Wednesday, 14 March 2012

Lead Balloon 1. OnLive

Where've I been? Writing stuff! A bunch of stuff! Many, many stuffs like all of this. Those are things I've written recently that my editors liked. And then there are the words that went down like a lead balloon. But editors aren't always right. So here is one such 'lead balloon' piece. Something I wrote about OnLive and it's beautiful, beautiful interface.


OnLive

OnLive is the cloud gaming service that streams high calibre gaming to underpowered netbooks and smartphones everywhere. While being a shot in the arm for those PC gamers who had previously avoided spec-hungry hard-hitters like L.A. Noire or Batman: Arkham City for fear of their weedy set-ups choking on such videogame elixir, I initially considered OnLive to be a poke in the eye of systemic gamers, like me, who’s carefully considered and hand built battleship of a gaming PC was in danger of being equalled or outgunned by much lesser systems.

Cloud gaming, or gaming on demand, isn’t a brand new concept. The first service was live in 2005 with a limited selection of simple games and applications put in place to prove the concept above all else. The concept being that it is possible to play a game remotely from your device of choice, while a much more powerful computer elsewhere receives your button presses and transmits the result back to you in the form of a streaming video. The process is so quick it appears instantaneous.

Since 2005 cloud gaming slowly gathered momentum and interest from various publishers who saw the service as a means to get their games played by even more people. And so, here we are in 2012. OnLive (and rival on demand service GaiKai) have a limited selection of games on offer, but they do have the big guns; Batman, Harry Potter, Crysis 2, Driver San Francisco, and more.  The list is meagre when compared to Valve’s more established Steam platform, but the power and momentum of OnLive proved too difficult for me to ignore any longer.

I dug out my Samsung Notebook, the very system I am using as I type right now (in fact, I only use this underpowered laptop for writing, internet and occasional browser based gaming, never to play power-hungry games like Batman Arkham City or similar) and swept my misgivings to one side as I signed up to become a member of OnLive.

I have mentioned before the unconscious snobbery that comes as part and parcel of being GamePeople’s Systemic Gamer. It’s not something I’m proud of, obviously, but a tiny part of me actually wanted to be disappointed with the experience of cloud gaming. I have, after all, cultivated over time a desktop gaming rig that I am very happy with. It didn’t come cheap. So how dare this plasticky Samsung deliver a similar experience thanks to OnLive? Clearly, I was approaching this from the wrong angle.

Everyone deserves to play a top quality game at the best resolution and frame-rate they can afford, right? It’s good for the gamer, it’s good for the developer, and it’s good for the future of videogames. A billion dollar industry it may be, but videogaming is a pastime that is still lacking exposure and, crucially, understanding. I believe one thing leads to another and what OnLive is attempting is to increase the exposure of videogames by delivering Triple A adventures to grade D machines. The Great Unwashed can now finally see why everyone hates Duke Nukem Forever. Power to the people.

So, like cigarettes traded for risqué sketches of starlets in a prisoner of war camp, OnLive took my money and gave me Deus Ex: Human Revolution. A carefully considered choice; it was not a game I had played before but was looking forward to, and it had been previously praised in the press for its rich environments.
The OnLive user interface is intuitive and satisfying to use. The sharp text and images on black immediately feels classy, professional and trustworthy. But coupled with the streetlight sodium-orange that also makes up much of the colour palette I was given a slightly seedy (but in a good way) feeling being part of something secret, underground and exciting; like Fight Club for gamers.

As I browsed the games in the marketplace I was impressed with the kinetic nature of the user interface; everything is moving, all the time. Why have a screenshot when a ten second clip on a loop is so much more informative. The ‘Brag Clips’ section of OnLive is where users can upload short portions of gameplay to impress other users, again, all playing at once on an orange hued wall of screens that can be scrolled through at lightning pace until you, if you wish, settle on a headshot from 100ft performed in Just Cause 2, or a spectacular collision across the finish line in Dirt 3. The community of OnLive is promoted well and comes through loud and clear here, albeit in a slightly Orwellian/Minority Report kind of way.

