Tuesday, October 22, 2013

Pokemon: A Retrospective

I was going to do a review of Pokemon X and Y, but I realized that Pokemon games are enormously difficult to review. The contents of the review have to change dramatically depending on who the audience is, because many of the improvements from game to game, and most of my favorite new features, are only significant to hardcore or long time players. Even major updates to the game could be seen as revolutionary, or obvious, depending on an individual’s connection to the series. I can talk about how the graphics are now full 3D for the first time ever, and the camera and battle sequences take a cue from the Pokemon Stadium games, and that will sound amazing from one perspective, and trivial from another. Conversely, if I tell you that Destiny Knot can now pass down 5 IVs from parents, significantly improving the yield for IV breeding, half of you will give me blank stares while the other half jumps up and down with glee.

So that’s why I’m going to be writing sort of a retrospective of the Pokemon series, or the main games at least. Pokemon has always been a game that has offered a ton of hidden complexity, under a cute, kid friendly shell. Contrary to popular internet complaining, Pokemon has always had hidden stats and tedious training in one form or another, but it wasn't until comparatively recently that these factors have been well documented and critically considered. It’s these elements of simplicity and complexity that, when held in perfect balance, enthrall so many people and generate record breaking sales.

These elements of complexity and simplicity, combined with a “minute to learn, lifetime to master” mentality, are what make Pokemon so successful and long lasting, especially in the face of competitors. Since Pokemon’s explosive burst on to the scene in the 90s, a number of copycat, monster collecting series have come and gone, in an attempt to capitalize on the Pokemon frenzy. Nearly all of them, however, have fallen by the wayside, usually as a result of elements which made their unique universes too complex for their audience to handle. The two most famous Pokemon “knock offs” are Yu-Gi-Oh and Digimon, and while they both survive in one form or another today, neither of them even come close to the sales or brand power of Pokemon. This is primarily because in an attempt to be ahead of the curve, both series resorted to creating a multitude of new mechanics and monsters much faster than their player base could keep up with, and as a result their players gave up out of frustration.

Pokemon is a paragon of self-control, in this sense, as they tend to make lots of little changes gradually, so no generation of games feels dramatically different from the previous one, and the core mechanics of the game barely change at all. A number of critics penalize the Pokemon franchise for “releasing the same game every year”, but unlike other series such as Call of Duty, where worthy competition comes out at the same rate and yet they do the bare minimum to get by and coast on their brand recognition, Pokemon was the original big “monster collection” game, and is still the most popular one today. Pokemon manages to outperform the competition every time, not only because of their brand name power, but also because of the level of quality that dwarfs every major competitor. Nintendo knows what they’re doing when it comes to handheld games, it’s sort of their thing.


Anyway, short version is: Pokemon is great, the new game is great, if you want a cute RPG where you can force your monsters into a pit fight with your friend’s monsters then go buy it!

Tuesday, October 15, 2013

Travelogue: New York Comic-Con 2013

This entry is a special one for me, because even though it hasn't been exactly one year since I started this blog, my experiences at NYCC 2012 were what drove me to start a blog in the first place, so this is technically my one year anniversary. Go me.

My feelings about NYCC haven’t changed much from last year, it’s still the next best thing to San Diego Comic-Con, and it still offers a wide variety of awesome things to do. Parking is still a nightmare, but you take what you can get in one of the biggest cities in the world. The crowds were immense, but there were plenty of staff to help out and keep lines moving, and everything went smoothly all in all. In addition to general con madness I got to play a number of games, which was fantastic, and got to see a couple of really cool panels.

I got to play Bayonetta 2, which is looking to be fantastic. It feels just like the first game, which is a good thing, but with an upgraded climax system and pretty new graphics. I’m not kidding when I say that this 5 minute demo rekindled my love for spectacle fighters.

Got to play Super Mario 3D World, which is shaping up to be the most evil game ever conceived. The NSMB series is already known for killing friendships with its unintentional head bounces and bubble death system, but SM3DW adds a communal life pool, the ability to troll power-ups even more, and levels that feature Mario Party style cooperative minigames. All of these elements combine into a game which will leave friend groups sweltering and tensions high. Deceptively pretty game, only purchase if you hate yourself and your friends.

Donkey Kong Country: Tropical Freeze is basically just more DKCR, which is totally fine with me, since DKCR was great. There are a bunch of new enemies and obviously improved graphics, but I'm pretty sure that the 2014 delay was to ensure that it didn't have to compete with Mario rather than completion problems, since the game engine is literally the same. 

