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The Day the Music Died
- Mar 22, 2013 7:31 am GMT
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A long, long time ago...
I can still remember
How that music used to make me smile.
And I knew if I had my chance
That I could make those people dance
And, maybe, they'd be happy for a while.For Harmonix the long time ago was November 2005, the time when most of us first saw the appeal of playing fake guitars in video games. Its fair to say the music made us smile also, as what looked like a game of niche appeal (especially considering the lack of commercial success of games like Guitar Freaks) became a complete phenomenon. Of course Harmonix eventually parted with Guitar Hero and upped the game once more with Rock Band, ditching the singular instrument focus and opening up a whole new world of gameplay possibilities and music. Rock Band hit the states in 2007 and has since been my go to series for the entire genre, Guitar Hero had the name and a bit more popularity, but it was Rock Band which won over the hearts of so many. The novelty of strumming a guitar along with your game was no longer the key factor and Harmonix exhibited a level of professionalism and polish that Guitar Hero werent pulling off. Sure, if you were crazy into the devil and tired rock n roll iconography then I can see how Guitar Hero would be the game for you (when you arent playing Doom of course), but Rock Band was the one for me.

I can only speak to my own experience here, so forgive me for generalising, but I think its fair to say that if you cared about music (and specifically rock music) Rock Band was the gold standard. It was a game made by music lovers for music lovers, with an appreciation for the art form it presented. Just look at The Beatles Rock Band, which was the perfect tribute to one of (if not the) greatest bands of all time. Every aspect of the game was lovingly crafted and all went towards giving you the authentic (though entirely drug free) Beatles experience. Iconic moments were faithfully recreated, the setlist did a great job of showing the bands musical arc and the visual details and buckets of extras just couldnt have been better. It was a true loving letter to the bad and is still a highlight of my video game collection (I feel obliged to say that I am a huge Beatles fan, so make of that what you will). The Beatles Rock Band wasnt the only band specific rhythm game of 2009 though, remember Guitar Hero Van Halen? Honestly, I would be surprised if you did. Harmonix advertised the Beatles to the ends of the earth, going as far as to create a truly fantastic awkward E3 moment featuring the surviving Beatles and Yoko Ono on stage (separately of course). The Van Halen treatment on the other hand was very different. Perhaps aware that they were still making spin-offs while Harmonix was putting out a proper standalone video game (superb in its right), Activision decided to pretty much write Van Halen off. As people gave away their $60 just to play Beatles tracks Activision were giving Van Halen away as a freebie if you bought Guitar Hero 5. This (perhaps unfair) treatment of the game made Guitar Hero Van Halen look more like the free CD or game disc you get with a magazine than a proper tribute to a beloved rock group. Perhaps this was appropriate though, you dont set a B-movie up against Citizen Kane, and while the Beatles game was praised for its attention to detail and authenticity Van Halen was criticised for lacking in this area.
This only part of why Rock Band became so much more important to me than Guitar Hero though. I love music, I love rock music especially, and Harmonix treated it with the reverence that I think it deserves. The key factor though, and the reason why I still play Rock Band 3 to this day, was the Rock Band store, and here we have the true point of this blog. That opening verse form Don McLeans American Pie is more relevant than forced connections between it and the path of Harmonix. Its true that they started a long, long time ago (ok not that long ago, but cut me some slack), made us smile and eventually decided to make us dance when given the chance. The importance is not this though; the importance is that American Pie is the final song to come to Rock Band. Recently they stated they were stopping weekly song releases and now Harmonix have announced that they are stopping updates altogether, and what a way to end it. Im not the biggest fan of the song, I like it and am listening to it as I write this blog, but I will not deny how appropriate it is as a finale. Personally I would have been perhaps more on the nose and tried to get my hands on The End by the Doors (Im imagining Apocalypse Now levels of darkness and insanity in the backing video) but really American Pie is a better fit. This is really an end of an era, these plastic instrument games were so big and this is the last hurrah. Its a genre I dont see coming back next generation, and it is one Im going to miss, for Rock Band (and perhaps plastic instrument rhythm games as a whole) this truly is the day the music died. But what a legacy they have left behind! The dedication Harmonix put into supporting their product is really impressive. Some have criticised them for putting out three Rock Band games rather than pure DLC, but for me Rock Band 3 was so good that this was never an issue. The flow of DLC may have stopped but we are not left deficient in content, there are over 4,000 songs to pick from on the store now, and while half of those are user created Rock Band network songs this still represents quite an achievement.
I will be honest, the Rock Band store never had everything I wanted, but it was never going to. It had enough to satisfy me though, and enough quality material to put a couple of hundred tracks in my personal library (really the limit was my wallet not the quality on offer). This is a paltry amount compared to the Rock Band libraries of so many of your but it was still a significant investment and one I dont regret for a second. This is kind of a sad moment for me then; Im proud of my Rock Band library and am now forced to accept that songs I wanted will never be there. I never really expected the songs to appear but living in denial is still better than being hit in the face by reality. I dont feel we should be saddened by the end though, or rejoice it, merely reflect on the amount of support Harmonix put behind their product for good or for bad. It may be a genre you have no interest in, and you may be happy to see it exit the stage after its final encore, but I think you should still appreciate it. While Guitar Hero sequalised the genre to death Rock Band did live the dream we wanted of a platform for music, and the occasional sequel just refined this further. Harmonix were truly a developer who cared about music, and cared about their product, you may not miss the updates (you may be glad the clutter has gone from XBLA and PSN) but I for one will miss it and I know there are others out there. So I would like to take this moment to thank Harmonix for going above and beyond the call of duty and for showing a genuine passion for what they make and what they represent.
