As previous mentioned, there’s a ton going on, video game-wise in the city. This time I’ll go backwards, starting with earlier this evening…

- So myself, Dave Mauro, and Joe Salina, finally got the chance to play Mortal Kombat vs the DC Universe since Midway was in town. And the verdict? It’s… interesting, I’ll give it that. Both guys can chime in if they wish, but I myself didn’t hate the game completely, or think it was completely retarded, like I believe those guys did. Then again, they were able to play around with it a bit more than myself, mostly because I had to leave early due to an emergency. But anyway, it?s still pretty f’n ridiculous.

The game has the standard arcade mode where you choose a character and go head to head with another person, either from your own “universe” or another. Then there’s a story mode that supposedly explains why the two worlds have collided; choose one of the factions and then play as various characters on that side. I chose the Flash, and my first opponent was another DC guy, which was fine, but afterwards I was confronted by another comic book character, so I instantly went to arcade mode. To find the answers I needed, I instead bugged the PR rep on hand with 20 questions, as well as the game’s producer, Hector Sanchez.

First things first: there’s no heart pulling or spine ripping. I think. This is the first rated PG-13 Mortal Kombat game, so the creators had to make some concessions. Yet, the Joker still blows people’s brains out with a gun. But the move doesn’t kill everyone; there are no “Fatalities” in the game, just “Brutalities” since certain characters, such as Superman, simply does not kill. Also, certain characters, again such as Superman, are not killable. So even though the Joker’s finishing move involves lodging a slug into his near dead opponent’s skull (which I’m assuming everyone has seen, via this now famous animated gif), certain folks, basically the DC crew, aren’t necessarily snuffed when all is said and done; as Sanchez noted “You’ll still see the DC characters’ legs twitch, to signify they’re not dead.” Okay. When I was first told that DC characters don’t die when they’re finished off, yet Mortal Kombat characters do, I assumed that the move itself is different, depending on the recipient. Nope. Either the fallen opponent’s leg twitches or not. Hmm. Also, regarding the Joker finisher, now there’s all these angle changes, sweeps and pans, which wasn’t there in the animated gif because it was an earlier version of the game, but myself and especially Dave kinda enjoyed the move with all the fancy camerawork. Also, just as he said he would, the instant Dave showed up, he asked how to perform the move; everyone’s move list is readily available, even during the midst of battle, but the finishing moves is something people will have to figure out on their own. Or simply consult the internet for. Actually, Midway is going reveal it over time, by passing along some Brutality info to certain blogs. I guess we’re one of the first to know how to do Joker’s! Provided Dave can remember what he did exactly…

Also, there’s only about two Brutalities per character, and forget about Babalities, Animalities, or Friendships. There’s 22 characters, with two unlockables, though there could always be more later down the road via DLC. All the standard faves on the Mortal Kombat side are present (though my personal favorites, the ketchip and mustard colored ninja robots, Cyrax and Sektor are sadly absent), as is the case for the DC side (I was quite pleased to see Shazam make the roster). Graphics were decent I guess, and I couldn’t make out much of the audio, but that guy with the booming voice is back to say who won and how is back, and that’s all that really matters in the sound department, really. The environments are kinda interesting I guess; each is divided in half, visually, with one half being the “normal” world that the DC people reside in, and the other being Outworld, or whatever the hell the Mortal Kombat people dwell in is called these days. Back to finishing moves; sadly, my favorite part of the MK series, environmental deaths (like the Pit) are not present, but there are sequences that are set off when characters end up in a certain part of the level. Like in the city, if both of you end up against a wall, one pushes the other through a bunch of them, and each person has to hit the buttons a lot to figure out who gets the upper hand in the end. It was explained to me that it’s supposed to harkens back to those mini games in the original game, where you had to hit the buttons faster than your opponent to hit all the bricks (for those who actually remember the very fist Mortal Kombat).

Gameplay-wise, it?s the basic Mortal Kombat formula. High and low punches and kicks, plus a block button. No run button… I haven’t played the series in a while, so maybe its been gone for a while? Oh, there are grab buttons, which again turns into a mode where both players have to out do each other with button presses for supremacy. The special moves is what you would expect from a Mortal Kombat game, wacky and violent. And the DC people’s move-sets, from what I saw were fairly appropriate and neat. Gotta say… it was hella cool seeing Batman do the patented Mortal Kombat uppercut! But that being said, everyone was relatively stiff and mechanical… just like Mortal Kombat.

I guess I’ll be keeping my eye out on this one. Some might be interested in knowing that the story itself was penned by some DC writers. In fact, DC Comic kept a close tab on the action; they supervised all the moves, even came up with the names itself. Oh, and the special edition of the game comes with a small comic… illustrated by John Tobias! One of the co-creators of the series… his partner Ed Boon still works at Midway and is now the sole guy in charge of the franchise. He left after the series began to start stinking and tried to create his own games… such as the now infamous Tao Feng. Since he has a background in drawing comics, Ed asked him he wanted to draw the one for the upcoming cross over game, so I guess its a reunion of sorts. I also discovered that Boon had been biting at the chomps to do a crossover game. I think most people have heard of the rumored Mortal Kombat vs Street Fighter that simply never came together.

- Earlier in the day was yet another press visit, this one from Warner Bros Interactive Entertainment. They had a pair of kids games to show off, with Guinness World Records: The Videogame being the one I was most interested in.

Long story short, this is yet another collection of wacky kids mini-games for the Wii. Yay. Though the graphics did really impress me. It was the little details, like during the cockroach eating contest, the kid whose mouth you shove bugs into, has strands of saliva in his mouth, that wave around, all gooey like. The kids are gonna LOVE IT. Anyway, each mini game is based on an actual real world record. See that pic above? It’s a video game representation of that one dude that ate an entire Boeing 747. Anyhow, players have to move the Wiimote and nunchuck around to mimic actions (somewhat) similar to real life actions. And the high score that they must attempt to best is based on the actual world record of the real thing… to a certain extent. For the cockroach eating contest, the time to virtually consume bugs is the same as it is in real life, but for plane eating… its much longer in real life.

