11.30.07

3.14159265897932384626433832… How many numbers is too many?

Posted in Uncategorized tagged , , , , , at 1:13 pm by supereffective

As you’ve noticed, I use a 4-star scale to review games. This is a conscious decision… I could use a 5-point scale, or a 10-point scale, or letter grades, or Terror-color-levels, but I choose to use 4 stars, with half-star increments. I started this way because that’s how the paper I wrote for in college operated, and I quickly became accustomed to and comfortable with the prospect of having exactly 9 scores I can possibly give. Of those, I believe I’ve used 7. I’ve never given 4-stars, and I’ve never given .5-star. (Before you ask, yes, I’ve given a game a zero. It was MTV’s Celebrity Deathmatch for the PS2.)

The 4-star scale is a beautiful thing. Why? Because video game sites don’t use it. It is the domain of film. It has not been subjected to the years of point-nudging that has caused the acceptable range of scores to fall between 6.0 and 10. (Penny Arcade’s newspost for today shares my concern for this statistical skew.)

Look through your city’s independent news-and-entertainment-weekly and you’ll see the film reviews as a mass of 2/4s. This is proper. Average films are aaaaaaaaverage. Average films do not get an automatic 7/10 just because that’s how the ratings are skewed. That being said, an “average” film that receives a 2/4 is still probably a worthwhile film to see, especially if you like the actors/topic material/director/shininess. Would you play a game that got a 5/10 on GameSpot/IGN/what-have-you?

I will give games 2-star ratings. This doesn’t mean that I find it abysmal, nor does it mean that something’s broken and irreparable. It just means that it’s an average game. It’s your I-Ninja, your La Pucelle Tactics, your Megaman ZX Advent (though I haven’t written the whole review up yet). These are respectable games, but they’re not -superlative- games. They don’t deserve a 7/10, because they’re not 2 whatevers better than average. They are the average. There are better games, and there are worse games; there are far better games, and there are far worse games.

Under the current regime, who’s to say the difference between a 2/10 and a 3/10? When you only have 9 scores you can possibly give out, each one has to mean something. Each one represents a distinct stratus of quality. What’s the difference between 1.5-stars and 1-star? I’d say it’s about the difference between Ontamarama and P.N.03. The former was a moderately fun and kinda unique music/rhythm game that suffered from a lackluster tracklist and absolute dearth of multiplayer; the latter was a hip, stylized 3rd-person shooter with a passable plot and decent graphics but horribly clunky controls and counterintuitive camera, which really hurt when you’re relying on stealth.

Further, since there are only 9 possible scores, the reader will have to investigate the text of the review (where actual points can be made) rather than going off of a number in a box. Why did this game get a 2.5-star review? What was good and bad about it that it should be adjudicated a half-star better than average? Is it the controls? The plot? How were the graphics?

Anymore, the discourse among gaming reviews has been that even a game that gets a 6/10 is “bad.” How bad? Watch the Jeff Gerstmann video-review of Kane and Lynch over on Youtube (as Gamespot have kinda dumped it from their site). A 6/10. Skewed like lamb shishkabob, yo.

Kane and Lynch: WE ARE THE DEAD

Posted in Uncategorized tagged , , , , , , , , , , , at 10:54 am by supereffective

In the wake of the Jeff Gerstmann firing scandal (read up on it), in which Gamespot’s editorial director was (seemingly) ousted for giving Kane and Lynch a 6.0 review and panning it on video, the latter of which has apparently been removed from the site. (The video review can still be found on YouTube.) To the community’s credit, some folks using Gamespot’s blog system (who have been designated as “soapbox”-class writers) have been taking note of this, and at least one blog entry linked to from the Gamespot.com top page advocated leaving the site. Hell, even Penny Arcade looks poised to weigh in on the issue.

I have no beef with bad games being advertised. Hell, it’s really all they can do. But when publishers begin to flex the power of their almighty dollars in such a way that the writer’s liberty is compromised, it speaks a few dangerous words to the industry as a whole. Phrases such as “Journalistic integrity,” “Credibility,” and “Objectivity” begin to be questioned as advertising dollars enter the picture; certainly, the publishers want good things to be written about their games, and the writers themselves are a big fan of concepts like “eating” and “shelter.”

Now, call me crazy, but I seem to recall obnoxious screen-obscuring site-skinning click-on-all-the-little-X-bubbles-or-no-news-for-you Hyper Super Revenue Media Added Product Enforcement Technologies being used on Gamespot’s main page to promote damn near everything from new-release films to Sprite, for God’s sake. You would think that the obvious answer would be to just have a video game review site that takes advertising from everyone -but- video game publishers. Think about it: Do you trust the Kane and Lynch review of a site draped in Kane and Lynch advertising, with Kane and Lynch trailers available on mouse-over, or a Kane and Lynch review from a site pushing Dr. Pepper, Dell gaming computers, and the occasional Domino’s Pizza?