I will leave you guys with a short list of my Rock Band dreams, and I would like to hear yours, so here are five albums that I would have loved to see in Rock Band (not my five favourite albums, just ones I would love to play in the game). Though realistically my biggest wish was Led Zeppelin Rock Band,
1. Appetite for Destruction- Guns n Roses (This would have to be uncensored, which could cause an issue, but this would be so much fun to play. One of the best rock albums ever written and would be a blast on all instruments (bar keyboard I guess))
2. The Bends- Radiohead (Not their best album (though up there) but the one which best translates to a music game)
3. Argus- Wishbone Ash (I saw Wishbone Ash play most of this album live and it was just amazing, when it comes to pure musicality and just amazing guitar music you dont get much better than this)
4. Physical Graffiti- Led Zeppelin (If I cant have the full game, at least give me my favourite album... Oh, I cant have that either? Dammit.)
5. Kill Em All- Metallica (I think this album might be the most fun Metallica album to play, and I would really love to play (Anaesthesia) Pulling Teeth)

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The real problem behind real world violence
- Mar 19, 2013 3:46 pm GMT
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The biggest problem behind incidents like the Newtown shootings isn't video game violence or guns, althought I currently think they can both contribute negatively to an individual situation. The main issue is mental health is mostly ignored in the US and when it comes up the person with the problems is a "psycho nut-case freak". The American public needs to be educated about mental health, the diseases and conditions need to be de-stigmatized and people who seek treatment should be encouraged, not demonized or ridiculed. Most importantly there needs to be somewhere to go when a problem is reaching crisis proportions. A mental disorder should be seen and treated no differently than asthma or any other disease.
From what we know, the Sandy Hook shooter's mother tried to treat his mental issues herself. (http://soa.li/YkqZPGl) She apparently avoided getting him any sort of professional treatment. His issues obviously just kept getting worse. She bought him dozens of the most violent games available. Bought him multiple guns (legally...). No one knows if she was worried when his obsession with mass-murderers was organized into a spreadsheet that took a 4 foot wide printer to produce in something like a 9 point font. By all accounts she tried to do right by her son, but it seems like she didn't know how to go about it right and didn't ask for help from people who do. Rather she isolated her son and herself into an insular little world. Why? As far as I can see, either because she didn't want the stigma associated with a serious diagnosis or ( more likely) people here in the US have no idea where to go with a problem that's getting bad like this one.

To which I would add mostly unassisted.
As someone who has dealt with mental issues with a loved one I know how difficult it is and how long it takes to realize it's impossible to help an irrational person by dealing with them rationally. You can't have someone committed to an institution because there are no institutions, even when you finally admit the sick individual is a threat to themself and/or others. Law enforcement won't do anything until after a violent act has been committed. In this situation, you're left with virtually no choices to help someone and prevent a tragedy.
America really needs to step up it's efforts to educate and provide resources for people with severe mental/emotional problems and those around them so they don't end up doing something like this, or much more commonly, hurting themselves or detaching from society, living on the streets, and on the fringe.
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I'm sick of being asked for my money before getting anything in return
- Mar 18, 2013 4:18 pm GMT
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So I was at a store the other day looking through their video game section when I came across a stack of cards inviting me to take one to the checkout line so I could use it to pre-order the season pass for Bioshock Infinite. Pre-orders for video games have been around for years now, and though I've always thought customers don't get much for giving away their money before they even know if a game is good or not, I've understood why some people might want to put their money behind the next game in a series they liked or from a developer they trusted before the game was even released. This was different though. Now I was being asked to pre-pay for a set of DLC that hadn't even been announced yet for a game that I was weeks away from even being able to play. Am I the only one who thinks this is a bit much to ask?
I'm a big fan of Irrational Games, and I'm confident Bioshock Infinite will be as great as everyone hopes it is, but what if it's not? Pre-ordering this season pass will mean that on top of buying the game before finding out that it wasn't very good, I'll also have added to my folly by spending even more money on extras for a bad game. But let's say the game turns out to be brilliant. I'll then have three set of DLC to look forward to. But what exactly does that mean? What have I pre-paid for? Am I going to be getting extra levels? Extra missions that take place in the same levels that the core game already has? All the information provided says is that I'll be getting "new stories", whatever that means. There just isn't enough information on what this DLC I'm being asked to pre-pay for will contain. But that hasn't stopped 2K games from asking for my money. What exactly do I gain from giving publishers money before they've given me anything? I could just as easily wait for all this DLC to be released and pay for it then, after it's been reviewed and I can make a more informed purchase.
This "pre-order DLC on top of a pre-ordered game" trend is only getting more popular. Since last week, every time I sign on to Xbox Live I'm greeted with an advertisement telling me to pre-order the "VIP pass" for Gears of War: Judgment, yet another DLC bundle for a game that (as I write this) has yet to be released. As this push to squeeze extra money out of us before a game's release becomes more common, I find myself wondering why exactly people seem to be embracing it. After all, if no one was pre-ordering these things we wouldn't be seeing them all the time, right?