Time for the actually interesting part! If you manage to beat the highest score possible, and your Wii is connected to the net, your score is passed along to Guinness World Records HQ, where it is verified and accounted for, to eventually be included in the next book of records! They’re apparently adding an entire section devoted to the high scores of their own game, which seems pretty pandering I know, but the idea of being included by just playing their silly waggle games is kinda neat. Though, before you get in, they will apparently fly you out to where ever the hell they are to make sure that it was indeed you and that you didn’t cheat. Crazy! I mostly wonder how the Twin Galaxies folks will react to this. Oh, and there’s a DS version too with the same set-up: do really, really good and you’ll actually be breaking a “real deal” world record!

- Okay, this isn’t exclusive to New York, but its game related and it happened earlier this week, so it counts: Mega Man 9 finally came out. Was supposed to get a “copy” for the Xbox 360 later this week, but I simply couldn’t wait, so I downloaded it for the Wii, since it makes the most sense, given how it plays old NES games, and MM9 is supposed to be one. Or so I thought…

So right off the back, time for a really geeky complaint, but it really bugs the hell out of me: as just noted, I was hoping for a game that would make it virtually indistinguishable from an old Nintendo title, and that’s just not the case. During the intro/story sequence, instead of artwork fading in and out like they did on the 8-bit console, now the transitions are super smooth. Its just one of those things that most people will completely not notice, yet 8-bit diehards (like some of you folks) will catch and be a tiny bit bummed out about.

Also, the fact that there’s DLC for it (you have to pay a few dollars to play as Proto Man) is just so God damn retarded.

Otherwise, its been mostly excellent. HARD AS FUCK. My Mega Man skills are pretty rusty (I used to be damn good… when I was like 13), plus I haven’t had much time to spare, so I haven’t gotten very far at all. I was also gonna complain that stuff like the charge shot and sliding are absent, which I’m assuming is unlocked as you progress in the game, but they aren’t deal breakers. They’re just in line with Inafune’s grand scheme; as Capcom’s PR team put it best… “Please have fun playing Mega Man 9 and when you inevitably ponder why this game is so freaking hard, please remember that Inafune-san has a decanter on his desk full of broken gamer spirits that keeps him perpetually youthful.”

BTW, the music? Pure heaven.

- On Monday was another pair of events, both brought to you by Sony. The first was at Parsons School of Design; it was the grand finale of the 24 hour game jam which this time utilized LittleBigPlanet.

Instead of reading about it here, I will have to ask everyone to check my report out over at Gamasutra! Which should go live sometime Thursday afternoon; simply check back here for the direct link. EDIT: And here we are!

Later in the evening was a Resistance 2 event at a very ritzy club near Times Square. Once again, I enlisted the help of Dave, especially since he’s so God damn terrific when it comes to first person shooter, whereas I plain suck at them (plus they make me all dizzy and shit). So I guess I should just let him do all the talking… take it away Dave!

BTW, he passed this along yesterday, but for some reason, it was lost in the abyss, so apologize for its lateness!
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PREVIEW: Resistance 2 (PS3)

by Dave Mauro

[As of this writing] It?s 12pm PST (3pm for us east coasters of course), which means that the embargo on Resistance 2 is over and I can talk about yesterday evening with the friendly and very talented folks at Insomniac and Sony. They were very hospitable and threw an event that you could almost call extravagant with passed hors d?oeuvres and open bar on a rooftop penthouse in midtown Manhattan. After a brief description of the three modes of play: singleplayer, multiplayer, and cooperative, we were left to demo each of the modes for several hours.

Multiplayer

How do you manage 60 players online in a console game? Well, the levels had better be large, and Insomniac has certainly delivered here. I played on the Chicago map, and was floored when I hit left on the d-pad to bring up the map and I saw just how large it was. The next problem is how you keep everyone from piling into one area on the map and creating a large mess, and this is where Insomniac has come up with a very elegant and clever solution. Each team is broken up into three squads of five and those squads will each have their own objectives, and each squad has a rival squad on the opposing team, which is the team that most closely matches their skill level, and they will be sent to the same objectives so that players of similar skill will be facing each other more often. Another interesting feature of the squad based play is the dynamic objectives. If a player on the opposite team is really cleaning up, he will become a priority target marked on that squad?s radar as such (the default radar shows friends and foes) and bringing down that player will net you some extra experience points. We didn?t quite get to see how these experience points are used, but it seems that the upgrades earned will be functional as well as decorative. The combination of large maps and squad play allows players to work together with large teams, but without making a huge mess of players in the center of the map.

The weapon system in the multiplayer mode isn?t a new system, you choose your weapon load while respawning, but can pick up dead players weapons to change as well, but the addition of berserk abilities adds a little more depth to the customization. I didn?t count, but there were something like ten weapon loads and as many berserk abilities to choose from as well. You might want to pair the invisibility berserk with a good melee weapon, or the speed berserk with a good blind fire weapon, but whatever you do, the chances are good that you?ll be the only player in that 60 player game with that unique combination of weapons and berserk ability.

The action is fast and messy, but it never seemed to drop below what appeared to be a steady 30 frames per second. Very impressive considering how many guys were often on the screen, and all the action that was happening. This mode is going to be a big hit for sure because it?s frenetic 60 player gibbing action (at one point I watched what must have been the brain of one of my teammates stick to the wall next to me and then slide down it) of the kind that is usually reserved for PC gamers.

Cooperative

Next I?m going to talk about my personal favorite component of the game, the cooperative mode. I was surprised to find that this was not simply the single player campaign played with a few of your friends, this is a distinct mode as different from the multiplayer and single player as they are from each other. In this mode, eight players team up to fight through levels designed specifically for this mode in terms of gameplay and story progression. Each level has a modular story arc which allows it to add a bit of depth to the Resistance lore without forcing players to leave out friends that haven?t yet reached the level they?re playing through.

The surprise of this mode is that it plays almost nothing like a first person shooter. Players choose from one of three classes, and are rewarded for how well they play with teammates rather than how dexterous their right thumb is. The first class holds the front line with a large chaingun that also projects a shield protecting them and their teammates from enemy bullets, the spec-ops class has a nice rifle and also provides ammo and grenades to other players, and the medics have a healing beam and a weaker offensive weapon. Each class? HUD reflects their role in the party: the healer?s can see other players health and the spec-ops can see other players ammo count.

The eight players face off against hordes of weenies, small groups of tougher enemies, and even the occasional Shadow of the Colossus sized enemies. I would have expected this mode to play in a top-down view and was more reminded of Alien Swarm, World of Warcraft, and Diablo than I was of Call of Duty. Staring up at a fifty-foot tall enemy as he turned toward me to punish me for all the lead I was unloading into him while preemptively calling out for a heal that would be unnecessary since I was immediately instant-kill stomped (I should have known better than to get so close) was an experience that justified the first-person view over a less personal birds-eye or third-person view.

