Sediverse Studios Better living through science!

31Jan/110

The Term “Classic video games”

What makes a video game classic? Is it the year they were made? The childhood memories they brought upon Kids? These question are useless. I am going to tell you why ,any of you born before the 1990's believe back then the games were the shit. For those of you who weren't born before the 1990's and are disappointed about no having those awesome games when you were kids, don't be.

Only the good ones are still remembered:
That's right when you think games from earlier on you think Super mario brothers, Contra, Megaman 2, Etc. But remember not all those games we good. In fact a good sum of those were shitty. Anyone remember super marios two? the one where you would get to the end and find out it was all a dream? Did that piss you off as much as me? Am I over using question marks? I think I've made my point.

In 10 years what will be "classic": That's to say if the earth is still around by then. What games would you tell your children about? Maybe games like Halo and Call of duty will be done with production and Activision will call it quits. You sit there complaining about how video games aren't what they used to be. But you have to take account that they just got better, but you and your stubborn generation can't admit that, isn't that right gramps?

Modern people think classic means super old!: We all must admit that the word classic can mean many things but people still have the assumption that it's just age that makes something classic "these fossils are a classic!" (well, they don't say that but you get the point.) All I'm saying here is that a classic is something from before that was deemed popular at the time and has continued to receive some sort of popularity. Fun fact: By 2030 pacman will be gone. The only reason pacman is still praised is because those who played it still live. By 2030 that generation will be gone, leaving halo fans and World of Warcraft nerds alike left to call something classic.

25Aug/103

THQ vs The World 2011!!

Short Explanation:  THQ has decided to use a "one time code for online play" for Smackdown vs. Raw 2011.  A lot of people go insane.  Especially people who prefer used games.  THQ then stands up for its decision and says "Hey, we don't really care about people that buy the game used because it doesn't profit us."

Yeah, those guys.

Yeah, those guys.

So there's two main camps here: Those that say what THQ is doing is unfair, and those who say it's understandable.

So I'm going to tackle a few of the popular arguments of both sides, just because.

28May/102

Star Trek Online: A Review

I, as you probably are not aware, love video games. I have since the late '80s and I still do today, despite the lack of progress in video games as a creative medium. My current run of the gamut is MMORPGs (Massively Multiplayer Online Role Playing Games for the few of you that don't know). I decided, despite my reluctance to have anything to do with anything related to Gene Roddenberry and dullness of City of Heroes, to try Cryptic Studios' Star Trek Online.

Now, let me get one thing straight right off the bat. I have watched pretty much all of Star Trek, with the exception of about half of Star Trek, and all of Enterprise. There is nothing wrong with Roddenberry's vision of the future. But if you are expecting to peacefully explore the reaches of the galaxy, you are going to be sorely disappointed. The game is built on Rick Berman's pissing all over the original, idealic vision of the future that Gene Roddenberry strove to create.

The game is a clunky mess of different ideas clobbled together with, possibly, the best of intentions; however, it is still a clunky mess. To begin with, you don't just have one character. You have two. Your avatar and your ship. For the most part, the avatar is useless, not because the gameplay is too terrible to stand. Rather the avatar's portions of the game are buggy beyond use. I have crashed the game eighteen times, not intentionally, but because the engine was designed for the space side of the game.

Next, you have two playable factions in the game. The Federation, and the Klingon Empire. To unlock the Klingons, to have to get a Federation character to level- excuse me- grade 6. And then you get to play as a Klingon, which was apparently rushed through development.

Also, you get to play as a crapton of different aliens. However, you will probably notice as I did that, for the more part, the species are all equally useless. The aliens, and humans, no need to exclude them, all have a trait or two that make them special. Then you can choose another two or three traits to get yourself to a solid four traits. Or you can make your own alien species and choose all four traits with no real added benefit.

As 9 and I have discussed amongst ourselves, the game seems as if one of two things happened during development. One, the project director was weak willing and approved every idea thrown at him. Or two, the project idea had no real idea and just didn't care about the property.

Instead of just being one of those reviewer that just tears crap down, here are some ideas that actually could make STO an enjoyable game. One, increase the size of space and spread the missions out a bit. Two, faster transit. Three, finish building the Klingon side and introduce the other factions in the game as playable (Really. Romulan Birds of Prey kick ass.).  Three, either cut down of the avatar portions of gameplay, or fix them so the game doesn't crash whenever you are not in your ship. Four, have someone on the development crew realise that space is completely three dimensional (I want my death from above and below tactics). Five, complete understanding that the game is skill based from the developers so they can actually make the skills worthwhile. And finally, change the setting from right after the Dominion War to a couple of centries later, so that you don't have the super cheese of sticking in etablished characters in a desperate attempt to give your game credibility.

