11/04/2008

Hi-Technical Excellent Taste And Flavor

by Matthew Edward Hawkins

First off…

Video Game: The Last Creative Frontier

So on Sunday, Katie and I went out to Jersey for our bi-montly fix of Mitsuwa, this super wonderful Japanese supermarket that also houses a super wonderful Japanese cafeteria, gift store, and book store, which some of you folks might recall be heaping praise upon. Anyhow, that’s where I got this…

Yes, I know the pics are kinda crappy; everytime I get ready to take pics, I lose sunlight in my apartment! When things get brighter, I’ll be sure to replace them. Anyhow, it’s difficult to pin down what the focus of the magazine is supposed to be. I believe its about entertainment in general, with music and book reviews, along with interviews with I’m assuming important people that appear to be artisans, plus a section on fashion and style, naturally. This particular issues is all about video games, as it’s somewhat apparent, and hence the reason why I picked it up in the first place. And as is the case with virtually every single Japanese print publication, the layout and pure scope of everything is mesmerizing…

There’s all kinds of articles and articles with assorted folks involved in the game industry, as well as some outsiders I think. One piece deals with the creative process, while another goes into places to learn the craft…

Along the way are these full-page spreads that are simply amazing…

There’s also a list of the most influential game makers out there today, and its rather surprising…

Japanophiles, prepare to cringe! They are, in order:

- Rockstar Games
- Ubisoft
- Grasshopper Manufacture
- 2K Boston
- Kojima Productions
- Bethesda Softworks
- Square Enix
- Platinum Games
- Electronic Arts
- Activision
- Sony Computer Entertainment America
- Capcom
- Blizzard Entertainment
- and Cave

There’s also a list of do not miss games, which includes some reasonable titles, such as Rez HD, Coloris, Mother 3, along with another one that has stuff like Shellshock: NAM ’67 and Legion: The Legend of Excaslibur. No idea what that’s about.

In addition to Studio Voice, I picked up a toy and model kit magazine; I can’t afford all the cool toys that come from Japan, let alone have the space, so collecting magazines that feature pictures of them is a pretty decent closest thing. Plus, it contained a supplemental mini-mag that appears to be a hit list of all the girls that has appeared the various Sentai (Power Rangers) shows over the years. And in the grocery store part proper, nabbed this in the candy section…

Now, on the way to Mitsuwa, I brought along the Verizon handset that Konami’s PR folks had provided me, as to play the new Silent Hill Mobile. My original plan was to have a review ready by Halloween, but aside from things getting all crazy in general (and as usual), I also had a great deal of difficulty playing the damn thing. And once again, I found myself stuck very early on in the game, as did Katie who tried to give it a crack. So with that in mind, there is simply no way I can properly review the game, since its either so broken or I’m so dumb (along with Katie apparently) that one cannot get past the first puzzle. Not helping was the device itself… the buttons literally made my hands cramp up, but then again, Verizon always has the worst looking and feeling phones out of anyone.

Thank God Konami’s other mobile effort that I’m currently going through, Castlevania: Order of Ecclesia, is FAR better. But I’ve only scratched the surface and still wanted to pass along a review, since I keep saying I’m going to, plus that pile is only going to grow with the holiday season coming up. With that in mind…

Review: Thunder Force VI (PS2)

Long short, don’t even bother unless you’re a Thunder Force diehard. Then again, the only people who are still reading this falls in such a category, so the good news is… It’s better than Broken Sword! Which is not saying much, I know. Unfortunately, it’s nothing worth getting excited for either. Thunder Force 6 sure ain’t no Thunder Force 4 (or Lighting Force for you old school Genesis gamers out there who might be unaware of its linage), that’s for damn sure.