I predict that this mode will draw in a lot of players that typically don?t player first-person shooting games. It does not require a quick thumb, players compete against the computer rather than other players so the learning curve is less daunting, and it offers an experience that typically isn?t found in first-person shooters, or even on consoles.

Single Player

The single player campaign mode appears to be right on track with nice cut scenes, the gore you would expect in such a ruthless battle, and plenty of shooting. Despite (or because of?) running into a bug that activated a one-hit kill god mode, which will certainly be gone by release, I had plenty of fun with it. First-person shooters have a lot of tough competition, and they have to do something to stand out from the rest, and Insomniac has decided to focus on the weapons. Unfortunately I didn?t get to see a lot beyond the standard fare of a shotgun, carbine, pistol, etc. But there was one weapon I had a lot of fun with. This gun can be fired normally with the primary fire, or the secondary fire can be used to mark a target that will cause all primary bullets to fly toward the target much like the gun in the movie The Fifth Element. This one is great for guys that are good at taking cover, or can even be used to shoot around the big guys with shields.

The game looks nice, runs smoothly even with tons of enemies and friendlies onscreen, but the beautiful flora of the forests in Orick, CA (the second level we were able to demo) and terrifyingly large robot in the first level come at a price: the levels are very linear. There?s just not a lot in them and there?s no exploration going on. I didn?t notice any alternate paths available. And there is no anti-aliasing (unless you count the great hit-effect that blurs the screen) so it?s not going to look quite as nice as the screenshots, but since it?s running at 720p, the jaggies are not much of an issue. So technically, what we saw of the single player campaign looked fun, but it didn?t do anything surprising or exciting like the multiplayer mode?s 60 player squad based play or the cooperative campaign?s awesome team oriented gameplay. The single player campaign will be great at introducing players to the game and developing the lore, and really getting them invested in it before they head on to the two multiplayer modes, which I suspect will be the modes the players continue playing well after release.

So just make sure to cast your ballot before going out to buy Resistance 2 on November 4, because otherwise you?ll probably get sidetracked playing the game until well after the polls close.
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Once again, thanks Dave! And yeah, I was pleasantly surprised by the game, mostly because of the cooperative mode, cuz its basically a MMO. So someone like me, who can’t aim worth a damn, can still tag along by offering medical support.

Anyhow, that’s it for games right at the moment… tomorrow (or today, depending on when you’re reading this) is the first day of the NY Games Conference. And like some folks out there, I have no idea how that’s gonna be. Only one way to find out! Though I won’t be there the whole day like originally planned; I’m way behind on various things, plus to be honest, the first day’s programming sounds ultra boring and souls sapping (well, in fairness, it is a business oriented affair). Plus, I have to meet up with Hilary to go over out anime fest plans. Who also, btw, just passed along her preliminary sketch for my zine’s centerfold, and all I can say is HOT, HOT, HOT!

Lastly, sticking with friends, here’s two different blogs about two very different things.

First there’s my pal Dave Roman, whom most might already know from his work in the field of indie comics; he’s the comics editor at Nick Mag, co-creator of Quicken Forbidden, as well as the guy behind Astronaut Elementary and Agnes Quill, the list goes on. Well the guy also likes Saturday Night Live, which I used to… it was a popular topic of conversation for us, back during “the good old days”. But I no longer watch it, and now I don’t have to! Cuz I can instead see what Dave has to say.

Next, there’s my pal Brian Liloia. Some gamer-type folks out there, ones who are into shumps, might recall his wonderful webspace called click-stick from a few years back. Well, I’ve mentioned Brian in the past, how he left gaming behind to pursue film, and how after film school he found himself living in a self-sustained ecovillage in Missouri. Well, Brian recently passed along word of what he’s been up to as of late… and I don’t care how cool you think you are, this guy has been building his own house of mud.

Oh, and kindd off-topic, but can anyone please tell me the backstory behind this…

2 comments

09/22/2008

The Drummer For The Misfits Hit On My Girlfriend, LOL

by Matthew Edward Hawkins

Man, I’ve been f’n biz-ee. Lots been going on, more so than usual actually, hence the lack of updates. All is calm now, though that won’t last for long. So I guess now is the time for yet another all over the place, semi-stream of conscious post!

Video Games: Serious Business

First off, been working away on a game concept most of this past week. Remember me how I was asked to look at an upcoming project and offer my two cents, and ended up getting ruffling the feathers of the programmer? Well I guess what I said ultimately made sense, hence why I still got the call and the further evaluation was requested. Though I’ve yet to hear if I will most definitely will be part of the team once things finally go into motion…. fingers crossed, of course. At this point, I’m dying to get my hands on any game to mend and mold, though it certainly helps that this particular thing has tons of potential!

Can’t go into details, of course, though I did casually mention to a colleague of mine what I was doing, and he actually brought up a fairly valid point… Given that I write about games as a source of income, wouldn’t also designing them be a major conflict of interest? Ummm, no. Well, depends really. Now, if this game I was working on were being published by, say, Konami or Capcom, there most definitely would be. I’m still under a very air-tight NDA, so I can’t provide any details, such as who is behind it, but I will ask everyone this: when was the last time anyone ever heard me say a damn thing about the casual game market? Exactly. So since that’s really not the space I really write about or critique…

Nonetheless it was a fair observation, especially given that I’m somewhat known in certain circles for my war of words with another somewhat high profile game journalist who was double dipping, but what made the comment especially ironic was how this particular person works for a publisher which has a reputation within the industry of being grade A unprofessional assholes, one that I had a major falling out with most recently (yet again), but that’s all once again behind the scenes nonsense that I really shouldn’t get into, even though I’d love to. Lord knows the cheap attention wouldn’t hurt, but a third party is involved and I wouldn’t want to drag them in the mud. So I’ll just move on!

The Road To SPX Begins Now

I guess the other big thing is that SPX is literally right around the corner! Regarding my autobio comic project, UNLUCKY, I actually sent out a bunch of stories to various folks to illustrate well in advance (relatively speaking), in hopes that I would have more than just one new installment to debut at a show. At absolute best, I was hoping to have three on-hand, but now it’s looking like I’ll have enough material for a far more realistic two issue. Though as of this writing, I have yet to receive any finished artwork, so there might be in fact only one! So once more, fingers crossed.

