betvisa888 liveAnthony Burch, Author at Destructoid - Jeetbuzz88 - 2023 IPL Cricket betting //jbsgame.com/author/anthony-burch/ Probably About Video Games Tue, 15 Oct 2024 14:13:26 +0000 en-US hourly 1 //wordpress.org/?v=6.4.5 211000526 betvisa cricketAnthony Burch, Author at Destructoid - jeetbuzz88.com - cricket betting online //jbsgame.com/alpha-protocol-is-as-good-as-mass-effect-and-if-you-disagree-you-are-wrong/?utm_source=rss&utm_medium=rss&utm_campaign=alpha-protocol-is-as-good-as-mass-effect-and-if-you-disagree-you-are-wrong //jbsgame.com/alpha-protocol-is-as-good-as-mass-effect-and-if-you-disagree-you-are-wrong/#respond Mon, 10 Jul 2017 18:00:00 +0000 //jbsgame.com/alpha-protocol-is-as-good-as-mass-effect-and-if-you-disagree-you-are-wrong/

No, really

Wait. Hear me out. Yes, the first few missions are terrible. Yes, the combat is weird. But once you get past those niggles, Alpha Protocol is one of the best modern RPGs, rivaling even Mass Effect.

I'll explain why.

The characters are fantastic

Alpha Protocol's char?acters are wonderfully over-the-top and a hell of a lot of fun to interact with. There's SIE, the machine gun-toting mercenary lady who gets hornier the more you threaten to kill her. There??'s Sis, the silent emo girl assassin. 

And best of all, there's Steven Heck. Played (of course) by Nolan North, Heck is a real piece of shit. In a fun way. When you first meet him, he's torturing a guy, threatening to make him drink bleach. After a few minutes, you realize why he's torturing the guy: Heck forgot where his keys wer??e, and his vic?tim remembered. 

Heck is a terrible, terrible man, and he's also one of the only people you can trust in the game.? Which is fu?ckin' great.

The sense of humor is amazing 


Take a close look at this screenshot. Alpha Protocol has a stats screen, but it doesn't track how many people you've killed or nonlethally taken down. Instead, it tracks the number of orphans you've created, and the total medical bills of the people you beat the shit out of.

The marketi??ng positioned this game as Jason Bourne meets 24, but it's actually a lot more charming than tha??t.

The combat is amusingly broken


The combat is not good. Nobody would ever say that. But at a certain point, its own brokenness becomes fun. If you're a stealth player, you can get upgrades that turn you completely invisible for, like, a minute at a time. If you're a gunman, you ??can become a walking death machine by the third mission in the game. Once you get certain upgrades, what little challenge the game initially had just vanishes into thin air. But as a result, you feel like a sort of hilarious, bumbling god. 

It's great.

Fun moral choices


You meet a shady fucker at a meetup. Do you shoot him, accepting the ri?sk that he just might be shady and not actually an enemy agent? Or do you spare him, but put yourself at risk of an ambush?

A terrorist plan?ts two bombs in a museum. One will kill a friendly NPC you may have romanced. The other will kill fifty faceless NPCs you will never meet. Which one do you disarm?

Which of the various operatives and madmen you meet will you ally yourself with? Whi?ch organizations do you want to help, and which do you want to tell to ??go fuck themselves?

Most fun of all, w?hi?ch ending do your choices lead you to?

Multiple endings


I planned on playing Alpha Protocol as a suave dude. The kind who doesn't kill. The kind who romance??s the dangerous redhead. The kind who plays both sides against the middle, and tries to make everyone? happy.

I ended the game with all of my friends dead except for Steven Heck, the psychopath ?I never trusted. The dangerous redhead betrayed me. I'd slept with SIE, but she left shortly after. I let my friendly handler, Mina, die, because I didn't want to let the bad guys get away??.

So instead of getting my happy, sex-filled ending, I floated ??off into the sunset in a boat driven by a madman, with the corpses of people I cared about in my wake.

It was awesome!

Alpha Protocol has three different endings, and each of those endings has a shitload of variety depending on who you befriended a??nd who died. 

Yes, not all of Alpha Protocol's story branches are fully formed. Yes, just like KotOR 2 and New Vegas it's apparent that Obsidian bit off more than they could chew. Yes, it's not the mo?st polished or well-balanced game in the world.

But, goddammit, it's got heart. It's got charm. It's got this beard:


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The rest are ruined

The Legend of Zelda: Breath of the Wild may have ruined open world games for me.

Why? Because it'?s so goddamned good, it reveals the f??laws in nearly every other open world game ever made.

Here are a few things Breath of the Wild do?es that absolutely dunk on other open world games.

Incredible Difficulty Balancing

I?t's really, really, really hard to balance an open world game. You seemingly have tw??o options.

Firstly, you could make the entire world totally flat, and have everything level up with the player so that they're always getting basically the same experience, difficulty-wise. This ensures that the player never gets super frustrated, but also means the player never quite feels a sense of true growth --?? the game is effectively holding them by the hand, making sure they never get too far ahead or behind in the difficulty curve.

Secondly, you could ignore the player's power level and just fill the world with a bunch of enemies of varying difficulty. Some are really difficult to kill; some are really easy. This is tricky, because if you make the difficult enemies too difficul??????????????????????????t, then you've essentially created a soft barrier for the player that they cannot progress beyond. In other words, your?? open world game just got a little less open, because it's functionally impossible to get past certain areas unless you've leveled up.

Breath of the Wild opts for the latter option, and executes it more skillfully than any other game in recent memory. The world is filled with a variety of different creatures to fight, and their attacks and abilities are very clearly telegraphed. Often, stronger enemies are primarily different because of their behavior, not because they take and deal more damage.

A lizalfos is scary not necessarily because it can kill you in a few hits, but because it's so goddamn fast that it might chase you down if you try to retreat. A horde of bokoblins guarding a skull chest may not seem like a big deal, but if you really want that chest, you'll be committing yourself to fighting a sma??ll army. And since a?ll the enemies in the game are fairly lethal, you may regret that decision very, very quickly.

There's another reason the difficulty curve feel?s s?o amazing, though:

There's No "Levelling Up"


While you obviously get more powerful and/or hardy as you go through the game (either by tu??rning in spirit orbs, getting Divine Beast abilities, or picking up better gear), there is not a massive difference between how Link behaves at the beginning of the game versus how he behaves at the end.

The difference between beginning-of-the-game-L??ink and end-of-the-game-Link has far less to do with the number of heart containers he has or the loot he's got, and far m??ore to do with how you as the player have learned to deal with different enemies types and environmental hazards. You learn how to parry guardian blasts. You learn how to time your dodges to open up the enemy to a flurry. You learn that anything fiery can be instakilled by an ice arrow, and vice versa.

Link doesn't level up. You level up.

The whole world feels open to you, because once you know how to deal with certain types of enemies -- oh shit, it's a flying ??guardian, I should wait for it to get close and hit it in the eye with an ancient arrow -- your heart containers and loot almost become of secondary importance.

And if you are worried about your loot, the game offers a beautiful balancing mechanic. Since enemies drop their weapons when they're stunned, and since stronger enemies have stronger weapons, you can engage in a beautiful risk/reward choice: should I go after the moblin with the kickass broadsword?

He could kill me in one hit, sure...but if he doesn't, if I can just do enough damage to knock that broadsword? out of his hand, then suddenly my damage output will quintuple. I'll be able to hunt down other moblins and get better shields and weaponry, which could help me kill the stone golem, which could help me get a shitload of mon??ey, which I could use to buy a house...

You, the player, are the most important thing in Breath of the Wild. Not you??r ge??ar. Not how many skill points you have and how many abilities you've unlocked. Just you, and your knowledge.

True Nonlinearity

Nearly everything in Breath of the Wild is optional.

That, in itself, is revolutionary.

There is an unfortunate philosophy among many game devs that if they worked really hard on something, then the player must see it. That, if? the player didn't experience something, then it is inherently wast?ed work.

Breath of the Wild proves this philosophy is kinda bullshit.

You don't have to beat any of the Divine Beasts. You don't have to solve a single puzzle in the game if you don't want to. You don't even need to get the frigging Master Sword.

And as a result, you make the game what you want it to be.

I beat two Divine Beasts and got sick of thei??r associated puzzles, so I went straight to Hyrule Castle. I didn'??t feel like fighting all of the guardians protecting it, so I put on my Zora armor and swum up a series of waterfalls, skipping literally all of the combat leading to the final boss fight. Then I challenged Ganon and, because I was underequipped, nearly died a half-dozen times.

But I didn't. I killed Ganon. I beat the game. And despite having "missed" half of the major scripted content, I felt incredible -- like I'd taken my destiny into my own hands and decided, no; for me, it was more fun, more interesting, to fight Ganon with only half of the divine abilities the game offered. It made me feel smart to put on a swimsuit and skip the gauntlet of deadly g??uardians rather tha?n plow through them like Aragorn.

Most  games would have forced me to fight through those guardians. Most games wouldn't even unlock the final boss until I'd defeated all of the divine beasts. But because Breath of the Wild didn't, my experien?ce with the final boss wa?s tense, and funny, and heroic.

And, shit -- if you need more proof that Breath of the Wild's nonlinearity is beautiful design, just look at the speedruns.

More Does Not Equal Better


Your average AAA open world game is so stuffed with Things To Do that they can get seriously overwhelming. Upon opening your map, you??'ll be shotgun blasted with dozens of little icons just begging to be cleaned from the map. So, you do. You patiently move from icon to icon, doing whatever little mini-mission is required to complete that mission and remove the icon from the map. If?? the missions are short and well-designed, maybe you'll do a bunch of them in a row. And after a few hours, maybe you've managed to clear a half-dozen icons from the map...which still leaves, like, three hundred more icons. At this point, you either decide one of two things:

1. Fuck it -- I'm just ignoring the??se goddamn ?things and playing the main story.

2. Well, I'm a completionist. I guess this is my life now.

Though this kind of design can keep you engaged and tickle some lizard part of your brain, is it really fun? Or is it just addicting? Does it just appeal to the OCD part of our brains that wants the map to?? be clean and tidy and organized?

Breath of the Wild does everything it can to dissuade this type of play. The ingame map works the exact opposite of every other open world map: rather than being filled with icons that you need to clear, the map is completely blank and you fill in the icons. Did you find a grove of hearty durians that you want to remember? Place a stamp. Did you see a shrine in the distance and you don't want to forget about it? Place a marker. Do you want to find all the Korok seeds out of some unfortunate sense of completionism? You can do that, but all you're going to get for a reward is a literal piece of shit.

Typical open world games are about cleaning icons off the map an??d, in so doing, conquering the map itsel?f -- exerting your control over it, so that even the very environment must kneel to your power and wisdom. In a sense, the map itself becomes another enemy to defeat.

Breath of the Wild, conversely, is about learning the environment and growing to understand and respect it. When playing, I didn't get that feeling where I looked at a map and sighed at all the stuff I'd have to do. Instead, I felt excitement rise up in my chest -- look at all of this unexplored territory I get to discover! Who knows what I'll find?

Holy Shit, You Can Climb Everything

Holy shit.

I'm sure are good reasons most other open world games don't allow this, but holy shit. If I ever play another open world game that doesn't let me climb up stuff, I'm going to be really disappointed.

 It Makes Weapon Breakage Fun

By making your weapons break, and by making their moment of breakage so utterly satisfying (that arcane shatter sound effect never gets old), weapon breakage -- a mechanic almost universally shrugged at by everyone who isn't a hardcore Far Cry 2 fan -?- becomes a satisfying p?art of the core combat loop.

You're not bummed when your weapon explodes. You're psyche??d, because you just stunned your enemy and did critical damage. Yo?u're excited because your weapon inventory now has a free slot. And if you ARE pissed off, then you've got even more reason to care about getting the optional Master Sword.

More d?unkworthy than any of these other features and design decisions, though, is one single, undeniable, absolutely ludicrous fact:

Somehow, This Is Nintendo's First Open World Game

What the fuck? How did they hit a grand slam right out of th?e goddamned gat??e?

Anyway, I'm sure I forgot a ton of miraculous things about this game. Feel free to add you?r own in the comments below.