Do you plan to pre-buy DLC for a game you've also pre-paid for? If so, I'd love to hear from you in the comments. What kind of value do you think you'll be getting for your money? What advantage do you think there is in giving your money away before getting something for it, or even knowing if that something will be a something you might enjoy?
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Fear of the Dark
- Mar 14, 2013 2:29 pm GMT
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After two disappointing games in my last blog this one should be much more positive! Having enjoyed both of the original games I'd got high hopes for both of the following games and they've entertained me no end.
First up - The Darkness II. The original game was one that took my by complete surprise with its excellent mix of gunplay and close quarter combat with the demon arms. The sequel follows on indirectly from the first game but with a major graphical shift to a completely different look. I was a tad dubious about this but after playing the game for 10 minutes all my fears were put aside as the new look is brilliant. I haven't played many games with this graphic style so it was a much needed change for me after the previous few games I've played. The game is generally pretty colourful and apart from the odd 'brown/grey' indoor scene, the colours are pretty bold and make for a lively game world.
I decided to play the Hitlist and Vendetta missions before the main campaign. I'd had a look at the achievements and these are contained to 250 fairly easy points so thought I'd get my head round the game doing this before getting into the main game with more varied achievements. I think this was my first mistake on this game. The Hitlist missions are not very good and are really just made up of the 'clear this area of bad guys' type which were pretty dull. As a first impression of the game I got bored quickly. Luckily there aren't that many of them so was able to move onto the Vendettas campaign fairly quickly. The four characters have wildly differing abilities and that's where I made my second and last mistake. I picked the guy with the sword and about halfway through the game just got a bit too hard to continue with this character. I decided to take the plunge and restart with Shoshanna and her insanely powerful shotgun that made light work of most enemies. Whilst the story was inconsequential in this mode, there was plenty of enjoyment to be had.
I'd already spent more time on the game than I'd thought I would. I was expecting a 6-7 hour campaign so was surprised there are almost two games in one. By this point I was really hoping the main campaign would impress me even more and I wasn't let down by it. It even starts great with the cut scene explaining what happened on the previous game which was scripted and acted really well. It's been a few years since I played the original so didn't go in with any major expectations which I think made it better to be surprised all over again by its quality.
It took me a while to get into the story but by the end I was totally engrossed in it. I actually questioned a number of times which is the actual reality - Jackie as a psych patient or Jackie with the darkness powers. Although the game is obviously leading you down the darkness route, it really doesn't let on which is the truth. It's not even a particularly new story mechanic but it was just done so well that it's now one of my favourite game storylines from recent memory.
The gameplay itself played second fiddle to the story which for me is a complete turnaround from most games. The guns are pretty standard fare and don't offer anything new you can't find elsewhere. They are useful for the entire game so I'm pleased you get the option to play using just guns if you want, or you can turn to the darkness in an hour of need. The one thing of note for me regarding the demon arms is the way it offers a different take on health. I'm pretty tired of the regenerative health format we see in almost all games now. It doesn't add much of a sense of urgency to dispatch enemies and gone is the desperate struggle to get to the next health pack. This game offers a happy medium in that it your health regenerates to a degree but you need to harvest the hearts of downed enemies to gain health more quickly. This is a great change to the current gaming standard and means that hiding behind a wall no longer resets you back to full health which has never made much sense to me. Games these days actively want you to slow the pace down by taking the time out to regain health whereas The Darkness keeps up a fairly frantic pace throughout.
I've given the game an 8.5 which is a happy medium for me as it's pretty linear but just how I like it. In hindsight I think I could even bump it up to a 9.0 but for the few moments of annoying with the secondary missions I think an 8.5 is about right.
After The Darkness I knew I was in for another great gaming experience with Dead Space 2. It had a lot to live up to with the original being one of, if not my favourite game of the 360 era.
It's been a good few years since I played the original but I still remember it fondly so I was able to come into this one fairly freshly. The sequel seemed to be pretty similar to the original but for me that's not a bad thing. Everything about the game was brilliant and I can't fault it in the slightest. I actually think I've been a bit harsh only giving it 9.0 but that feels about right.
Starting with the game play, it picked up pretty much where the original did similar enemies, similar weapons, and a similar albeit it a more progressed storyline. The story in this was pretty good with the visions Isaac kept having and also with woman he comes across in the 'real' world. It didn't detract from the gameplay but I never wanted to skip a cut scene (not that you could?) which is always a good sign.
The visuals were pretty standard for a second generation game in a series and although nothing was outstanding, the dismembering has always been done well, both visually and mechanically. The locations weren't anything out of the ordinary but the space sections were done well. Getting to fly around in the suit was a welcome break from the gloomy corridors and generally dark interiors. The darkness was fine for most of the game but at some points it just got so dark I couldn't really see what was going on.
The range of enemies from memory didn't evolve much from the first game. I don't remember the weird bomb babies but they were definitely creepy! Was one short on the achievement for them so that was a tad annoying. The range of weapons seemed pretty similar as well but as I love the plasma cutter so much I didn't need any other guns. The plasma cutter was all I used on the original to get the achievement and I barely strayed from it this time.