First off, the story makes zero sense. Perhaps someday someone will eventually translate the manual and shed some light, but for the time being I have no idea what the hell is going on. For those who don’t know, part 1-4 was about this war between a peaceful and presumably human race versus some aggressive alien force that presumably is very scary and not very human-like. Pretty standard plot for shumps in general, from Gradius to R-Type. Part 5 is where things actually become interesting because that’s when Earth got involved; at the end of part 4, your ship (the Rynex) is destroyed in the midst of the final big bang and is discovered by humans from Earth many light years down the road, who then take it back home and attempt to study the thing. When that doesn’t work, a supercomputer is built to analyze all the wacky alien technology, which surprise, becomes the basis for all human technology from that point on. Naturally, this supercomputer that ends up running everything eventually goes berserk, I believe after it finally discovers the true story behind the creators of Rynex, which again were the good guys from before, thought it’s hinted as being somewhat hideous, hence blowing a fuse (but that potentially intriguing angle is never explored unfortunately). Cue the small band of crazies that attempt to take the system down with just a few lone ships. Well, far as I can tell, everything… the original alien race, their enemies, and Earth… are all thrown into the mix in part 6 with no rhyme or reason, and not even in an interesting manner. Note: there appears to be no story in Broken Sword, the doujin game that was created in the wake of the original part 6 for the Dreamcast, which was cancelled after the parent company, TechnoSoft, got purchased by a pachinko company. More on that later.

The format of the game has remained virtually unchanged; you pick the order of the first few levels, hit a dramatic mid-point, then proceed to the grand finale. There’s one stage that’s vaguely R-Type-ish… you’re attacking on huge ship from all different angles, go up, over, under, and over; it’s easily the best part of the entire game, mostly because your viewpoint is constantly shifting. It might also be worth noting that the gigantic craft you’re picking away at appears to be based upon the final boss in part 4. Actually, several other bosses from both parts 4 and 5 also make their return, including… I hate to spoil the fun, but yes, Rynex, aka the Original Vasteel. Even your ship from part 5, the Gauntlet/Vambrace, is a boss. Though for some reason, they’re all much bigger than you. Speaking of, graphics are on par with how Thunder Force 5 compared with other Saturn games at the time. Meaning it’s completely serviceable, yet severely lackluster. Like 5, the backgrounds are kinda “eh”, but some decent coloring to make one not mind too much. At least the quality of the polygons are far better this time around, whereas part 5′s just made you cringe and wish that they went with sprites. Most enemies look good enough, with the exception of the final boss, which is quite seriously one of the worst, goofiest final foes in a VERY long time. I almost want to say that it’s some kind of homage to the past, in which big bosses from shumps, circa the early 90s were all silly and ridiculous. I still hated it. And it’s hardly as compelling as the end games from 4 and 5.

The audio is easily the weakest part of the whole thing. Once again, part 6 was originally planned for the Dreamcast, but that got axed, and I believe a few folks from Techno Soft also lost their jobs due to the merger. Some time after it was believed dead and buried, the soundtrack, which I guess was completed before anything else, was released, featuring the same awesome, heavy metal music that the series is known for, by the same guy responsible for the amazing Genesis and Saturn scores. Some time later, a doujin game that would serve to be a spiritual part 6 was produced, featuring various folks that worked on the series proper, including the same front end designer from 5 (and it really showed), as well the composer. This led to yet another part 6 soundtrack. Once the wheels began spinning for the real thing, guess who didn’t get called back? Apparently, TechnoSoft was not at all happy that their sound dude wasted his efforts on a crappy fan game. And Broken Swords was indeed crap; everything, from the in-game graphics to the enemy patterns just screamed lazy and incompetent. So instead, the producer (who from what I understand, was the guy who produced part 3, and perhaps no relation to 4 or 5) decided to bring together numerous video game musicians from the world of shumps, including the talents behind Gradius 2, Ray Force, Raiden, and even Segagaga (which has a tribute to Thunder Force at the very end). Yet for some reason, everything is just flat and lifeless. Worst of all is the reprise for the encounter against Rynex; doesn’t get the blood pumping at all. Also not helping one bit is the inane difficulty level. At its default, the game’s a complete cake-walk; the ship you start out with has all weapons immediately available. There’s also super attacks you can unleash, and it’s fairly easy to refill them throughout; most bosses, if you know where to hit them, and again it’s not very hard at all, can be taken out with just one of such shots. I’m not playing it at maniac setting, which is finally providing a challenge. Also, each time you complete the game, a new ship is available; thus far I’ve unlocked two different Rynex variants. They at least require you to collect weapons that you lose if you die using one. Still, the game is pretty liberal with continues, and if you die, you can pick up right where you left off, which I don’t think was allowed in 4 and 5.