My final verdict on STO is that it could be a fairly fun space MMO (Not as much fun as Star War Galaxies though.), but it is marred by obvious failings.

30Oct/080

VoR Review: Dream of Mirror Online

It's Robin! Look familiar?

It's Robin! Look familiar?

DOMO (Dream of Mirror Online)
by Robin Prescott of VoR

Ok, so to start this, we got a request from one of our readers, asking us to take a look at DOMO, this MMORPGthing that honestly, I had never heard of. That I hadn’t heard of an MMO was already odd, but what was even odder was that Garrett (Yes, that Garrett) had already played the game a few months ago. Seriously. So, Garrett tried (vainly) to keep me from getting this review. He wanted it handed to Josh. Why? Well…

Oh my god, this game is cute. CUTE, I tell you! As in so cute your ears will bleed! And, to use Erin’s word, I “lurve” the cuteness. It even more cute than Phantasy Star Online and its Mags, which I loved. Garrett was trying to keep me away from it so he wouldn’t have to hear me squealing all the time at the cuteness, so Mitch said I could play it at his house, which was fine by me since I could play the game, visit the cats, and hang with Mitch, all at the same time! So, here’s the deal, I was going to write a review with the whole like “Day one” and “Day two” thing, but I really got sucked into the whole thing. I’m writing this on day five, so I guess you’ll just have to make due with that. :p

As much as I want to start with all the positives, I think I should get all the negative stuff out of the way. First, the UI is absolutely confusing. It took me a few hours to figure out just how to do simple things. It took me two days to figure out how to just take things off the freaking action bar. Also, it seems that the fonts on my game were really messed up. So messed up, in fact, that I could never actually read the last few lines of my missions, which really sucks because I happen to like reading. I like it a lot. Grrr.

Second, the controls suck. I mean, they really suck. Especially when you’re used to things like World of Warcraft and City of Heroes. The only way to turn left and right is to right click and move the mouse, which is frustrating because moving the mouse all the way across the screen only turns the character halfway, like, 90 degrees. So, just doing something simple like running around a corner becomes this marathon of clicking and mouse waving. On the plus side, I have started building my biceps because of it. Ooo, sexy!

None of that would be a big deal though, if I had some freaking way to change the controls and key bindings, or mouse sensitivity or something. I guess I could do it by asking Mitch to change his peripheral settings, but should we really have to do that just to make a game playable from the beginning?

Last thing on my list is bad animation. I know I said that the game is really cute, and it is. Even the bad animations are still cute, but some things seem like they need more work, like the running animations, combat animations, standing animations… Actually, I think most of it needs a little bit of work. Most of them are really kinda chunky, like the animation team was drunk at work. [Dear God, wouldn’t that be the life? –Ed.]

Even with that stuff though, the cuteness of the game really pulls it through. I mean, seriously, I am absolutely in LOVE with this game.
- Story line is something about a mirror
- My character is a swordswinging badass with fuzzy ears.
- A lot of people compared it to Final Fantasy, when it’s more like Guild Wars, because Guild Wars is free, but other than that, it doesn’t have too much similar to either one. Really, I think it’s closer to Animal Crossing.

Compared to Guild Wars, yeah, Guild Wars is probably the better game, but GW is also very… not cute. And GW has this big thing about killing, and death, and destruction, and fire, which is all very cool and stuff, but it’s not cute. And DOMO is CUTE.

Oh yeah, and it’s free.

30Sep/080

VoR Review: Halo 3

It's Robin! Look familiar?

It's Robin! Look familiar?

Halo 3
by Robin Prescott of VoR

OH, THE HORROR
When Mitch told me this was the game I would be reviewing this week, I went through many different emotions. First, confusion. Why would he give this one to me, when Erin has been spending her paychecks buying all the Halo crap she can? She loves the series. Me, I’m lukewarm. Next, I felt elation. “Yay! Shiny new toy!” I thought. Third, I felt horror. Suddenly, all my memories of Halo 2 multiplayer came rushing back in one fell swoop, and I was scared. Dear God, please don’t let me be swallowed in a sea of prepubescent pissing contests.