The post How Breath of the Wild ??dunk?s on most open world games appeared first on Destructoid.

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From the Golden Archives

[Originally published on Destructoid back in 2006! Some photos were lost/replaced, otherwise minor edits made. A Burch classic! For dumb people: this is satire - Niero.]

3D-Rendered, big-buxomed women with identical blank stares do absolutely nothing for me. As far as I'm concerned, Lara Croft and the Dead or Alive girls could disappear from the face of gaming, and it wouldn't make any difference to me, because of one simple fact: They aren't Carmen Sandiego. Always outfitted in a bright red trench coat and matching fedora, Carmen has been one of the most enigmatic and prolific video game characters of all time: nothing is known about her apart from her name and occupation (thief), but she's starred in twelve games, three TV shows, and two planetarium movies. And I want to do her. I want to do her bad.

Here's why.

She's hot 

Just look at this picture of her. Carmen is living proof that mystery is sexy. She doesn't have to show a lot of skin (or any, in fact) to be attractive: that's a rarity, even among women that aren't computer game villains. She knows she's hot, but she doesn't give a rat's ass whether you do or not. She doesn't flaunt her sexiness, doesn't exploit her looks while pretending not to; seeing Carmen, you know that she got to where she is in the criminal underworld through hard work and intelligence, not her tits. I mean, it's one thing to cover yourself up, but have you ever seen both of her eyes? At the same time? Or, with a nonspecific skintone and an exotic last name like "Sandiego", can you even tell me where she was born? Hell, no. That's pretty goddamn mysterious. And pretty goddamn hot.

She's intelligent

I mean, could YOU ever find her? Considering I'm about fifteen years older, I could probably beat one of her games now, but when I was first aware of them---around 3rd grade or so---I couldn't complete a single one. Carmen hides her tracks, and she hides them well. She'll maybe leave a few clues lying around, just to tease you, keep you on the trail (Carmen likes the chase), but if she ever really wanted to, she'd disappear and you'd never see her again. It's obvious that only by her permission has she ever been caught, considering she i??mmediately esc??apes after being arrested.

It'd be difficult

Even if I get twenty clues from twenty different countries, I can't even find the chick. Can you imagine how hard it'd be to get inside her pants?


She's dangerous

Well, sort of. She's a criminal that hasn't ever killed anyone. Nonetheless, the whole crime aspect of her personality is pretty sexy; in the same way that shallow, superficial women are attracted to equally shallow and superficial musicians, lots of guys are attracted to danger---or, at l??east, the illusion of it. Dating Carmen would give you all the thrill of being a supercriminal, but without the threat of getting the death sentence if caught (Carmen steals, never kills) or being whacked by rival thugs (Carmen has no rivals). A relationship with Carmen Sandiego is basically the dating equivalent of a rollercoaster ride---exhilirating, scary, but ultimately safe. And with a blowjo??b at the end.

She has a heart of gold

Now, why does she steal all of this stuff in the first place? She doesn't seem to be using it---if she had a permanent home, it would have been found by now, and she's definitely not buying new clothes---and she may just steal stuff for the thrill factor, but, really, wouldn't that have grown old after 21 years? In reality, I think her motives are much more altruistic: she likes teaching children. In two decades, she's taught kids geography, reading, arithmetic, history, and trivia solely through her thefts. Now, you may ask, why does she have to steal in order to teach children basic school subjects? I'll tell you why. It's because she knows what kids really pay attention to. School? Eff that, nobody pays attention in school. But a high-profile robbery of a priceless artifact with some deliberately left clues and the promise of international fame for ?catching the thief? THAT is something kids will pay attention to. However selfish or greedy Carmen's exploits may seem, there's only one real reason she does any of it: for the children. And kindness is hot.

She's imaginary

So you don't have to put up with the crap you get fr??om regular girlfriends. She'll never cheat on me, she won't nag, she won't have annoying friends, and, perhaps most importantly she won't get irritated when I play videogames...she'll join in.

P.S. I would also like to point out that this post is tagged with the "Things Gamers Do" categor?y. A-hyuk-hyuk-hyuk.

The post I want to have sex with Carmen Sandiego appeared first on Destructoid.

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Betrayal! Losing! How not to be a dick!

Video games (single-player ones, at l??east) teach you that you are the best, you are the only one who matters, you will always get more powerful, that your hand will be held, that you don't need to actually care ?about other human beings.

Board games teach you the opposite: you probably won't win, other people matter so you should probably be civil to them, you may have to do some work and think a little, you may have to be p??atient. Coincidentally, board games are becoming more inclusive and are a generally far, far more positive space than video games are right now. Wonder if there's a connection there.

You will lose


Apart from roguelikes, sports games, or the odd permadeath run, most every video game basically casts the player as an immortal god-being with time manipulation powers (or, in other words, Nicholas Cage from Next). If you fail, you can just retry what you did and do ??something else. While this structure greatly reduces the player's frustration, it also teaches them an implicit, deeply harmful lesson: that there is no such thing as true failure. That so long as you beat your head against a wall for a really long time, eventually that wall will break do?wn.

On the one hand, this is uplifting?? -- you're good enough! Just?? keep trying!

On the other hand: that's kind of an entitled point of view, isn't it? If you can do everything, then you deserve everything, and anything you can't do must not be your fault. The designers sucked. The mechanics were unfa?ir. Something.

Board games, on the other hand, make you lose damn near all the time. You can play Risk: Legacy with six people, but five of those people will lose every single game. You will lose at least half of your Netrunner matches. All the players can simultaneously win in Dead of Winter, but it's far more likely that all of them will lose.

Losing is a part of life. Failures (not just temporary setbacks, but failures) are an important part ??of the human experience. They make you re-examine what you did. They make you accept that the world doesn't exist just for your own pleasure. In many cases -- in the best cases -- they make you want to dust yourself off and play again.

Be cool to each other


I've played board games with people I've had drastically different sociopolitical philosophies with. They knew it. I knew it. And you know what? We just acted fuckin' cool about it. Yes, when he kills my knight in Arcadia Quest, I may be irritated, but I'm not gonna hurl slurs at him. I'm not gonna tell him to uninstall his game and go home. Why? Because he's a person. Because I??'m sitting across from him. I'm looking at him in his goddamned face. 

If I could make every League of Legends player who ever flamed anothe?r player into giving up the game to pla??y a board game with the person they'd flamed, I would do so immediately.

Knowledge is power


I sometimes root for Bond villains.

I mean, they're intelligent, they're passionate, and, most of all, they've planned some shit out. They're careful. Meticulous. And then everything they've built gets utterly d?estroyed by a drunken rapist who just kinda stumbles around until the villain's undergrou??nd base explodes.

In video games, you generally play as James Bond.

In board games, you generally play as the villain. More than that, you're actually rewarded for planning and sche?ming and thinking your way through stuff rather than blasting your way through it.

This is a much better life lesson th??an "improvise a lot, fuck shit up, and you'l?l do better than smarter people who actually use their goddamned brains."

People are the most interesting game mechanic


Werewolf is probably one of the best games ever made. Here is a list of things it does not have:

  • an XP system
  • multiple weapons
  • a story
  • varying objectives
  • achievements
  • a point system
  • explorable locations
  • stealth
  • combat
  • an open world

Here is a list of things it does have:

  • People
  • Lies (see also: people)

Human beings are more devious and surprising than any AI. Board games understand how to use humanity's na?tural interestingness, in combination with simple-yet-vague objectives ("convince the other players you are a werewolf! Everybody else, try to figu?re out who the werewolf is!")

Many popular board games (Werewolf, Coup, The Resistance) are all about using people, rather than systems.&nb?sp;

I've only ever played two video games that are interesting in the same way that Werewolf is. Trouble in Terrorist Town is basically werewolf crossed with CounterStrike. SpyParty is some??thing else entirely, but still deeply rooted in human deception and cleverne?ss.

The post Things video games need to learn from board games appeared first on Destructoid.

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From death threats to disappointment, we'd all be better off if we stopped assuming the best from games

When Hello Games announced a minor delay for its much-anticipated game No Man's Skythe team received death threats.

When Kotaku so much as reported on the delay, its staff also got death threats.

This is obviously a huge goddamned problem with a variety of contributing factors (the anonymity of the Internet, the entitleme?nt of gamers, geekdom's ongoing manchild problem), but I'm going to focus on a small one with many othe?r far-reaching consequences:

We get way too excited about games ??we haven't played yet.

Fuck it, let's do this in list format.

Getting super-hyped about a game makes you enjoy it less when you actually play it

You know what's a pretty goddamned good game? Fable. You know what got a lot of shit for being a bad game? Fable

Why? Because it was hyped too much.

We've all had this experience with every other medium, I'm sure: your friend tells you that a movie is MIND-BLOWING, so you see it, expecting to have your MIND BLOWN, but then it turns out it'??s just QUITE GOOD and so you feel DISAPPOINTED.

I mean, if we're being honest here, what's the upside of getting insanely hyped for a game? It on??ly makes it easier for us to get disappointed.

Hype makes us all assholes

This is a petition to remove the Washington Post's review of Uncharted 4 from Metacritic because it is too negative. While there are legitimate reasons for?? this complaint (the Post's review didn't include any score, but the outlet provided a 40/100 appraisal f??or Metacritic), the vast majority of the comments surrounding it are drenched in bile.

This is Videogamer.com responding to the flames it received for its Uncharted 4 review. The review was (1) pretty positive and (2) released before any of the furious commenters could have p??ossibly played the game.

Why? It's probably not because all of the angry commenters legitimately care about the well-being of Naughty Dog's self-esteem. It's not because the people who signed that petition are worried Naughty Dog might have Met????acritic-reliant monetary bonuses from Sony. 

They were, like so many other angry commenters on video game reviews, upset for one simple r??eason: they were really, really looking forward to a game, and they were furious at any reviewer who might kill their buzz.

I saw this kinda thing all the time when I reviewed games. People like this don't necessarily defend a game because it's good. They defend it because they want it to be good. They want the real game to match the game they've invented in their minds, and they will attack anyone who prevents them from playing that ima??ginary game. 

Hype makes us waste money

If there's one truly broken thing in the games industry, it's that?? marketing budgets are directly tied to pre-order numbers. If you can't snag a ton of pre-orders before your marketing campaign begins, your publisher won't give you the money you need to mount an effective campaign at all.

As a result, it is in the publisher and the developer's best interest?? to hype up their game as har??d as humanly possible. To sell you as hard as they can without stretching the truth too far. 

If you've ever been dissatisfied wi?th a game you pre-ordered -- if you've ever lamented the gullibility that led you to spe??nd ninety bucks on a crappy collector's edition -- then hype is to blame.

Hype is stupid and we're all stupid for buying into it

When was the last time you played a game that ever really delivered on its hype? Like, ever? I don't mean a game that came out and was pretty good??. I mean a game that came out and met, or exceeded, your lofty expectations.

My guess is that it's been a while. Why? Because, though the majority of games marketing tells us that all upcoming games are goddamned incredible, the vast majority of hyped-up games are fucking fine. Watch Dogs looked incredible during its E3 reveal. Then the game came out and it was...fine.&n?bsp;

Destiny was fine. 

L.A. Noire was fine.

Spore. BioShock Infinite. The Division.

Not great. Not horrible. Fine.

But because they're just fine -- because they don't leave the scars of spectacularly awful games -- we forget our quiet disappointment upon loading up Watch Dogs and finding out it was basically just Assassin's Creed with a larger use-button radius.

So, inevitably, the next E3 comes around, and we see a trailer for a game that looks utterly amazing and mind-blowing, and we get our hopes up, and then it comes out and we suddenly remember, oh, right -- most games aren't utterly amazing and mind-blowing. They're fine. People are sending death threats to developers and reviewers over something that's a little bit better than okay.

And then we immediately forget all that the moment ??we see another shiny trailer, because that's what the hype machi?ne demands of us. And we buy in, nearly every damned time.