Finally A Link Between Worlds is something amazing. It totally captures the feel of old school Zelda games, and will be a welcome return to form for the Zelda series. I also saw the Eiji Aonuma panel, where he revealed lots of new information about the game, and also admitted that past games in the Zelda series have had a bad case of hand holding, and he hopes to fix that going forward. I love everything about than sentence.

Oh, also Pokemon came out. That happened. It didn't even take long to write this, but I'm already getting withdrawals, so I'm going to go back to playing. It's really really good. Not gonna lie, next weeks blog post is probably just gonna be me ranting about how awesome it is. Probably.

Tuesday, October 8, 2013

My 3DS XL Review

I finally upgraded to a 3DS XL last week. I've had my OG 3DS since launch day, and I've used it for just about everything you can imagine. The 3DS is a fantastic system that’s totally worth owning, but the original build had its share of issues. This is my first XL system, since I skipped the DSi XL, and the size is certainly something I’ll have to get used to. What really put me over the edge though was the release of the Pokemon X and Y editions, which are sexy as hell and totally worth it.

So Sexy.


For starters, to only real problem I ever had with my launch day 3DS was the battery life. The wireless features take a pretty massive toll on the battery, and even with less liberal use, the system could only handle 8 to 10 hours at a convention. I never had any problems with screen size or brightness, and I never fully filled my default 2 GB SD card. Even so, the battery life promises I heard about the XL were enough to get me interested, and I’m happy to report that those promises are easily kept. With semi-regular use my XL can last upwards of 50 hours before the low battery indicator even turns on.

The other improvement that I consider really valuable is the improvement of the quality and placement of the buttons. The regular 3DS could leave my hands frozen in raptor claw positions after extended gaming sessions, but the XL seems to have been designed for human hands. The Start, Select, and Home buttons are also real buttons now, instead of strange, plastic sheet covered depressions, and feel much more responsive. The circle pad is also improved, but it’s difficult to explain the change. Both the new and the old versions are coated in some sort of rubber/plastic hybrid that gives the pad its grip, but the new version seems to be slightly less porous, so it doesn't absorb skin oil as much and doesn't become dirty or slippery from use. This also causes it to have less grip, but they made the center “pit” deeper to compensate. It’s a small change, but a noticeable and welcome one, since the old circle pad tended to leave a ring on the upper screen when closed for a while.


As I mentioned before, this is my first XL, and I will say that the size is minimally problematic. While in its case it barely fits into standard jean pockets, but alone it doesn't have much trouble. This got me to thinking though, who exactly does Nintendo keep making XLs for? Every secondary model of Nintendo handhelds has been made to either cater to a different demographic, or to improve basic functionality of a system. The Game Boy Pocket was made to be a more portable version, and the Game Boy Color added Color. The Game Boy Advance SP added a hinge design and backlighting, and the Game Boy Advance Micro was made for Japanese businessmen to play on the go. The DSi added a camera and a real menu system, and the DSi XL was created to tap into the emerging demographic of older and elderly gamers with failing eyesight. The 3DS XL doesn't offer any of the features targeted at that demographic that the DSi XL had like the oversized stylus and the muted colors, but it was still designed to be that size. I would have honestly preferred a 3DS Lite, with all of the button and battery improvements but without the increased size. Regardless, the improvements are better than advertised and if the increased size doesn't bother you then the 3DS XL is a worthy purchase whether you are upgrading or getting a 3DS for the first time.

Tuesday, October 1, 2013

My Pokemon Is Fight

I have been participating in and running Pokémon tournaments for a long time. I played against neighborhood kids in grade school, built teams to face my friends in high school, and developed complex strategies in college. When I worked for Gamestop I started a tradition of having a Pokémon tournament before the launch of each new game in the series. At its peak my tournaments hosted over 120 players, and resulted in a number of angry complaints by mall security. Even though I’m no longer with the company, friends of mine are continuing the tradition and this Saturday will mark their second annual tournament without my help.

The biggest thing that gave our tournaments drive was our awesome district manager at the time who authorized us to offer prizes, including free copies of the new game to the winners. Runners up would win things like DS storage cases and Pokémon figurines, one year we even had a custom engraved trophy for the winner. So far every tournament winner has been a friend of mine, including our current reigning champion who is also a two time winner. That doesn't mean that you need to be college aged in order to win, in our second year we had an 8 year old boy in the quarterfinals, and last year a young girl whose team was her starter and five dragons made it to the semifinals. People of all ages come out to participate, from toddlers using their in game team to full adults who compete alongside their children.