The puzzles were few and far between and consisted mostly of moving this item from here to there, or simple panel puzzles to find the right coloured light to open a door but they were the only times in the game where I wasn't frantically awaiting an enemy! I did find the little vent quite funny as they just didn't fit the game. Doing one of the puzzles and going between vents really reminded me of The Crystal Maze which always made me smile when I went through one.
I do hope Dead Space 3 isn't as bad as I've heard. It got a fairly decent review on Gamespot so am not expecting a bad game but it doesn't look to have the atmosphere and sense of constant danger/fear that the first two had.
Next up for me are Crysis 2 and F.E.A.R. 2 which are both middle of the road games I'm expecting. I haven't played either of the originals so have nothing to compare them to but am hoping to be pleasantly surprised! -
Is 2013 the year that gamers fall out of love with Kickstarter?
- Mar 12, 2013 4:34 am GMT
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Kickstarter is an amazing thing. It's as revolutionary as ebay was to selling in the way it brings people together, giving us the opportunity to connect directly with artists, inventors, filmmakers, musicians, board game designers, videogame designers, fashion designers and a whole host of creative people who just need that break. It cuts out the need for bank loans, home remortgages and uncomfortable Dragons Den style pitches where the whim of just a few people can decide whether someone's creative vision is fulfilled or abandoned. Instead it throws that vision out to the entire world and we choose collectively what we would like to see. A far more elegant and democratic process and one we can actually feel like a little part of.
It's not just the homebrew designers that are pitching either, elder statesmen from the videogame world are also asking for our support. Tim Schafer, Charles Cecil and David Braben have turned to the crowd-funding model and in an industry where recognised names are few and far between this is like seeing Ridley Scott, Steven Spielberg or James Cameron abandon their big studio backers and turn to Joe Public instead. When Cliffy B blogged that the games industry was going to consist of either enormous blockbusters or smaller independents he must have had crowd-funding in mind, you may not like him but when that guy speaks you have to listen (although I get the impression that if you were in the room with him you would have no choice BUT to listen).
While I would love to see these big directors take on smaller projects (I have often heard stated that limitation encourages creativity) I can't get Prometheus, Warhorse and Avatar out my head, films that were as bloated and headless as washed-up corpses and this is where my worries about Kickstarter begins. Well-meaning gamers could walk away feeling burned when projects fail, or even worse, succeed badly.
Kickstarter are very open about the failure of projects and have a clear policy about what happens in these cases. The most straightforward is where a project fails to meet it's target in the allotted time frame. In this case pledges are not charged and the project ends. While this is a shame, I have heard that some game developers have considered this a blessing in disguise. If an idea is not good enough to excite the imaginations of the kickstarter community in it's most open and loose beginnings then it may need to be seriously reconsidered or even ditched.
How about when a project makes it's target but fails to meet it's own development deadlines and eventually tanks? Kickstarter state that in this case they have no liability and the project owners must refund all pledges. This makes sense but if all the money has been spent then what happens next? At the very best this may frustrate people about the Kickstarter ethos but at worst will we see lawsuits? Those that have pledged £5 to Elite: Dangerous might be a little peeved but hopefully happy to write it off in the spirit of adventure but those 6 backers that have pledged a whopping £5000 might be a little less laissez faire. There is also the potential for a game to simply be a terrible, unfinished mess. Just look at Aliens: Colonial Marines. This is especially the case when a project begins to fail.
Ultimately I can see the optimism about Kickstarter waning this year as projects falter or even fail. It happens, and this is where I hope gamers have been reading the Kickstarter FAQ. A pledge alone does not entitle you to any ownership of a project, it is no guarantee of quality or even results and it is certainly not a pre-order, it is a gamble. It's each person stating 'I believe in you' and becoming part of a small community of backers with a shared love of artistic vision. It's an opportunity to become a modest patron of the arts but not get carried away in thinking that in we are in any way going to receive anything good or even anything at all. Take the plunge in good faith but do it knowing that you are throwing caution to the wind. -
Sim City: A cautionary tale of DRM
- Mar 9, 2013 9:36 am GMT
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So by now we all know about the disaster that was the launch of the newest Sim City game. EA ever vigilant in trying to stop piracy and used games from hurting their bottom line continuing to punish honest consumers with on disc DLC, online passes and now making a game that requires you to be online all the time. Now mind you Sim City is not an MMO, it's a simulator where you build a city so there was no reason for them to make a simulator that required you to be online all the time. What made this worse is honest paying customers installed the game, booted it up and were met with server crashes, busy servers, long queues etc. for what? So EA's bottom line looks good.
Ever notice that all the companies doing the most scumbag of business practices are the big ones that make tons of money anyway like Activision, EA, Sony, etc. I also like to point out that you don't see Nintendo forcing you to pay for online passes or requiring you to be online all the time or charging you for on disc DLC but don't worry I'm sure we can find other ways to demonize them. We always do.
But Sim City is a cautionary tale for companies and how their paranoia of used games and piracy is leading to practices that do nothing but hurt honest gamers who pay for games fairly. My husband makes this argument that gun laws doesn't keep guns out of the hands of criminals, just punishes honest citizens but I'm not getting into that. For the last few years now companies like EA have been on a witch hunt of used games and piracy and the idea of making you be online all the time to play a game that you don't need to be online for is just another thing they're trying. And it blew up in their face. Meanwhile gamers who bought the game legally either through an online service like Steam or at a store are stuck not be able to play a game you bought because EA set up a system that doesn't work. We all remember that when it came out Smash Bros. Brawl had online issues of too many people wanting to play at the same time and while SSBB's online has always been messy at least you could still play offline and not be barred from playing it at all.
