 27, 2010

That’s right, folks: StarCraft 2 launched today. This is the one and only time I will advise you to stop reading my blog and get thee to a video game retailer, be it online or brick & mortar. I will soon see you on the field of battle.

And that title is “as sung by Johnny Cash” in case you were wondering.  The unfortunate truth is I actually did hurt myself when I started writing this two weeks ago – on a shark-tooth, no less! About 7 or 8 years ago, some friends went to Hawaii and brought back a “ceremonial dagger” which was probably made in Indonesia or Central China, but the edges of the colorful piece of wood are lined with shark teeth. As with all things like this, it has found its way to the bottom of a box which happens to reside in my closet. While searching all around for my journal (yes, I keep a journal – it’s very therapeutic…although, not so much when you’ve misplaced it for the past 6 months), I stuck my hand down in said box and managed to find the ceremonial dagger or rather, one of the dagger’s shark teeth, with the tip of my finger. Cut. Blood. The whole 9.

That said, the title is actually in reference to a game I somehow stumbled upon on AdultSwim called Amateur Surgeon 2. It is not for everyone as there is excessive cartoonish blood and you are essentially using a pizza cutter to operate on patients, but the premise is hilarious and the gameplay is addictive. Imagine, you are a blackmarket surgeon who uses a few household items to repair even the most devastated bodies. Witty one-liners and ingenious levels that recycle the tools for new uses make this free-to-play flash game a must.

Since beating this particular title (at least the 2 available acts), I have begun playing the original Amateur Surgeon. I can see how much they’ve improved with the second title: sewing wounds rather than stapling, upgrading the usefulness of the tools rather than leaving you (or your patients) to rot, etc. My, how the young Alan Probe has aged in the past 50 years, but he’s still got the chops to pluck your glass and suck out your body poison. No innuendo.

A Touch of Marketing

January 27, 2010

So, I would be remiss to not cross-reference my other blog that is currently taking up most of my free time: The All-in-One Gamer Project is a few weeks underway and I’m feeling pretty good about it so far. In essence, I’m trying to familiarize myself with all aspects necessary to lead an independent game development team. So, for the thousands and thousands of you who are fans of this blog (am I rounding up too high?), jump on over and subscribe, comment and be merry!

Not a bad start…

December 7, 2009

My brother-in-law recently asked me if I could ballpark the amount of money it would cost to lead a group of developers through an entire indie game, start to finish. “Nothing at all; pay ’em all on spec,” I joked. 

The truth of the matter is there really are games being made out there completely on spec (ahem, Bumble Tales) but that doesn’t mean no money is required. Speculation is the best I can do on how much money went into marketing that small casual download, but it also required a great deal of pre-existing connections with people (Billy Garretsen with Perfect Dork Studios who in turn introduced us to the powers that be with GarageGames, for example). Paying for the entire team to be present and accounted for at GDC in San Francisco was no small cost either. 

As the writer and assistant producer for this game, none of this capital burden was on my shoulders – but other payments were extruded from the team members. Every one of us became a mandatory piece of the QA puzzle. We all gave up weekends to become designers for new features for the game, and consequently, salesmen of those features to the rest of the team. What is all that time worth? Who knows, but probably more than the original royalties percentage you sign on for.

Why did we change to these colors? Black and white was what we wanted orginally!

So, in answer to my brother-in-law’s question (which I’m not sure I ever gave him in a very clear manner): I have no clue. I do, however, have a very realistic idea of what must go into making a game from concept to finished product. As the assistant producer for BT, it became my overall responsibility to communicate with the other team members and constantly have a feel for where we were in the grand scheme of the development. “As Assistant Producer?” you may be asking yourself. Yes, this was a very small team. You see, when people are working on spec alone, things happen. Life gets in the way. Team leads have breakdowns. Musicians become…musicians. Feelings get hurt. Morale plummets. Worries about why you’re doing any of this kick you in the gut. All of these things happen in the big leagues as well (so I’ve heard), but at least you can rest your weary head on a paycheck. On spec, you’ve got nothing to show for your labors but a dream – and unless you’re the lead, it’s someone else’s dream that you occasionally get to chisel your name into.

So, why do any of it? Because, I believe, we all want to be part of something fun and something that can last forever. When the credits roll and your name appears, the creative part of your being smiles. You’re no longer simply a consumer or some replaceable cog at a corporation. You’ve assisted in creating something real, something visible and something playable. That will always dwarf your frustrations and worries and always be worth more than your royalties or paycheck.

