Register Now!

Media

  • scanner scanner
  • scanner screengrab
  • modern materialist the modern
    materialist
  • video 61 frames
    per second
  • video the remote
    island

Photo

  • slice slice with
    giovanni
    cervantes
  • paper airplane crush paper
    airplane crush
  • autumn blog autumn
  • chase chase
  • rose &amp olive rose & olive
Scanner
Your daily cup of WTF?
ScreenGrab
The Hooksexup Film Blog
Slice
Each month a new artist; each image a new angle. This month: Giovanni Cervantes.
ScreenGrab
The Hooksexup Film Blog
Autumn
A fashionable L.A. photo editor exploring all manner of hyper-sexual girls down south.
The Modern Materialist
Almost everything you want.
Paper Airplane Crush
A San Francisco photographer on the eternal search for the girls of summer.
Rose & Olive
Houston neighbors pull back the curtains and expose each other's lives.
chase
The creator of Supercult.com poses his pretty posse.
The Remote Island
Hooksexup's TV blog.
61 Frames Per Second
Smarter gaming.

61 Frames Per Second

Browse by Tags

(RSS)
  • Star Ocean and the HD-JRPG Conundrum



    After literal years of anticipation on the part of geeks across the world, Square-Enix will finally release Star Ocean 4: The Last Hope for the Xbox 360 on February 24th, 2009. It’s a momentous occasion for the genre. Star Ocean is the first A-list JRPG franchise to make the leap to HD consoles. You can argue that Tales of Vesperia earned the honor first, but Namco’s Tales franchise is more a brand/masthead than a bonafide franchise, one even more diluted than the Final Fantasy heading. I’ve never cared for the Star Ocean series’ battle system – Penny Arcade said it best when they described Star Ocean’s battles as “deciding which character gets molested by lizard men” – and its science-fiction narrative has always been more interesting in concept than in execution. I want to be excited about Star Ocean 4, but not because I feel like I’m missing out on a series that so many other gamers seem to love. I just want to be excited about an HD-JRPG.

    JRPGs have been enjoying a renaissance on the DS, not unlike the one they had on the PS1 some twelve years back, but the genre has been woefully underserved on the 360 and PS3.

    Read More...


  • Whatcha Playing: On the Road Again



    Wherein travelling inevitably leads to thinking about Zelda, the nature of game linearity and unskippable passive sequences in games.

    Five men in their late 20s are heading south on route 80 through New Jersey in a white Dodge Caravan. They listen to loud music and discuss plans for the weekend ahead of them. Before too long, they pass signs for a town called Hibernia. As they are a group raised on far, far too many videogames, the fanciful name of what is likely a small, simple town full of good, honest folk quickly transforms it into a land of adventure, intrigue and obnoxious obligation.

    “Ho stranger! You have stopped for gasoline in Hibernia? I would love to give you some, but first you must travel beyond the woods and acquire a ruffled dragoon feather. I need them to make gasoline!”

    “Hey! Hey! Have you tried pressing Z to look at signs? Press A to read signs! Hey!”

    “You must equip a sword and a shield before you can leave the car. Who would leave the car without a sword and a shield?”

    Yes, even something as an innocuous as a roadtrip leads to making fun of Zelda, and by proxy, every other videogame that makes you engage in a string of needless bullshit before letting you actually play. After we got the jokes out of our systems, we did start talking about how, when the itch arises, we all love going back and replaying past Zeldas, but have almost no desire to replay any of the 3D games any time soon. Everyone in the van has affection for Ocarina and Wind Waker – Opinions on Majora’s Mask vary. Personally, I find it to be a freaking chore to play, no matter how creative. Twilight Princess, we agreed, feels like actually doing chores when you play it. – but the prospect of wading through a never ending stream of unskippable conversations makes returning to these games unsavory. The constant handholding is bad enough, even without taking five minutes to listen to some owl made of triangles rant about a mountain, finally getting through the diatribe, and accidentally asking him to repeat himself.

    The conversation was oddly prescient.

    Read More...