Though aside from the comic, the most relevant news, at least around here, is that I’ve decided to finally go ahead and create my very own video game zine! I forget if I’ve already mentioned it before, but a while back Joel suggested it, since I knew so many folks who write about games that could contribute, and as I began telling others of this idea to gauge interest, I was pleasantly surprised to discover that many were indeed excited enough to want to jump on board! Even folks like Dave Roman who is like the busiest guy in the world and is backlogged with writing commitments till 2012! But since I really want something extra in time for a show that goes down in less than two weeks, the first installment will simply compile stuff I’ve written here, as well as Gamasutra and GameSetWatch (finally spoke to Simon on Friday, who had been all tied up with the Austin GDC, and he gave me his blessing and permission to reprint selected pieces), with some new material. I’m also pleased as punch to announce that Raina Lee, the woman behind what most consider to be the best damn video game zine ever, the 1Up MegaZine, will be providing the foreword! Plus, just got word that Hilary will be illustrating the centerfold, which is a sultry, video game vixen, a personal favorite of mine, rendered in her usual fantastic stylings!

And of course, in addition to selling my wares, I’m just looking forward to the show itself, especially since I had to bow out last year. I apologize for the already way too cryptic post, but yet again, this is territory I should perhaps not tread, at least on such a public level. Then again, those privy to the entire situation might be inclined to agree with the belief that saying something at this point might not be the worst idea in the world. Lord knows I have plenty to get off my chest about; the problem with taking the high road with those that only wish to get under your skin is how one somewhat runs the risk of looking the fool by sitting by idly and silent. But I simply have way too much on my plate to make time for high school drama. Yet I must say… just discovered that there’s a Nerdlingers site, and the page that lists all the 2006 recipients oddly enough doesn’t have me listed! Gee I wonder why.

EDIT: Someone just pointed out that my award is featured on the splash page! It would then seem that I have not been completely forgotten. Actually, more like someone was simply careless when it came to erasing the past. lulz

Yes, Believe It Or Not, I Actually Have Correspondents

But SPX isn’t the only show coming up; the second New York Anime Fest goes down this upcoming weekend, and back to Hilary, she will helping me out with coverage! Mostly because A) she know a helluva lot more about anime and manga than me, and B) I will also be busy at the NY Games Conference, which starts a day earlier!

And before all that is a Mortal Kombat vs DC Universe event (I believe I’m gonna have Dave Mauro and Joe Salina handle the write-up for that one since I’ll be too busy the very next day with the NY Games Conference), an IGDA event (had to miss out on their very first “game show” where local developers tried to outsmart each other with video game related trivia for prizes last week because of work), plus two separate Sony events! And one of them is yet another 24 hour game jam at Parsons, which actually went down this past Saturday. Though instead of covering it in its entirety (let alone participate in one) because I honestly had something better to do (which I’ll get to in just a bit), I’m simply going to be there when they announce the winners later this afternoon.

Additionally, and this isn’t confirmed, but for a while now Jason has suggested that I try to get this site translated into other languages, and it might actually become a reality quite soon! Into Japanese to be precise. Which would be seriously pretty awesome! Though according to my records, my biggest audience, outside of the States, is a tie between Mexico and Germany!

Becky, The Farmer’s Daughter Versus ICE COLD

Before going any further, may as well mention what went down last weekend: last Friday I went to see Goldfrapp at Radio City Music Hall with Katie. I myself was not all that familiar with Goldfrapp beforehand, whereas Katie is a diehard fan, so the show was a pretty awesome introduction to her work! I guess I’m officially a fan. It’s a nice fusion of folk and dance and girls got some awesome pipes, which were only enhanced by the fantastic acoustics. It was also my first time at Radio City, and I’ve never heard a better sounding show, ever. It was so damn amazing that I’m really interested in seeing that super silly/stupid Rockettes Xmas show! One weird thing was how whenever any of the super happy gay guys in the audience (and there was a veritable sea of them, up front) said anything, it sounded as if they were speaking backwards, I guess due to the funky acoustics.

Oh, and the opening act was Martha Wainwright, and she pretty much sucked balls. Nothing much else to say about her, so moving on! Afterwards, Katie and I had a late night meal at the Hudson View diner around the corner from our apartment, which I will no longer be going to, thanks to the French onion soup that ravaged my bowls till 4 in the morning. Hence why I was not in any shape for the mid afternoon Lighting Bolt show I was supposed to check out with Joe Salina in Brooklyn. Instead, Mooney came over to dwelve into my sizable library of old, late 90s professional wrestling on VHS. It was a real walk down memory lane for Mooney, while for Katie it was an introduction to the last golden age of wrasslin’. Time to fess up: another reason for this belated update is that I had planned on digitzing some of what I’m about to talk about, to produce screenshots, with the actual end goal of uploading some of the goodness to YouTube for the world to enjoy, but again, just been too preoccupied, plus that stuff takes a long time to do anyway.

Anyhow, we kicked things off with my ECW mixtape; every Saturday night during college, I wasn’t out and about partying, I wasn’t hanging with some girl, no, I was at home watching the original ECW on the MSG Network at 12:30. And the tape is a “best of” from that time, though we only scratched the surface; some classic promos from Taz and the Dudley Boys, when they were still young and hungry and crazy, as well as New Jack, who to this day is still insane. Plus matches of course, including the infamous barb wire match between Sabu and Terry Funk; the best/worst part is still Sabu place Funk on a table, covering his body with wire, then wrapping himself with wire as he screams in pain, then jumping on Funk. Now that’s sports entertainment! BTW, for those of you who haven’t seen Beyond The Mat, seriously, SEE IT NOW.