Again, it’s hardly the reinvention of the genre, nor a new high-water mark that I know some were expecting. And Cave fans (this means you Dave Mauro) need not apply. Yet, there’s just enough to appeal to Thunder Force fans, so if you happen to be one of those, go ahead and give it a try!

Yes, I Know What Day It Is

Time to wrap it up, got a busy day ahead of me with lots of stuff to do. Except for that one thing, if you know what I mean. Man, I’m so happy that today is finally here… happy to finally get IT over with. At least we’ll finally see who will be our new Commander in Chief: the candidate of backwater, God fearing hillbillies, or the candidate of hipster, blogging douchebags. As previously stated, I can’t vote due to a screw up that still has me listed me as a Brooklyn resident, but even if I could, the Presidential race would be the last thing on my mind. Maybe because of stuff like this…. Or simply knowing how the electoral college works. And yes, for the hundredth time, I’m speaking as a New Yorker whose vote for the President, in the end, kinda doesn’t matter. Sorry, but it’s true! I’m not even going to bother going into the importance of, instead, being vocal when it comes to local politics… because most people couldn’t be bothered, at least around here. Thankfully such apathy doesn’t seem as persistent with my buds in California, but its still a problem across this nation, not just in the Big Apple.

If you voted, then congratulations. For the record, I have absolutely no problems with people exercising their rights, I’m just perturbed how certain folks (well, the vast majority of them) do so without knowing what the issues really are, and also have unrealistic expectations. But then again, that’s what politics is all about isn’t it? Being misinformed and absorbing empty promises. Once again, I guess I just find it so incredibly funny how many of my peers are acting the way I used to, which is running around like a chicken with its head cut off, screaming at everyone to vote or otherwise they can’t complain. But now, in 2008, my song is very different. I also want to believe that even when I was on my high political horse, I wasn’t at least completely annoying about it. Then again, stuff like Twitter wasn’t around back in 2000 and 2004.

Most folks I know are casting their ballots for Obama, but us NYCers sometimes forget that the rest of the country is not as progressive (that’s not to say everyone that chooses McCain has done so because of race, but there’s quite a few of them). While there’s still a very good chance that we might get President McCain (who once again well be replaced by President Palin after McCain’s ticker explodes, and then we’re all really fucked), I now believe that in the end it actually be President Obama (I don’t even want to think of the possible scenario in which he’s assassinated by some white supremacist crazy, cuz then it?s President Biden, and holy shit are we ever screwed…. once more, I’m supremely irritated that no one talks about all the stupid crap he’s behind, lesser of two stupid evils or not). Though I’d be lying if I didn?t admit to secretly wanting McCain to win, just because he?s been built up like the second coming Christ, and Jesus has that been annoying (plus, I’m a contrarian… can’t help it). Yet a bigger part of me wants Obama, just so I can go “I told you so” when he proves to be just another politician at the end of the day. But seriously, many are choosing Obama simply because of his promise of change, yet one must wonder if people really know what that means ultimately. For those wanting things to be different, putting one’s faith into just one person (yet again) and hoping that everything will all of sudden be magically better is, quite simply, utter foolishness. And while most who read that statement will go “that’s bullshit, I’m not like that”, I must once again refer to the aforementioned apathy towards local politics as one example of the contrary. Also for the record: I did in fact once write a letter to my senator about something I was bothered by, and while I never got a response, at least I did it.

The bottom-line is that people love to get all excited about stuff and load on the hyperbole, and when things finally get started, they move on; I can’t tell you how many times I’ve overheard “Today this is probably the most important day in American history!” Just as they did last election day, or the one before it. Katie’s reaction though says it best: “Fuck you, july 4th 1776!!!” Anyhow, it?s one thing to want change, it?s an entirely different thing to be serious about it, and the jury is still out on that last one; I applaud Obama for exciting and energizing the voting public to a degree that no one since Bill Clinton has since 1992 (though that?s not say that he?s anywhere on the same level as Bill, sorry… and like so many others, if he was up for re-election, I’d vote for that guy again IN A HEARTBEAT), it?s again up to us to actually make it happen.