Now, I'm not saying we should meet every new game announcement with nothing but snark and cynicism, but maybe we could just calm the hell down a little bit. Maybe, instead of shouting "THIS GAME WILL BE AMAZING" and throwing shitfits when it gets delayed, we could instead draw upon our years of experience with games that are just fine and instead think, "I ?hope this game will be good," or "This game will probably be okay but I'm willing to be surprised."

It'd result in fewer ??goddamn death threats, if nothing else.

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betvisa888 casinoAnthony Burch, Author at Destructoid - Jeetbuzz88 Live Casino - Bangladesh Casino //jbsgame.com/overwatch-the-benefits-of-unsurprising-characterization/?utm_source=rss&utm_medium=rss&utm_campaign=overwatch-the-benefits-of-unsurprising-characterization //jbsgame.com/overwatch-the-benefits-of-unsurprising-characterization/#respond Sat, 04 Jun 2016 16:00:00 +0000 //jbsgame.com/overwatch-the-benefits-of-unsurprising-characterization/

Some of Overwatch's characters are exactly what you'd expect, and that's good.

Overwatch has many characters. Some are superintelligent gorillas armed with lightning guns. Some are world-renow?ned DJs who can cure people with the power of music. Some are peppy, time-travelling Royal Air Force pilots.?? Some are huggable climatologists who stab people in the face with icicles.

And some are cowboys who say things? lik??e, "it's high noon."

Many of Overwatc?h's characters are surprising, origi??nal, and weird. Some are not.

This is a good thing.

A little while back, some designers from Wizards of the Coast talked about the overall tone of Dungeons and Dragons. The vast majority of people who play D&D do not, by and large, take it very seriously. We make jokey characters with shitty personalities. We fill the whole experience with silliness and in-jokes and we're far more likely to talk about the length of our Dragonborn's clitoris than we are to cry over the death of an important NPC. The actual Dungeons and Dragons lore takes itself very, very seriously...but the rest of us kinda just l??augh at it and do our own thing.

The thing is -- Wizards of the Coast knows this. It's known this for decades. And what's more, it knows the lore must take itself seriously so that we can make fun of it. If D&D were full of vibrant characters and jokey stuff and actually acknowledged how silly it was, there wouldn't be any room for us -- the players -- to be creative and goofy and fill the void made by the stereotypical, po-faced lore. Its generic nature is what allows for wonderfully crazy shit like The Adventure Zone to exist. If Dungeons and Dragons were intentionally fu??nny, then it would ?be far worse.

Or, to put it a simpler way:

You need an Abbott to balance out your Costello.

Overwatch, and its few stereotypical h??eroes, are proof of this.

I absolutely love Overwatch's characters. I love that D.Va is a pro gamer who was recruited to jump into a mechsuit and fight robots. I love that Symmetra is an autistic scientist who wants to make the world a better place, whether the rest of the world likes it or not. And the reason I get to love them so much is because they share a universe with a guy named Reaper who wears a skull mask and says thi?ngs like, "DIE, DIE, DIE." It's characters like Reaper, and McCree, and Genji that allow the rest of the cast to really stand out. They give us something simple and familiar to grab onto -- a character safety blanket -- so that the rest of the cast can feel more special.

Not only that but, much like in D&D, some of the more cliche characters' seriousness has allowed the audience to have a great deal of fun with them. Reapernames wouldn't exist if Reaper weren't the most obvious expression of the Cool Gothy Badass stereotype. You wouldn't have incredible fanart like this if Reaper were a complex and multifaceted character. McCree's smoky delivery of, "it's high noon" is probably the most traditional Cowboy Thing imaginable, but it's also a whole goddamned meme unto itself for similar reasons. 

Additionally -- and this is a great strength of Overwatch's writing across the board, not just within its more stereotypical characters -- the dialogue is not annoying. Characters don't really make capital-J Jokes, and they don't say anything particularly bizarre that would draw your attention more than it ought to. Battle dialogue, especially battle dialogue in multiplayer games, needs to be frictionless. It needs to convey information, do so concisely, and, above all, not be fucking annoying.

I'm probably more guilty of this last sin than anyone. Much of the battle dialogue in Borderlands 2 is filled with ca?pital-G Goofz, which can make it extremely irritating when you hear the?? same line twice. My bad.

Overwatch, thankfully, doesn't have this problem. Lines like "justice rains from above," "I've got you in my sights,??" or "it's high noon" don't blow anyone's pants off in and of themselves, but they convey a bit of character (Pharah cares about justice, evidently, which is why she doesn't say "death from above"), they're informative without being distracting, and, while they aren't particularly badass or funny, they aren't goddamn??ed annoying. 

"Not goddamned annoying" is a pretty good -- if cynical -- three-word review of Overwatch's characters in general. Yes, they may occasionally be cliché, but those cliché characters or lines of dialogue are actually what make the more unusual, unexpected parts of the game really work. Blizzard clearly wants us to play Overwatch for hours and hours, and to talk about it with our friends, and to s?hare stories about it?? online. Through their intelligent use of stereotypical characters and dialogue, it has more or less ensured that.

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betvisa888Anthony Burch, Author at Destructoid - Jeetbuzz88 - live cricket cricket score //jbsgame.com/lets-stop-pretending-were-heroes/?utm_source=rss&utm_medium=rss&utm_campaign=lets-stop-pretending-were-heroes //jbsgame.com/lets-stop-pretending-were-heroes/#respond Thu, 26 May 2016 18:15:00 +0000 //jbsgame.com/lets-stop-pretending-were-heroes/

Because we're not

[Publisher's Note: This was an early-access article from our subscription program, now released for free as Overwatch is out. Leaky benefits! Thanks to our patrons. -Niero]

I have never been a hero in a video game. Ever.

I've been told I'm a hero, though. Literally hundreds of times. I have accomplished heroic feats -- putting oneself in significant personal danger for the sake of reducing ??harm to other??s -- exactly zero times.

Most recently, I've been playing Overwatch, which I enjoy a lot. The character designs are great, and the fast-paced shooter action lands in a sweet spot between Team Fortress 2 and MOBAs that I really, really like. But the game, and much of the ancillary material around it, persists in referring to its characters (and by extension, its players) as "heroes." And that kind of rubs me the wrong way, because the core gameplay of Overwatch isn'??t about heroism. Heck, it's not even about loyalty to a faction or ideology, since you can ha??ve "good" and "evil" characters on the same team.

Overwatch is about getting into a group, beating the shit out o?f your enemies, dying a lot, leveling up, and having f?un. Which is totally fine. It's just not at all heroic.

Heroism is about putti?ng something at risk to help someone else. Donating a kidney. Jumping on a grenade. Running into a burning building. It is not, generally speaking, about committing context-free viole??nce for the promise of a reward. And yet, that's what nearly every video game under the sun would have us believe -- that by Killing All The Bad Guys, and Getting All The Quest Rewards, we are "heroes." We aren't! We're mercenaries! If you give us a few skill points, or a new weapon, or a fistful of credits, we'll do damn near whatever you ask us to.

I love playing Destiny with my friends, but every time some po-faced NPC talks about how heroic we are, I can't help but think: Man, I wish I could do something heroic! I've pulled off some exhilarating last-minute revives during the King's Fall raid, sure, but I wasn't doing that because I love my bros, or be?cause I want to save the galaxy or whatever -- I was doing that to get some goddamned 320 drops.

??Here?? are some legitimately heroic mechanics you could put into a video game:

  • In a permadeath co-op game, the ability to sacrifice oneself and all your accumulated loot and experience to save your partner from death.
  • When your friend dies, you can go to the afterlife and fight to free them. If you die while in the afterlife, your character is deleted.
  • There are no level restrictions on gear but if you gift a piece to another person, it becomes soulbound and belongs to them forever.
  • You can donate loot or experience to save an NPC from being killed in a quest.

You may notice that these mechanics (A) sound incredibly not-fun by most conventional definitions of t??he wo?rd, and thus (B) are nowhere to be found in any big budget game. Save one, that is.

You may be familiar with Dr. Wasteland, the famous medic in DayZ. The dude will risk life and limb -- remember, DayZ has permadeath -- to find and help newbies who desperately need medical assistance. If you can get in contact with him, even if you'??re planning on betraying him, he will go out of his way to find and save you. Even a game where a single false move means that all of your (extremely rare) gear disappears. Even in a game where everyone is out to betray everyone else. Eve??n in this Cormac McCarthy-flavored zombie apocalypse, Dr. Wasteland goes out of his way to help people.

That is heroic. Sadly, it??'s also the only exampl??e of legitimate heroism I can think of in video games.

Films, movies, and comics are pretty good and indulgent hero fantasy, but when it comes to taking selfish acts and spinning them into statements on heroism, video games take the cake. Games, with their leveling systems and constant achievements and virtual pats on the back, are really good at convincing us ??we're heroes when we haven't really done anything at all. We get stronger, we get skill points, and we get the congratulations of virtual people when we clear out a wolf den. They tell us that we're great, that we've Made a Difference. That we are the center of the world. That we are the Chosen One. That by blowing away dudes in hoodies, we're making New York City a safer place.

This is dishonest. This is irritating. This is a? trap.

Granted, it's a trap that a few really great games have avoided. The entire Saints Row series revels in the fact the protagonist is a selfish sociopath, and as a result is the single funniest franchise in games. Dark Souls doesn't give a shit about the player's role in the story, and never tries to claim what you're doing is anything even remotely close to heroism. Even indie darling 1001 Spikes, wherein you try to defeat dangerous dungeons to prove to your absentee adventurer dad that you're better than him, implicitly admits that we play games for the joy of proving our superiority rather than helping our fellow ma??n.

These are game stories that do not coddle us. They don't pat us on the back. They tell us that we may not be heroes, but what we do still has meaning. They tell us that the world is complicated and being a good person is difficult. Their stories may be brutal. Their stories may be unkind. But they are honest.

And being honest about?? yourself? Being true to what you want, and who you are, and not demanding credit for something that doesn't deserve it? Now that's actually kind of heroic.

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betvisa888 cricket betAnthony Burch, Author at Destructoid - BBL 2022-23 Sydney Sixers Squad //jbsgame.com/leveling-systems-scare-the-crap-out-of-me/?utm_source=rss&utm_medium=rss&utm_campaign=leveling-systems-scare-the-crap-out-of-me //jbsgame.com/leveling-systems-scare-the-crap-out-of-me/#respond Thu, 12 May 2016 12:30:00 +0000 //jbsgame.com/leveling-systems-scare-the-crap-out-of-me/

Despite, and because of, how fun they are

I have a few friends who play The Division. Every once in a while, I'll ask th??em if they're playing it. Yeah, they'll say. I'll ask if it's gotten fun yet. Nah, they'll say. I'll ??ask them if they're gonna stop playing.

"Maybe," they say. "Maybe when I reach max level?."

In other words, they were willing to give up hours upon hours of their lives to something they didn't actually enjoy doing, simply be?cause they enjoy how it feels to grind.

That is goddamn terrifying.

Look, first things first: I enjoy grindy games. I got to level 60 in WoW. I reached max level with every character in Borderlands 2 (in addition to, uh, writing it). Every time my light level increases in Destiny, I feel ?a surge of excitement right at the base of my skull.

So when I say that leveling systems and scheduled rewards and mandatory grind scare me, it's not because I think those things aren't fun. Quite the opposite, in fact -- I'm scared because those things are so fun.

So, I'm playing the new Hitman, and I'm really enjoying it. There's only one problem, though (well, to be totally honest, there are several problems, chief among them the fact that there's no time scrub in a game that's all about waiting? and patience and completely fucking you over the second you alert a single guard): in order to unlock new items and weapons in the massive Paris stage, I have to reach a certain, I dunno, "Hitman Level."

In order to increase my Hitman Level, I need to replay the Paris mission over and over and over again, doing slightly different things each time: kill the stylist and hide his body in this playthrough, then push the target into the Seine river in that playthrough, then collapse a skylight on him in another?? play?through.

In theory, this is not a bad idea. The Paris stage is gigantic and full of seemingly countless assassination possibilities. It'll be another couple of months until the next episode is out, giving me an entirely new murder-y sandbox to play around in. These challenges were surely designed to make me really engage with the Paris mansion on a deep level, rather than just blaze my way through it and not pay attenti?on to any but the mo??st obvious solutions.