Next was the one and only pay per view by WOW. And what’s WOW? Stands for Women of Wrestling, from the same guy (and its a dude, of course) behind GLOW, or Gorgeous Ladies of Wrestling. You could say WOW was GLOW version 2, updated for the late 90s (well, its technically version 3, according to the internet, but I totally missed the Powerful Women of Wrestling whenever that was on). But whereas the WWF at the time was offering women in the squared circle that were supposed to fit into the new “realistic” state of mind that had become so popular, which oddly enough translated to their females looking and acting like soft core porno hoes, WOW’s stable of ladies harkened back to a far more innocent time, when wrestling was far more cartoony, more wacky (hence one of the reasons WOW bombed, I would imagine). Granted, they could barely wrestle like the rest of them, but at least you had variety; there was a farmer’s daughter, a salsa dancer, a basketball player, an angry punk chick, a super strict teacher, a tough biker chick, a super spy, a duo of corrupt cops, a trio of angry black chicks from prison, a cheerleader (with an eye patch, cuz someone obviously watched Twin Peaks), a scientist that accidentally ingested poison and now has super powers, the possible girlfriend of Mortal Kombat’s Sub Zero, and a chick with a multiple personality disorder. This last one, who called herself Jacklyn Hyde, particularly her entrance video and costume, is what made Katie?s jaw literally fell to the floor upon first sight. Her opponent, the aforementioned one-eye (also black) cheerleader was simply icing on the cake!

Though the PPV was the culmination of everything that was awesome, but also horrible with the product. The crowd for the most part didn’t care; by the end of the show’s run, the audience was nothing more than local boys and girls club, not paying hardcore wrestling fans. Despite all the amazing characters, most were used in any meaningful manner. Most had no storylines, so the matches didn’t matter; it would have been nice to have a reason to get behind the construction worker as she attempted to beat up the cowgirl. That was mostly due to the lack of bad guys (or girls), and even WOW’s very own Vince McMahon, David McLane, was mostly involved in a stupid running storyline involving him stalking Oprah that never really paid off. The matches were also simply not that great; aside from Becky the Farmer’s Daughter and Riot (both of whom could really move in the ring), most could barely do the most basic of moves. Plus they were all super short, which worked out okay for the weekly television show, but on the PPV, there ended up being like 9,000 matches, which just wore you out (well, in this case, Katie). But the worst was the last one, a game match, which simply proved that blood in a women’s match simply does not work. Mooney noted that I might be the only person in existence to have a copy of the show on tape. And if you look across the net, it’s clear that virtually no one knows or remembers the show. Yet, oddly enough the website is still open; it would seem that McLane wants to keep it going. And if there is a God out there, he will succeed.

Katie had to thrown in the towel immediately afterwards as previously mentioned, so it was just us guys as I popped in an old Japanese death-match tape, of a single contest that took place on a remote island. It was between accomplished Japanese wrestler Hiroshi Hase and the hardcore Indian grappler Tiger Jeet Singh. The whole thing was a train-wreck of epic proportions, with the best part being when Singh lights his tent on fire before the match, with both men rolling around shrubbery in the middle of the contest as a close second. Professional wrestling is already pretty silly in a closed arena, but taking it outdoors, out on the grass, brings it to a whole new level of stupidity/awesomeness. Afterwards was a highlight tape featuring assorted electrified barbwire for rope matches, mostly from the legendary Japanese hardcore promotion FMV (by the way, as of his writing, no one has yet to vote for the Japanese deathmatch option on the poll…. hmmm). The best matches was one that took place by the side of highways, another that took place in a forest at night, while it rained, and finally one where the ring was afloat in a gigantic swimming pool, and anytime someone was thrown into the water there was a large explosion. Alas there were no sharks in the water, which I heard is sometimes part of the package. Next was a highlight tape of all women Japanese wrestling, which was half in-ring action and half cheesecake, lounging at the hotel pool, video diary vignettes. Best part here was how one of the women had a traditional Mexican mask on, but sporting a clown’s nose on it. And of course, not only did she wear this in the ring but by the pool as well, while getting a tan. Viva la wrestling!!!

Somehow, Someway, IGA Will Make Castlevania Work In 3D, So Help Him Jesus

Moving onto later in the week, this past Tuesday was a press event in the city held by Konami, which is kinda rare of them, so needless to say, I was pretty amped, especially when I got wind of the stuff that they would be show. Including…

So I finally got the chance to play the new Castlevania fighting game for the Wii, Castlevania Judgment. And how was it? Eh…. Okay I guess. Certainly not the worst thing in the world. But diehard Castlevania fans will scream bloody murder for certain.

It was explained to me the producer of the series, Koji Igarashi, aka IGA, is determined to bring the franchise to the third dimension. Why? Because “it basically has to, like all things.” Okay… And since the previous attempts hasn’t worked out so hot, in IGA’s opinion (as well as most players, as evidenced by the not so stellar sales of Lament of Innocence and Curse of Darkness), he’s at a point in which he seems almost willing to try anything out, including a brawler. Though it was also noted that it?s not a fighting game in the strictest of the sense. Despite the fact that it has, you know, a life meter, a combo meter, combo attacks, all that kind of stuff. As for the game itself, I had no problems picking up and playing you simply wave the Wiimote around to unleash the whip or sword (only two characters were playable at the time, Simon Belmont and Alukard), and the stick on the nunchuk moves your character around. The A button is for secondary attacks, you know, daggers and axes, all pick-ups from the series, which is supposed to auto aim when unleashed, though I had a bit of trouble on my end (though the game is not complete, so I can’t give it too much grief). Super attacks are achieved when one has collected enough hearts and simply hits the button of the crosshairs of the Wiimote. So no complex button combinations or anything. Visually, it… looks like a Wii game alright. The character designers that everyone more or less hates at the moment is not from the series’ regular artist, Ayami Kojima, but from Takeshi Obata, the manga artist mostly known for his work on Death Note. And, to be honest, I’ve seen a few of his illustrations for the game, and they look fantastic (not as good as Kojima’s, but very nice nonetheless), yet none of it has made the trip to the Wii in any spectacular fashion. As for the change in artist, again there’s a reason: IGA wants his game to resonate with a younger, hipper audience, the kind that has embraced the Wii. And as well as know, hardcore gamers, which are mostly what Castlevania fans happen to be, are not exactly catered to in general when it comes to Nintendo’s latest home console.

Anyway, the game worked well enough, but the controls were hardly precise, which is kind of necessary for a brawler, traditional or not. It’s less Street Fighter and more Power Stone, with you running around, interacting with other objects, and even extra bad guys getting in the way (though the environments I were in was hardly all that interactive, with no varying levels and obstacles and the such). Overall, kind of a disappointment, but no more so than any other 3D Castlevania, really. I applaud IGA’s attempt at doing something different, but in this case, it just doesn’t work, though maybe because of technical constraints. Hence why maybe that other 3D fighter, the one in the arcades, with an actual whip as the controller could be better.