For the years that I ran it, I didn't get to participate for obvious reasons, but I did get to face off against the tournament champion each year in an exhibition match. In those battles I was undefeated for three years running. Every year the matches would get closer and closer, including the famous frozen Togekiss moment, but I managed to pull off a win every time. Last year I entered at the last minute with my championship team basically as a gimmick to see how far I got, and got eliminated in round 3. This year I’m significantly more prepared, and I’m ready to reclaim my title.

If you've never played competitive Pokémon it’s a crazy beast. The best way to describe it is really really complex rock-paper-scissors. There are layers upon layers of strategy, team synergy, and countering options for you to consider when building a team, and then actually playing involves equal parts luck, skill, prediction, mind games, and tactics. There are over 600 Pokémon now, and hundreds of attacks, items, and abilities for them to use which leads to literally billions of possible teams, and on top of that every year or so a new game comes out which adds new moves, forms, or Pokémon to be considered for use. There is a massive Pokémon metagame that is maintained by websites and communities across the internet, and countless hours have gone into testing and perfecting certain strategies.


Just a little trip down memory lane I guess. I’m very excited for the upcoming tournament this Saturday (10/5) and I’ll be there with the 3rd year champion and some other friends. It will be good to really get back into the swing of competitive battling, since I haven’t been seriously competing for a number of years. If you’re near the South Shore Plaza feel free to come by and see what all the fuss is about.

Tuesday, September 24, 2013

So How 'bout That Steam OS?

It looks like the long rumored Steambox may finally come to fruition with Valve’s announcement this week of a Steam OS. Apparently it’s going to be a full, Linux based operating system that’s optimized for game performance and media sharing. According to the official website, this operating system is being designed from the ground up to be a living room operating system with streaming options, developer support, and more. No hardware partnership has been announced yet, but this seems like a natural first step toward a first party Valve box.

The Steam OS is a somewhat unique product, as there isn't really any competition for “living room TV” computers. There are consoles, sure, but consoles are closed systems, designed to play specific games. You can’t just install the Xbox operating system on a PC and hook it up to your TV. There are also smart TVs, which offer video and music streaming options, but those are bare-bones systems that are basically just apps for your TV. The Steam OS is going to be a full operating system, which will presumable have all the features of base Linux available underneath the Steam shell, so the system will be as complex or customizable as you want it to be. That leaves room for a lot of flexibility and space for upgrades in the future.

It isn’t unheard of for people to have gaming computers hooked up to their TVs. Steam launched their Big Picture feature at Christmas time last year to target those people specifically. This OS could be a step in the right direction for those people, since presumable the entire OS could be controlled with a gamepad, similar to how Big Picture works, but it will be interesting to see how many people are willing to buy or build computers for that purpose when the OS launches. Luckily the OS will be 100% free, which eliminates the large cost of buying an operating system for a living room PC, but even with that benefit it seems unlikely that average consumers will be willing to build or buy their own living room PCs just for gaming.


I’m one of those people that has a living room PC, and thanks to a 30ft HDMI cable I can play all my Steam games on the glorious big screen. When Steam OS launches I’ll probably look into setting up a dual boot to at least try it out, but whether or not it becomes a permanent part of my setup will depend on how good the streaming capabilities are. If a Steam OS PC with minimal running hardware can act as a streaming box, and stream games in real time from my main PC I’ll buy one for every room in the house.

Tuesday, September 17, 2013

Versus!

Competitive gaming is an interesting subject. It has existed since the first days of head to head play and high score competition in arcades, but in the grand scheme of things that’s been a relatively short period of time, about 40 years or so. In that time competitive gaming has grown by leaps and bounds, and not just in a professional sense. Sure, there are gaming tournaments now that offer millions of dollars in prizes, and games that support millions of players in competitive environments, but video games as a medium of competition still have a long way to go.

Competition in numerous forms has existed longer than human society has. It can be used to settle conflicts, to entertain, or to communicate, but all forms of human competition have been bound by one thing; arbitrary rules. Rules are important, they are the only things that keep society from collapsing into roaming gangs of murderers, and by extension competition needs rules as well. These rules are generally a good thing, as they establish a fair and balanced metric for use in determining victory, but that does not mean that they aren’t still totally arbitrary. The only reason a quarterback doesn’t punch and kick his way through the defensive line is because there are rules against it, just like how the only thing stopping a particularly jealous ex-boyfriend from kidnapping his former girlfriend are the laws that call that act illegal and the police force who enforce those laws. These rules create important boundaries in both games and in life, for the safety and fairness of everyone.