More importantly this should be a lesson to all game publishers that forcing people to be online a play a game like this just to prevent piracy is not the way to go. It's not fair to those who are honest in their purchase and those who didn't buy the game at launch day are going to read about these issues and say "screw that" and find something else. I saw that Steam actually had a sale of City Sims that didn't require you to be online like Tropico. And I'd say if you were going to buy the new Sim City but saw all this crap going on, I'd definintely at least hold off until this gets fixed or save your money for something else.
Also with rumors abound that the next Xbox wants to require you to be connected to the internet at all times, this may be a red flag for them. Imagine wanting to play the next gen Halo single player campagin and not being able to do that because of crowded servers. Especially if Xbox wants to charge for their online service again, something like this happening would really hurt them.
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DLC and How to Do It Right
- Mar 5, 2013 10:14 pm GMT
- 0 Comments
So, I got a lot of comments on my previous blog on micro-transactions regarding DLC, and while that wasn't the topic of the blog, it did have a bit of relevance to the conversation I was trying to start (to varying degrees of success). Instead of writing out my thoughts on DLC (as a separate idea from micro-transactions) in the comments of my previous blog, I decided to write them as a new blog because I have a lot to say.
Now, let me get this out there, while I do not care about micro-transactions in my game, I do take a different stance on DLC. I don't hate it by any means. In fact, there's quite a few games where I welcome it. However, there are, of course, companies that abuse the practice of DLC, and I feel that gamers focus far too much on those companies' practices. The general consensus about DLC from what I've seen is that DLC is pure evil and should not be tolerated in games. It's always content that should have been included in the original release of the game and now [insert developer] is nickel and diming its fanbase with content excluded from the original game.
I like DLC when it's done right. And believe me, there are developers out there who do it right.
To me, DLC is a wonderful opportunity for developers to extend a player's time spent with a particular game in a meaningful way. Whether it's adding new missions, maps, characters, or gameplay modes, DLC can make for some surprisingly great experiences in games you might have forgotten about.
Please note that I used the word "opportunity". In no way, shape, or form do I believe that every single piece of DLC out there matches what I believe it should be idealistically. No, for every Fire Emblem: Awakening (a game that makes proper use of DLC) out there we have two Capcom titles that has on-disc DLC. For every Mass Effect 3 we have three shooters that charge $15 for new maps every 2 months.
What I admire in Fire Emblem: Awakening and Mass Effect 3's DLC policy is that there is a mixture of substantial, meaningful free content as well as paid content. I will go into detail into both of these games later, but I want to note that there are many developers out there that should look at these two titles and take notes. There has been some very positive reception for them both.
Fire Emblem: Awakening's DLC exists in two forms: the "bonus box" and the "outer realms". The bonus box is where gamers will receive their free content, and the outer realms is where you can buy DLC maps and challenges. Now, typically a developer would have the bonus box include a sparse amount of content. It would exist only to entice a gamer to buy more DLC maps, but this is not the case with Fire Emblem: Awakening. The bonus box includes (as of today) seven challenge maps, approximately forty recruit-able characters from past Fire Emblem titles (all with their own army for you to fight), two rare weapons for your army to use, and two bonus paralogue (side missions) chapters, where you can recruit villains from the game's main story to your army. And, if we're going to get everything Japan got in their bonus box, there's a hell of a lot more to come. For free.

The DLC that is paid for is quality, as well. It includes maps where you must fight armies comprised entirely of past Fire Emblem characters, maps where you can harvest loads of experience, gold, and legendary weapons, and in Japan there are maps that constitute entirely new storylines. However, even though these maps exist, the game does not feel incomplete without them. They exist to augment your game, rather than dangle a bit of content in front of your face that the game feels incomplete without (ala Resident Evil 5's multiplayer mode).
Mass Effect 3 does what most multiplayer-focused games (NOT that Mass Effect is multiplayer-focused) should do with its multiplayer DLC and makes it completely free. I remember when I used to have my Xbox 360 and was a frequent player of Halo: Reach and feeling cheated when I had to fork over $15 for 3 new multiplayer maps (for the record, I never paid for it). Or even in Call of Duty: Modern Warfare 2 (when I used to play those games), when extra maps meant extra money. At the time, it was an OK practice in my eyes because I didn't really see the issue with charging for the time the CoD devs spent making those new maps. After seeing how Mass Effect 3 handled their multiplayer DLC, I don't understand why other devs won't follow suit. Clearly you can make your new maps, characters and weapons free and not lose any money, otherwise Bioware wouldn't be doing it. The only time I ever paid for new maps was in Call of Duty: Modern Warfare 2 and I will never do it again after my experience with Mass Effect 3's surprisingly good multiplayer.
Say what you want about Mass Effect 3's day-one DLC, From Ashes (I do think it should have come with the initial price tag, but some people were OK with it being paid-for. The game does feel incomplete without Javik.) but it does its paid-for DLC, for the most part, correctly. It's substantial, and that's what we should be asking for when paying for something. Quality can be debated upon (I think Leviathan and Omega were sub-par) but one cannot argue that the game feels incomplete without them.