I was playing Deus Ex: Human Revolution within a minute of making my purchase. Sixty seconds had not passed when my screen flooded with publisher logo’s and invited me to ‘hit enter to begin’. The visuals were ever so slightly glitchy in places but reports of cloud gaming ‘performing like a YouTube video’ are overstated. On the whole Deus Ex: HR ran crisply and smoothly from beginning to end. It’s testament to the quality of the storytelling and the pace of Deus Ex: HR that when things occasionally did go pear shaped in the graphics department, I was so immersed in the narrative – Adam Jensen’s journey of self-propogated evolution - that I barely noticed, and it was only my wavering broadband connection that was to blame. OnLive, like all cloud based game streaming services, requires a constant and strong internet connection or the game will deteriorate noticeably.

There was a little disappointment in my being unable to tinker with the graphics output to tailor a more personalised experience. I’m used to having that freedom and felt slightly impotent when it was taken from me.  

I’ve spent a lot of words here talking about OnLive the gaming platform because it deserves it. I’ll be reviewing Deus Ex: Human Revolution in more detail next time. But, needless to say, as the end credits rolled I felt mighty proud of my weedy NoteBook and was compelled to give it a gentle pat on the lid as I closed it. Job well done, little guy. Now go and have a rest.

Does Deus Ex: Human Revolution run better on a high end PC? Of course it does. And the differences aren’t negligible. But beauty is in the eye of the beholder and a better looking game does not necessarily make a better game. To deny Deus Ex: HR’s streaming equivalent a place on our videogame landscape is to grind your boot heel in the face of progress and perpetuate the myth that to appreciate a top quality game such as Deus Ex: HR you need a gaming rig that fades a city’s streetlights.

You don’t. Myth broken. Thanks, OnLive.  

Monday, 26 September 2011

Dragon Quest Monsters: Joker 2 - DS review


An edited version of this review can be found at BeefJack



The human collecting instinct does not recognise borders. We will catch them all, even if it means jumping to another franchise to do so. Dragon Quest is that franchise as Dragon Quest Monsters: Joker 2 comes in for BeefJack scrutiny.


The Dragon Quest canon is very dear to the hearts of Japanese gamers, its legacy spans twenty-five years with thirty-five official DQ titles released on ten consoles. A Dragon Quest game in Japan is preceded by months of hype during which pre-order sales will out-strip the worth of the remainder of the game charts. In the days leading up to release, videogame retailers will hire extra staff in anticipation of the imminent, monumental sales uplift. Those staff members will step over the sleeping bags and sidle around the tents set up on the pavement by Dragon Quest otaku, eager to be first on their block to play the latest instalment.

Wednesday, 14 September 2011

Spider-Man: The Edge of Time preview


An edited version of this preview can be found at BeefJack



With the 50th anniversary of everybody's favourite neighbourhood web-slinger approaching, not to mention pressure from a certain Dark Knight, developer Beenox have a lot to prove with their second stab at a well-loved franchise. Will Marvel's brightest star be dazzling enough to extinguish the looming shadow of DC's Batman: Arkham City, or will SPIDER-MAN: THE EDGE OF TIME merely be a superhero stop-gap until Rocksteady roll out the big gun?



Beenox had a hit on their hands with their previous game, Spider-Man: Shattered Dimensions. So much so that Activision officially announced that the New York-based hero's future outings would thereafter be handled exclusively by the Quebec studio. But with Spider-Man comes a 50-year timeline more convoluted and confusing than the United Kingdom's Royal Family and Sonic the Hedgehog's family trees combined: there have been, to date, 21 different 'versions' of Spidey ranging from red and blue suited reboots, to a black suited noir interpretation (not to mention the best forgotten Spectacular Spider-Ham of the 1980's).

From Dust - XBLA review


An edited version of this review can be found at Gamer-UK


From Dust is not the game the previews would have you believe it is. Hailed in its inception and during production as a ‘God’ game, From Dust gives the player very little control over much but the, admittedly impressive, landscape. You are constantly at the mercy of the (for the most part) unpredictable and (always) brutal weather/natural disaster combo and as a result are rendered almost as hapless as the minions you are charged with shepherding from one ‘totem’ to the next.

