Wednesday, 13 October 2010

6 Types of Gamer

Note: This article was written with York University in mind, meaning it makes a few references to Societies and places that might not make as much sense otherwise. Also, the badass artwork was drawn by a dude called Drinks; who has a DeviantArt account. Check him out and stuff.

Playing video games as a hobby is big. Bigger than you'd expect.Enthusiasts span so many social scenes and preferences, you can never be sure if the person you're chatting to is one of those 'Gamers' you hear so much about. But never fear! I'll share with you some of my never-before-seen research on some of the many species of Gamer in existence, and where to find them in York. Happy Hunting!




"Retro Gamer" (Nostalgia Oldschoolus)
Clinging on to the remnants of Gaming's past, Retro Gamers eschew the modern releases for the nostalgic games of their youth. Depending on how old the Retro Gamer is, what qualifies as old-school enough varies. As a rule of thumb, if you play it on a cartridge, you're in the right era.
Appearance: The Retro Gamer proudly displays graphic tees displaying their gaming heritage. Alas, no one considers a t-shirt that says "Two Girls, 1-Up" to be tasteful. Ever.
Games of Choice: The classics of yesteryear (Mischief Makers [N64], Snatcher [MSX], Super Metroid [SNES])
Indie Games that embrace retro elements (Cave Story [PC/WII], La Mulana [PC/WII], Braid [360/PS3/PC])
Where Found: Trawling Gamestation and the Market for rare Second-Hand gems. But since game stores are stocking games from old platforms less and less these days, Retro Gamers are most likely resort to eBay instead.
Do Say: "I still own a Super Nintendo."
Don't Say: "Music in Videogames is just beeps and bloops."

"The Competitive" (Metagameus Antiscrub)
These guys don't just play games for fun, they play to win. The best scores, the best Kill:Death ratio and of course the best computer are all accolades to be reached - and then rubbed in the faces of those beneath them. Not bad people, just rather over-enthusiastic (and often 'sore winners').
Appearance: The Competitive tends to put comfort over fashion in their standard attire. If it's black or baggy, they own it.
Games of Choice: First Person Shooters (Team Fortress 2 [PC], Halo Reach [360], Call of Duty: Modern Warfare 2 [360/PS3/PC])
Fighting (Super Street Fighter 4 [360/PS3], King of Fighters XII [360/PS3], Blazblue: Continuum Shift [360/PS3])
Where Found: Competitives are more prevailant online than in real life, but we have our own group of them as Frag Soc.
Do Say: "What's your Gamerscore on Xbox Live?"
Don't Say: "Dude, it's just a game..."

Japanophile Gamer (Pokii Kawaiius)
Overlapping with the other popular nerdy interest in watching Anime and reading Manga, the Japanese Gamer has a heavy interest in all things from the land of the Rising Sun. But sometimes they can take it to an extreme and be a bit incomprehensible to others. But don't fear! I'm sure they have the best intentions... most of the time.
Appearance: Females wear bright colours to attact mates. Males may lean towards the overly tight or overly elaborate. Large gatherings of Japanese Gamers result costmes reflecting widely worshipped figures in their society, including "Naruto", "Link", and "Solid Snake".
Games of Choice: Japanese RPGs (Final Fantasy IX [PS1], Persona 4 [PS2], Kingdom Hearts: Birth By Sleep [PSP])
Where Found: If York had an Arcade, they'd be there. Otherwise found in Oriental restaurants. Weekly gatherings at the Anime & Manga Society.
Do Say: "Goku could totally destroy Superman in a fight."
Don't Say: "Superman could totally destroy Goku in a fight."

Casual Gamer (Socialite Neophyte)
Will only play games from time to time, maybe even keeping the hobby a semi-secret. But when it comes to their game of choice, a whole different side is revealed; one that played Plants Vs. Zombies for 15 hours straight one weekend... Male variant is actually somewhat less prevalent these days, and favours the latest FIFA or Call of Duty release to Wii Sports and Super Smash Bros.
Appearance: Masters of blending in, they look just like everyone else.
Games of Choice: Multiplayer/Party Games (Mario Kart Wii [WII], Rock Band 3 [To Be Released, PS3/360/WII])
Sports (FIFA 2011 [MULTI], NBA Jam [MULTI], Pro Evo 2011 [MULTI])
Where Found: Find any large group of people, and there'll be a Casual Gamer hid among them somewhere. Can be found playing a DS or PSP while on the bus or train, secretly hoping someone will ask them what game they're playing.
Do Say: "Let's have a few drinks at my place and play Wii Sports."
Don't Say: "You wouldn't be interested in this game; it's kind of obscure."