For those of you completely disgusted by the Wii game or simply the idea of the series in 3D, well there’s always the good old 2D formula as provided by the DS! I only gave Order of Ecclesia a spin for a few minutes, but it certainly felt like the Metroidvania that many have grown to love, or groan at. The only major differences this time around is that the lead character is a lady (this is the second time for the series I believe, the first one being Castlevania Legends for the original Game Boy, which was supposed to be the first adventure in the timeline, and was so bad that it was completely struck from the series canon) and zero touch screen nonsense (thank God). Unfortunately, the character illustrations, instead of being all anime-like as before (which again everyone hated), is not back in the hands of Kojima, but someone that seems to be an awkward in-between of the two. Too bad, And of course, I had to ask, like everyone reporter out there, why doesn’t IGA do a nice, fully realized for the home console 2D game with ultra high res, silky smooth sprites, but its the same answer as before: “Well, he’d love to, but its up to his bosses to make the ultimate call.”

Rock Revolution, as everyone has already noted, is way late to the music game party, one that they basically helped to create, with Beatmania, Guitar Freaks, and a bunch of other Japanese only arcade titles. So you would think after so much time that Konami would have something truly special, right? Nope. The game simply can’t hold a candle to Guitar Hero or Rock Band. First off, it only comes with a drum set; guitars from those other guys is what you’ll be using, and while I do applaud Konami championing the notion that the musical instruments up such cross compatible, and smartly realizing that everyone already has live six plastic guitars are home collecting dust, the fact that they simply don’t offer their own makes the game scream like a “me too” product to only really consider when you’re bored of the real choices.

Anyhow, somewhere along the line, the decision was made to make Rock Revolution a mostly drum-oriented experience. Well first off, the kit itself just looks ugly; whereas the other drum kits available looks sleek, and most importantly are collapsible, this one is not. Next, the game is just too hard; even on easy I failed out real quick, thanks to the fact that you have seven different inputs to manage. Also not helping is the somewhat boring track-list, and how none of them are master recordings. It’s also not much of a video game per-say; forget about star power or any such equivalent. Now, this is the Xbox 360/PS3 version we’re talking about…. you Wii folks won’t have to bother with a large and ugly drum set, no siree. Instead you’ll be air drumming. Yay. So either you can get Nintendo’s Wii Music and move your Wiimote and nunchuck to “play” Twinkle, Twinkle Little Star or Rock Revolution to play a bunch of songs from bands that you generally don’t mind, but all the songs that you kinda don’t give two shits about. Though Quiet Riot’s Cum On Feel The Noize is always awesome, as is Motley Crue’s Doctor Feelgood, and I am embarrassed to admit to having a soft spot for Dream Theater’s Pull Me Under. Sorry.

I recall Silent Hill 5, or Silent Hill Homecoming getting bashed quite a bit, especially in comparison of the new Siren game for the PS3 when it came to head to head screenshot comparisons. Though what I played looked stellar. Very atmospheric and super creepy, as was the audio, which I got to listen to via headphones, and is the absolute way to properly experience the game, unless one has a proper surround sound set-up. Gameplay-wise, I have relatively little to complain about, though I did find combat to be kinda chunky. Also, as much as I’m looking forward to my review copy, I already know that it’s going be hell on the eyes trying to play it on a standard def set.

TECHNOTRON

Other highlights from last week, real random and (relatively) quick-like:

- While going through my Dreamcast collection, which I always do around this time of year, to mark the anniversary/birthday of the system, I decided to finally show Katie the real deal regarding Shenmu (she’s a big fan of the sailors video and the Mega 64 spoof). First I popped in Shenmue The Movie, which is all the cut scenes from the first game, assembled as a film, which was actually shown in theaters in Japan (seriously). She simply couldn’t believe such nonsense. Afterwards, I actually played a bit of the first game for her, to show that it wasn’t some big, stupid joke. Talked to the wacky hot dog guy for a bit, stopped by the Tomato Convenience Store for the awesome jingle, and then bought about 30 different capsule toys, all in a row. Again, Katie was in complete disbelief. I too still don’t get the game and can’t understand the rabid fan following it has developed, and this coming from a diehard Sega/Yu Suzuki fanboy. Shenmue is fucking dumb.

- Speaking of movies, finally showed I’m A Cyborg But That’s Okay to Hilary. She didn’t like it all that much. Eh, it?s not for everyone. I should have insisted on Survive Style 5+, though she did want to watch Rain in action before seeing Speed Racer. Also, a sappy, yet somewhat trippy, semi-downbeat and slow paced romantic comedy that takes place in an insane asylum is perhaps not the best thing to view when jolly and drunk, but I unfortunately did not have a copy of Wizard People: Dear Reader handy.

- Finally put on the gloves for the first time in seemingly ages with Mike. And for the rest of the week, even last night, I got plenty of folks wondering what the deal is with my knuckles; they’re still all bloody and bruised looking. Which is cool of course, and its fun telling people it?s because of boxing. Though the exact reasons, that being its because the glove tends to expand after a while, from all the friction, which then leads to chaffing, is hardly as exciting as “its from bare knuckle brawling.”

- Apparently when Katie tried to wake me up one morning, she asked “What time did you go to bed last night?” And my response? “Technotron.” I was also apparently pissed off when I answered as well. I still have no idea.

- As for what I’m currently playing on my own time, two things I’m not is Yggdra Union and Rock Band. Regarding the former, the UMD that Atlus sent me, for whatever reason, just doesn’t work! I wonder if there’s a conflict with my PSP’s custom firmware? As for the latter, MTV/EA sent me the game… sans instruments! Maybe they’re on the way, separately? I guess I have both Tales of Vesperia and Infinite Undiscovery to keep me occupied in the meantime, but I’m kinda aggravated by RPGs that don’t allow you to save until three hours into the game. Each time I’ve tried starting up both titles, I always get an important call, or an urgent email, or realize I have to head out twenty minutes in.

- Had dinner with Dave Mauro on Friday night. Apparently, I’m not the only one who gets needless attention and aggravation when playing a portable game system while on the train. There is NOTHING worse than when some random jerk-off asks to play your system.

- Found out Canada’s very own Phil Fish will be coming to town for Blip Festival 08 and crashing on the very same multi-colored couch that resides in my living room for the event! Hopefully he’ll bring along a copy of Fez for me to exclusively check out (and write about here) in return.