OK, so let me spread this out for you. From Dust is a landscape sculpting game. A JCB simulator, if you like. Once the initial Godly novelty of moving mountains wears off – it doesn’t take long – what you are left with is a whole heap of dirt that has to be moved from one place to another. The reason for this mass excavation? To populate an increasingly hostile world with Tribes-people. Acting as The Breath, it is your job care for these mindless settlers as they wander, somewhat aimlessly (I'll come back to the AI soon), across the sand and soil until they are shepherded by your Almighty excavations to a previously placed Totem. These totems mark safe ground for your little people to settle and populate.

Thursday, 18 August 2011

The Great Batman: Arkham City Preview Swindle

Not sure how to feel about this. A while ago I wrote a Batman: Arkham City preview for BeefJack. It was very well received. Largest day one traffic for a preview in the history of the site. A few thousand visitors I'm led to believe.
Was one of those visitors Edge magazine editor, Tony Mott?
I ask because the latest issue of Edge (231) carries an editorial that bears more than a passing similarity to my BeefJack preview.

The 'offending' article. Click for bigger.

For an amateur videogame writer such as myself, to have one of his best jobs ripped off by one of the most respected videogame publications in the world is probably something I should be angry about.
But I'm not. Because that's probably not what happened.
The more likely scenario is that something about Batman: Arkham City needed to be written on BeefJack, I picked an angle and followed it through to it's logical conclusion. Tony Mott, weeks later, unwittingly chose the same angle and logic also prevailed.
So what I'm left with is something approaching pride. Pride in my ability to suck the juice out of a story just as well as the editor of Edge.
And there you have it.
I'm sure Edge will be calling me any moment now to hire me.
Any moment...

now. Any moment...

*checks phone* *yes there's a dialling tone* 

*waits patiently*...

Sunday, 7 August 2011

Wipeout Pure - PSP Go review

An edited version of this review can be found at GamePeople


Wipeout Pure - PSP Go review

At its core, Studio Liverpool’s Wipeout Pure for PSP is the game any Wipeout fan would expect; pilot ludicrously fast anti-gravity racers around futuristic raceways of increasing difficulty against AI opponents (or humans over wifi). But since its 32bit roots each subsequent instalment has added feature upon feature with critically diminishing returns. Studio Liverpool have clearly recognised that the franchise has lost a little of the initial appeal with every tacked on addition and in developing Wipeout Pure they first took a machete to the previous instalments and kick-started a decelerating franchise in the process. 



Friday, 5 August 2011

'Athena' - Big Dumb Sci-fi

Finished. Kaput. Finito. 
Open University Creative writing module A215 has breathed its last. Below is the final piece that I submitted. It is clearly, hugely derivative of James Cameron's output but that is what I was going for. I wanted to see if I could write Big Dumb Action.
Perhaps a final exam is not the best time to flex those muscles and I should possibly have gone for a theme that leaned more towards the cerebral as opposed to the visceral. But, I made my decision and I stand by my opinion that this is Quite Good Actually.
The Open University examiners felt a little differently, however. Oh, I passed. But only by the skin of my teeth. My overall output during the course of the year earned me 76/100. The piece you're about to read was marked separately and scored me a Grade 3 Pass. Which is a score that sits sheepishly somewhere between 55 and 69.
If you haven't read all of my Open University stuff and feel like catching up, here you go:

Lessons learned: 
  • Give myself more time to write assignments.
  • Prepare.
  • Read the bloody books I get sent.
  • Don't stick to one particular theme. Broaden my scope.
Next up is A363 Advanced Creative Writing. Applied for and starting in October. Must try harder.
But... I still think the story below is fucking ace.

Athena
Chapter 1 of a book that doesn't exist.