  • The 61FPS Review: Dragon Quest IV – Chapters of the Chosen

    I’m not going to lie to you. Dragon Quest and I have history. It goes back some twenty years at this point, but our relationship today isn’t one based on nostalgia. Back in 2005, you could say that Dragon Quest and I were in, to put it delicately, an unhealthily codependent situation. Dragon Quest VIII had just come out in the United States, fresh faced and full of gorgeous cel-shaded graphics, newly minted menus and music, and voice work of unprecedented quality. But Dragon Quest has never had much clout on this side of the Pacific, and this was its first time going by its real name instead of Dragon Warrior. It needed someone, anyone to play it. Me, I was a recovering role-playing addict, coming off of a decade of Squaresoft devotion, trying my best to stay off the ability trees, the melodrama, and the menus. I lapsed occasionally into turn-based adventures to save the world. I’d been doing good up until that November, hadn’t touched a JRPG since Shadow Hearts: Covenant the previous winter, but I could feel myself weakening. I just wasn’t strong enough. So Dragon Quest VIII and I found each other at our weakest.

    Between November 15th and December 1st, I clocked just under ninety-six hours playing Dragon Quest VIII. Yeah, that’s right. Four days of my life.

    And I loved it.

    Each Dragon Quest, since the first game sprung from Yuuji Horii’s succulent brain in 1986, is an exercise in purity, a defining marquee in a genre known today for its decadence, bombast, and tedium. Dragon Quest is more often noted for its resistance to change rather than its consistent quality across the years. It’s true, Dragon Quest has remained, across its sequels, spin-offs, and numerous remakes, largely the same game it was two decades ago. The essential play – explore a large fantasy world, fight monsters in a first person perspective, collect items, talk to every single person you meet – has never changed in the core titles. But every iteration finds its elegant formula incrementally refined, and to great effect. Dragon Quest II introduced multi-character parties, III a job system that went on to become a genre staple, and so on and so forth. Dragon Quest IV: Chapters of the Chosen, a DS remake of a Playstation remake of the NES original, could be viewed as a step back from the lavishly produced (though still familiar) Dragon Quest VIII, a retreat meant to acclimate players to the series’ transition from home consoles to portables. Surprisingly, Chapters of the Chosen isn’t a retreat at all. It is instead a perfect model of the JRPG as Horii envisioned it, immediately accessible, streamlined from the menu-juggling, command-selecting rigor moral, and trimmed of the excess narrative fat that’s typified the genre since Hironobu Sakaguchi began emphasizing drama over play in Final Fantasy.

    Read More...


  • The Ten Most Adventurous Sequels in Gaming History, Part 1

    More than any other creative medium, videogames rely on sequels. Unlike serial fiction (television, comics) or film franchising focused on continuing narrative and familiar characters, videogame sequels — at their best, mind you — are not just the next chapter of a story or the return of a popular protagonist. The most successful gameplay designs are perfected through revision. Practice, as they say, makes perfect. And while sequel-as-business-model more often than not leads to stagnation, sometimes pandering to the audience reveals a vein of creativity richer than that found in the source material. Sometimes, a good idea needs to be demolished and rebuilt over its original foundation to become great. This week, 61 Frames Per Second takes a look at gaming's ten most adventurous sequels: direct successors that significantly alter the fundamental design, aesthetically and mechanically, of their predecessors. Some of the entries on this list are great successes, others failures. But they all broke the mold to change our ideas about play. — John Constantine

    Adventure Island IV



    Even as an old-school die-hard I've always been pretty indifferent to the Adventure Island series. Sure, it's solid hop-and-bopping, but without much aesthetic or architectural distinction. Does anyone feel passionately about Adventure Island, really? More people might if Adventure Island IV had come out in the States. IV melds the series's standard run-around-whacking-stuff-with-other-stuff mechanics to an ambitious Metroid-esque superstructure, in which newly acquired items must be used to open previously inaccessible sections of a large, continuous map. (The snowboard you pick up in one area gives you passage through a snowy field, and so forth.) This is a familiar tactic today — see recent Castlevania games, for example — but at the time it was unusual, and certainly not where you'd have expected a staid platforming series to go. — Peter Smith

    Read More...



in

Archives

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 prizes the 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.


Send tips to


Tags

VIDEO GAMES


partners