High Fantasy Gamer (Tolkinus Eladrin)
The Proto-Gamer; this species has been around before video games even existed. Often enjoying the escapism of fantasy settings as opposed to competitive elements or an inherent sexy/gore factor. They tend to keep to themselves a lot, but are friendly enough.
Appearance: Trenchcoats. Big-brimmed hats. If it's imposing and dramatic, it'll be favoured. They'd wear full-plate armour to lectures, if they could get away with it.
Games of Choice: Western RPGs (Fallout New Vegas [360], Mass Effect 2 [360/PS3], Dragon Age: Origins [360/PS3])
Traditional and Paper Games (Dungeons & Dragons, Magic: The Gathering, Scrabble)
Where Found: Fairly shy towards those outside their Species, most are found in hobby shops (such as the Travelling Man), while a few select individuals may be found in open fields, hitting eachother with foam weapons. Approach these with light caution, lest you be mistaken for an Orc and (harmlessly) clubbed into submission. Can be found as part of the SciFi & Fantasy Society, natch.
Do Say: "Is that a d20 in your pocket, or are you just happy to see me?"
Don't Say: "Sci-Fi and Fantasy are pretty much the same thing, right?"

"The Neckbeard" (Repulsus Trollia)
A thankfully minor Species, the The Neckbeard takes their Gaming hobby to the point of elitism.
Appearance: Poor amount of attention paid to appearance (and possibly hygeine); identifiable by a scraggly beard going beyond the chin and starting to take over the neck. Consequently, there are extremely few female Neckbeards. It is unknown if this is the cause or the result of Neckbeard behaviour.
Games of Choice: Varies, but The Neckbeard will be guaranteed to say a harsh thing or two about the games you enjoy.
Where Found: Incredibly rare to find in the wild; will barely ever stray from their cave. However, they are incredibly prevailant on the Internet. Will either be extremely hostile or extremely skittish if approached.
Do Say: ~Data Unknown~
Don't Say: Most discussion will incite sudden rage or fear in a Neckbeard.

And here's the article in Published form. It's abridged somewhat:

Monday, 4 October 2010

A Height I Cannot Reach

I'll be frank - I cannot play First Person Shooters to save my life. Never have. Way back when, in the days where I went to a friend's house after school every day to play on his N64; our sessions of Perfect Dark consisted of him using me as target practice, and me just running around blindly into walls.

Nine years later, and that's not improved any. Aside from a short stint playing Team Fortress 2, my gaming diet has been pretty much FPS free. But the other day things came to a head when my housemate brought forth a game. A game that I thought I had no right playing.


Halo Reach.

Having literally no experience of the Halo series other than the words of its fanbase (which consists mostly of racial and sexual epithets, or so I'm told), I had no real idea of what to expect. We sat down and started the Campaign Co-Op mode. On Easy. If I'm to have the game bend me over backwards, I'd prefer it do so a bit gently, at least to start with.

I was honestly and pleasantly surprised. Being the fourth game in the series, I could feel the refinement the game offered, the kind of straightforwardness you get from developers having made the same gameplay experience over and over. That didn't stop me from struggling to aim properly, though. Compared to my gaming partner, who coolly landed all the headshots and snagged the best weapons, I got by with haphazard sprays of gunfire and hiding whenever the larger monsters with the laser swords (or worse, laser war axes) entered the fray.
What probably impressed me the most was how every so often there would be a change in gameplay to prevent things from getting too stale. This is a gameplay tactic that's the bread and butter of some game genres (What would a Zelda game be without the new items you gain, and the shifts in puzzles that go with them?), but one that I don't think appears in Shooters too often. What else could you do in a Shooter other than, well... shoot? Or hide behind cover? Turns out I can ride in silly sci-fi vehicles, man the gattling guns in a helicopter, and my favourite - pilot a combat spaceship and discharge lasers and missiles in all directions. I adored the space segments, and was a little disappointed when it only lasted 15 minutes. I was even more crestfallen when I eventually found out that this gameplay style wasn't available in online multiplayer.