As a result of these rules, human beings become very adjusted to limiting and controlling themselves on a daily basis. Learning what the rules of life are, why they are important, and how to avoid breaking them is one of the most important parts of becoming a member of a society. In a way, all of the bad things that happen in society are the result of someone breaking the rules. Unfortunately, this leads to a fundamental problem when it comes to competition in video games, because video games have their own rules, and don’t need the players to enforce them.

This is very weird if you aren't prepared for it. Even other games, like board or card games, have established rules that you can break if you know what you’re doing. You can’t cheat a computer program, it literally cannot do things it wasn't programmed to do. You can exploit glitches, sure, but those are things that are very specific, and achieve a specific result, in a way they are just as much a part of the program as the non-glitch parts are. This results in a whole lot of new rules and problems that don’t exist anywhere else. Because the physics of the universe are set in stone from a gameplay perspective, it’s up to balance testers and programmers to fix problems that arise in the rules. You’ll see that in online or ongoing games, where routine patches are commonplace. It takes a lot of creativity to create a network of rules that result in a balanced competitive environment. Imagine if the referees and officials could manipulate physics for the duration of sports games, and how much work would have to go in to maintaining a system like that.

Additionally, people are bound to find this type of game difficult, seeing as there has never been anything like it in human history. Video games exist in a world where all the rules of the game a built right in, and there are no "honor rules". Anything that isn't allowed by the rules of the game is simply impossible to do. This is why you get lots of cases of people enacting their own honor rules in video games. Things like no rushing in real time strategy games, or no spamming in fighting games. Humans are used to having to live by arbitrary rules, and the lack of them can be startling to some people.

Just a random thought I had.

Wednesday, September 11, 2013

Travelogue - Dragon-con

Dragon-con is a convention that takes place every year in Atlanta, GA, and claims to be the “The world's largest fantasy/Sci-fi convention”. The convention certainly seemed huge, but that was due largely to the fact that it takes place across six hotels instead of one large convention center like most other cons. This leads to a lot of walking, both indoors and outdoors, and very congested hallways, since people have to do a great deal more walking than they would if this were held in a convention center. I managed to completely wear out my shoes over the course of the weekend, but it was well worth it.

This convention is run by fans, for fans, which of course has both positive and negative elements. On the positive side it doesn’t feature any of the strict regulations that sometimes plague larger cons. The autograph area is simply a room, where you can walk around, see people, and line up for whoever you want to meet. The celebrities get to make their own schedules for when they want to be there, and you don’t have to line up hours in advance or get lucky in a ticket drawing in order to meet them. Security was also a lot more lax then at other big conventions, with several vendors selling live steel weaponry on site and several outfits that would be impossible at other conventions for one reason or another. Also there were bars, lots of bars. Literally at least two or three per hotel, and open all day and night, so the entire convention was one big drunken four day party.

The flip side of this of course was the lack of organization. It’s very apparent that Dragon Con doesn’t have any sort of singular event coordinator to make sure everything is running smoothly. Each event or panel basically has to govern itself when it comes to tech support and organization. This results in several events clearly being run by people who are not prepared to do so, and the show suffers as a result. The lack of organization also makes navigating a colossal pain. Because the convention takes place across multiple hotels, there are more than fifty different event rooms, floor names, and venues to navigate, and each hotel has their own method of naming and organizing them. Instead of a single unified map and room layout, patrons have to navigate from building to building using sky-bridges, which leads to clogged hallways and lost con-goers. It doesn’t help either that the hotel staff will know the names and locations of areas in their hotel only, so getting help is a pain. It took us two days to finally figure out the most efficient way to navigate the area.

If you like massive parties and exceptional costumes, Dragon Con is the con for you. The events run all night every night, so there no shortage of things to do. If you don’t like large crowds, complex navigation, or lots of walking however, this one may not be worth it. Even if you don’t attend the event proper, Dragon Con takes over several square blocks of downtown Atlanta, and even has a parade that’s open to the public, so if you’re in the area you can still come by and experience the festivities.


I’m back everybody. Next week my post will be about my new place and all the fun things it contains. After that I can go back to posting about how Microsoft has their collective heads so far up their collective asses they look like that inside out pig monster from Galaxy Quest

I forgot Alan Rickman was in this movie...