DLC is done incorrectly when it is clear that some desirable part of the game has been arbitrarily withheld from the players in order to make some more money off of it. Capcom is the most frequent offender of this scheme, with many of their titles having DLC that's already on-disc, but blocked off from the players (unless they pay). It's unfair to fans of the game, whether it be holding off two fighters from Marvel vs Capcom 3 or multiplayer mode in Resident Evil 5. The game is complete, we just can't play the whole thing unless we play $5 or $10 more. That's cheating, and that's what I have a problem with.
What's ultimately abusive about on-disc DLC is that what's usually withheld is something that gamers will really want. It becomes irresistible because of its relatively low price, and people will buy into it. I admit, I did buy Jill and Shuma-Gorath in Ultimate Marvel vs Capcom 3 because I hated seeing two grayed out portraits in their places on the character select screen.
What I feel is really important to remember when talking about DLC is that not all DLC is bad (even though that's the popular opinion). The Elder Scrolls IV: Oblivion is a wonderful example of a game where both good and bad DLC exist. Yes, there was that really crappy Horse Armor DLC, but there were also full-on expansions available (ala The Shivering Isles) that allowed you to spend more time in the game's universe, something that many people valued. If done right, DLC can be a very good thing, and I feel we need to stop focusing on the bad.
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Gamers are More than the Sum of Their Killcounts (Walk it Off/Charity Edition)
- Mar 4, 2013 8:20 am GMT
- 0 Comments

FPS Doug: Poster Child of Our Gaming Community!
Boom, headshot... BOOM headshot.... BOOM!!! HEADSHOT!!! From the recent publicity attempting to link violent acts in the world to video games, FPS Doug (WARNING: link contains strong language) may as well be the poster child for gamers worldwide in the eyes of the media*.
Whether you believe the hype or not, playing video games have also been linked to some very positive effects. Several studies have shown that video games can ease pain in patients, and that violent video games may increase pain tolerance in some people. My mother, who is in chronic pain due to various conditions, has personally found that Farmville helps her relax and improves her pain management.
Then there are all of the conflicting reports from the media at large, showing that 89 percent of parents believe game violence a problem but that a former FBI profiler says games do not cause violence. So, what to believe?
Enter Cody Thompson: Walking Gamer
Whichever side you're on, there's one gamer who is breaking this stereotype. Enter the Walking Gamer. Cody Thompson is on a mission for both himself and for charity. He is going to walk across the country, from North Carolina to California, on a journey that is to start this weekend and will take an estimated 8 months to complete. During his travels, he will be dependent on the kindness of strangers for lawn space on which to pitch his tent, donations for food and supplies during his travel and support during the difficult months he faces away from his home and his wife.
So, who is this Cody Thompson? In the spirit of full disclosure, he is the husband of one of my sister's dearest friends, and that's how I first heard of his journey. He is an avid gamer and has been since the age of 4, is a former EMS dispatcher and has a bone to pick with DLC--I won't repeat here what he had to say about the horse armor DLC for Oblivion--and he was kind enough to allow me to interview him personally for this blog. (I found out the hard way that he also hates being called "Mr. Thompson", which I did when I first requested the interview and subsequently made him twitch something awful...)
See, when Cody was 4 years old, he had a serious eye disease which required surgery. As a part of his recovery regimen, his doctor actually prescribed video games. With that, his parents got him an Atari. It's no surprise that the charity he is bringing along for his walk is Child's Play, an organization that provides various toys, books and video games to hospitalized children to try to make their stay less arduous and improve their spirits and recoveries.
He still remembers his first games, Pitfall! and River Raid. He remembers the Christmas his mom scraped together enough to get him the NES with Super Mario 2. In true gamer form, Cody will be bringing his 3DS along for the walk, with an assortment of games (if you donate enough to his Indiegogo campaign, he will even send you one of his used games from his walk!). Cody sequestered his 3DS for the last few months so that the games would be fresh and new for his journey, so he has spent his gaming time lately playing a lot of his console and PC games in the meantime (DMC, Starcraft 2 and others).
Cody's Trusty Walking Companion Will Be His 3DS
The idea to walk across the country originally came from his love of J.R.R. Tolkien's "The Hobbit" which introduced him to a world of adventure and self discovery he wanted to impart into his own life. He says it is only natural to bring a charity along for the ride, especially since Child's Play is so close to his own heart.

Bilbo vs. Frodo: Tough Choice!
For those of you wondering where he stands on the issue of Frodo vs. Bilbo, when asked the proverbial question, "Frodo or Bilbo?" Cody replied, "My answer is............. [darn], that is not a fair question really...the Hobbit is such a different tone than LOTR. Bilbo is having this adventure. He is outside his comfort zone, and I suppose I relate to that more for this walk. Frodo knows he is carrying the source of all evil around his neck, and well.... that [messes] a dude up." So now you know. (Thanks to GunnyHath for suggesting that question!)
While not the focus of his journey, Cody is well aware of how the gaming industry and community is being perceived, and he has his own ideas about games, violence and the roles of parents in all of this. When asked about his thoughts on the connection between violent acts and video games, he responded, "...the issue with games and probably movies is parents think it is just a game, so they get it, no biggie. Let's hand Darksiders over to a 12 year old and not pay attention."