On the other hand, a lot of things about the workings of the game didn't gel well with me; the story the Campaign follows being the main point. With Halo Reach being a prequel to the first game, the plot is sets in motion (and what it leads up to) meant very little to me. I can feel the character design actively trying to shy away from the "gruff, bald, space marine" stereotype the genre and setting is often lumped with, but making the player character female seemed like a weak way to solve the issue, especially when they followed it up by giving the occasional close up of her rubber-clad buttocks every few cutscenes. Otherwise, everyone felt somewhat distant and unlikeable. The segregation between what can happen in a cutscene and what can happen in-game is also really jarring. In one scene, a character is flung from space to a planet's surface and survivives. You'd be lucky to survive a drop of 20ft when playing.
The other thing that pushed me away from the game was more or less just how bad I was at it. The Campaign (at least on Co-Op Mode) is very forgiving when it comes to player death. You will respawn next to your team mate (who is consequently an exact clone of you. The plot and the other characters make no reference to this, which I find incredibly amusing); and should you both bite the dust, the game resumes at the last checkpoint reached without fanfare or penalty. This was great in that it actually let me finish the Campaign, but the cycle of Combat, Damage, Death, Repeat started wearing away on my patience around three quarters of the way into the game; once your foes realise that all their forces are being wiped out by just two people, and bring out the big guns.

All in all, the level of polish the game has, both in graphics and gameplay are incredibly impressive - and show off just how skilled of developers Bungie are, but even after exposing myself to The Way of the FPS for hours straight, I still have my inhibitions to the genre. I've not been won over just yet. But there is one notion that Halo Reach has impressed on me -

More games need to have their weakest enemies explode into confetti when defeated in one hit. I cannot think of a single game that this feature would not improve.

Tuesday, 6 July 2010

Games Banner Evolution

Just a small bonus post. When coming up with the new banner design for the York Vision games page, I experimented a little to see if I came up with a style I liked. There are a few images that predate the ones shown here, but they've unfortunately gotten lost in the depths of the internet and office servers.

These two were my first designs. They don't really pay much attention to page width, and the characters on the side would end up stretching into the body of the page...

The waves were a bit too uniform, so I went for something more customised - a chain of 'nodes' and connecting lines intertwining with eachother. Amusingly, I got this idea from a Pokémon Card. The character now has a pattern of circles to be propped on, and to give them a bit a framing.

The basic finished design. I removed a layer of Nodes since it looked to cluttered, and changed the font. The font coloring was taken from Digi-Boy on the right, but they later became a fixed scheme on subsequent banners, and for headings in articles themselves.

The Finished design, set to fit the page dimensions of the newspaper, and at a resolution Adobe InDesign would like. The pattern of the Nodes had to be extended so it fit right across the page.

Article Catchup: York Vision Issue 208

The last of the articles I've written this year, and what will be my penultimate issue with York Vision.

This was to be another issue with a guest writer; but that entirely fell through - and very close to the dealine, leaving things in a bit of a hazardous state.

The main deal with this issue was the report on E3, but due to the sheer scale of content that took place during the Nintendo, Sony, and Microsoft conferences (saying nothing of the conferences held by other publishers), there was no way I'd be able to cram in all the information I wanted to discuss; especially not on a single page. I will post the extended versions of the conference reports on here.

The Paper Mario article was a replacement for the AWOL entry from the guest writer; and honestly isn't anything outstanding. I found out here that the way Adobe InDesign deals with cutting out images is in no way Sprite-friendly. I had to take steps to make sure the edges of Mario and friends weren't prematurely sliced off.

Article Catchup: York Vision Issue 207

It's a miracle this article turned out how it did. Although I planned for the content in advance (A mixture of being able to do my own research at a gaming expo event, and holding another brainstorming session at The Spriters Resource Community), when it came to production week, I had fallen very ill. I dragged myself to the offices to get some of the work done - and succeeded - but it was with barely any of the formatting and style that I normally try to put into my work. Things looked pretty dire.

Fortunately, the Editor who ranked above me was able to work on the page in my absence, and saved it from being a complete train wreck. I was eventually able to get my shit sorted, and added the formatting finishing touches. You can tell that some of the layout features aren't in my usual style, but in a way it makes the page look even fresher. The background gradient turned out way too desaturated though.

