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  • War Stories

    We talk a lot about our favorite stories in video games, regularly applauding the narrative prowess of the creators of Bioshock, Earthbound, and Grim Fandango. Some video games are routinely compared to their filmic counterparts (See Grand Theft Auto 4 and The Godfather). But what interests me most about video games is the medium's ability to allow users to create their own stories. We also talk a lot about emergent narrative on this blog as one of the things that video games can do that other mediums cannot. As Chuck Klosterman says: 

    Near the end of Gone with the Wind, Scarlett O'Hara asks Rhett Butler what she's supposed to do with the rest of her life, and he says that (frankly) he doesn't give a damn. Now, the meaning of those lines can be interpreted in many ways. However, what if that dialogue happened only sometimes? What if this scene played out differently for every person who watched Gone with the Wind? What if Rhett occasionally changed his mind, walked back into the house, and said, "Just kidding, baby"? What if Scarlett suddenly murdered Rhett for acting too cavalier? What if the conversation were sometimes interrupted by a bear attack? And what if all these alternative realities were dictated by the audience itself? If Gone with the Wind ended differently every time it was experienced, it would change the way critics viewed its message. The question would not be "What does this mean?" The question would be "What could this mean?"

    Steve Gaynor detailed three levels of storytelling in a recent blog post. Consider "High Level Storytelling": 

    The player determines what elements are present in the gameworld, and any narrative that happens there is entirely a collaboration between the player and the game's systems. The only fiction determined by the designer is the broad premise of the game's setting, and individual building blocks for potential outcomes. The Civilization series, SimCity, and The Sims exemplify this type of storymaking.

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  • Joe’s Top Ten Games of 2008 – Part Three

    The official mandate has come down from the top—that it is December, and we all write about games, so we all have to pick some arbitrary number of them that we enjoyed above all others this year. I am taking on this task in the way of our forefathers, using their traditional number (10) and order (from great to most greatest). Games were chosen for this list using a highly scientific list of criteria, including but not limited to dopamine levels, blood alcohol content, darts, and how well the box art fit into my photo mosaic of Satoru Iwata. Today is #4-#2.

     


    4. No More Heroes

    I don’t think I’ve ever cackled with glee more often at a game than I have at No More Heroes. It’s the ultimate otaku fantasy simulator, and it revels in obsession and bombast. It’s also the ultimate otaku simulator, and it revels in loneliness and sociopathy. Were the clunky town-based elements a bad impersonation of western sandbox design, or a cynical elbow to the ribs of western sandbox design? Is it a legitimately great game or a bad game that’s ironically great, and could it somehow be both? And what was up with that real ending? For No More Heroes, a game that loves and hates itself in equal measure, these questions could be debated endlessly. The most outrageous game of the year, and the must-play of the last twelve months that most people didn’t.

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  • Tales of The Focus Group: Peter Moore Takes No Guff



    I get latching onto game designers as personalities. It’s no different than the cult of personality that sprouts up around musicians, writers, and film directors. Gaming’s rich with characters too: from the robot-building eccentrics like Will Wright, frothing madmen like David Jaffe, and mean drunks like Tomonobu Itagaki. What mystifies me is the way gamers latch onto publishing executives and marketers. Seriously, who cares about Reggie Fils-Aime? The guy doesn’t make Nintendo’s games, he just makes sure they’re profitable. Or how about Peter Moore? When that wily Brit was in charge of Microsoft’s games division, there was no end of fanboy chatter about his antics. Oh, Peter Moore got a Grand Theft Auto IV tattoo! Take that, Sony! Once he moved on to EA Sports, the guy disappeared from the limelight, no longer a face for console war jibber-jabber.

    Well, after today, I am forced to admit that I am interested in Peter Moore. Not because he’s starting some wild new business initiative to ramp up EA’s creative output or anything of the sort. No, I want to know more about Peter Moore because one of his last actions as president of Sega of America was to tell Yuji Naka, creator of Sonic the Hedgehog, to fuck off.