If you’re at all interested in reading someone else’s quick take on leading a team like this, I highly recommend Promit’s Ventspace.

Everybody Loves a Winner

October 23, 2009

It’s true: no one truly enjoys a loser (even your mom when she acts like you’ll do better next time). I’m serious. Everyone Loves a Winner.

Mind-blowin' graphics of '96

Mind-blowin' graphics of '96

This week, I witnessed it first hand. With due appreciation for Blues News reporting that Remedy Entertainment has free-released their 1996 hit, Death Rally, I was praised by my peers for my driving prowess and ultimately shunned for my losing streak. This top-down racer pits you against three other drivers equipped with machine guns, mines, spiked bumpers and boosts. All this and I still rose to the top. After about 7 races, I had enough cash to purchase not the next best car, but two cars up from my default Vagabond.

A couple of guys took notice of what I was doing and suddenly I had them asking me to play again so they could watch as I battled for first place against the likes of NPCs Greg Peck and Cher Stone. As any game designer would tell you, keeping your audience involved is key, so I would ask the guys what upgrades I should purchase with my winnings. Suddenly, my “team” really felt like we were all accomplishing something great.  And weren’t we? We were having incredibly humorous discussions about races in a game that is 13-years old! 

Then I bought the Wraith.

Fully Upgraded, Bro

Fully Upgraded, Bro

The Wraith looks like a Porsche 911 for all intents and purposes and is pretty fast. Without at least 3 tire upgrades, I couldn’t seem to handle the turns and my winning streak was shattered. The races were still interesting, but I knew I was underperforming. I took some time to win some easier races and upgrade my Wraith all the way. The “team” came back to see how I was faring and quickly got back into the action as I won a few races.

With their encouragement, I stepped it up to the hard races in order to win the big prizes of $12K for 1st place. Sadly, I was left behind, duking it out for 3rd place against some other poser NPC who, like me, should’ve known better than to enter this level of racing.

The end result is the guys lost interest in watching me get scorched from the starting line and struggling to return to my former glory. They moved on and left me cold and shivering in the shadows of the top four racers (including Duke Nukem, that bastard).

This is something I’ve been trying to get my hands on for the past year but could not wrap my head around paying full price ($40+) for a 3-year old game. Not to worry as www.Direct2Drive.comis currently running their 5th anniversary special and offering many games, such as Techland’s Call of Juarez for the oh-so-sweet price of $5. I say this with no hesitation or averted eyes: This was the best $5 I’ve spent since **EDITED**

"I'll stay awake in church, Preacher. I promise! Just don't shoot!"

"I'll stay awake in church, Preacher. I promise! Just don't shoot!"

But seriously, I love Westerns (and I never thought I’d say that). My brother-in-law introduced me to the greatness of McMurtry’s Lonesome Dove about 5 or 6 years ago and ever since, I’ve had a deep respect for the epic western…and that’s exactly what you get with CoJ. Just about anything you’ve seen in a western is in this game: horse-ridin’, gun-slingin’, cussin’, whores, preachers, Mexicans, Indians, murder, brothers, trains, bridges, eagles, fires, stage coaches and dynamite. I’m telling you, this game is EPIC!

Graphically, I’ve seen better games, but I’ve also seen a lot worse. I’m obviously more fond of story than graphics, so this game is incredible in my opinion. The graphics are more than functional, but less than hyper-realistic. They paint a world you can believe and allow you to envision the rest – that’s all I ask from my games on the visual front.

Sounds – spot on. Guns sound like guns from that era. Six-shooters don’t sound like bass-heavy hand-canons. The biggest complaint I had on the auditory level was the voice acting for Billy Candle, one of the two characters you play in this game. His Texan accent sounded disingenuous at best and was downright painful at certain points in the game (especially if you die in certain areas and have to hear him say lines multiple times). Compared to the greatness of the voice work for Reverend Ray (the other character you play), Billy was greatly lacking.