Initially, I explored the space and found all kinds of things I'd never known about: hidden chandelier kills, good closets for hiding bodies, different escape routes. After a couple of playthroughs, though, I realized I wasn't playing for the joy of exploration and discovery. I was playing to tick achievements off a list and watch a progress bar get hig?her so I could finally get my hands o??n a goddamned remote mine. Even though I should have enjoyed the actual act of exploring the manor and learning more about the map, I found myself irritated. Bored. Focused only on the reward, rather than the path to getting said reward.

If you've ever heard Chris Hecker's 2011 GDC talk "Achievements considered harmful?," this development may not be surprising to you. In this talk, Hecker argues that tons of sociological experiments have shown that overly rewarding people for doing a task will not only make them measurably worse at completing that task, but will also make them start subconsciously disliking the task and caring only ?about the reward. When we get a cookie for doing our chores, we don't think of our chores as something meaningful -- we think of them as the stupid bullshit we have to go through in order to get the cookie.

Is it any surprise, then, that jokey sort-of-parody games like Cookie Clicker or Clicker Heroes have gotten so wei?rdly popular? Could it be that a decade of games about scheduled rewards and leveling up and XP bars and stat-centric character "improvement" have taught us to care more about the upward numerical tick of our character level than the actual gameplay we have to go through to get that level?

Which brings me back to The Division

Again, I haven't played the game myself, but my friends who play it talk about how the game is addictive, but not good. That they care about the loot, and the character upgrades, and the random drops, but that they aren't enjoying the actual, moment-to-moment, bullet spongy, hoodie-shooting gameplay experience. I can relate to this. I didn't like Destiny very much when I first played it (though I do now, thanks to the social components and the King's Fall raid), but I stuck with it for far longer than I otherwise would have because of that grind -- those numbers had to get bigger. Those progress bars had to get filled. Even though there was very little drastically different about my early-game Destiny experience and my late-game Destiny experience, save for some stat changes and a few extra abilities (and the raids, which are arbitrarily gated off by level and gear restrictions anyhow). I didn't enjoy Destiny -- I was doing literally the same exact thing over and over but I spent hours on it, because I was doing the exact same thing over and over while getting regularly scheduled rewards for doing so.

In many ways, prog?ression systems are a tried-and-true design choice that can convince the player that they haven't been spending dozens of hours d??oing the exact same thing. 

I don't mean to suggest that these systems aren't fun. They are. But they're fun in a way that seems to bypass rationality and directly tickle the lizard parts of our brain. One part of me enjoys the flashing lights and dings and feels a quiet, unenthusiastic satisfaction the entire time I'm playing, and that part of my brain overwhelms and silences the other bits?? of my brain that want to turn the game off and play something better.

In other words, games like this kind-of-sort-of control your?? goddamned ?mind.

(This argument will sound familiar to anyone who's heard any of Jon Blow's talks about World of Warcraft or other similarly grindy games.)

But, like -- growth is good, right? It feels really good to know, as you play a game, that you're getting stronger at it in some way. That you're getting better at it. One should feel, after putting many hours into a game, that they are better at it. Progression systems are just a quicker way?? to effect that feeling in the player.

But are they necessary in making the player feel this way, or are they just an easier shortcut that gets you out of having to design a game actually based around skill and personal improvement? Spelunky doesn't need any form of leveling or character growth, because you, as the player, have to get better and think faster and strategize more and internalize the game's rules. Ditto for, say, The Witness, or Monaco, or Left 4 Dead, or DayZ. These games have such clean, solid core designs that scheduled rewards or character growth would be irrelevant. Sure, these games could totally include leveling systems -- "kill five v??ampires in the jungle and you'll unlock more items in the shop!" -- but they don't need to. They're not about arbitrarily telling the player that they're amazing when they haven't actually had to fail and improve.

That said, there are many games that do character growth really well, in ways that?? don't seem slightly creepy or lazy. These games tie growth into the core of the game and make that growth a strategic, risky, important decision.

Every upgrade in XCOM is an incredibly difficult decision (in terms of which upgrade you get, how much that upgrade costs, what you could be using those resources on other than that upgrade, which soldier you give the upgrade to, etc.) that could totally bac?kfire and resu?lt in permanent consequences for you and your entire crew.

Ditto for the Dark Souls games, in many ways -- character creation is SO important (and yet ignorable, as any SL1-runner can tell you!), and souls are SUCH a precious commodity, that your character growth is an important and earned part of the entire Souls experience. It??'s not just A Thing That Exists To Make You Feel Good.

Or you can take Hyper Light Drifter, which doesn't have a lot of long-term consequence to it (you have unlimited respawns upon dying), yet still manages to make its sole upgrade system interesting and worthwhile. Many abilities you can buy, from multi-dash to bullet reflection, are different rather than better. You still hav??e to think and ?improve on your own, rather than relying on the leveling system to improve for you.

Often, though, leveling systems are not used very well, which is a problem when they've become so damned ubiquitous. The new Mirror's Edge game locks basic freeru?nning?? movements (turning 90 degrees, rolling, swinging from poles) behind XP unlocks. Every single open-world game is now required to have at least one skill upgrade path, lest players get too much freedom, too quickly. While gating things behind XP is actually a really good way to slowly introduce and tutorialize new concepts to the player (imagine getting all your WoW skills ??the second you made your first character), it often harm??s both the games themselves, and the playstyles of the people playing it.

To go back to Chris Hecker's talk again, I mentioned that giving external rewards fo??r completing a task (such as giving you a level-up for killing a hundred orcs) makes you worse at completing that task in the future. I can't speak for everyone, but I've certainly noticed my own playstyle reflect these findings.

When playing Far Cry Primal, my heart wants to be an explorer -- someone who takes in the surroundings, goes slowly, and focuses primarily on taking out baddie outposts. I want to feel like a humble stranger in the game's world. Because of the incredibly dense upgrade systems, though, I can't ever feel truly immersed in the world because I'm so goddamned busy trying to chase the next item on my to-do list. I've gotta get some rare southern dust, and skin a badger, and rescue a captured villager. I'm so obsessed with filling up all my progress bars that I'm often not looking at the gorgeous world ahead of me, and instead scanning the horizon for a particular kind of glowing rock. I'm not really in the moment

So, what do we do? I dunno, man. I've got no conclusion, save to say that?? I hope we get fewer games that rely on upgrade trees and XP and leveling and ??grindable loot to be fun. 

Now I'm going to go play Dark Souls III for twenty hours.

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betvisa loginAnthony Burch, Author at Destructoid - براہ راست کرکٹ | Jeetbuzz88.com //jbsgame.com/red-faction-guerrilla-is-the-best-open-world-game-ever-and-if-you-disagree-you-are-wrong/?utm_source=rss&utm_medium=rss&utm_campaign=red-faction-guerrilla-is-the-best-open-world-game-ever-and-if-you-disagree-you-are-wrong //jbsgame.com/red-faction-guerrilla-is-the-best-open-world-game-ever-and-if-you-disagree-you-are-wrong/#respond Sat, 02 Apr 2016 20:00:00 +0000 //jbsgame.com/red-faction-guerrilla-is-the-best-open-world-game-ever-and-if-you-disagree-you-are-wrong/

But it's okay. Most people are wrong about this.

Most sandbox games treat their open ??worlds like pornographic films tr??eat story.

Despite the fact that games like Assassin’s Creed or Grand Theft Auto bill themselves as sandbox experiences, the actual ope??n-world activities -- the stuff that’s supposed to justify the need to schlep across dozens of city blocks to get anywhere that matters -- are usually half-hearted, obligatory affairs. Collect these feathers (for no reason). Rob a convenience store (for no benefit).

There are The Quests -- linear missions that actually had effort put into them, the stuff that you are actually there for -- and The Open World itself. Tooling around Los Santos won’t change damn near anything about your experience in the Grand Theft Auto V's story missions, and, apart from a few unnecessary weapon upgrades, farting around in a historical animus recreation has nothing to do with your plot-mandated assassination missions.

There are very, very few open-world games that actually wring meaningful gameplay out of their sandbox environments. But of those that do, Red Faction: Guerrilla is the absolute best.

Despite being a massive and lengthy nonlinear game, Red Faction: Guerrilla is beautifully focused. The main plot is about strategically blowing up buildings. The side missions are about strategically blowing up buildings (or enemies). The open world is about driving around looking for a quest, when -- oh, hey, there’s an important Evil Government building on the side of the road. I should strategically blow it up.

But why would you blow up that building on the side of the road? Well, apart from the fact that doing so will get you valuable scrap (your main currency), you need to destroy a certain number of Evil Government buildings to reduce their Evil Governmental Control over a location. Only once you’ve sufficiently lowered the Evil G?overnment’s control can you access the story missions.

More than that, the Evil Government buildings are really goddamn fun to blow up. These locations can be destroyed however you want, and all represent their own unique, interesting gameplay scenarios. Can you blow up this build??ing crawling with troops before they blast you to shreds? Can y??ou detonate these gas towers without getting caught in the explosion?

Compare this to something like Grand Theft Auto V. You’re walking around on the beach, and you see a convenience store. As Grand Theft Auto is presumabl??y an experience about be?ing a criminal, you're impelled to think "Oh, I should probably go in and rob that place."


So you do. And it’s p?retty dull. You get, like, twenty dollars for your troubles. And then the cops show up. They chase after you. And then you escape, which is almost fun. Then when you go to buy a gun with the stolen cash, you realize twenty bucks doesn’t get you much. So you go onto a story mission where they give you all the guns you need anyway. And, at the end, you get way more money than you’d ever get doing the open-world bullshit. That allows you to buy a gun that’s a bit nicer, but doesn’t really change anything about how you play. So you just decide to do the story missions and only fart around with open-world stuff once you get bored (because, obviously, you can’t actually explore the open world during a mission or you'll insta-fail). Your actual interaction with the o??pen world is now limited exclusively to whatever happens as you drive from one quest marker to another. Which isn’t much.

Meanwhile, in Red Faction: Guerrilla, you’re running around, trying to destroy an enemy bunker with nothing but your sledgehammer because you’re out of remote mines that you haven’t been able to afford more of because you blew all of your scrap on a thermobaric rocket launcher, but WAIT, there’s an ammo chest over there, so you sprint toward it as an enemy takes cover behind it and unleashes a salvo of machine gun fire. When you reach ??the chest, you whack the fucker in the head so hard he goes flying, and you grab the rocket launcher ammo. Since the bunker's northwest corner looks damaged, you ??decide to weaken its southeast corner, so you let the rocket fly, but it blows up a couple of explosive barrels you didn’t realize were there, and the chain reaction takes out the entire bunker and you with it. So, you’re dead. But at least you took down the bunker and can now complete the next story mission.

And you’re really looking forward to this story mission, see, because it’ll either be a cute one-off action sequence (drive this car really fast while mortar fire rains down on you!), or it’ll be something so nonlinear that you have the option to approach the situation however the?? hell you want.

That’s the other? thing about most o?pen-world games: they’re not really that nonlinear  when it comes to how you go about completing their main story missions. The latter-day GTA games have gotten more and more strict about what you can or can’t do before you insta-fail. Meanwhile Assassin’s Creed never really gives you the tools to perform anything?? more than a handful of predetermi?ned death blows.


Because of Red Faction: Guerrilla’s incredible destruction tech, however, you have a myriad of different ways to deal with most of the missions -- my personal favorite? of which tasks you with assassinating a group of Evil Government Jerkwads who are meeting on the fifth floor of a skyscraper. Now, sure, you could storm up the stairs and machine gun the bastards to death, but that’s not the most effective -- nor the most fun? -- strategy.

Maybe you’ll sneak in and use your nano rifle to vaporize each successive floor, so the bad guys fall to their deaths while still inside the building. Maybe you’ll climb onto a nearby c??rane, nano-vaporize the westmost face of the building, and fire a thermo rocket into the hole so that it obliterates everything inside the meeting room. Maybe you’ll toss a bunch of remote mines onto your truck, then drive it into the first floor of the building and hit the detonate button, bringing the entire goddamn building down. Or, since you know the bad guys will flee to their vehicles the moment you attack, maybe you plant the remote mines on their vehicles, take a couple of pistol shots a??t them to get them good and scared, wait for them to enter their getaway ?vehicles, and then detonate the remote mines.