He also recalls how his mom handled video game violence with him as a kid: "I grew up playing violent games. My mom got me Mortal Kombat 2 for the SNES but she watched me play it and she made the call if she thought it was appropriate for me to play." He does not believe in government censorship, and instead puts duties on the parents to make the call. To all who believe that violence in games has a widespread effect on gamers, he replies, "We are going to see a HUGE boom in America's farming community any day now. Farmville was THAT popular." I guess my mom is going to become a farmer. She already has a huge garden at home.... hmmm... I see truth in this sentiment already...
With all of the negative publicity the gaming community faces, it's nice to see something so positive coming from one of our own. So the next time somebody scared of the world and looking for a neat and tidy way to explain the violence in the world blames you, the gamer, just tell them to walk it off.
Well done, Mr. Thomps--er, Cody. Safe travels on your longest journey.
Walk on, gaming brother. Walk on.
Interested in donating to Cody's cause? Donations in his honor can be made to Child's Play by clicking here. Donations will first cover his expenses for the walk, and all unused proceeds will then go directly to Child's Play.
You may also donate directly to him to cover his expenses, which he estimates will be $8,000 by the end of his trip, at his Indiegogo site.Cody will be updating his Walking Gamer site with blogs during his travels, but you may also connect with him via other social media sites below:
*It should be known that I think FPS Doug is about the most hilarious YouTube video ever, I'm not knocking him in any way, shape or form

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Why perma-death is integral to Fire Emblem
- Mar 2, 2013 4:54 pm GMT
- 0 Comments
Was diggin' the recent Gamespot article about perma-death, but as much as it's easy to romanticize the mechanic, it's more than merely a matter of "because it's more manly." I've plugged in over 120 hours (on all three slots) with Awakening, went back and finished Sacred Stones a few days ago, and I'm now midway through Shadow Dragon (the underappreciated, red-headed stepchild of the Fire Emblem series), while simultaneously playing Radiant Dawn off and on. I've got Fire Emblem on the brain right now. The new game has definitely inspired a personal revival.
But what about this whole "perma-death" thing. First, let me just say, though I didn't use the option, I was glad to see Intelligent Systems add the Casual Mode to Awakening (not its first appearance in the series, by the way). The series has had a bit of trouble gaining traction here in the States, in spite of a very devoted, albeit relatively small, fanbase. But it should be obvious by now, Awakening has really made a dent into the mainstream awareness of this series, I'm certain in no small part due to lowering the barrier of entry.

All that being said, I still believe perma-death is absolutely an essential part of the gameplay because, well, if death isn't a concern, all you have to worry about is getting through a given battle. But with perma-death present, you have to think several battles -- even endgame -- ahead. It's really as simple as that. It's not about being elite or manly or hardcore; it's about a fundamental change in gameplay. With perma-death, Fire Emblem is, in a lot of ways, similar to chess. Without it, it has more in common with any number of other SRPGs on the market.
I love Awakening. It's up there with my favorite FE games. I love the options, the production values, the carefree changes that play into all the trappings that make us love games like Final Fantasy Tactics. But don't underestimate the importance of perma-death in a Fire Emblem game. Play it any way you like, but trust me, it's an integral part of the formula.
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In response to Carolyn's Persona 4 article...
- Mar 2, 2013 1:40 pm GMT
- 0 Comments

You know, I like it when the writers of Gamespot voice their opinions and write articles about various issues in the gaming industry. They're usually very interesting reads. However, that doesn't mean I agree with each and every one of them. One article in question is Carolyns recent article on Persona 4. In the article, she voices her disappointment with how Naoto and Kanjis characters are portrayed in the game. She claims that the issues of sexuality and gender identity are handled quite poorly in Persona 4, and that it goes against its themes of accepting ones self. She says that their characterizations "[send] the message that such sexual orientations and gender identities are too scary to accept."
While I respect her opinion, I disagree with it. But before I start, I'll give all you readers a fair warning: Since I'm replying to an article about sexuality and gender identity in gaming, of course I'll be addressing these issues. If you're sick and tired of hearing about this, do yourself a favor and press the back button right now. Also, this blog contains numerous spoilers for Persona 4.
Kanji is put out on the cutting board first. The tough talking, foul mouthed, troubled youth's shadow manifests as a flamboyant man in a loincloth spouting dialogue with some very obvious homosexual undertones. And even before Kanji was kidnapped and thrown in to the TV, this is heavily hinted (as you can infer from his first encounter with Naoto). It turns out that this isn't the case. When he finally accepts his shadow, it turns out that he isn't homosexual, he just deeply dislikes women and how they judged him. It turns out that he's just more comfortable with guys.
Petit's answer to this is: "To me, this is a huge cop-out. It rings psychologically false; the ultimate truth of Kanji's character as someone who was just afraid of rejection because girls had been cruel to him in the past doesn't quite mesh with the imagery of his dungeon and the personality of his shadow self. By clearly raising the idea in the player's mind that Kanji is [homosexual] and then rejecting that idea, Persona 4 sends the message that homosexuality is shameful and should not be accepted."
First of all, the characters personalities and actions do not PERFECTLY match with the personalities of their shadow selves. Its actually said in the game that the shadows are only one facet of the characters personality. Also, the shadows and the dungeons are very extreme manifestations of the characters deepest troubles and fears.