The two areas that shine the brightest for CoJ are story and gameplay, in that order. I know, I know. I’m a writer so you think I’m a bit biased. Well, to add to that fire, I also know the co-writer of this game – Mr. Haris Orkin – and think he’s the cat’s pajamas (I believe that’s a complimentary phrase). Haris is one of those accomplished writers who is soft-spoken, unassuming, always smiling (even in his in-game Wanted poster) and a natural story-teller. Have a pint with him and you’ll see what I mean. But, beyond thinking this particular writer is a great guy, I’d say that being a writer makes me more critical of story…especially in games. That said, this story is rich in western genre motifs, but does not even come close to being considered cliche. The mistaken actions of Billy Candle setup a great overarching plot, but the true meat of this tale lies in the unfolding past of Reverend Ray. Why does a preacher have a hidden pair of “hog-legs” (revolvers) in his church? What did he do 20 years ago that changed him to a man of God?

Haha! Got 'em!

Haha! Got 'em!

Okay, I mentioned gameplay and talked all about the writing. Sorry. The gameplay struck me as fun simply for the variety. We’re talking about a first-person shooter (FPS, or “Shoot’em-up” for those like my father) and yet so many times throughout the game, there’s no gun in your hand. Granted, at times it is replaced with a bow and arrow, but many times you are finding your way through rough Texas terrain by swinging over canyons with a whip, climbing up Eagle Mountain or riding as fast as you can on the back of a horse. I believe it should be required for FPS games to have this kind of variety now. Gamers, male and especially female, want more from their games than just shooting, so thank you, Techland, for breaking up the monotony.

Buy this game. For $5, it’s a steal. It took me around 10 hours to beat and I was overwhelmingly entertained throughout the entire journey. I will definitely be playing Call of Juarez 2: Bound in Blood soon.

…and speaking of Games

September 24, 2009

I’m sitting here at my desk eating some Ketchup chips (thanks Dyana and Canada!), reading a bit of gaming news on Kotaku, when I decide that a carbonated beverage would hit the spot. Lucky for me, I have a 12-pack of Dr. Pepper at my desk (courtesy of the IGDA Writing SIG’s Leanne Taylor – Ooo, I need to blog about Austin GDC last week, don’t I?) and I reach for one. The others roll down to take its place (I could see through the handle hole) and it took me back to my skeeball days as a kid.

OVER THE LINE! Donny, mark it zero.

OVER THE LINE! Donnie, mark it zero.

Remember throwing the wooden balls up the lane without so much as a glance to see if you were scoring points? I was always fascinated by the remainder of my wooden ammo rolling down my way. And there was often a window to see the remainder of your shots. Sad was the time when I would come to the last wooden sphere. I would try to make it really count and either granny-throw it into another lane or try to put some sort of strange spin on it that resulted in a 12 mph roll that would just crest the lip up to the scoring area and fall in the “gutter”. Tragic. At least until I would drop the next token in and see a new full rack of opportunities roll my way.

Do you have any fond/funny childhood memories of gaming? I wouldn’t mind compiling a little list of “I remember when”s.

About a week ago (or was it two? Days…blurring together…), I had the opportunity to hang out with a buddy, sip a little Courvoisier (yes, I am now classified as a mature gamer with refined tastes 🙂 ) and play the latest in one of my favorite survival/horror series, Resident Evil 5 by Capcom.  The only problem with this was the lack of horror.

If someone doesn't oil my massive arms IMMEDIATELY, it's going to get messy around here.

If someone doesn't oil my massive arms IMMEDIATELY, it's going to get messy around here.

A brief setup for the game: you’re Chris Redfield, the continuing protagonist for most of the RE games. You’re in Africa where terrorists have seized the T-virus and mutated it. You and your new partner, Sheva Alomar, are 1 of 3 teams trying to find a certain terrorist when things begin going wrong…zombie wrong.

I remember the nights working at Hollywood Video and closing the store at 1am, coming home and popping in Resident Evil 2. I remember those nights because they were damn near sleepless. Every door you walked through had it’s own creepy cut-scene (albeit, giving the Playstation just a bit of time to load the next scene) and you never knew what to expect in the next room. The lighting and music lent itself perfectly to the genre and enhanced the tension. I’ve been talking to a lot of colleagues about “moments” in games; the small scenes in a game that stand out and stick with you long after you’ve forgotten the name of the main characters or how the game ended. There was a “moment” in RE 2 when you walked down a certain hall with boarded windows, in fear of one of the Lickers attacking you, when suddenly zombie arms burst through the window boards and tried to kill you on the spot. I remember literally jumping out of my seat when this occurred and it has stuck with me ever since.