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  • Grand Theft Auto IV's Post-Game Purgatory

    Grand Theft Auto IV is a game completely dependent on--and some would say subservient to--its story and characters.  Sure, other games in the series have their share of colorful cast members and interesting twists,  but IV decided to scale back on the gameplay a bit in exchange for hours upon hours of babysitting Niko Bellic's friends.  It was novel at first, but soon became disappointing after the realization that the limited content of these artificial social interactions replaced the endless playground fun of GTAs past.

    So what happens when the oh-so important characters of GTAIV run out of recorded lines of dialogue? The answer is about as unsettling as anything else in the bleak life of Nico Bellic.

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  • Where Is the New Indiana Jones?



    Euphoria, a physics engine created by developer NaturalMotion, has been popping up all over the place lately. To clarify, a physics engine is a piece of software that simulates real-world physics in a game. Euphoria specifically creates realistic animation for game characters on the fly, as opposed to the hand crafted animations traditionally used for computer generated characters. Euphoria is used in Grand Theft Auto 4 - when you see Niko’s body getting thrown about in a sickeningly convincing way, it’s Euphoria at work. The engine is also featured prominently in the much publicized, poorly-titled upcoming Star Wars game, The Force Unleashed. It’s a little distressing, however, that Euphoria’s intended debut has gone AWOL. I’m referring of course to LucasArts’ untitled Indiana Jones project.

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  • The 61FPS Review: Grand Theft Auto 4 Part 3



    I was hoping to open the final entry in my review of Grand Theft Auto with a definitive statement about its story, to find the game’s essence in the conclusion of its through-the-looking-glass tale of crime, brutality, and the American experience. I can’t. After one month, some thirty-five hours total, of playing Grand Theft Auto 4, I’ve quit. I’m not positive how close I even am to finishing the narrative portion of the game at this point because, not unlike the gameplay itself, there is no arc. After a certain point, the story merely plateaus with no discernible rise and fall. It ceases to be a compelling enough reward to keep playing the game.

    Grand Theft Auto 4 is a work at odds with itself. It places you in a gigantic world and allows you to do what you will, but you cannot change it. It allows you to build friendships with the characters surrounding you but keeps you always at their mercy, penalizing you if you can’t answer your phone in the middle of a firefight. The cars control with severe realism but the game demands you drive like Sandra Bullock in Speed. Even the slightest police provocation is an arrest-able offense but you can escape them by turning a corner. But most problematic is protagonist Niko Bellic.

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  • 61FPS EXCLUSIVE: Peaceoholics Protest Rockstar Games and Grand Theft Auto 4



    Friday afternoon was bustling outside of Rockstar Games’ Soho offices in New York City when a group of Washington DC youths gathered to protest the recent release of Grand Theft Auto 4. Peaceoholics, a non-profit organization founded to develop support programs for young people involved in DC’s juvenile justice system, were led by co-founder and COO Ronald Moten to demand Rockstar stop marketing their Grand Theft Auto series to children under seventeen. As NYC Metro bus passed by adorned with a billboard for GTA4, Moten said that Rockstar’s game was a training simulator for young people, no different than games like America’s Army, a game used to train US Army recruits. “These games are training our children to be animals,” said Moten and and asked why Rockstar didn’t choose to make games about preventing crime that are as exciting as GTA. According to Moten, this was the third year Peaceoholics gathered outside of Rockstar’s offices. As of 1:30pm, Rockstar had not sent a representative downstairs to meet with the protestors.