Meanwhile, in GTA V, you’ll fail a mission for merely driving too far away from y?our mission objective.

There are a lot of good open-world games. Metal Gear Solid V, many of the Far Cry games, and Shadow of Mordor all come to mind. But even these games have been unable to reach the heights of Volition’s underrated, admittedly ugly Red Faction: Guerrilla. It’s an open-world game that actually uses its open world, and allows for all ma?nner of personal expression when it comes to how you blow up your targets.

Also, it’s a really intense metaphor fo??r the war on terror. So, there’s that.

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betvisa cricketAnthony Burch, Author at Destructoid - Jeetbuzz88 - live cricket cricket score //jbsgame.com/lots-of-games-are-morally-bankrupt-we-get-it/?utm_source=rss&utm_medium=rss&utm_campaign=lots-of-games-are-morally-bankrupt-we-get-it //jbsgame.com/lots-of-games-are-morally-bankrupt-we-get-it/#respond Thu, 19 Mar 2015 20:00:00 +0000 //jbsgame.com/lots-of-games-are-morally-bankrupt-we-get-it/

Now move on, already

With Hotline Miami 2 recently released, I realized I am really, really tired of games that belong in its genre. When I say "genre," I refer ?not to "action games" or "indie games" or even "violent games," but a subtler, more hypocritical classification: I'm referring to videogames that criticize violent videogames and their fans, while still being violent videogames.

Hotline Miami. Far Cry 3. Games that turn a mirror on th??e player and say, "lo??ok at you! Look at how much you love simulated, throwaway viole?nce, you absolute monster! Let me rub your nose in how gross you are...by filling your screen with lovely, lovely violence!"

There are much better ways to deal with violence in videogames, and they don't invol??ve?? hypocrisy.

Most games are hor??rifying ?celebrations of violence and empowerment that prioritize aggression over compassion, and competition over empathy.

And that's completely fine.

(So long as the game, and the audience, know that that's what is?? going on.)

We all -- to some extent or another -- are aware that the art and media we engage with can often be full of shit. We often love our art for being full of shit! I love Doctor Who, and it's one of the most full-of-shit television shows of all time! It champions optimism and mercy without ever approaching anything even remotely similar to a real-life dilemma, and -- so long as you know that's what it's doing -- it's a?? perfectly fine bit of escapism.

And so it is with violent videogames. Yes, it's really, really weird that you run around massacring orcs because They're The Bad Guys, and it's even weirder that we were more excited to massacre them in Shadow of Mordor ???;specifically because they felt more human. They felt like people with lives and backstories and that made it ;way more satisfying to slice their heads off what the fuck.

But! It's escapism. It's full of shit, but it's full of shit in a way that is decidedly fun and effective. Should we ask greater questions about why Shadow of Mordor is fun, and consider how its fun-ness might be inexorably linked to racism and classism? Absolutely. Should we stop playing Shadow of Mordor and paint everyone who enjoys it as an enormous pile of human w?aste? Of course not.

Or, to quote Anita Sarkeesian: "It is both possible (and even necessary) to simultaneously enjoy media while also being critical of its more problematic or pernicious aspects." (A quote that, if more pe?ople actually listened to, might have resulted in a w??ay goddamn calmer gamer culture over the past few years.)

So, it's okay to e??????????????????????????njoy sadistic, weird, violent bullshit, so long as?? all parties involved know that that's exactly what they're doing.

The o??nly real problem, to me, is when that bullshit star?ts pretending to be about something else.

Going back to Shadow of Mordor -- which was unquestionably my favorite game of last year -- I loved the over-the-top violence and the multitude of horrific things that you could do to your enemies. I distinctly did not love the story that tried to morally justify those things. The story of Talion's vengeance, and how justified he was in killing all those orcs because they are inherently "vile, savage beasts" (again, you should really read Austin Walker's article), is kind of nonsensical. It gets the player from A to B, sure, but it never stopped feeling weird for the game to paint Talion ??as a hero with one brush, and then allow you to decapitate an orc who is defined by a very human, relatable fear of fire moments la??ter.

But we've heard this argument before, rig??ht? Ludonarrative dissonance, blah blah blah. We've heard this argument so much, in fact, that it spawned an entirely new genre of games: the Violent Games That Criticize Violence And People Who Enjoy Violence genre.

Anyone who has played Hotline Miami will remembe?r the constant, enigmatic questions posed to the player by its cast of animal-faced murderers.

"Knowing oneself means acknowledging one's actions."

"You like hurting people, don't you?"

"You're not a nice person, are you?"

"Do you like hurting other people?"

On its surface, these questions -- questions t?hat many games pose to their players -- are deep, interesting queries.

Functionally, though, they do noth??ing but jab an ac?cusatory finger at the player. You fucking caveman, they shout. What's wrong with you? Why do you like this horrible, violent pornography?

The answer to these condescending questions is simple: because these games are fun, and you know they're fun, and you spent hours and hours and hours of development time making sure I'd find them fun.

These games never broach the actual social or biological reasons we find violence entertaining. Evolutionarily, it's to our advantage to find violence more stimulating and interesting than other aspects of the human experience, because a failure to find violence noteworthy can result in our deaths. Culturally, there are reams and reams of academic papers on violence as a (chiefly male) expression of worth and power that can often poison the aggressor almost as much?? as their ?victim.

These games don't address that. Far Cry 3 says you like violence because you're a racist, simple-minded tourist (or at least, you have no problem taking on the role of one because, as a player, you're so eager to get to the murdering that your avatar is meaningless). Hotline Miami says you like it because you're kind-of-sort-of-bad-person-I-guess-but-maybe-not-really-I-don't-know. Spec Ops: The Line suggests you've just never given?? any thought to what the hell you've done as a player of games.

These games chastise the player for enjoying consequence-free violence, right before offering them a smorgasbord of beautifully rendered, lovingly visceral consequence-free violence (Spec Ops less so, as it actually gives a shit about the choices you made in the story. Additionally, it forbids the player from being as graphically sadistic toward his or her enemies as FC3 and Hotline Miami).

This is kind of weird, right? This is a hypocritical way of? having your cake and eating it too -- of pretending you're making a grand statement about violence, without actually saying anything of note beyond -- bizarrely -- blaming the player for buying your game.

If a game truly cared about exploring violence and its consequences, wouldn't it bake that into its game systems? XCOM, to me, is a greate?r treatise on violence and death than any of the other games I've mentioned because its systems force the player to make real, consequential, dynamic choices about the value of life. Should I put my elite assault trooper into the path of a crysalid if it means that he'll be able to save two or three civilians? Is it worthwhile to use my rookie to draw a sectoid's fire, just so my sniper can get a shot off? How much do I care about "winning" versus being a good person? What is the actual, financial cost of a human being?

XCOM, while seemingly just a silly game about marines fighting aliens, directly engages with these questions in a way that the Hotline Miamis and Far Crys of the world never do. ??(And what's mo??re, they do it without relying on gore for spectacle's sake).

The answer for that is, perhaps, obvious: because it's hard. Because to do so is expensive, and means you're making a mechanically complex game in a time where it's easier and che?aper and often more profitable to make simple games.

But if you're going ??to make a simple game that casts the player in a simple, hyperviolent role, why pretend to be an exploration of violence when your game mechanics obviously aren't? Why not go the other direction?

Why not celeb??rate the fact that you're, to be br?utally cynical, kinda full of shit?

That's what Borderlands 2 was about -- from my perspective, at least. (It should probably go without saying, but a TON of people worked on Borderlands 2, and though I wrote about 90% of the dialogue, that dialogue makes up a comparatively small percentage of the overall Borderlands 2 experience. I can only speak for myself, and my ??own frame of mind when I worked on the game.)

Early on, after the player kills a few psycho bandits, I had Cl?aptrap comment on the battle:

"Minio??n! What did you DO?! Those people had LIVES, and FAMILIES, and -- nah, I'm totally kidding. SCREW those ??guys!"

As a joke, this line of dialogue isn't great. It's too long, its punchline is obvious, and it's just plain not all that funny. But nonetheless, this was a line I found myself coming back to as a thematic touchstone for the series as a whole. Yes, you are a murderer. Yes, you only exist to kill people and rob their corpses so you can kill more powerful things and rob more shiny stuff from their corpses. But it's all bullshit, so don't sweat it. Don't forget that you're being kind of a murderous antiher??o, but have fun with it! It's entertaining to be a murderous antihero. Don't pretend you're something that you're n?ot (a hero), but don't beat yourself up over your antiheroism -- revel in it.

There was a bit of internal worry about casting the player as such an amoral mercenary, but by making the bad guy an even bigger asshole, and by surrounding the people with (hopefully) charming, equally amoral good guys, everything basically turned out okay. We didn't, to my recollection, get any letters about how horrific it was to play as an antihero -- if anything, people seemed to enjoy that Borderlands?? was so jovially ??honest with its players about what it was and what it asked them to do.

Saints Row works for exactly the same reason. The first two Saints Row games can often veer toward the horrifying, as the player upholds "values" like loyalty (which manifests itself in the player brutally murdering Julius, the founder of the Saints who rats on them in an attempt to bring peace back to Stillwater) and justice (which sees the player kidnap an unarmed woman, lock her in the trunk of a destruction derby car, and trick her boyfriend into ramming her to de??ath as a means of avenging one of their fallen comrades).

But Saints Row 3 and 4? The games where the franchise fully accepted just how batshit insane its players, characters, and world are? God damn, those are some good fucking videogames. Yes, your only method of interaction with civilians sees you punching or bludgeoning or shooting them. "Fuck it," the game says -- "let's incentivize that kind of behavior by making civilians drop health when you kill them." The moment Saints Row stopped trying to make serious statements about anything was the moment it reached its full potential. It accepted its own ludicrousness, and?? in so doing became the most honest videogame ever made: you play like a psychopath in these games, so we'll cast you as a mass-murderer and have everyone talk about how hilariously fun it is to be a mass-murderer. Fuck it, we'll make you president because you were so good at being a mass-murderer.

Sure, the Saints Row games aren't "deep" (except for the fact that they totally are?, tha?nks to their treatment of sexuality), but they're honest. Their messages, s??uch as they are, match up perfectly with their mechanics.

In my dumb, ex-game-dev opinion, XCOM and Saints Row represent the two best ways of actually tackling violence in games. Either build yo??ur systems around violence and its consequences -- actually force your players to answer questions of morality and power for themselves --  or just throw up your hands and create a world where the ??player can have fun being a total piece of shit. Above all, just be honest in what you're doing -- don't pretend your game is about How Bad Violence Is when it's really about How Awesome Pixelated Blood Looks.

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betvisa loginAnthony Burch, Author at Destructoid - Jeetbuzz88 - live cricket asia cup //jbsgame.com/why-the-super-mario-movie-is-an-underappreciated-masterpiece/?utm_source=rss&utm_medium=rss&utm_campaign=why-the-super-mario-movie-is-an-underappreciated-masterpiece //jbsgame.com/why-the-super-mario-movie-is-an-underappreciated-masterpiece/#respond Fri, 20 Feb 2015 13:00:00 +0000 //jbsgame.com/why-the-super-mario-movie-is-an-underappreciated-masterpiece/

There used to be dinosaurs in Brooklyn

[Ed. note: El Great Burcho published this on February 2007. It's one of our Golden favorites.]

No, I'm not being ironic, or corny, or funny. Neither am I drunk, stoned, nor under the influence of outside forces requiring me to like the Super Mario Bros movie anymore than I already do.

I simply wish to inform you, the reader, as to the reasons why it see?ms to get an undeservedly bad vibe from the gaming community at large, and why we should all treat it with a hell of a?? lot more respect than we really do. 

Do y??ou think you're prepared for how long this article is? going to be?

You have no idea how long this article is going to be.

Hit the jump for a prepared dosage of ci??nematic excellence, complete with screencaps of my favorite bits.

The special effects.