Fast forward to RE 5…no such “moments” and plenty of opportunities. In the first village, you walk around and witness someone being beaten in the street and a bit of tension rises as the members applying the beat-down slowly turn to look at you (all in-game). You walk a bit further down the road and a voice comes across a PA system. Suddenly, the town seems empty – again, a bit more tension. In hindsight, this would have been a perfect opportunity to secure the “horror” element for the game with something simple like a chicken popping out at you on a forced turn. Seriously. Something little that makes you jump and feel a bit embarrassed about doing so. Sprinkle several of these “moments” throughout the game, mixed in with actual times that the player does need to start firing to save their lives and you’ve got a winning combination that will have your audience punch-drunk, the way they want to be.

Visually, RE 5 is stunning. The motion-capture used on the zombie hoardes (and I mean hoardes…no more 2 or 3 zombies per screen) and protagonists alike is spot on. Even the textures in the walls of run-down buidings and villages look incredible.

Unfortunately, once you’re past the glitz and glamore of the graphics, you’ll notice a fairly weak storyline made worse by choppy, unbelievable dialogue. Gone are the days of ammo conservation (which set this series apart in a good way), so feel free to run and gun. And lastly, the first boss fight is much harder than anything you see throughout the majority of the game. Granted, I haven’t finished the game, but 5 hours into playing, I had not discovered a bigger challenge than the level released as a demo. Hmmm…I’m not saying false advertising, but…

In all, the game is fun but I don’t feel it lives up to its namesake. If you’re making a survivor/horror game, make sure it’s a struggle to survive and, for Pete’s sake, make sure there are moments of horror. C’mon, Capcom, you know this. Or at least, you did.

Just a Quickie

February 20, 2009

Not to sound too much like I’m justifying the fortnight since my last post, but I’ve been working a lot on trying to craft the newest expansion of quest lines for www.DomainofHeroes.com. We’re having an overhaul of gear and tying in lore pieces, so the work is a bit extensive. Along with that, I’ve been grinding out character bios and thinking of story lines for a casual game we (www.TandemGames.com) hope to release in May. All that to say that though I’ve been less than diligent with my blog posts, I have been writing…which is the goal, right? Oh, and that reminds me! My newest Smallville blog should be up by noon today.

As for actual gaming, I’ve been sneaking a few hours of RockBand 2 (PS3) in whenever possible. The truth is, I have very little actual musical ability (although I’ve been applauded for my karaoke skillz) and this is even more apparent on RockBand. I’m addicted to drumming on those plastic/rubber pads, but as of now, I’m a Medium drummer at best. The song that will probably be the death of me is Lazy Eye by Silversun Pickups. I can 95% it on Medium, but I step up to Hard and the syncopated notes jump out of the screen with billy clubs and beat me into submission. Here’s to you, real-life drummers. You deserve the women! 🙂

Drew as The Real Slim Shady

Drew as The Real Slim Shady

A little late in the reporting, but Wednesday, the SXSW/Screenburn crew joined hands again with the likes of Bob McGoldrick and the Austin Community College for the 3rd annual Mixer before SXSW. Real quick, are any of you making it out to Southby this year? It’s March 13th – 22nd and loaded with booths and contacts for interactive media, movies and music. As far as gaming in Austin, TX is concerned it is one of the Big 3 events of the year, so try to make it.

The Mixer held a panel with popular names such as Rich Vogel (EA/Bioware) and Billy Cain (Heatwave Interactive), along with others that are becoming gaming household names including Rodney Gibbs, Frank Roan and Lori Durham. Austin’s Chamber of Commerce member, Tony Schum, also delivered information on the economical state of Austin’s gaming. The overall mood was a bit somber as the realization of cutbacks and layoffs was heavy in the air. The silver lining seemed to be that gamers can look forward to solid games being released as companies can’t afford to grapeshot money at projects that have no value. It was great to see some familiar faces again and let’s face it, being around fellow gamers and developers is almost always good company.

The “& More” bit of the title is all about a link to my most recent work: Blogging for The CW Source – Smallville, in particular. You can check out my first paid blog here! Please leave comments here and on that site; it’s how I know you love me and how my boss knows I’m worth keeping. 😉

Farewell, Kristin Kreuk!

Farewell, Kristin Kreuk!