- Also, another bit of awesome news, which I really shouldn’t talk about, mostly because its still all so early, hence why I’m burying it in the odds & ends portion of this post: after many months of developing ideas of cartoon shows and working on scripts, one of the concepts I’ve been working on with my collaborator (who I believe wants to stay anonymous, since he likes to be all mysterious and all that jazz) is going into production! Basically, once I’m done with SPX, the pilot will be first thing I’ll be working on.

Nice Fangs!

Finally, coming into the home stretch… Saturday night was the Punk Rock Poster Show at the Showroom, in the heart of St. Marks. Some of the best artists creating the best posters for punk rockers and related acts today were featured…

… Including the excellent work Mr, Joe Simko, naturally!

The place was packed, with numerous notable faces. Everyone from the Beat’s Heidi MacDonald to the Beer Drinking Fool’s Richie Reingold, Had to explain to him that the last horror night that he unfortunately missed out on was nothing to feel too bad about; he had bet on Killer Nerd on being the best of the bunch, and it most certainly was not as some might recall. Though next time, I’ll be bringing along Nothing To Fear, since that bears repeated viewings. No idea when the next horror night will be, but Joe has apparently unearthed some crazy zombie Hitler flick, can’t wait!

Here’s Joe again, with Richie….

… The BDF (and Scum City) front man passed along a CD to me, for some other music project that he’s involved in I believe, though to what extent I’m not certain of. Still haven’t had a chance to listen to it, to be perfectly honest, but if the cover is any indication, I’m fairly certain it’s already album of the year candidate…

And here’s a faraway shot of the area that Joe’s stuff occupied, June with a bunch of people in the foreground. Keith and Anney were also present, though you can only see a bit of Keith to the right…

Finally, myself and Katie. Heidi’s boyfriend was impressed by my threads, which I was somewhat embarrassed to admit was from Urban Outfitters, since I try to only wear video game shirts from Japan or the UK, but I do believe I still looked stylish enough to hang with Ms. Skelly…

Oh, and Misfits alum Dr. Chud was in attendance, naturally (Joe’s been the main artist for Dr. Chud’s X-Ward, and most recently Gorgeous Frankenstein, the new band headed by Doyle that Chud is also part of). I always take the opportunity to chat with the guy, even though I bet he hardly remembers me. This particular evening, he had just gotten fangs surgically implanted. And he was drunk. Plus he hit on Katie, right in front of me, and his girlfriend:

Dr Chud: “Hey man, is that your girl?”

me: “Yeah.”

… Chud immediately forgets what I just said…

Dr Chud: “And where are you from?”

Katie: “Pennsylvania!”

Dr Chud: “Where abouts in Pennsylvania?”

Katie: “Bethlehem.”

Dr Chud: “What part?of?Pennsylvania is that? New York?”

Katie: “Ummm….”

Dr Chud’s Girlfriend (sounding rather annoyed): “New York?isn’t in Pennsylvania, it’s its own state.”

No Longer Part Of The Club

And last night… was NOT Rumbo in Dumbo 12 as previously announced. Damnit. Apparently its been reschedule for the same weekend I’ll be out of town for SPX. FUCK. Better yet, Mooney tells me that, if I wanted to, I could actually enter the ring as a referee if I was seriously interested in such a gig. Needless to say, I am pretty tempted.

Anyhow, instead last night was Stephen Totilo’s birthday get-together.

The festivities took place at the Soda Bar, in Brooklyn. Among the topic of conversations were Steve’s “kung fu dilemma” and his current favorite game, some air traffic controller simulation for the DS. The subject of the world’s fair also came up somehow, and I ended up passing along the tale of my being there at Expo 86 when some gardener’s head got sheered off by a roller coaster and it landing on the roof of the building right next to me as my family and I had lunch. Pretty much everyone thought I was bullshitting, but I swear it happened! Granted, I was nine at the time, and I was also certain that I saw a scene in the original Star Wars where Darth Vader goes down to Hoth and shoots both Luke’s aunt and uncle right in the back, which I was dead certain would reappear in the Special Editions, but did not.

Also relieved some bad news: Steve got himself a HD as a present. He was the only other serious gamer I knew that swore by standard definition sets. In fact, whenever I would defend myself was playing games like a caveman, I would always go “Well Steve Totilo also feels the same way, that they’re overrated, and doesn’t need one!” But now, no more…

4 comments

09/09/2008

Still Cool… Nine Years Later

by Matthew Edward Hawkins

It’s September 9th, which means….

HAPPY BIRTHDAY JOE/HILARY/THE SEGA DREAMCAST!!!

- As noted last time, this past weekend was Joe Simko’s birthday get-together. The funny thing was how Joe, myself, and every single other male in attendance was either working at home as a freelance artist or simply out of work, while each of our significant others was out there everyday, gainfully employed and bringing in a steady paycheck (which only dawned upon me when all the dudes started talking about their daytime talk show habits). Take that women’s lib!

Anyhow, the day consisted of everyone just sitting around, shooting the shit, munching on goodies, and playing Loaded Questions, a favorite board game of Joe and June’s. Basically, a person draws a card from a pile, asks a question that everyone must answer, and then the first person must figure out who said what. If successful, he or she moves their piece along the board, then the process repeats. Not surprisingly, each round consisted of mostly Jew jokes, since Jay was in attendance, who thankfully has a sense of humor about such things. Afterwards we went to check out SonicVision at the Museum of Natural History’s planetarium. Basically, it?s this show where they play various electronic and alternative music animated with “trippy” computer graphics (simply image the iTunes visualizer, but on steroids).

It was actually really awesome! Despite the fact that I wasn’t such a fan of some of the music (sorry, but Coldplay simply blows). Though the visuals were fantastic… and being drunk really helps. While waiting in the outside area for the doors to open, I really had to be pee badly (because I “broke the seal” as Bryan noted), which meant a quick trip back upstairs where the restrooms are located. Once in the elevator, I decided to chit-chat with the elevator operator, and kicked myself afterwards for making an ass of myself, till I realized that she probably only deals with drunks, that its precisely the type of folks who come out to such things. But yeah, the show was neat, and not nearly as cheesy as one would it image it being (though them unearthing Prodigy’s Firestarter got a good laugh, as did it’s early 90′s computer demons running around, which I want believe was on purpose). The mix was by Moby, whose work I don’t mind and even dig on occasion, though I still wanted to see his ass get kicked by Eminem that one time. At the very least, he didn’t go “Hi, this is Moby” like when I saw a presentation at the same place years back on the solar system, narrated by Tom Hanks, who right in the middle of explaining the big bang, had to let everyone know “Hi, this is Tom Hanks.” I think that’s when I started to dislike the guy.