To play this, I would need strength; a strength that one only gets by playing games incredibly late at night with noone around (except for the stuffed animals, of course) and a huge plate of snack foods. I curled up on the couch in the test room, whimpered softly and began my descent into the 3rd circle of hell, which is reserved for egomaniacs, twitch gamers, college dropouts, and 13 year old boys (so far as I can tell).

DOWN THE RABBIT HOLE
On startup, things are fairly normal. We have a new remix of the Halo theme. This one stays in the background a little bit more than 2’s, which means no trying to sing along. (Awww.) The menu is a little bit confusing though. We have new options, Theatre and Forge,… I’ll get to those later. The big thing that I wanted to jump into was Co-op campaigns. I loved campaign on Halo 2, so hey, maybe I can finish the story and be done with this life-sucking trilogy. For this, I would need a partner to supplement my meager “Noob” skills, so I grabbed the most obvious choice. Erin. Slayer of Aliens, Humans, and anything that dares point a gun in her direction. Judging just from first look at the co-op menu, it looks like it might be possible to host a campaign on Xbox Live. I never actually tested it, but if we could, thumbs up Bungie.

The story started off strong, but as we played through, I realized I had no clue what was going on. I thought that the story in 3 was just a continuation of 2, but wow, I was wrong. Erin was constantly blabbing on and on about the story, trying to explain what was going on and why, but for the most part, I didn’t get it. So, I just tried to concentrate on the task at hand: Killing sh*t.

Which, as luck would have it, is quite easy. Even though I was rusty, and we were playing on Heroic (much to my dismay, but at the insistence of Erin) I still managed to keep up with a decent number of kills, so long as Erin stayed alive. See, in co-op as long as one player is alive, the other will respawn next to them if they’re out of battle for a few seconds. It keeps the battles going fairly quick. The system works kinda like co-op in Gears of War, but without having to find and touch the teammate. If both players die though,… well, you’ll have to sit through the loading screen, which is incredibly boring, and usually takes a bit.

EH, ITS HALO
For the most part though, there’s not really much new here. It’s still Halo. The graphics won’t make you have a heart attack, the sound isn’t terribly stunning, and the gameplay is incredibly repetitive. All of it comes together to make a great multiplayer game, but if you’re not that deep into multiplayer, like me, you’ll find it a little bit disappointing considering all the hype.

Once again, the settings of the campaign will have you alternating between “Oh my god! Its so pretty!” and “What the hell?” There’s lush jungles with unexplainable log formations, destroyed cities with pretty sunsets, and pus ridden innards of the Flood filled spaceships.

YES, THAT’S RIGHT. THE FLOOD.
Goddamn it. I hate the Flood. But, I suppose there couldn’t be a Halo game without them. The little zombie makers have made me notice something about the Halo series though. It would seem that the story seems to constantly repeat itself. Master Chief wakes up, wanders through Convenant, shoots things, the Flood shows up, he battles his way through them, then find the largest bomb possible (Spaceship, Halo, Artificial Planet, etc) and then proceeds to blow the crap out of everything, ending with his questionable disappearance, leaving everyone unsure as to whether he’s alive or dead. Sorry if I busted your spoiler-free bubble, but its true.

Honestly, at this point, I’m really bored with the story.  So, let’s move on to something else!

DEAR GOD, NO!
Multiplayer. The only thing I hate more about Halo than the Flood. Luckily, Mitch told me I would only have to sit through a few matches, just to get a feel of things. What I found surprised me. There was no trash talking. Actually, in all of the matches I played, there was at least one person who complimented my use of my dear sticky grenades. I was absolutely floored. Did they… really… just… compliment me? Instead of talking about my mother and tacos?... How many virgins did Bungie have to sacrifice for this??

And we got to play dress-up with our Spartans. I was instantly in love with this. For 3, Bungie has added in the ability to change more than just the armor color, but also the armor parts, like multiple helmets, shoulder pads, and so on. Unfortunately, I didn’t have any parts unlocked, except for like two or three, so my Spartan ended up looking like a 60’s Sci-fi reject.

An interesting addition here is the USNC tags. Evidently you can make a shortened tag for yourself made up of a letter and two numbers that will float over your head instead of your full name. In my opinion, that’s very cool, and a very good idea. When in the thick of things, you really don’t want to be trying to figure out how to sound out Ms7rbo0mr11. I think more games should toss that in when they have hectic multiplayer.