Jeff Gerstmann gave Kane and Lynch a 6.0 (using their .5-incremented 10-point ratings scale.) In a reasonable world, that would seem to indicate “slightly better than average,” but in this crazy house of cards we work in, such a score amounts to “this game killed my cat and pissed in the kitchen sink.” The text of the review itself seems to paint a dismal picture of the game, but what really got me was the “Critic Scores” sidebar… which showed the game getting similar scores from a slew of other game-review sites/publications. Going down the list:

7/10 from Game Informer, 6/10 from gamesTM, 6/10 from Edge Magazine UK, 6/10 from Play, 3/5 (call it 6/10) from GamePro, 3/5 again from GameSpy… how many of these editoral directors still have their jobs? Jeff was more than a mere critic, he was a character in his own right, bringing life to Gamespot’s media-production efforts with insightful (but derailing) commentary on the Oreo Pizza, as well as the always-humorous “Reggie Phil-Anime” impression. Perhaps this put a target on his back? Who wants a free spirit when you can have just-another-schmoe who pounds out coverage and knows where the dollars come from?

GameSpot’s Forum is presently host to this monster, a 196-page-long, nigh-unto-4000-reply-strong (as of ~10:20AM EST) behemoth of discourse that, to their credit, Gamespot is allowing to take place on their turf. Even the forum’s mods are agreeing with the oncoming loss of credibility and backlash in the community. Discussion of the topic is (seemingly) not being stifled, except to lock rogue threads with an admonishment to take discussion to the “Official” Jeff Gerstmann thread.

Eidos’ forums, on the other hand, have gone into complete lockdown. No one can post anything, and any mention of the Jeff Gerstmann controversy has been stripped. Now all we need is a track star running up the aisle to smash a telescreen with a sledgehammer.

Will GameSpot recover from this? Likely. Will Eidos recover from this? Likely. Do you need to cast a blind eye to what’s going on? Absolutely not. If you’re reading this post, on this sparsely-updated, sparsely-trafficked, whacked-out fringe blog written by this washed-up college-paper hack in the time he has off from his shit job, chances are you’re already more informed than John Q. Layperson. Chances are you know of a bajillion other review sites, and chances are you look at a number of reviews before considering a purchase. As one star falls, a new one rises; you have more options now than you ever did before.

Jeff, you were the voice of Gamespot in many readers’/viewers’/listeners’ minds. You gave us music, you blew our ears out at the end of every podcast (GAAAAAAAAAAMESPOT-DAWT-CAHM!), and you spoke your mind. This is a shame, man. We look forward to your next venture.

11.26.07

Review: Super Mario Galaxy (Wii)

Posted in Uncategorized tagged , , , , , , , , at 2:25 am by supereffective

SUPER MARIO GALAXY

Developed by Nintendo

Published by Nintendo

Nintendo Wii

SEStarSEStarSEStarSEHalf(three-and-a-half out of four stars)

The weekend after I’d first laid hands upon Galaxy, a couple friends asked me for my opinion of it over an omlette at quarter to midnight. (That’s when I do my best work.) I figured that, as “a guy with a blog that’s received over 40 hits,” I would be speaking in my official voice on such an issue (and thus, subject to the Dogma of Supereffective Infallibility, vis “I’m right, fuckmook.”) So I took a long drag of iced tea, gnawed on some bacon, and began piecing together words.

Now, normally, one could just say, “It’s a great game.” Such a statement is true. Such a statement does not, however, convey the gravity of the situation. (Pun intentional.)

I then spoke. “Nintendo brought us the archetypal platformer, Super Mario Bros., so many years ago. Just over a decade ago, they demonstrated to the world that platformers can work in three dimensions. Last year, they created the Wii and its innovative control schemes. By all rights, we should expect Super Mario Galaxy to be one of, if not the, greatest 3-D platformer ever created, and we should expect it to utilize the new console’s controls to the fullest.

I ate a potato pancake.

“It delivers.”

I suppose that preamble, stripped of the references to my Super Omlette Smile, could suffice as a “Review.” How many people are going to read a review before they purchase this game, anyway? I bought it automatically, knowing that Nintendo managed to survive the past two console generations with scandalously weak third-party support on the strength of its in-house franchises; why would this be any different?