You've gotta give them credit where credit is due: while the blue screen shots are very easy to spot with my older, wiser, not-eight-years-old-and-therefore-prone-to-believe-everything-I-see-in-a-movie-is-real eyes, the FX shots have so far managed to stand the test of time. Whether we're talking about the CGI shots (like, say, Koopa and Mario disintegrating between both worlds at the very end) or the practical puppetwork (the Goombas), it's hard to complain about the quality of how the effects themselves were pulled off. Hell, nine years later The Mummy even ripped off the "face in th?e sand" effect seen ab?ove.

Bob Hoskins as Mario.

Complain all you want about Luigi's lack of mustache, but you can't deny that casting Bob Hoskins as Mario was a stroke of genius. He nails the accent, and manages to make a well-developed character out of what was essentially written as a two-dimensional cartoon. In case you didn't know, Hoskins -- who also played badass Eddie Valiant in Who Framed Roger Rabbit -- is one of the most versatile British actors still alive today. For God's sake, the man played Iago in Othello, and he had the balls to play a fatass, Italian plumber for a children's movie. And evidently, he didn't even know that Super Mario Bros was based on a video game: after already accepting the job, he went home and told his son, who promptly went apeshit and showed daddy the video game??. I can only assume tha??t by this point, it was too late for him to back out of the film.

The girl who plays Daisy is really cute.

Look at her. Pouty lips, big eyes, hot eyebrows...she's like my dream girl,? except not cheating on me with a 24-year-old guitarist from an underground Emo band.

Gave John Leguizamo his start.

 I think this is a goo??d thing. Regardless, he wasn't bad as Luigi, and this is the film tha??t allowed him to make the jump from standup comic to big-screen actor. Granted, it only took a couple of years for him to make the same jump in the exact opposite direction, but you get my point.

Mario does some actual goddamn plumbing.

Mario, the plumber, is actually doing some plumbing that doesn't involve jumping into a pipe. Until Superstar Saga, this was the only evidence we had of the fact that Mario occasionally, you know, works.

Political satire.

In case you can't read, the poster behind Koopa reads "KOOPA THE ENVIRONMENTALIST," and he's holding a chainsaw. It's not exactly Jonathan Swift, but you have to admit that, it's pretty clever viewed in the context of a kids' movie.  In changing Koopa from a king to a president, whilst keeping all of his fascist traits, the writers simultaneously made the film (A) more accessible, and (B) more socially relevant. Plus, we get a lot of cool-looking "VOTE KOOPA" posters, complete with pictures of Dennis Hopper? kissing babies. Come on, it's pretty cleve?r.

It taught us Super Mario's last name.

It makes sense that their last names would be Mario, considering you don't usually classify siblings by the first name of the most popular ?one (e.g., my sister and I are not "The Anthony Siblings") -- but nobody really put two and two together until the movie did it for us. Mario Mario and Luigi Mario. Say what you will about the canonicity of the film, many fans (myself included) still accept that Super Mario's last name is the same as his first. You can reject everything else about the film, but this aspect of it has still endured over the years.

The set design.

Sets like those in Super Mario Bros really make me miss the 90's: it was a time when CGI was too expensive and risky to use in great quantities, thus requiring the use of practical sets and special effects. Honestly, look at that city; it's only used in about two scenes, but it's extremely, extremely detailed on a Blade Runner kind of level. Neon lights, huge crowds, big buildings...after films like Mario Bros and Dark City, this kind of set w??orkmanship doesn't exist anymore. 

The Goombas.

One of the main critiques of the Mario Bros movie during its release was that it was too scary and adult for kids, but too silly and childish for adults. While I loved the flick as a kid, I can now see what those reviewers meant: the Goombas are pretty fucking creepy. They're about nine feet tall with heads the size of my fist, they never speak in anything but guttural gibberish, and their faces are WAY too expressive. The Goombas are a case of special effects done too well: despite the limited surface are??a of their faces, the Goombas are capable of expressing pretty much every emotion known to man. This is kind of cool, but also kind of terrifying. I'm not even sure if this is necessarily one of the movie's good points, but it bears mentioning nonetheless.

Some of the dialogue is pretty funny.

Not knee-slapping hilarious, but clever:

Luigi: That’s incredible. There used to be dinosaurs inBrooklyn?

Mario: Don’t get excited, Luigi. There used to be Dodgers, too.

 

Radio: Be on the lookout for two aliens…

Luigi: What, now we gotta deal with aliens, too?!

Mario: Luigi, we’re the aliens!

Luigi: We are?

(Mario nods)

Luigi: Woah, cool!

 

Spike (pointing at Koopa): Fascist!

Iggy (also pointing at Koopa): Oppressor of the proletariat!

Koopa (pointing at himself): Guy in charge.

 

Anthony Anderson's first big role.

I kid, I kid.

The most unintentionally slow chase scene ever filmed.

While most of this list is filled with genuinely great things about this movie, even I can't ignore how bad the sewer chase scene is: after rescuing some kidnapped girls from the Goomba lair, Mario and the hostages grab a mattress and proce?ed to surf down the frozen sewer pipes, at which point they are pursued b?y the Goombas. I don't know why, but the way the chase is filmed makes it feel as if the characters are moving at roughly two miles an hour -- and sadly, it's the major setpiece of the film (I used to have a glow-in-the-dark-poster depicting this scene). It's hard not to watch the scene and laugh at how utterly unexciting it is, but therein lies the film's accidental genius: you just laughed at how bad the chase was! You are unintentionally enjoying yourself! Ha! 

The evil granny.

She comes out of nowhere and doesn't really fit?? the tone for the rest of the movie, but at one point Mario and Luigi are mugged by a cattle-prod-wielding granny who shrieks, "I WANT KOOPA KOINS! I WANT KOOPA KOINS!" She's only around for about ten seconds before Anthony Anderson throws her into traffic, but the granny remains one of the more memorable (and sadly, one of the most well-developed) characters in the film.

The grossest prop/character ever designed.

When Koopa took over, he de-evolved the previou?s Mushroom ??King into his primordial state of fungus.

Ew.

The entire plot is actually a tweaked version of Hamlet. 

The old Mushroom King (King Hamlet) is de-evolved (killed) by King Koopa (Claudius), and it's up to an inexpe?rienced hero (Mario/Luigi) to restore balance to the kingdom by avenging the king. Daisy is Ophelia and Spike and Iggy are Rosencrantz and Guildenstern.

Except, you know, nobody dies. 

Mario and Luigi's leisure suits.

Lookin' gooooood.

"BOB-OMB!"

Mario stands on a bridge, weaponless and defenseless. King Koopa stands across from him, armed?? with a flamethrower. What does Mario do? He takes out the small windup bomb given to him by the old,  fun??gi-fied king and proceeds to wind it. Koopa squints, trying to see what he's doing. Suddenly, the realization hits him:

"Bob-omb."

At this point, everyone in the city sees what Mario has in his hands, and they proceed to FREAK THE FUCK OUT. Cars crash, people trample each other in an effort to run away, and chaos generally ensues. All based around a small black ball wea?ring plastic Reebok shoes (seriously, the Reebok logo is on the Bob-ombs shoes. ??I'm not posting a capture of it, you'll have to look for yourself). There isn't a kid alive who saw the movie and didn't want one of these.

Dennis Hopper actually signed up to play a giant, evil lizard.

And I haven't the slightest idea why. Did they lie to him and say he wasn't going to have the silliest hairdo ever put on film? Or did they fail to mention that he spends an entire scene up to his neck in mud? I don't get it, but it's damn entertaining to watch one of the guys who starred in Easy Rider shoot fireballs at a mustachioed Shakespeare?an actor.

This waiter.

He's at the very beginning of the movie. WORSHIP HIS MULLET AND YE WILL FIND TRUE ENLIGHTENMENT.

Yoshi!

The inclusion of Yoshi is pretty damn cool. He shows up about halfway through the third act,which is when most movies choose to stop introducting new characters. So, if you're a fan of the games, you've been looking for references, waiting for your favorite characters, and so on -- by the time Mario and Luigi don their trademark costumes, you assume that we've already gotten all the Mario characters we're gonna get. But, who is that small, chained dinosaur in Daisy's cell? It's Yoshi! How cool! And he has at least one of his abilities from the game (his long tongue), and he actually uses it to help Daisy (he trips up Koopa's bitch of a wife and helps Daisy escape)! Of course, he gets stabbed in the throat soon after he does so and we never see him again, but i?t's still the thought that counts. 

The "meteorite bluffing" scene.

At the very end, when Mario and Koopa face off, we've been led to believe that the meteorite piece Daisy keeps as a necklace is the most important item in the movie: by reuniting the shard with the meteorite that killed the dinosaurs,  the universe's two parallel dimensions will merge and Koopa will be able to take over Earth. Koopa has it in his ?mouth and all seems lost, until Mario bitchslaps him in the back of the head an??d Koopa drops the rock to the street below.

Mario, knowing that he has to give Luigi time to make it to the rock, decides to bluff. He takes off one of his shoelaces and holds it in his hand, pretending that he is actually holding Daisy's meteorite necklace. "You wan??t the rock? Come and get it!"

This scene is cool for two reasons. Firstly, it shows that Mario is a pretty smart sonofabitch. Secondly, it allows the viewer to avoid the annoying cliche where the hero and the villain fight over a small, precious object, constantly trying to balance their desire to kill one another with their desire to get the object back. Considering Mario ??and Luigi are in two different places at the film's climax, Mario's decision to bluff allows the viewer to be worried for both characters at the same time: if Mario actually had the rock, we wouldn't care about Luigi, and if Luigi had it, then there'd be no reason for Mario and Koopa to fight. From a screenwriting point of view, Mario's bluff is actually a pretty clever way of avoiding cliche and keeping the suspense up for both protagonists.

The "de-evolution gun" is just a spray painted Super Scope.

Cool, huh? 

Awkward pre-9/11 use of the World Trade Center towers in a destructive capacity! 

Eeeeeeeesh. Moving on. 

The sheer number of references to the video game.

Including, but not limited to: Bertha the fish, Kuribo's shoe, Bullet Bill, Thwomp, Mushroom Kingdom, Toad, Yoshi, the Koopa Kids, Boom-Boom, Wigglers, Snifits, Fry Guy, Ostro, Bob-Omb, Mario and Luigi's use of the peace sign, the mushroom powerup, the climax's recreation of the end boss fight from Super Mario World, Koopa Troopas, and Goombas.

And people complain that the movie?? isn't faithful enough to the video game. Come on.

The "let's make a sequel" ending. 

If there's a more depressing type of ending than the "please let us make a sequel" cliffhanger, I don't know what it is. When Daisy, clad in super-hot battle gear kicks open the door to Mario's flat and declares that "I need your help," the movie joins the ranks of The Italian Job and Serenity as one of tho??se films whose hypothetical sequel had great potential that was never realized. 


So, there you have it. If you've already seen the movie, I hope you have a new  appreciation for it. If you haven't seen it, I hope you do. It's great for nostalgia value, if not??hing else. 

The post Why the Super Mario mov??ie is an underappreciated masterpiece appeared first on Destructoid.