BUT THERE’S NEW TOYS!!
Oh, yes. There are new toys. And Erin and I love them. There’s the shields, invulnerability, shield sappers, regenerators, heavy turrets, flamethrowers, and more. The biggest addition here is the equipment, which can add some new flavor to the standard gameplay, offering new tactics other than just run in, guns blazing, especially when teamed up with a friend for the story. The new guns are cool, although sometimes it seems like they just don’t hold enough ammo, especially the Spartan laser and maulers. The new grenade, I love as much as I can, which is good because you find it approximately 3092^4 more often than the good old blue stickies. It works kind of like the stickies (in other words it still sticks), but it has an incredibly small explosion, so don’t hope to catch too many badies in the blast. Other new things: Mongoose (cool), Chopper (Not so much), Hornet (Hellyeahs!), and The Flood (Wait, what??). Seriously, there’s a couple new types of Flood enemies. I can barely contain my enthusiasm.

Another thing that’s welcome here is the Forge, which lets you modify maps, and put pretty much whatever you want down in the game. Want a rocket launcher with crap load of ammo just lying around? Go ahead!

Enter the “saved films” feature. While playing around in campaign mode, the game gives you the ability the record and save footage of yourself and who ever is with you, provided you leave the campaign and go to Theatre first. Basic functionality is here, cut, fast forward, etc. Make your own little gameplay movies, have a blast, yada yada yada. But then, those saved movies and modified maps can then be traded to friends with the… File sharing!

No, its not like Napster, but you can trade maps and even movies of your Gameplay expeditions to other players, if they even care that is. Which isn’t likely. After the 20 years of continuous video from Halo 2, I’m pretty burned out on “Hey look what I can do!” videos, and I imagine everyone else is too. Even Erin had a hard time getting excited about the Theatre.

As for the Achievements, they’re pretty standard. Kill so many enemies this way, Destroy so and so this way. Beat the game with this restriction. Find this skull. Get to this rank in Multiplayer, so on and so on. Honestly, the achievements are easy enough to get you might find yourself playing through the campaign a few times to get them, even if only to get the armors (squee!!) that the achievements unlock.

QUIT WHINING, YOU BABY.
In the end, I’m not too impressed. Erin was ecstatic about almost everything, but then again she’s the biggest Halo geek I’ve ever known. And, I doubt anyone is even reading this to decide whether or not they’re going to get the game. Mitch made me do this review just because he expected us to get complaints if we didn’t. I give it a decent score, it’s probably worth your money, unless you’re as burned out on Halo as I am. Let’s face it, if you like Halo, you’re going to get the game, if not, you won’t. There’s no mystery here.

[Wow. What a way to end a review. –Ed.]

[By the way, the Mitch mentioned in this is Michael "Mitch" Evans, the imaginary Editor of VoR, which isn't the same as the Mitch on the SEDiverse. Just a coincidence. -9]

30Aug/080

VoR Review: Overlord

Garrett, the Critic

Garrett, the Critic

Overlord Review
by Garrett Patterson of VoR

Oh dear God, save me from mediocrity. That was my one ringing thought as I finished playing Overlord. This game, designed by Triumph Studios, and published by Codemasters, is a shining example of what not to do halfway through an action/adventure game project. And it starts out so well. As the title suggests you play as the Overlord, and you can pretty much do whatever you want. Here the catch, though: there is just not enough to do.  That's right. In the one game where it would be awesome to sandbox a bit, there's nothing. Sure, you can go through the areas you've conquered, but why? I'm not joking here; there is just really nothing to do.

What about the achievements, I hear some of the XBox 360 fanboys asking. For the love of Christ, someone needs to put a stop to that crap. There are forty some achievements for Overlord. Thirteen or so are for the horrific multiplayer mode. Two are for endings, which you choose in the first thirty minutes of the game. The other achievements are such ridiculous things as ACTUALLY PLAYING THROUGH THE GAME, which, apparently, the developers didn't expect.

Multiplayer in this is a bigger joke than it normally is. First off, only two player multiplayer mode, which is fine. Except, of course, for the other players. I, no joke, spent two and a half hours, HOURS, waiting for someone to join my co-op Survival game. I also have NEVER been able to find a game created by someone other than me, and that is a truly scary idea.