EDIT: The only thing I’m actually worried about is more funkiness when it comes to counting the votes, but I’ve also heard more than one person say that such a move will cause rioting in the streets. Not to say that it wouldn’t be valid… it TOTALLY would, but given how the people in this country has had more than enough reasons to take to the streets with pitchforks in the past few years, with Katrina being the prime reason, I’m not holding my breath (besides, those that want anarchy the most generally have no idea what that even means and wouldn’t last more than ten minutes in such a climate). Point being: people love talking out of their asses and are generally pretty lazy, which brings me back to my earlier points.

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11/01/2008

I’m Harry Fucking Potter!

by Matthew Edward Hawkins

So yeah, I was Harry Potter, ten years later, in which it?s apparent that his best days were clearly those glory days at Hogwarts.

Not bad I guess, given the lack of time and resources at my disposal. I know it?s somewhat less than creative, but then again, when you have glasses, you’re more or less forced to work around them. And no, I can?t deal with contacts, thank you very much. I was originally going to be drunken Tony Stark, but once more, glasses! Plus, I then discovered that Dave Mauro had the same idea; in the end, his take was so much better than anything I could have pulled off.

As for my attire, the only genuine Harry Potter item is the tie, which I borrowed from Dave Roman. Thanks again Dave! When I first showed it to Katie, she wondered it was actually an official Harry Potter tie, and when I flashed her the official Wizards Ties label, all she could say is “Oh my God.” Eh, as noted previously, Katie kinda doesn’t get Potter-mania. And regarding my “magic arrest” bracelet, it?s actually a chintzy Guitar Hero wrist game from a box of frosted flakes, wrapped in electrical tape! I was originally going to get one of those electric shock collars that cats and dogs were, per Mike O’Connor’s suggestion, but didn’t have to.

And Katie was a dead girl!

At one point she wanted to be washed-up, slutty Hermione, but I insisted that she stick to her original idea… which was Napoleon, but when she never got the chance to get the hat, nor any other accompanying article of clothing for her other ideas, she simply made do what was around the apartment. Which was more than fine with me; I personally like it when a couple goes out totally mismatched, like a nun with Optimus Prime for example.

All we did last night was check out Halloween parade in the village. To be honest, I can’t even remember the last time I did so, and it was absolute amazing, perhaps my best time yet. There was simply SO many awesome and hilarious costumes… it actually reminded me why I love going to comic book and anime conventions, but about a thousand times better, due to the pure volume and variety of characters, as well as subject matter on display, along with the different kinds of folks who participate. I had my camera handy, but didn’t bother to take any pictures… I was simply overwhelmed (plus it being night time, and my camera’s less than spectacular low light capabilities, I just didn’t want to bother and simply relax).

Though given the focus of this site, I wish I got a shot of the most spectacular Cyborg Ninja from Metal Gear Solid I’ve ever seen, but he was just too far away. There was also a surprisingly large number of Leeloos (you know, from Fifth Element) and Pee Wee Hermans. Though not at all a shock were the tons and tons of Heath Ledger Jokers roaming around, yet not as many Sarah Palins as one would expect. Perhaps it was too obvious in many people’s eyes? Speaking of, one thing I was not looking forward to was heavy-handed politics that is generally the staple of the village parade, but I think most people are pretty much sick and tired of the election. Still, even I couldn’t help but go “awww” at the little kid dressed as Obama, with a huge entourage of secret service men and the like. And one of the absolute best from the entire evening was easily this dude dressed as an AT-ST, but it was the ex-boyfriend of a friend, so snagging a pic might have been somewhat awkward. But here’s a pic of Joe and June, whom Katie and I did all our Halloween gawking with. Joe’s a 80′s glam vampire, and June’s a Harajuku girl!