While I do complain about my situation in York Vision, there were at least one or two people who cared enough to look out for me. I'm lucky.

Article Catchup: York Vision Issue 206

By this point I had settled into a rhythm with making pages for the paper. While the placement of the content varied from issue to issue, a lot of the basic templating carried over, making the construction of new pages a fairly speedy process.

Since the main draw of the issue was the Pokémon HeartGold & SoulSilver review, the Banner for the page was added to include a Pokéball, and featured a vector art of Rotom by Raylax. (The man has some skills, mad props to him).

The Pokémon review was nothing special. Compared to other publications (y'know, the ones people pay for and actually read), they had much more time and space to go into a fair bit more detail about the game than I did, which is probably the most crippling restriction with only having a single page to work with every issue. My main aim was to appeal to the people who haven't played the games - or maybe who only played the first generation of Pokémon installments - to give this new game a try. I never saw anyone with a Pokéwalker around after this got published; so I suppose I failed.

The Beat Hazard Vs. Audiosurf article was fun to write. The hardest part was fitting all the information on the page in an attractive way; especially with trying to cram screenshots of both games on there. What I ended up with wasn't haf bad, in my opinion.

Article Catchup: York Vision Issue 205

Now that I'd managed to get an entire page published on my own, it was time to step up my game. Issue 204 looked good (at least to me), but there were flaws. Although the page looked good on the screen, a lot of the images came out blurry and at a low resolution. The circuit board background was light enough to have the text above it readable, but it could still have done with tweaking.

I took these flaws on board, and corrected them with Issue 205. As a result, this one is probably my favourite in terms of layout. With the old format established by the previous Editor kicked to the curb, I was free to go for column articles, and features of varying lengths. The banner and background adapted to a different colour completely flawlessly. Changing the colours cheme was as easy as cake, and made the page look brand new each time.

This issue was to feature a guest writer, and has since been the only issue to do so. His original request was to do a review (Bioshock 2) which would have been an incredible help; I didn't have easy access to an Xbox 360 or a PS3 at the time, so he could appeal to an audience I could not. However, it turned out that he canceled on this idea at the last moment, and instead submitted AtmosFEAR. The article was fine (if wordy); but it left me in a hard-pressed position to come up with a review.

Therefore, the Ace Attourney Investigations review didn't arrive in best condition, and actually made print with a few bad typos still intact. It was all horribly embrassing.

The Co-Op gaming article was much better. The 5 games were thought up between me and the (mostly) lovely members of The Spriters Resource Community. Playing with a friend is quite possibly the greatest joy in gaming for me, and this article reflected that.

Article Catchup: York Vision Issue 204

This Issue is where I became the main Editor for the Games Page on the York Vision newspaper - at least partially because no one else was interested in doing the job. A bit of a hollow victory; but it meant that I now had full stylistic reign over the page; and I was completely set on changing the old ugly format that existed before.

The great thing to come out of this was that I now was having my photoshop and graphical design skills tested, along side my writing. Taking on a position with the newspaper is something that I am never going to regret - I've improved so many skills!

The order of the day was to come up with a design that was simple, modern, and clean; but also reflected the gaming aspect the page was about. I tried out a few test designs (Which, have since probably have gotten lost in the aether...); and settled on the 'node' design below. The way it was set up meant that I could change the colour scheme and the character on the right at will.

The texture at the bottom was taken from www.cgtextures.com, referred to me by an internet friend; and it's definitely helped me with various photoshoppery since.

I'm very happy with the articles in this one. Torchlight is a great game produced by a small, not very well-known company. While a lot of student gamers may be using Steam as a vehicle for playing PC games, not all of them might be aware of the hidden gems that it sells.

The interview with Tyvon Thomas is the first professional interview I've ever done, and it was a total thrill. Since then, his site has grown a lot! Head over to www.pixelxcore.net and check it out. Tell 'em GrooveMan sent you.

Article Catchup: York Vision Issue 202

It's been a while since I update here last, but I've definitely not stopped writing. I've finished an entire year working for the York Vision newspaper; and as such I've racked up a nice collection of articles.

Some of these articles I have saved .jpg copies of, so you can see the layouts of the pages too.

This issue, 208, is one of the earlier papers back when I wasn't the main editor for the games page. This meant that I had no say over the stylistic choices for the layout, which was... pretty bad.