“Different” is a dangerous word. On the one hand, it’s a nostalgia-trip. Mechanics from Super Mario 64 mingle with musical tracks updated from Super Mario Bros. 3. The Fire Flowers are dusted off and back in the mix, along with even more weird-and-wacky power-ups. (If you thought the Tanooki Suit was weird, try picturing Mario wrapped in a huge spring.) The “Collect the stars, there are 120, they’re separated into worlds, and don’t forget Bowser!” concept is lifted directly from Mario 64; Bowser’s airship armada makes a return after an extended absence. These things are familiar, these things tie our gameplay experience to those we’ve had before, almost to play to our good graces. It doesn’t feel “different” at all, when you look at it like this.

But don’t be fooled. This is a step forward… but not, because “Forward” is an abstract concept. “Forward” depends on where you are in relation to it. If you believe that photorealistic graphics, 100+hours of gameplay,  and/or online co-op multiplayer are “the future”, this may look remarkably “backward” to you. However, if you’re willing to stand on your head, allow the blood to pool, and come to the transcendental realization that “Forward” just means “A confident step outward from where we are now,” you will come to understand just how revolutionary this game is.

No one’s done level design like this before, on this scale. (And I only add “on this scale” because someone will, undoubtedly, send me an angry comment because I neglected to mention Gravityman’s stage in Megaman 5. Just covering the bases.) Instead of having one expansive area representing a “flat” parcel of land on a presumably larger terrestrial surface, Galaxy opts to have levels consisting of several smaller terrestrial surfaces, each with their own gravity, which are then navigated in series along the path to one of 120 stars. Sure, it’s disturbing to run on the underside of something at first blush, and the controls can take a bit of getting used to while you’re down there, but the overall effect is one of unbridled innovation. It allows for enormous diversity in level design: one might be lots of small planets, one might be a larger planet with near-constant gravity and only a few outlying bodies; one might be a torus-shaped flume of water populated by sentient penguins. There is no “wrong” answer anymore; everything can be done, it’s a matter of how many stars it’ll take to get to it. Each world (rather, galaxy) houses 1 to 7 stars, some of which can only be acquired while a certain comet is in orbit of that system. Some galaxies are deep and merit exploration, some are one-trick-ponies and admit to such with relative enthusiasm. In either event, the sheer diversity of what Galaxy’s level design is able to present singlehandedly merits the term “different,” so much so that “singular” may enter the picture.

And the Bowser courses? Yeah. Unapologetic and cruel. These are not galaxies co-opted into withholding stars from you; these are stages hand-crafted by the King of Koopas himself with the express purpose of putting your mustachioed arse in a wooden box for good. One section of the final Bowser level actually dropped my jaw, the danger was so great, and I spoke aloud, “Yea, though I walk through the valley in the shadow of Death…”

Such unique design begs effective controls, and Galaxy complies with a familiar setup that feels like you’ve broken an N64 controller in twain (doubtless caused by trying to get 100 coins on Tick Tock Clock, you sorry fool). The jump, long jump, double/triple jump and backflip are all there as you remember, augmented by new tricks such as being able to slide down walls (to better aim wall-jumps) and the waggle-tastic Spin Attack. The Wiimote-D-Pad controls the camera… sometimes… that is to say, when the game doesn’t seem to think it has a better idea of where the camera should be. However, these instances tend to be few and far between; I myself rarely had to take angles into my own hands.  The konpeito gun star-bit-shooter aspects of the Wiimote are welcome, though I didn’t use them much myself. I’d try to scrape up 50 bits for a 1-up, but outside that, couldn’t justify firing them at mobs when my near-20-years of platformer experience was telling me to “jump on the damn thing already.”
Galaxy tries to maintain some relevant plot with this new oddly-familiar bit, Rosalia, who has a charming storybook tale to tell if you’ve the time to hear it. It’s painfully cute and may lead to dental work, so consider yourself warned… suffice to say, she’s tied into the Mushroom Kingdom opus and not just a bit of tail they jammed in ‘cuz they knew Peachie’d be in a box for the bulk of the game. (Though apparently she still gets mail service.) I don’t think it’s necessary, though, because you’ll generally be too enamored with this one-of-a-kind gaming experience to really give a damn about what she’s saying, anyway.

The Wii has seen its share of shit games, just as the DS has, where developers have struggled to figure out the most effective implementations of this new paradigm of gaming control. And, just like the DS, a few first-party titles come along and really work the system for all it’s worth, as if to say to the rest of the industry, “This is how it’s done; this is our vision. Keep this in mind.” Super Mario Galaxy is a shining example of what the Wii can do; now that there’s a solid front marker on the console, the third-parties can see what they need to accomplish in order to successfully develop for Nintendo’s new box. (Hint: rock candy is a good start.)