I had a nightmare that I was born on a battle-field. As a 19 year old baby I screwed my eyes closed tightly and clutched cold metal to my chest in a comforting embrace. Blind, knew nothing of my surroundings other than what my remaining senses told me. I heard thunder; rumbles and cracks that at times felt distant and mountainous, at others at such close quarters that I felt pain. Cold, wetness spattered my face, giving temporary relief to my burning cheeks. Shouts and screams accompanied footfall either side of me, the muffled, hurried treading of dozens passing me on their way to God knows where. The ground beneath my knees shook. Fireworks exploded in my nerve endings as my shoulders were grabbed and I was hauled to my feet by unseen hands. Opening my eyes filled my life with light and provided such a shock that the rest of my senses shut down. Numb and deaf I saw an ashen face in front of mine; so close that it filled my vision. It was the face of desperate anger; covered in grey dust, a foundation of grime that did its best to hide cuts and grazes filled with blood and oil. The coating of dust did nothing, though, to hide the man’s craggy, scarred complexion; and was even more ill equipped to hide the fear in his eyes. I dumbly watched his mouth open and close in silent roars. I tasted his saliva and saw in his passion and urgency that his main concern was making sure that whatever it was that I was doing, I should stop doing it and start doing something different. He held me by the shoulders and he was strong. Turning his attention away from me for a moment, I saw in his thick grey hair dried blood and more of the grey dust that covered his forehead and nose, and coloured his eyebrows. The desperate man turned to face me again, he let go of my shoulders and grabbed the assault rifle that I had been holding against my chest. He didn’t take it from me and I didn’t or couldn’t let go, he just shook it and slammed it against my ribs three times, mouthing a silent refrain. Then he let go of me entirely, stared a stare that filled my blood vessels, turned on his heel and ran. The black tunnel of my vision could only take in his retreating form. Knowing of no other option, I followed.

Sunday, 3 July 2011

Metal Gear Solid - PSP review

An edited version of this review can be found at gamepeople.co.uk


Metal Gear Solid - PSP review

1998’s 3rd person action adventure Metal Gear Solid by Konami is the game that popularised the concept of stealth based gameplay and birthed a whole genre in its wake. Without the influence of MGS gamers would, arguably, never have had the pleasure of games such as Hitman, Splinter Cell or Thief; all games that used stealth as a selling point and discouraged combat wherever possible, much of the gameplay being taken up by lurking in a shadow until an opportunity arose for evasion.



But that was last century and, a few key titles aside, gamers quickly tired of pussyfooting around; turns out, all they want to do now is to overcome their enemies graphically and violently. So, recently, stealth as a genre has become something of a dirty word in video games. Recent successes like Bulletsorm, Gears of War, and the forthcoming Duke Nukem Forever are currently leading the charge in a torrent of all-out, gung-go, run-towards-the-enemy-screaming types of games. Even Metal Gears latest instalment, Metal Gear: Rising, has sensed the changing wind, having recently seen its development taken over by Platinum Games; the studio responsible for Bayonetta and Vanquish; two very high octane video games in which hiding in a cardboard box is tantamount to suicide.

Friday, 1 July 2011

Batman: Arkham City preview

This preview can also be found at BeefJack.com


BATMAN: ARKHAM CITY marks the 36th videogame outing for the caped crusader in 25 years. And how many times have developers got it right? A mere handful. Arkham Asylum broke the trend but will Arkham City continue the legacy of Batman games that are worth a Bat-fan's time and money?



Sunday, 26 June 2011

BeefJack - Week one


... went quite well. I've done two news shifts so far (will be doing three a week from now on) and apart from a few teething issues regarding finding my way around the WordPress system I think I got a handle on how things work there pretty quickly.
The team is incredibly supportive and are happy to let me go at my own pace. They encourage questions and give constant feedback because, ultimately, helping me improve as a writer helps the site gain credibility.
All the staff writers are voluntary (for now) and are very talented and write for BeefJack because they love videogames, they love to write, and they love to write about videogames.
Yes, this is a plug. Yes, you should visit BeefJack daily. 
And you should follow them on Twitter

Saturday, 25 June 2011

Tron: Evolution - PlayStation3 review

An edited version of this review can be found at gamepeople.co.uk.


Tron: Evolution - PlayStation3 review


Tron: Evolution by Propaganda Games is a brand extension of the hit 2010 Disney sequel, Tron Legacy. I specifically use the words ‘brand extension’ and not ‘film tie-in’ or ‘the game of the film’ because those phrases bring to mind games of years past, games better forgotten; Home Alone, Hudson Hawk, Avatar, Superman Returns and the industry crashing phenomenon that was E.T. for the Atari 2600 among many, many other examples of a product rushed to market to meet the release date of the movie the game is based on. As a veteran gamer of more than twenty five years I have come to view games based on film franchises with something beyond suspicion.