- Real quick, back to Bryan Green: a recent side project of his has been creating paper-craft versions of those alien dudes from the old 80s television mini-series, V…

… Simply head on over to My V Friend for more pics, and links so you cane make your own!

- Oh, and I spotted this on the train ride up to Joe’s earlier that afternoon…

… Last time I mentioned how annoying local sports teams are when it comes to living in NYC. Well on the flip side, always hilarious and sometimes genuinely inventive subway graffiti is easily one of the best parts about the Big Apple. Anyway, that’s almost as funny as this, which I snapped at the station near Dave Mauro’s a while back…

… I forget if I passed it along once before, via my now long dead cell phone blog, which I really miss, though mostly because the pay was fucking unbelievably good.

- Speaking off, I also met up with Joe yesterday to work on…. stuff. Many folks have been asking me, since they know that I’m now full-time freelance (aka an unemployed bum), what I’ve been up to. And thing is, I’ve been super busy will all sorts of really wacky and totally awesome projects, which I’m absolutely dying to talk about. But, as also previously noted, I simply can’t, due to NDAs and the such. I keep waiting and waiting for the day in which I can not only speak of them, but also show them off… though truth be told, in some cases, there’s a chance that the final “thing” may never come to light, but that’s just the way it is.

Most of what I do these days could be classified as “consultation” and its loads of fun. Truth be told, and perhaps my output in this area in other parts is already indicative of this, I’m beginning to lose the passion for writing about games, at least on a professional level. And its not just because that the market is flooded with too many other aspiring game journalists, and how its increasingly difficult for me to make a buck from it… though it’s all that too. Make no mistake, I still enjoy doing it, but it’s the whole marketing aspect, selling one’s self and ideas, that’s becoming increasingly tricky, annoying, and tiresome. Many have asked how I’ve gotten work in the past. Well, it?s by going to message boards like Gaming Age or commenting on blogs. Which in turn leads to interest towards what else the author (in this case, myself) has to say, translating to not just readership to this sight from whomever but potential work from editors. Yet as I become increasingly involved in other projects, the interest, nor patience, when it comes to becoming a stable of NeoGAF continues to vanish. And as already noted, there’s just too many voices out there jostling for attention, while I begin to wonder if I’ve basically said all that needs to be said, at least on a relevant level, in the game criticism/analytical space.

Though that being said, if you’re an editor reading this who was about to offer me a sweet gig to write about games, don’t let me stop you! As for this place, I’ll keep doing what I’ve doing, even if no one is around to read it (yet I still get a decent about of hits at the moment… surprisingly). There’s actually something else that was also once super involved in, that being game design, which I’ve tried to get back in, but with no much luck it would seem.

I guess it’s true what they say: you just can’t spread yourself too thin. One prime reason why my game design efforts originally fell by the way side was that I became too busy writing about games. It’s also why my game writing began to suffer when I began to concentrate on cell phones. Anyhow, I recently had a meeting with a firm about a position, to provide support for an upcoming title in a genre I’m well versed with (hence why the head of the firm, a colleague of mine from the IGDA scene, brought me in to meet his crew, since he knew of my background). I was asked what I would do with the current iteration of the project, which is still in a prototype phase, and wouldn’t you know, I immediately got into an argument with one of the programmers, who took offense to my changes. But that’s hardly a surprise of course… programmers rarely play games (a fact that even this particular person’s boss reminded him of). Either that or it was my exemplary people skills once again at work! So yeah, I’m not holding my breathe on that one.

While it also doesn’t help that I don’t have the most stellar of track records to refer. The biggest game I oversaw would be a total piece of shit for Ubi Soft, which I don’t even know has my name on it, and my most popular game is all about jerking off.

- Anyway, onto more lighter developments, Joe also gave me a status update regarding Magama, the big Japanese punk rock fest that I was a part of last year. Magma 08 is going down later this year, though Joe might be going alone solo, since it’s going to be a much smaller affair as compared to last year’s. But Magma 09 is also on the drawing boards, which is gonna be another big one, taking place in exclusively Yokohama, and I will more than likely be going back for that one! Apparently, it’s Yokohama’s 100-year anniversary or something, so lots of stuff will be going down, with the punk rock fest being a part of the festivities. I’m really hoping that they doll up the town like Macross City.

Also, the Magma website has been updated! Please don’t ask me why the URL still says Magma 2007.

- Now onto the birthday girl, Hilary! Though nothing too exciting to report, simply helped her migrate data from her recently busted mirrored drive door G4 tower to her shiny new iMac last night. Since I simply could not stand the thought of yet another person going to that pice of shit place that is Tekserve and handing over good money for overpriced, shoddy workingmanship. I also love to show people all the neat little tricks that OS X can do, even stuff that’s been around forever, yet most don’t know about, like the application switcher (that’s apple key/command + tab, then keep hitting tab to cycle through all open programs).

During downtime, as we waiting for programs to install and the such, I also pointed out some of the most awesome recent posts over at Sankaku Complex that’s she missed out on in recent time. I know the place gives some folks migraines (sup Mike), but what else can I say? We both love batshit-insane, creepy sexual manage and anime! Though here’s something that is completely safe: a totally WACKY JAPPY, yet also SUPER KAWAII video featuring cats!

Meanwhile, this one is indeed their usual 11 on a 10 scale for creepy, yet I can help but share it: their otaku terror ranking!

- BTW, here’s a totally hawt image from Katie, that might be making its debut at SPX as a silkscreen or something…

And because I’m behind on such things, Heather was kind enough to let me know that her online digs is finally done with the reconstruction, and it’s nice! Plus, now there’s shark comics…

- Finally, onto video games! And what have I been playing? Well, earlier this morning I gave the always amazing Sega Rally 2 a spin, as well as some Daytona USA 2001, Jet Set Radio, Soul Calibur 1, and Sonic Adventure 1 (which I still actually enjoy). Why? Because its nine year anniversary of the Sega Dreamcast’s release in America! So once more, time to pull this image out of the drawers…

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