11.23.07

An attestation to distraction.

Posted in Uncategorized at 10:13 pm by supereffective

Still looking for the remnants of my Galaxy review, I made the mistake of pulling out Final Fantasy XII: Revenant Wings yesterday on the way to Thanksgiving dinner with the family.

I’m going to start calling it “Episode Seven-and-a-Half,” as it feels just as Star-Warsy as its precursor. The whole Balthier/Vaan/Filo+Kytes dynamic mirrors Qui-Gon/Obi-Wan/Anakin+Luke in almost every way except in the latter two’s relation. More to come, eventually…

11.21.07

I’ll level with you.

Posted in Uncategorized tagged at 12:13 pm by supereffective

To this point, I’ve lost probably 1000 words on Mario Galaxy as a result of system messups (and my not being terribly familiar with WordPress’ “draft” system). Frustrating, yes, but educational. I’m finding it difficult to write about… something very the same but so wildly different…
Tonight, I pound the sucker out and get started on FFXII:Revenant Wings.

11.14.07

My head hurts.

Posted in Uncategorized at 6:26 pm by supereffective

SNK’s web site has a press release saying King of Fighters XI shipped yesterday.

Clicking on the link to that press release, though, takes you to an announcement about World Heroes.

King of Fighters XI wasn’t in the computers of either of the Gamestops in walking distance of my apartment yesterday.

Today, it’s in their system, but they don’t have any anyway. They explained to me that if a store doesn’t have preorders for a game, they’ll only get one or two copies.

Obviously, it’s my fault that I didn’t preorder a game that their system wouldn’t allow me to preorder.

The distribution channels of the gaming industry FAIL. SNK’s website FAILS. I don’t want to order this game online. I want to walk into a store and say, in a firm, steady tone, “One copy of King of Fighters XI, please.” I want to make eye contact with a person who’s played an arcade game in his/her lifetime, and knows what kind of game I’m buying. I want a nod of acknowledgment. I want to smile.

Instead, I’ve just phoned damn near every retailer in the area trying to locate a copy of this fucking game, so I can play it this fucking weekend and kick some ass like the FUCKING PRESS RELEASE (WHICH DOESN’T EXIST) SAYS I SHOULD.

11.13.07

Finished.

Posted in Uncategorized tagged , , , , , at 10:08 pm by supereffective

That was quick. That being said, it was a 61-star clear, meaning I had only enough stars to get to the end and see the ending.

59 stars to go.

Also, the last course… holy hell. Never before has one stage brought me to exclaim, “Yea, I walk through the valley in the shadow of Death…”

Review coming… eventually. I’ve got more stars to score.

Platformer Hell.

Posted in Uncategorized at 8:54 pm by supereffective

Mario 64 featured three courses that eschewed the “sandbox” style of level design in favor of a completely linear experience. As these were meant to precede big, tough *chuckle* boss fights, the courses were, in a word, tough.

I knew them as Platformer Hell.

It wasn’t that they were unfair, it’s that they had all manner of shock value. The music was foreboding, the pace was hectic, and the level design was on a completely different plane from all the other courses. There was shit here that didn’t happen anywhere else. This is because, rather than fitting some sense of “sense,” of “continuity,” these levels were made by the King of the Koopas himself to KILL YOU. There were no ifs, ands, or buts. You were going to die. Likely, a couple times. And there was nothing you could do about it.

Super Mario Galaxy has Bowser courses that do 64 proud. The goal of such a level is to make the player exclaim, “Jesus Christ, what is THAT?” It induces panic. It induces fright. It’s a good thing. (And they kept the music. Rock.)

C-Stream: Super Mario Galaxy (Wii)

Posted in Uncategorized tagged , , , , at 12:52 am by supereffective

Ok. Finally, at 11:20PM, I get to start SupMarGal (to get all Pacific Theater on yinz early), after work, dinner with Dad, making keys, pounding out my MarSonOly review, and watching The Big Bang Theory. In any case, here goes.

11:23 – Power ON! After I reset my Wii for DST, of course… grr…

11:24 – Power ON! For reals, this time. AAAGH, TRUMPETS! I like the whole Planets-as-Files deal… And I attach a Mii to it? Cute.

11:25 – Ahahah, it’s my head. Oh, Nintendo, you crack me up.

11:26 – ZOMG HALE-BOPP! Someone, get my sneakers and Kool-Aid!

11:27 – Eh, heh. So, 3D Mario adventure that starts with a letter from Peach. How original! I wish they’d thought of that a deca… erm… eh. Never mind.

11:28 – Ok. This’ll take some getting used to. But I figured out how to shoot things!