The story of the actual game itself is a joke of biblical size. The bosses of the game are weakly based on the seven deadly sins. Like that has been done to death. The plot is weak and predictable enough for a five year old to know what the "plot twist" is be in the first ten minutes. Plus, I'm pretty sure that the people over at Triumph Studios have some sort of sick obsession with morbidly obese characters.

All in all, the flaws of this game are just too many. This is a Fable clone without a "Good" path... Oh wait... Fable really didn't have one of those either. I would write a lot more on this game, but my blood pressure sky rockets just thinking about it. It score a weak 61% because the goal of the game was to be evil, and there just isn't enough evil to do.

30Jul/080

How to Make Video Games

"How to make video games"
Originally for DvP Blog, but never finished.

Character design-
This is one of the most important aspects of making a game. The lead character. He should fit into the world, and make sense. Like, if he is a badass, he should say badass things. And if hes not a badass, he should just stay quiet. HAHAHAHAHA.

Level design
-Make sure that its as obfuscated as imaginable, and only the people who made it can actually traverse the level in a decent amount of time. Players want to be challenged, and whats more challenging that objectives placed in areas the player cant reach unless they have already played the game a few times?

Gameplay
- This is a real important one. If players find your game too easy, nobody will want to play it, so you have to make sure the game is challenging. Remember, if it isnt challenging to you, the guy who actually designed all the challenges and their solutions, a four year old could beat you. You dont want four year olds to beat you, do you? So, be sure to always do play throughs on the game, like find out how much ammo it takes to beat a level, then take away that ammo to make sure the player will always be low on ammo, guaranteeing that theyll be challenged.

Story
-What?

Special Effects
-These are what we went to college for. Use the biggest computers possible, and make the prettiest game possible.

Tie-ins and Marketing
-Players will eat this shit up. Toys, books, special editions, super special editions, it doesnt matter. Theyll buy it all.

Sound
-Nobody really cares about this area as long as guns sound like guns. For music, its always nice to use low cost, high profile bands, and if one of those won't do it, a guy with a keyboard in his basement will do. Whatever's cheapest. This is one of the areas that you can cut costs in to pump the money and manpower into things that matter, like graphics.

30Jun/080

IHM, VoR, and DvP – The time before SED

Okay, so back before SED, there was another comic that The Colorist (Mitch) and I tried to get started. The name of that comic was I Hate Mondays.

Meet Barry.

Meet Barry.

What was it about? Well, it was this kinda mind bending fantasy about a guy named Barry Gibbler who works in an office... And he's so bored with his life that he starts drifting off into his own little fantasies. Like, a simple trip to the copy room with a profit-expenditure report becomes him wandering the forest, dodging ninjas, to find an old sage who can copy a mystic tome.

Eventually, Barry gets a little too wrapped up in his own fantasies, and weird shit starts happening in the office, that was supposed to have only happened in his head. Like he finds shuriken (ninja stars) stuck in the wall outside the copy room or a janitor claims to have been assaulted by ninjas at 2:30 in the morning, while cleaning the copy room.

This all leads to Barry getting stuck in his own head, while an Evil Barry takes over his life, and Barry has to go on an epic adventure through all his old fantasies, etc etc.

It was a solid idea, and it gave me a lot of opportunities to use my widely varying style and short attention span. (Because I could use one style for one week, then switch to another for the next week.) Only problem? It was a bit too complicated to draw on a daily basis. Especially with color. I didn't even get the first page done before I realized the problems with the idea.

Okay, so scrap IHM.

But, the colorist and I really liked some of the characters, and some of the setting, so we started twisting it around another idea: Make a website about video games.

Enter DvP and VoR
Imagine an AltReality experiment. Where there's two websites that seem to be off in their own little world, talking about video games and entertainment, some of which don't really exist. One is the blog of a Game Development company, and the other is an online video game magazine.

The blog is called 'Developer versus Player' (DvP), and the magazine is called 'Voice of Reason' (VoR).

All the people working on the two sites are fake. Some of the thing reviewed are fake. But either way, it's a focus for the ongoing war between gamers and the developers and their financiers.

Basically, the whole idea was combine my art skills, passion for storytelling, and knowledge of the video game industry with Mitch's writing skills, programming, and video game addiction.

It bombed.

There was wayyy too much writing that needed to be done, with too many voices. But in the mean time, we ended up with a bunch of writing. I figure I'll put a bit of it up here just to act as conversation fodder.