As for today, I checked out the Machinima Festival 2008 at Eyebeam. I’m actually covering it for both Gamasutra and GameSetWatch, so be sure to keep an eye out at both places for my report, as well as my interview with the guy in charge this year. All in all, I must admit, it was far more interesting and entertaining that I had anticipated. Truth be told, my opinion of Machinima has never been that favorable, but that was from what I had seen and know about in years past, and as I learned, much as changed in that world. Though I will say, I can’t think of any class of individual that makes me more angry that some snotty, arty-farty rich bitch who not only lives in a majestic condo in the sky, high above Park Avenue, but also embraces Second Life.

And as for the rest of the weekend, just gonna catch up on some games. Among other things, Konami was kind enough to pass along a copy of Castlevania: Order of Ecclesia earlier this week that I’ve yet to crack open, found a copy of Stuntman Ignition for dirt cheap the other day, and my copy of Thunder Force 6 arrived earlier this afternoon! So with that in mind…

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10/31/2008

The Horror…. Game

by

As soon as I flip my calendar from September to October I find myself watching movies and playing games that are zombie and horror themed. I can?t help myself. When I was younger, my favorite annual television event was some station?s ?Shocktober?: they would play a scary movie every night of the month and every year it would be the same movies and I would watch them again and again. It wasn?t until years later that games started to provide the kind of scares that I used to get from movies, and now playing a few scary games is essential to a proper October.

Horror video games are certainly an interesting bunch. They borrow almost everything from film, but their interactivity allows for new ways to immerse the player. Resident Evil and Alone in the Dark, the two titles which kick-started the horror genre for video games, used a film-like camera and presented a montage of static camera shots. More powerful hardware and more daring developers led to the standard of a non-fixed third-person camera and the proliferation of first-person shooting games make the subjective camera a viable option as well. In horror films like The Blair Witch Project the subjective camera shot works extremely well, but unlike in video games, it fails when overused.

Another unique aspect of video games is the game over screen. This vestige of arcade games allows developers to make the threat of the protagonist?s death all the more present to the players. With the original Resident Evil players would be sent back to the last typewriter they recorded their progress at, but more recently games have been opting to use this penalty less, and focus on other aspect to immerse the player. Resident Evil 4 for instance, simply sends the player back to the last of frequent checkpoints.

Darkness is one of the most important aspects of the horror genre in both film and video games. Unknown dangers lurk in the shadows, so the shadows themselves become the primary threat to the protagonist. Unlike film, video games allow the player to confront the shadows, and any threats it might spawn. In a third-person camera view, the player will ?lock-on? to an enemy, and in a first-person view, the player uses his gaze as the weapon. This conflict allows the player to become a more active participant in the story.

Since the player is in control of these encounters, to increase their suspense, the player character is often extremely vulnerable. Limited ammo, healing items, and space to carry these items are often considered the trademark aspects of the horror video game genre. When not in direct conflict, the player is reminded of the possibility that he will not survive the next encounter unless he finds some more ammo first. This is an idea borrowed from film, but because of the dynamic nature of video games, the player is less sure of the outcome.

The major aspect in which video games fall grossly behind film is transparency, for many reasons. The first and obvious is technical limitations. While film is using live actors supplemented with pre-rendered digital effects, they can appear much more natural than video games, which are dynamically created from digital content. Video games also have to give players much more explicit information than movies, so using simple cues is more difficult, and developers often resort to using a heads up display. Additionally video games tend to have a much smaller acting budget and the cutscenes are ersatz films with bad lip-syncing, animation, and voice acting. This sense of transparency, that what you are seeing is real, is where film excels and video games just can?t compare to despite rapid increases in computing power and video game budgets.

This year, I was especially seasonal in my media intake. I watched several zombie movies, caught a few splatter horror movies on television, and have been playing Silent Hill: Homecoming, Dead Space, Doom 3: Resurrection of Evil, and Dead Rising. These four games are an interesting bunch to compare because each has a significantly different approach to the horror genre. Some build on the old standards, some revisit them, and some throw everything out the window.