11:30 – Bowser’s attacking… with an Airship Armada? Like in Mario 3? And it’s playing throwback music? Ooooooooh. My pants feel funny.

11:31 – Ok, fun’s over, time to represent! I’ve come to the realization that the controls are almost exactly like Mario64: Hold the left trigger to crouch, press the right thumb button to jump, join the… oooh, shiny cinematics.

11:35 – So he just picks up the castle, lock, stock, and barrel? There’s something familiar about THIS, too.

11:36 – … catch the bunny. This is where the perception of the game breaks into two paths: One, where people are insulted that they should be chasing a bunny; Two, where people realize the sly backhanded reference to the development of the Mario64 engine, in which control testing was performed in the context of a room with a rabbit you can chase. I get it.

11:41 – Caught: Three bunnies. Running on the “underside” of a planet feels weird. That being said, it’s not as difficult to gauge movement as I would’ve expected it to be.

11:43 – Oooh. Hot Parallel-Peach chick.

11:45 – The ledge-catching is back. I like the ledge-catching.

11:46 – JESUS CHRIST IT’S A BLACK HOLE GET IN THE CAR

11:50 – Only three chunks of life? Well, I guess that’s fine. 8 in Mario64 seemed a bit much, in many cases. (Besides, anything really nasty did 3 a pop, thus reducing the gauge to, effectively, 3.)

11:53 – Star 1, get! Only 119 to go. >:3 Wow, that was a flood of information.

11:55 – Hey, it’s Peach-Analog again! And she’s describing what sounds to be the cover of a Boston album. WE BUILT THIS OBSERVATORY! WE BUILT THIS OBSERVATORY ON ROCK AND… ER… POWER STARS…

12:01 – The “distance” mechanic seems really clever. Almost like… doors with stars on them. Almost. My question is, what are those ? blocks hanging in orbit in the galaxy?

12:11 – So we’re seeing that each level is a sequence of little planet-y things. Also, having the Wiimote as the Konpeito Cannon is a clever trick… and Mario just fell asleep as I typed this. Too much Lasagna.

12:13 – JESUS CHRIST IT… Erm. So the first “boss” fight is against a huge, bipedal, dino-piranha-plant thing. I think I need to hit its weak spot for massive damage.

12:15 – Weak Spot = Spin attack into its tail. Slick.

12:16 – Star 2 get! Why does Mario keep his little spin-ability-star-friend under his hat?

12:17 – So the Lumas like to… eat… Star Bits. Yeah. Konpeito.

12:20 – I just came across a big-ass ? coin which created a string of floating musical notes, which played the 1-2 (underworld) theme when collected in series and which delivered a 1-up at the end. Very cool… just like the switches in Mario64.

12:29 – And the wall kick’s back too, but now he looks like he can do it from a hang-off-ledge? Slick. Also, greater delay between writing intervals usually means the game’s drawing me in. I hope I remember clean pants.

12:31 – Gravity alternators… just like in Gravityman’s stage in Megaman… erhermablrm. Y’know, that one with the 8 bosses and the silly Password system?

12:36 – Ok, found a new galaxy… but there’s another star to be had in the first! I’m big on completion… and not having to go back and figure out which stars I’m missing.

12:50 – Third trip through Galaxy 1, ran around some airships, bounced some coconuts, fought some big-ass lava-octorok thing, got Star 4.

So, that’s my C-Stream through the first Galaxy of Mario Galaxy. Review soon, n’at.

11.12.07

A comment on availability.

Posted in Uncategorized at 11:05 pm by supereffective

Target won’t sell me Super Mario Galaxy until Wednesday.

Now, all the literature from Nintendo puts the game’s release as… today. Monday, November 12, 2007. Using this, one can presume that EBGamestop will sell it tomorrow, because they always seem to be a day late. (Unless, of course, you didn’t preorder, in which case some EBGamestops may not sell it to you at all.)

So, I went to the modern-day oasis of gaming: Best Buy. Not only did they have a big-ol’-whompin’ Super Mario Galaxy cardboard display in the aisle, but it actually contained – MIRACLE OF MIRACLES – copies of said game! I was so happy, I skipped my usual victory thrash on Rock You Like a Hurricane and proceeded directly to the checkout.

Truth be told, I’d just as soon shop at Best Buy anymore. Sure, they might not have some tougher-to-find shit, but being able to get the new on-date certainly means something when the entire distro network is as fucked up as it is.

Also, word has it that KoFXI isn’t dropping this week. (It’s not in EB’s computer.) Or ever? SNK Playmore’s site has a press release for it, but it’s not listed on EB’s site…

Oh, well. I’ll probably find it at Best Buy.

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