For example, Rise's strip club dungeon was the result of people not seeing the real her. Rise constantly had to be everyone's charming, cute, and most of all, perfect idol for the camera. Fed up with this fake personality she was forced to show, she left show business and went to live a normal life. But of course everyone still approached her, wanting to meet Rise the media darling, not the real her. Therefore, the whole "I'm going to strip and bare it all" was a very extreme way of saying she wanted to shed her generic idol shell and show the world the real her.
Yukiko's dungeon was a castle; her shadow wore princess' clothing, and constantly spoke of "scoring a hot stud." Her shadow, once provoked, manifested as a bird in a cage who summoned a prince to fight for her. This represented Yukiko's feelings of being trapped in a life she didn't want to pursue. She didn't want to inherit the family inn. She wanted someone ("a prince charming") to come and whisk her away. The Void Quest dungeon, manifesting itself as an 8 bit JRPG dungeon, represented Mitsuos idea of his actions all being a game, with him being the hero. The Heaven dungeon manifested from Namatame's view of himself as a God who was saving lives. It could also possibly represent Nanako's desire to be reunited with her dear departed mother.
The disconnect between the exaggerated dungeons and reality is especially evident with Yukiko. She's a reserved, refined, and classy girl (a Yamato Nadeshiko if you will) who's never even had a boyfriend. Yet her shadows words that go something like "I've got my lacy underthings on, now I'm ready to score a hot stud," carry a very obvious sexual connotation.
Okay, now lets bring it back to Kanji and his whole bathhouse bonanza. Remember, these are extreme and exaggerated manifestations. Rise is not an indecent girl who'd strip in front of millions, Yukiko is not promiscuous, Nanako doesn't want to die, and Mitsuo and Namatame are delusional (among other things).
Kanjis character was handled in a very ambiguous and slightly confusing way. And at times, it seems that his confusion about his sexuality is merely played for laughs (as evidenced by the two scenes Petit mentioned. Ill give her that one). But it just doesn't seem like the creators were trying to be disrespectful to homosexuals, or paint homosexuality as dirty or shameful. I think Troy Baker (his voice actor) put it best in this video. All in all, Kanji is a kid struggling with his identity. Conflicted between accepting himself (along with his hobbies that are seen as feminine), or rejecting the world that rejects him. I also thought it was really cool how Baker said that people came up to him and told him that his character kind of gave them the courage to be open about their own sexuality.
And with that we move in to what Petit had to say about Naoto's character. First, she refers to Naoto as a male throughout the article on the basis that Naoto uses the masculine Japanese pronoun boku. I dont know if Petit knows this, but girls who refer to themselves with a masculine pronoun are known as bokuko (boku + ko, which means girl). In the west, we refer to them as tomboys. It does not automatically mean they identify as men. It complements both Naoto's personality and backstory.
Also, Naoto's reason for wanting to craft herself as the hard-boiled detective did not only stem from her attachment to fictional characters. She is descended from a line of famous detectives and she intends to continue the tradition. Her parents dying when she was young forced her to grow up quickly, explaining her mature demeanor and personality despite being a teenager in high school. The detective novels she loved as a kid were only one small piece of the puzzle.
Naoto is young, short (5'0"), and a woman. This doesn't fit her idea of what a detective is. She can't change her height or age (at least not right away), so she chose to change her appearance in order to be taken more seriously by the older detectives. Its enough that she gets treated like a child (something made evident in the game). I doubt she'd want to deal with sexism too. I think Naoto's true intentions were to become a splendid and ideal detective, not a man. Like Kanji, Naoto is struggling with her identity. I also do not think she is transgender. She just doesn't fit the bill. Later in the game, she has no qualms about putting on a girls school uniform and speaking in a more feminine voice for the protagonist. It would seem to me that if she identified as a male, she would have refused, being highly uncomfortable and maybe a bit angered by the request. It seems she would have demanded that the protagonist accept her the way she is: as a man.
Also, in Persona 4 Arena, when an illusion of Akihiko comments on her overdeveloped chest ("its all fat and no muscle"), she blushes and remarks that that's the part of her self-image that she's most sensitive about. From her choice of words, it seems to be embarrassment of a grown man's blunt comment about her developing breasts, not shame or anger of a female body she didn't want. Also, in the epilogue of Persona 4 Golden, we see Naoto comfortably donning feminine clothing and slightly longer hair. Throughout the game and even more so in the social links, the protagonist helps the characters through their troubles and insecurities so they can accept themselves. Naoto accepting herself as a woman who could still be a great detective without pretending to be something she was not adhered to that formula.
There's also a few other things to consider here. Japan is an entirely different country that speaks an entirely different language. Some things get lost in translation. Some subjects just aren't handled in a way that coincides with the way we Westerners would handle the subject. Japans views of gender identity and sexuality are probably much different than they are in the US. Couple that with the fact that video game stories still have a lot of growing to do as a whole. There's a lot to be desired in its budding methods of storytelling. However, in terms of video game stories and characters, I'd say Persona 4 is top notch. Its characters are as well fleshed out as they are dynamic and interesting. I don't think it was Atlus' intention to mock or shame homosexuals and transgender people.
Perhaps in a way, I am a bit biased. I absolutely adore the game and have spent well over 150 hours on it. So of course I'm going to defend it, because I think the game is so brilliant. In no way would I ever defend it if I shared Carolyn's sentiments and thought that the game was even remotely disrespectful and offensive.
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