Tiger Woods PGA Tour 2011 - PlayStation3 review

An edited version of this review can be found at gamepeople.co.uk

Tiger Woods PGA Tour Golf 2011

Electronic Arts really like their menus. In my mind’s eye I see EA employing a whole building of staff whose job it is to make it as inconvenient and complicated as possibly for the player to actually start playing the game.

Tiger Woods PGA Tour 11 for the Playstation 3 is such an assault course of idiot filtering menu selections that I was half hoping for a Trophy announcement to pop onto the top of my screen when I had finally navigated my way to a golf course. One of the first obstacles, after a brief argument with my PS3 because, no I did not want to connect to the EA multiplayer servers just yet thankyouverymuch, was the character creation process that, although skippable, is positively encouraged by the game. Now, in a strange twist of fate, the default ‘Average Joe Golfer’ avatar was already a dead ringer for me so I could have saved myself a chunk of time by just ‘x’ing my way through the whole process. But I do like to tinker. So after twenty or so minutes of jaw squaring and sponsor choosing I was ready to take my, slightly broader shouldered self-representation out onto the fairway to ruin a good walk with a game of golf.

Friday, 3 June 2011

Exciting news



I will be neglecting this blog for the next few weeks due to the wonderful people at www.beefjack.com reading my stuff here and inviting me to be a regular part of their team. The standard there is high and the rate at which those guys get video game news out to people seems pretty intense and I'm going to have to work really hard to stay afloat.

I'm proud to be a part of the team who's job it is to keep the 150,000 monthly visitors returning for regular video game related news updates, previews, reviews and exclusive interviews.

Here at Fivehundredwords Towers, however, things are gonna slow down to a steady crawl for the time being. I will still be posting my works of fiction that have been submitted for my creative writing course and I would be made up if you returned occasionally to see how I may be improving in that respect.

But, in the meantime, get yourself to beefjack for up to the minute gaming news!



Don't forget to keep visiting gamepeople where I am still posting reviews of some of my favourite games; my review of Tron: Evolution for the PlayStation 3 is live NOW and we always appreciate your clicks. Clicks, after all, are the currency of the internets.

Friday, 27 May 2011

Monsters (probably) Stole My Princess - a PSP review

The edited version of this review can be found on gamepeople.co.uk.
What follows is the original, unedited review.

Developments - A short work of fiction

A  young man looked up at the wall clock just in time to see the minute hand lurch, treacle slow, from 59 to 12. The hour hand imperceptibly followed suit. Midnight. 

The house opposite: A free-write

In the house opposite the lights are never on. Three windows are visible from the front and each
is dirty or defaced in a different way. The smallest window, first floor above the blue front door,
is thick with dust on the inside, grime from street pollution on the outside. On the lower half of
 this window there is a small clean circle, like that a child might make if he or she was curious
about what the weather was like, or to see if those footsteps on the path belonged to the postman, or a curious neighbor come to peer through the letterbox again.

Wednesday, 25 May 2011

Whiteout - A short story

I'm not going to pretend I'm pleased with this one. Knocked out in a couple of hours this is yet another example of a missed opportunity; something could have been produced that I was actually happy with had I spent more than one evening on it. I felt it was rushed and the concept, contrived.
However, this latest assignment for my creative writing course scored me a respectable 77/100 (62/80 for main piece, 15/20 for the reflective commentary). A score that underlines how much more I could have accomplished if I had taken more time.
The brief was to write a short story for submission to a magazine. The magazine had to be researched to make sure the piece was suitable and within their submission specifications. Anyway... I decided to go Sci-Fi and pick the magazine Interzone.
My story is called Whiteout.
And here it is... followed by my own commentary and then my tutors comments at the end. Quite wordy, attention and commitment levels may vary. Congratulations in advance if you make it to the end, and thanks too.

Tuesday, 17 May 2011

Paintins wot i dun

Acrylic pantings wot I dun years ago. Recorded here for posterity now that I have closed my DeviantArt account.

A naked lady (it's Courtney Love btw)