Silent Hill: Homecoming is the most traditional of the games I played. Like the games that started the genre, it is trying to present itself as a film. The most telling sign is the film grain that is always visible. While the HUD is only present when necessary, such as prompting them to interact, the film grain always separates the player from scene. Thus the goal is not to convince the player that they are the protagonist, but that they are watching a film. It?s a bit surprising then that the game uses a dynamic third-person camera instead of a more filmic static camera, and was probably chosen only because it?s an easier solution.

While playing Homecoming I began to feel extraneous. Although the game kept insisting my participation is necessary with the occasional push of the ?a? button, I wasn?t convinced that I would have experienced the game any differently if it were all a cutscene. The exception is the combat. Because the game uses three of the face buttons to create a simple fighting system of light attack, strong attack, dodge, I can do well and make sure the protagonist continues unharmed. I suppose I was a little too good at this fighting system though because the protagonist was unstoppable under my control.

Fog is a staple of the Silent Hill series and it replaces what would traditionally be darkness. While you don?t have a tool that allows you to see deeper into the fog, you can see ahead by moving. Video games will often have the player character emit a small amount of light so that even in darkness the immediate area can be seen, and fog reproduces this effect. It makes controlling the character more interesting and adds to a sense of exploration, but it isn?t enough to prevent a cinematic feeling of linearity that plagues Homecoming.

The benefit of having such a linear and filmic game is that you can create a psychological horror. The player can grow attached to characters and become engrossed in the story as he helps it to unfold. The problem is that the content is generally not going to be as interesting as it would be in a movie since the narrative interest is broken up by long periods of bland exploration, so I hope I won?t be blamed for not sticking with it long enough to advance the story.

Dead Space is an innovative attempt to revisit some of the problems of traditional horror games. Rather than creating a more character-rich psychological horror, the game goes for the more gamey suspense horror. The interactive nature of video games makes it much easier to put the player into a scary environment, rather than trying to present interesting and meaningful characters he can relate to, so this seems like a more natural way to approach horror in a video game. Dead Space also takes all explicit HUD elements and makes them a part of the fictional world so that they do not stand between the player and the game world. Even the inventory screen is seen as a projected hologram that the player character is managing. This allows the game to be more film like in the way it ignores the player/viewer and to increase the suspension of disbelief.

While shying away from certain elements that video games do not excel at, Dead Space is still not trying to ignore film altogether. The third-person camera is evidence. If the developers wanted to truly immerse the player into the game world, a subjective camera view would have been more appropriate, but instead we are definitely asked to identify with an on-screen character. To increase this identification, the developers tried to create a suit for the character that made sense as a simple engineering outfit.

The game is not very dark and you won?t have creatures popping out of shadows. Instead there is a system of vents that runs throughout the game world and the enemies can travel through these vents to pop out near the player character to attack. Thus the entire ship becomes the enemy that the player fears and must also obey (the objectives are usually to activate something on the ship).

Another benefit of the in-game inventory management screen is that your player character is vulnerable while doing menial inventory tasks. In most horror games, managing the inventory causes the game to pause which pulls the player out of the game world. The in-game inventory management system keeps the player immersed consistently throughout the game.

The setting of the game does much to help immerse the player as well. There are some settings that dynamically rendered digital video can do very well (indoors, shiny metal, hard geometry), and some that it does not do very well (organic textures, smooth geometry). Dead Space is almost entirely the former, and in what seems a bit of an accident, the enemies are nearly the only evidence of the latter. The enemies would probably be much more convincing if they were, as the player character is, shrouded in Euclidean geometry.

The haunted space station theme certainly isn?t only used because it?s easy for computers to render the setting, or because the loneliness of space complements the solitude of playing video games. As Event Horizon, and the film Doom showed, outer space is simply good for scares.