The decision to do Style Boutique/Style Savvy as a review largely spawned from a dare imposed by a friend. After trying it out, I found it to be a really unique experience; so doing a review of something outside my gaming comfort zone sounded like something special. I'm happy with how the article itself turned out - even if the badly stretched images pretty much ruin the final piece.

The Gaming Cookbook  feature I've already posted here - this was the issue it was meant to be a part of. It's nothing special - and in retrospect, not as funny as I thought it was. Ho hum.

As a side note, I'd actually produced images for both of my articles to appear in this issue, but they weren't included in this version of the page. Before this issue went to print I was able to restructure the Style Boutique article to have better-fitting images and the image I took.




Wednesday, 2 December 2009

On the Menu: Pesky Plumbers a lá mode - Mario & Luigi Bowser's Inside Story

No screenshots, unfortunately. This game refuses to be emulated in No$GBA, and I don't like using stock screenshots. Sorry. D=

The Mario series of video games is one that's recognised the world over, from devoted video game fans to your gran. In the nearly 30 years he's been around, he's starred in more video gaming genres than most would care to count (or have even heard of). Some of his exploits have been incredibly successful - Everyone loves Mario Kart and the Super Mario games - others less so. The less said about Mario Teaches Typing, the better.

But one group of games from this pop culture giant has been a bit understated; the Mario Role Playing Games (RPGs). Acclaimed by fans for being a breath of fresh air from the Final Fantasies and Oblivions out there, they've always been packed with humour and series references, bundled up in bright, happy colours and an easy-to-learn control scheme.

The newest incarnation of these games is Mario & Luigi: Bowser's Inside Story for the Nintendo DS; and thankfully it stands up to the high standards the previous games have set for it. To break the plot down; Bowser's regular plans to kidnap the Princess Peach and ruin everyone's day goes awry when he's tricked into eating a dubious 'Vacuum Shroom'. Instead of just capturing the princess, he ends up inhaling her... along with the Mario Brothers. From there the game plays out as Bowser from the outside and the Mario Bros. from the inside. The lush Mushroom Kingdom that our anti-hero traverses switches almost seamlessly to his neon, cartoon-y insides as you switch back and forth to solve puzzles. This is a biology lesson like you've never seen before; when Bowser needs to do some heavy lifting, Mario sprints off to his biceps, thwacking his muscles with a hammer to make them tense up. When there's a wall too tall to jump over in Bowser's stomach, have him guzzle water from a fountain, flooding the area and letting you continue. As the game progresses, new puzzles taking advantage of Bowser's abstract anatomy are served to you, right up to the final moments of the game. A few of the tasks take a little longer than they held my interest for, and the infrequent instances where you use the stylus to play a minigame could be unresponsive, but then the next cool body part opens up to play with (Kicking around pollen in Bowser's nose to make him sneeze? Very gross, very fun), and the stagnant moments are quickly forgotten.

But it's not all just playing around in Bowser's body, there are fights with enemies to be had! In a lot of RPGs the battles are turn-based, and all it takes to smack the foe silly is a single button press. Not quite so here; while you still have to wait for your turn in battles, you're not allowed to relax - well timing your button presses during your attacks will rack up the damage, have Mario and Luigi do some cool acrobatics, and you get to feel really cool and involved. You even defend attacks that way. If you're hardcore enough, you can avoid any and all damage! Bowser's battles also work this way, but being the gigantic turtle monster that he is, his attacks are much slower and stronger. While the Mario. Bros team up to perform combination attacks, Bowser throws out brutal left hooks and scorching fire breath. He can even use the vacuum ability he's gained to swallow his enemies whole, delegating the battle to the plumbers inside him. While there's a lot to perform and experiment with, it's all very intuitive. And a good thing too, because the fights get steadily more demanding as the story goes on with steeper penalties should you fail to dodge attacks. There's even a Challenge Mode - er - Challenge Node for you to really test out your skills.

While this game can be enjoyed by anyone with a DS and a sense of humour (and that's you, right?), Nintendo fans will get a lot more out of this - it's stuffed to the nines with references and jabs at the gaming company's history. The way Bowser has almost a fatherly pride for the Goombas and Koopa Troopers he employs as his army (weak enemies that Mario stomps on a day to day basis) can't fail to crack a smile.