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betvisa loginAnthony Burch, Author at Destructoid - Jeetbuzz88 - live cricket match india pakistan //jbsgame.com/citizens-unite-vote-mike-haggar/?utm_source=rss&utm_medium=rss&utm_campaign=citizens-unite-vote-mike-haggar //jbsgame.com/citizens-unite-vote-mike-haggar/#respond Sat, 13 Apr 2013 17:20:00 +0000 //jbsgame.com/citizens-unite-vote-mike-haggar/

Ten Reasons Mike Haggar Needs to be the Next President of the United States

[Another gem from Destructoid's Golden Archives, this our most popular story of April 2008]
As you’ve no doubt been following the prospective U.S. presidential nominees, you must be asking yourself several questions: Who should I vote for? Which candidate does Destructoid back? In these rough and troubled times, who is a gamer to support?
As always, we have you covered. We at Destructoid are absolutely pleased and honored to announce our official support for the one candidate whom we believe best represents the ideals and morals of the gaming community: Mike Haggar, former mayor of Metro City.
What do you need to know about this leader of men? Why will Mike Haggar propel this country to greatness? Hit the jump, dear citizen, and prepare to be Haggar-ized.
Ten Reasons Mike Haggar Needs to be the Next President of the United States
1. Mike Haggar was the mayor of Metro City
Metro City is a town of violence, corruption, and various other types of skullduggery. The police force is either absent, apathetic, or on the take. The inner city is filled with prostitution. Drug trafficking. Kidnapping. Murder.
What kind of man would voluntarily run for office in such a city? What breed of man would resist the urge, the ever-powerful urge, to run from a city of pain and anguish? Who would be strong enough to stand up to crime once and for all -- not through war, but through politics?
Mike Haggar is that man.
Mike Haggar saw the decay of Metro City, and instead of idly standing by while innocent people suffered and died, Mike Haggar ran for mayor. And, running on a platform of decreasing the city’s skyrocketing crime rate, he won. Mike Haggar is a man of his word: shortly after taking office, the crime rate in Metro City dropped by 23%. While certain analysts have attributed this sudden drop to Haggar’s social reform and welfare program, others chalk it up to Haggar’s “punch criminals in the dick�attitude toward crime.
2. Mike Haggar takes the law into his own hands
Working within the system is all well and good, but, occasionally, the time comes when a true man must do something more. Getting your daughter kidnapped by the Mad Gear gang leader is one of those times.
When Jessica was kidnapped by the Mad Gear gang in an attempt to strong-arm Haggar into drafting more crime-friendly governmental policy, Haggar got angry. He was not content to just let Jessica’s friends (Cody and Guy) go after her: Haggar went after the bastards himself. It takes a lot of balls to set aside your mayoral duties for a couple of days when asses need kicking, but Haggar has never been one to lack balls.
It especially takes balls to knowingly take on the biggest gang in the city armed with nothing but your (admittedly large) fists, and a heartful of vengeance. But not only did Haggar single-handedly take out the entire Mad Gear gang and rescue his daughter (anyone who tells you that Cody and/or Guy helped in any way are not only lying, but most likely supporters of Hillary Clinton), he also eliminated the gang that took their place -- the Skull Crossers -- a few years later.
Haggar doesn’t take crap from criminals, and he’s not afraid to tackle (literally) the big issues by himself. Honestly: could you ever imagine President Bush going straight to Afghanistan and suplexing Osama Bin Laden? No? Haggar could do it.
3. Mike Haggar knows the price of redemption
Haggar spent the first forty years of his life as a professional Street Fighter. Though his exploits were never chronicled in any of Capcom’s beloved fighting games, his official autobiography mentions, in great detail, the period of his life when he competed in underground fighting rings. It also bears mentioning that Mike Haggar’s autobiography is 100% true, and cannot be disproven under any circumstances.
The Saturday Night Slam Masters series, apart from having one of the coolest titles ever, details Haggar’s early years as a pro wrestler/bare knuckle fighter. Though Haggar fought for a noble cause (after his wife’s death, he was forced to raise little Jessica by himself), he eventually developed a distaste for the brutal violence of the fighting ring. On his 41st birthday, Haggar decided to call it quits. He knew that violence, while entertaining and absolutely exhilarating to participate in, was not the only thing in life. He wanted change. He wanted justice. He wanted redemption for all of the bones he’d broken and all of the people he’d hurt.
Many politicians today speak of vengeance and war and hatred without knowing the true price of the violence they wish upon others: Haggar suffers from no such hypocrisy. Haggar knows the high cost of violence, and he would never wish it upon others unless they really, really deserve it, or if he is bored.
4. Mike Haggar remains faithful to a dead wife

The details and exact date of the death of Haggar’s wife are unknown. What is known is that Haggar raised their daughter Jessica into a fine woman, and Haggar never once remarried. Haggar is a man of principle, who values fidelity above all else �even if one of the parties in the relationship is dead.
Considering Ridy Giuliani has a lot of support for the 2008 nomination and he’s been married three times, why not support a guy who is exactly the opposite?
5. Mike Haggar is frequently plagiarized
Not only did Randy “Macho Man�Savage steal Haggar’s stage name (“Macho� and signature pose (lifting a loved one atop his shoulder after a victory) after Haggar left the underground wrestling circuit, but Jesse Ventura more or less based his entire life off the exploits of Michael Haggar.
Nine years after Haggar, former wrestler, was elected mayor of Metro City, Jesse “The Body�Ventura, former wrestler, was elected mayor of Brooklyn Park, Minnesota. Coincidence? We think not.
And yet, it speaks to Haggar’s endless humility and mercy that he has never once chosen to pursue legal action against these frauds: Haggar believes there are too many pressing issues in the world to worry about a few wrestlers stealing his persona.
6. Mike Haggar proves that age ain’t nothin�but a number
The above picture was taken when Haggar was 60 years old. A similarly-aged Solid Snake could never hope to look that good.
He was 40 years old when he retired from underground wrestling. When he took down the Mad Gear gang, he was 46. He destroyed the Skull Cross gang at the age of 50, and continued to mentor upcoming fighters right up to his 63rd birthday.
If you can show me another 46-year-old who can destroy an entire unit of organized crime all by his lonesome, I’ll eat a bucket of live scorpions.
7. MUSTACHE
8. Mike Haggar wears his belt like a man
Look at that. Who wears their belt like that? Men who have some ass-kicking to do, that’s who.
Consider the average belt. Its purpose is to hold your pants up, correct? Well, what holds up the belt? Some belt loops? A weak, little, metal buckle? Mike Haggar refuses to put his trust into such flimsy materials. Mike Haggar knows that the only thing that can ever truly keep Mike Haggar’s pants up, is Mike Haggar himself. Instead of keeping his belt tightly against his midsection, Haggar loops it around his entire torso. The only way Haggar’s pants could ever fall is if someone managed to injure Haggar’s torso, and such an event is a scientifically proven impossibility.
9. Mike Haggar is basically a Bizarro version of Zangief
To quote Wikipedia:
“Despite his background as a former Street Fighter, Haggar never actually appeared as a playable character in the Street Fighter games, although the two series take place in a shared fictional [sic] universe. Instead, a Russian wrestler named Zangief appears in Street Fighter II, using similar moves to Haggar. The two characters had been described as rivals, despite never being playable in the same games. Zangief even has a spinning version of Haggar's pile driver.�/i>
Haggar has personally refused to comment on either the subject of his mysterious absence from the Street Fighter games, and his alleged rivalry with Zangief. Such a rivalry likely did not develop as a result of likeness rights (as mentioned earlier, Haggar is a lenient man when it comes to those who copy him), and, as such, remains a bit of a mystery.
However, some speculate that the rift between Haggar and Zangief may have developed due to Zangief’s political affiliation: as Haggar is obviously 100% American, he may have been deeply offended by Zangief’s active participation in the Russian Communist party.
But why would Haggar get so upset over the political opinions of a fighting combatant? Why would he take Zangief’s communist background so harshly? There is only one explanation, and we at Destructoid consider it our journalistic duty to divulge it:
ZANGIEF AND HAGGAR ARE BROTHERS. 
Think about it. Twin brothers, possibly separated at birth, pursue the exact same pr?ofessions in their early lives despite being half a world away from one another. Two buff, hairy wrestlers with almost identical fi??ghting styles. Perhaps Haggar and Zangief’s first-ever meeting took place at the

first StreetFighter tournament: perhaps after a round of fighting, the two realized their blood connection, and the irony was too much to take. After seeing his long-lost brother turn to a life of communism and bear-wrestling, is it even remotely surprising that Haggar would refuse to have anything to do with the Street Fighter video games? Maybe just the image of he and his brother in the same video game would have been too much to bear.
10. Mike Haggar wants to prove himself

Haggar?? saved Metro City more times than anyone would care to count. He kicked out Mad Gear, crushed the Skull Cross, and did hi?s best to clean up the town during his tenure as its leader.

Yet still, the city forgets him. The inhabitants of Metro City are so quick to dismiss the man who saved their town, so willing to ignore all the great things Haggar did for the community, that by the time Final Fight: Streetwise begins, Haggar is a forgotten gym/dock owner who teaches up-and-comers how to fight. It appears that after years of trying to put violence out of his life, Haggar was forced to return to the underground fighting ring (albeit as a gym owner/trainer and not as a combatant).
How dare the citizens of Metro City turn their back on such a man? How dare we, as Americans, let this offense go unpunished?
Every man, woman, and child in the United States needs a leader they can admire: a man who is strong. A man who is smart. A man who is tough. A man whose mustache has its own zip code. That man, ladies and gentlemen, is Mike Haggar. A vote for Haggar is a vote for decency, honor, and justice.
If you only vote for one person in the upcoming 2008 race, make it Michael Haggar.
NOTES:

- Niero is responsible for that awesome Haggar 2008 photoshop, and it was completely his idea to have Haggar crushing the skull of a bald eagle in his left fist.

-Feel free to create and distribute your own Haggar 2008 campaign products: not only do we need a slogan and some more awesome Haggar 2008 banners

The post Citizens, unite: vote Mike Haggar appeared first on Destructoid.

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betvisa888 casinoAnthony Burch, Author at Destructoid - کرکٹ سکور | Jeetbuzz88.com //jbsgame.com/the-ten-most-meaningful-videogame-quotes-of-all-time/?utm_source=rss&utm_medium=rss&utm_campaign=the-ten-most-meaningful-videogame-quotes-of-all-time //jbsgame.com/the-ten-most-meaningful-videogame-quotes-of-all-time/#respond Sat, 02 Mar 2013 17:30:00 +0000 //jbsgame.com/the-ten-most-meaningful-videogame-quotes-of-all-time/

An exaggeratedly titled top ten list? On the Internet? Surely you jest!

[This month, Destructoid turns 7 years old! Here's the top article of this weekend back in 2008. You can browse more of these in our Golden Archives. Nostalgic yet? -Niero]

Call me a weakling, but it's been more or less forever since I last satiated my base, pathetic, utterly human desire to organize my favorite pastime ?into an ?authoritative-sounding and undoubtedly inaccurate countdown list. 

This time around, I'm looking at videogame quotes: well-written or not, intentionally enlightening or not, what are the ten most meaningful videogame quotes in gaming memory? Which quotes actua??lly teach or represent something import?ant about game design, or even life in general?

Defining meaning is obviously a subjective exercise -- which is just another way of saying "you're going to disagree with me" -- but you may still find the list quasi-?interesting.

Hit the jump and gain total enlightenment, but be warned as there is a massive BioShock spoiler within.

10. "John Romero's about to make you his bitch"

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Hubris. It invariably arises man??????????????????????????ifests?? in the top personalities of any profession, and the games industry is certainly no exception.

Prior to the release of John Romero's Daikatana, the long-haired developer -- still riding high from his Doom and Quake successes -- released a rather striking, minimalist, full-page ad in multiple gaming magazines. It read: "John Romero's about to make you his bitch." And nothing el?se. Well, nothing else other than Ion Storm's logo and an equally pompous urging that gamers "suck i??t down." 

From there, everyone knows the story: Daikatana was delayed, then sucked complete balls upon release, and Romero faded into relative gaming obscurity. His fall, and the arrogant adver??tisement which started it all, nicely epitomize developer douchebaggery moreso than any other single sentence in the English language.

Whether we're talking about Derek Smart touting Battlecruiser 3000AD as "the last thing you'll ever desire," or George Broussard's hilariously silly and underwhelming "trailer" for Duke Nukem Forever,  or Julian Eggbrecht's suggestion that those reviewers who hated Lair actually weren't playing it correctly, big egos, big gami??ng budgets, and big failures often go hand in hand. 

9. "You are in a maze of twisty passages, all alike."

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Simultaneously immersive and frustrating, beautifully worded but logically irritating, this one line epitomizes bot??h the strengths and flaws ??of the classic text adventure.

"You are in a maze of twisty passages, all alike" is -- if you'll permit me to be absurdly nerdy for a moment -- a very well-constructed sentence. It is a statement of mystery and ultimate possibility. It's brief, yet descriptive enough that your mind can fill in all the blanks: the details of what the ?maze looks to are ultimately up to you, but you're given enough information about the current location to make an informed gameplay decision.