If there?s a game a like to champion because I feel like it?s an undervalued gem, it is Doom 3. I think many players were a bit baffled by the game because games like Halo really changed the ways shooters were played and added a lot of depth to the combat. Doom 3 opted to go a different route and provide very simple combat with suspense and immersion. One major flaw with the maintenance of suspense was the ?monster closets?. Sometimes walking by an area would cause a hidden door to open with a monster inside waiting to pounce. It seems they were trying to emulate the jumpy scares of horror movies, but the shame is that an imp encounter is much scarier if you see his shadow coming around the corner, or hear his claws scratching on the wall first. In Doom, it?s the anticipation that will get you.

It wasn?t until I build a new computer capable of rendering Doom 3 at 60+ frames per second with ?ultra high? quality textures and full anti-aliasing that I got around to trying the expansion pack/sequel: Doom 3: Resurrection of Evil. When I talk about Doom 3, I?m usually referring to this expansion pack because it?s more or less the same game, but with two improvements: there are fewer monster closets, and there is an item that allows you to slow down time. The irony of the latter improvement is that it makes the game better by reducing some tension. I can only play Doom 3 for under an hour in the dark with headphones on before I just get too tense, but having the ability to slow-down time to make encounters much more safe has a calming effect, that surprisingly helps me enjoy the game.

The suspense of Doom 3 is all based on the threat of the shadows. The lights often turn off, sometimes red emergency lights are the only source of light. The source of the greatest suspense in the anxiety comes from the use of the flashlight. The player will often have to navigate completely darkened corridors using the flashlight, but if the flashlight is being used, the player is not weapons ready. By using the flashlight, however, the player turns the shadows into monsters, and then must fumble with the keyboard keys to equip the proper weapon to fight with. The darkness is the source of all the tension, but by dispelling it, you are creating another kind of tension.

Doom 3 is often ignored as a horror game, as if it being a first-person shooter and a horror game were mutually exclusive (for more, check out F.E.A.R., which unfortunately I haven?t played enough of yet to really comment on). Part of the reason for this is because the game provides the player with plenty of ammo, no inventory system, and a quick-save system, the threat of death is meaningless. While the threat of ?game over? is obviously not the only or even the most potent source of suspense, the game does try to keep this fear alive by only providing health at health stations. There is no way to regenerate your health level without finding a medical station.

Because Doom 3 uses a subjective camera view, the player has no player character to identify with and is much more readily projected into the world of the game. If the goal of the game is to present the player as a character, rather than to give the player control of a character with an autonomous personality, the first-person camera is a much better choice. The use of shadow for suspense, and the first-person view make this a terrifying game. While most games are rated as being fun or not, it?s hard to call Doom 3 fun when it?s so taxing, but it?s certainly exciting and scary. I?m sure I?ll keep going back to this game every October for the next few years at least.

One of the major reasons I?d never consider myself a horror buff is that I am not terribly interested in campy horror, which is a major staple of the genre in film. Since video games are plagued by the kind of bad (voice) acting that turns movies into cult classics, campy horror seems like the perfect fit for a video game. Dead Rising stepped up to the plate, and delivered a little too successfully…

The game has the appeal of a bad zombie movie: corny dialogue, one-dimensional characters, and gore. But the game is campy both as film and video game: it uses many “bad” video game elements. The computer controlled characters you have to escort are terribly stupid, the bosses soak up too many bullets, the save system is some sort of mish-mash of save points and auto-save the latter of which cannot be counted on, there is the nagging phone ring that is reminiscent of the low health buzzer from Zelda.

Dead Rising certainly isn’t the first to do video game camp. D3′s Simple Series games are probably the best example, but Dead Rising takes the prospect of a campy video game much further, and more importantly, the game is more inviting to play. The core game mechanic of “grab anything, kill everything” is exceptionally sound and is much more advanced than the more simple combat system of D3′s Onechanbara for example.

I tend to describe playing Dead Rising as “putting up with” its faults to enjoy the zombie-bashing, but perhaps I am too used to the status quo of video games furthering transparency of the medium. This certainly was one of the more interesting games I’ve been playing the last few years (I think I made four failed attempts before finally completing the main storyline), but could that final boss battle have been less obnoxious but still campy? Certainly.

Well, now it’s on to the less gruesome of the holidays in the holiday season. I guess it’s time to start thinking about Christmas NiGHTS.

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