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  • Whatcha Playing: A Little Singin’, a Little Dancin’



    Last Saturday, I woke up, put on the coffee, and sat down on the couch with the full intention of finishing off the remaining story missions in Grand Theft Auto 4. As the day wore on, though, I found myself continuing to ignore the controller, unable to muster the enthusiasm to play at being a hardened criminal. A whole Saturday was passing me by, gameless. It wasn’t until around nine o’clock that my roommate and I decided to bust out Rock Band that I got to gaming. I’ve been fairly indifferent to the music game revolution of the passed two years for one very specific reason: I suck at Guitar Hero. My finger dexterity simply doesn’t match my thumb dexterity. But, since a friend loaned his copy of Rock Band to my apartment full of twenty-something ne’er-do-wells, I’ve come to see the light, and it’s all thanks to singing. Karaoke videogames are too laden with pop and karaoke bars are simply too expensive for a man of my meager means. Rock Band lets me be Ozzy, Kurt, Shirley Manson, and Ad-Rock and the experience has been eye opening. Even more so than the Wii, Rock Band has proven to me the opportunity offered by alternative forms of control in games. And rest assured, Rock Band is a game, a clearly defined set of rules adhered to in order to achieve a specific goal. I just never thought my drunken rendition of “Say It Ain’t So” would ever be the route to the highest score or the next level.

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  • The 61FPS Review: Grand Theft Auto 4 Part 2



    Into the valley of death rode the six-hundred-plus minutes I’ve spent in Liberty City since I last wrote. I would like to tell you that the rabbit hole has gone deeper but the truth is that it has merely gone on, level and consistent. This isn’t necessarily a bad thing, per se. As I said before, Grand Theft Auto 4 is an engaging piece of software beyond the basic freedom the open-world gametype offers up. The story has continued to entertain and while reaching Alderney hasn’t revealed some kind of treasure trove of new experiences, the missions that progress that story have continued to impress. One in particular, a full-on bank robbery, stands out. At first, the job seems like another cut-and-paste shoot out; go to marker on your map of LC, watch a scene of dialogue, proceed to shoot everything in site. What actually happens is quite different. You, as protagonist Niko Bellic, retrieve the money from the bank’s vault before everything goes wrong. One of your partners is shot to death and you must lead your surviving associates out into the city against the full force of the LCPD while sticking to a loosely defined path through alleyways and the city’s subway system. Eventually, the escape opens up entirely, leaving you to decide how to evade patrolling helicopters and squad cars. The bank job is exemplary of how much GTA 4 has grown as game with specific goals over its predecessors and how artfully implemented linearity gives your personal experience of the game that much more impact.

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  • NPD Wrap: The Times Are a Changin’



    April’s come to a close and now, under the cold, hard light of math, three things are becoming clear. First, people freaking love Nintendo games. Sure, we already knew that, but over a million people bought Mario Kart for Wii in less than a week. Second, people freaking love Grand Theft Auto. Nearly two million people bought that in even less time. Third, our access to new videogames is going to change dramatically in the very near future. While these numbers may just look like numbers to us, to the people who publish videogames, the people who control when we get to engage these creations, the math is saying that 2008 is different. Tradition dictates that high profile, big hype games are held in reserve for the holiday push from late September through December and the rest of the year is just a slow trickle of quality goods. The math of March and April 2008 says that people will buy many, many games throughout the year, not just around Christmas. What happens now? Going forward, we’re going to see more games, more often. At least, until digital distribution destroys physical media and the whole issue becomes moot.

    Come get some hard analysis and delicious numbers after the jump.

    Read More...


  • The 61FPS Review: Grand Theft Auto IV, Part 1



    We’re going to do things a little differently here at 61FPS when it comes to reviewing games. For starters, all reviews are going to be brought to you in three digestible installments. Games are simply too long – not to mention that many can’t be completed at all – to offer you the most thorough critical examination we can offer in a single helping. The just released Grand Theft Auto IV is the perfect candidate for this formula because while there are a set number of tasks to perform in its world that will allow a player to see its narrative through to a traditional conclusion (in addition to a number of tracked statistics that will result in a 100% marker,) the game’s non-linear nature means that it can go on forever. Want to turn on the game and see just how many Hummers you can pile onto a Coney Island pier? Have at it.

    I’ve spent approximately fourteen hours in Liberty City at this point and while that’s no small amount of time, it’s clear that Rockstar’s world still has plenty to offer.

    Read More...



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about the blogger

John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Hooksexup, Pitchfork and MoCCA, among others.

Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia's prized possession is a certificate from the Ministry of Health declaring her tick and rabies-free.

Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


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