Sort of.

Because, when you really get right down to it, "a maze of twisty passages, all alike" is a horrendously confusing thing to read when you're trying to make your way out of a maze. How many passages? Alike how? What the hell am I supposed to do? It is this mixt?ure of attraction to the language, yet utter confusion in conquering it, that makes me give up every text adventure I can find after ten minutes of play.

8. "You were almost a Jill sandwich!"

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Gamers are no strangers to horrible, horrible dialogue; whether we're getting haphazardly-translated Engrish from our friends in the Orient or simply suffering from lazy writers, awful dialogue and videogames tragically tend to go hand in hand. I find it hard to pick just one example of horrendous writing to stand for literal decades' worth, but, if only because I'm loathe to give "All Your Base" any position on any top ten list, Barry Burton's famous line from the original Resident Evil will do.

If you ever wonder why so many gamers have a hard time taking interactive storytelling seriously, "you were almost a Jill sandwich" is the reason why. Far more irritating than those games which simply elect to have no story whatsoever are those which try to be entertaining, terrifying, or cleve but fail miserably in the attempt -- namely, games like the Resident Evil series. 

Ben Croshaw partially covered this in a recent video, but consider the ridiculousness of a survival horror game which, despite containing insanely supenseful gameplay, has one of the most laughably convoluted and poorly written plots in gaming history? Where, after almost being squished to death, a character responds not with? a relatable statement of surprise like "JESUS CHRIST ARE YOU OKAY WE NEED TO GET OUT OF HERE," but by making a snarky joke about sandwiches?

The adorably bad writing found in so many, many, many videogames serve as a constant reminder to better, more story-conscious game developers: this is what you need to be better than We'll never be truly rid of horrendous dialogue and plot -- every storytelling medium has its share of lazy creators -- but it's nice to have cringe-inducing lines like "Jill sandwich" to remind us that games could, and should, be much more than just decent??ly entertaining gameplay wrapped around an irrelevant o?r stupid story.

7. "That's the second biggest monkey head I've ever seen!"

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This is the single best quote in all of (non text-based) adventure ga??ming. Period.

Sp??oken by Guybrush Threepwood upon seeing an absurdly large monkey head idol (which, over the course of the series, he ten?ds to do more than a few times), it epitomizes the brilliant writing found in some of the best games of the adventure genre's heyday. 

Leisure Suit Larry dealt with sex jokes, Sam and Max dabbled in anthropomorphic absurdity, and the Monkey Island series, with its insult swor??dfighting and fiendishly difficult puzzles, nimbly jumped back and forth between the high- and lowbrow. In many of the most popular franchises during the late 80's and early 90's, adventure fans experienced a quality of humorous or dramatic writing which, to my mind, has rarely been matched in the years since.

When the player wasn't scratching their head over how to get past one of any number of frustratingly difficult puzzles, they were rewarded with some of the sharpest, most clever writing in the history of videogame storytelling. From a writing point of view, everything the Monkey Island series is -- and everything t?he bes??t adventure games were -- can be found in this quote.

6. “Didn’t we have some fun though? Remember when the platform was sliding into the fire pit and I said ‘Goodbye’ and you were like ‘NO WAY!’ and then I was all ‘We pretended we were going to murder you’? That was great."

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Remember how I w??as talking about adventure game writing of the late 80's and early 90's? Remember when I said that the level of hilarity achieved in those seemingly simplstic games had rarely been matched since?

Portal is why I used the word "rarely."

Portal fever swept the Internet literally overnight after its release. Less than 12 hours after the Orange Box hit Steam, you could find gamers singing the praises of the Weighted Companion Cube, showing appreciation ??for the snarky-yet-scary characterization of GLadDOS, and chanting "the cake? is a lie" as if it were scripture.

Apart from containing a technologically astounding gameplay mechanic, Portal helped remind gaming cynics like me that games can not only be fun, innovative, and challenging in today's world of endless sequels and ripoffs, but friggin' hilarious as well.

GLadDOS constantly drops darkly humorous hints considering the character's past and future. The player is forced to care for a cubic hunk of metal as if it were the love of his life. The final showdown with the evil AI constantly jumps back and forth between the suspenseful (as you attempt to defeat her before she floods the roo?m with poison gas) and the hysterical (as one of her personality spheres recites a recipe for cake).

If we're lucky, future game writers might take a few cues from Erik Wolpaw and learn that where humor is concerned, we gamers are much more likely to latch onto dark, witty irony than idiotic machismo.

Portal's writing doesn't quite match the level of a Monkey Island or a Sam and Max, but it gets close enough in a time of awful one-l??iners and obvious jokes that it is, in its own way, slightly more uplifting and meaningful.

5. "Hey dudes, thanks for rescuing me! Let's go for a burger...Ha! Ha! Ha!"

Ah, the mid-to-late 80's. A time of relative innocence for the videogame. Before the time of Mortal Kombat or Hot Coffee, when arcade games still came?? equipped with "Win?ners Don't Do Drugs" disclaimers, absurd fun was the name of the game. 

Anyone over the age of twelve can nostalgically remember a time when videogames, despite being considered an exclusively "nerd" pastime, had a happy-go-lucky quality to them. You could inextricably describe a game's plot and story in a single sentence ("you're a chef and you have to make hamburgers by running over the different ingredients and avoiding bad guys"). This was the time of the arcade; the time where you had to actually go outside if you wante??d to play something new and awesome. 

The quote which defines this era will differ for each gamer according to which game he or she played most frequently. For my money, though, the final lines of Bad Dudes will never b??e matched, in grandeur or hilarious tone,? by any other game from the period.

Or ever. 

4. "Prepare for unforeseen consequences."

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Half Life: Episode Two taught me that videogames can be better than movies. They can elicit a greater emotional response, and, given their extended running times, the player can get more of a chance to become attached to his or her NPC co-stars. Originally spoken to Eli Vance just moments before first entering the test chamber at Black Mesa, the G-Man's mysterious message to a then-unconscious Alyx Vance actually gave me the goddamned chills

As the shady, sallow asshole with the weird vocal rhythm leaned down to manipulate a character who I had come to admire and feel empathy for, I almost yelled at the screen. I wanted the G-Man to stay the f*ck away from Alyx. Not because it would affect the gameplay in any way. Not because I was worried about what it meant for the plot. Not for any number of legitimate reasons, other than the fact that I simply cared about Alyx. I knew what the G-Man represented, and I wanted him to stay the hell away from my friend.

Upon hearing the G-Man whisper those words to Alyx, I suddenly understood that I had been wholeheartedly enveloped by Half-Life: Episode Two's story and characters. I'm sure most gamers didn't get the exact same reaction out of this scene that I did -- to the best of my knowledge, I may be the only person alive who considered Episode Two the single bes?t part of the Orange Box -- but no one who has spent?? several hours with Dog, Alyx, Barney and Kleiner can deny their personal, emotional attachment to those characters. 

Additionally, this quote speaks volumes concerning one of the Half-Life saga's main themes -- namely, the constantly chaotic, unpredictable, seemingly contradictory nature of life. Everything the player does after first exiting the tram in the first Half-Life ends up having terrifingly far-reaching and unforeseen consequences. Gordon fights through Xen and destroys the Nihilianth, only to find that his initial actions in the test chamber may have summoned an even greater evil. Later, while under the thumb of the G-Man, Gordon kills Wallace Breen and seemingly harms the Combine -- and is suddenly robbed of his victory by being put into stasis once again. In Episode Two, Gordon is finally free from the G-Man's control and heads to White Forest...only to find that the G-Man actually wants him to go there. Is Gordon free, or a slave? Is the G-Man g?ood or evil?

No game series has ever had me ??so interested in the answers to the questions it posed.

3. "War. War never changes."

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Even after most of the world has been turned into nuclear ash, even after the world governments have crumbled and the social infrastructure decays into anarchy, even when, after the greatest and most horrible war of all, the human race has every reason to band together in an ??effort to ??save one another from total annihilation -- they don't.

War never changes.

Fallout may be one of the most cynical, nihilistic game franchises in existence, which also makes it one of my personal favorites. Rather than half-assedly cultivating a world-weary tone through a sepia color scheme and needlessly gruff-sounding protagonists (I'm looking at you, Gears of War), the Fallout series tells the tale of some people who try to act with common decency in a world utterly?? lacking in it, and who are subsequently tortured and killed and exiled for their troubles. Cormac McCarthy would be proud. 

In the world of Fallout you can do varying amounts of good on your quest through the Wastelands but, more often than not, your efforts can be just as easily undone by bad luck or the corruption of others. You can save the Ghouls of Necropolis from starvation, only to hear of their slaughter at the hands of Super Mutants. You can help the Brotherhood of Steel find new technology, but they'll use it to further their war-driven, quasi-fascist agenda. And no matter how much good you do in the original Fallout -- no matter how quickly you save the denizens of Vault 13 from dehydration and destroy the Super Mutant base -- you will always be cast out by a hypocritical, bureaucratic?? Vault Overseer who claims that your heroism will make you a bad role model for the other Vault Dwellers.

Without getting into a current sociopolitical discussion, let me just say that the themes suggested in Fallout (punishment of morality in an immoral world, the hypocrisy of authority, the petty and violent nature of humankind) can be seen quite clearly even today. Wars are driven by greed, necessity, stupidity, or fear -- and even after the cities have been burnt to cinders and the countryside irradiated, war will never change.

2. "...But our princess is in another castle!"

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Videogames, according to Warren Spector, are work. We enjoy playing them, yes, but they also take a great deal of effort and frustration to actually complete. Before getting our ultimate reward, whatever it may be (a cool ending, a beautiful cut scene, a clever bonus level), we actually have to work to reach it. This quote, repeated lord knows how many times throughout the original Super Mario Bros, represe??nts this fun/work dichotomy better than any other I can think of.

When working their way through a Bowser level in Super Mario Bros, a gamer's thought process goes something ?like this:

"Crap crap crap crap crap JUMP wait wait wait JUMP run run crap crap crap run CRAP DODGE THE FIREBALL crap crap crap haha take that you stupid Koopa King woo this is awesome I get to meet the Princess HEY WHAT THE HELL."

Perhaps it was my feeble, insipid, six-year-old mind getting ahead of itself, but I fully expected the Princess to be waiting for me at the end of every goddamned castle. Sure, she wasn't in the last one, but hey -- life is full of infinite possibilities, and a game this fun wouldn't dream of continually frustrating me over and over by dangling the? carrot of possible victory in front of my nose, only to yank it away once I've seemingly reached my goal, right? Right?

Wrong. 

It was fun getting to the not-Princess every time, don't get me wrong, but after continually not-finding her over seven worlds of gameplay, the Nintendo Entertainment System began? to feel a little bit like work. The kind of work I'd be absolutely ecstatic to go to everyday, granted, but work nonetheless.

1. "Would you kindly?"

Not only is this a moving, shocking, and all-around incredible quote about the consequences of blindly accepting authority, but it also represent?s one of the single most insightful statements ever made about videogaming in general.

Cut scenes are a form of gameplay slavery. They rob the player of control, take him out of the moment, and force him to passively witness as the events of the game -- the events he is supposed to have some degree of local agency over. Ken Levine knows?? this, and chose to exploit it in creating one of the ??most memorable story twists of all time.

When the player finds out that he has been subliminally controlled by Atlas throughout the entire game, he or she experiences a very sudden, shocking reassessment of values. Having gone through the game thus far with the single-minded intent of beating Andrew Ryan to a bloody pulp, the player is suddenly forced to ask a question most other games would never dream of proposing to the player: ??"Why am I doing this?" 

Why, upon first entering Rapture, do you inject a Plasmid into his veins for seemingly no reason? Why do you follow Atlas's every instruction? Why do you kill the innocent, nonviolent-unless-provoked Big Daddies? Why do you want to kill Ryan? The answer is depressingly simple: you did these things because you were told to. Not because you necessarily had any personal investment in the action, but because someone asked you nicely. Even after realizing this, the pla??yer remains comp?letely powerless to stop himself.

In an older article I wrote ("Exploring BioShock's storytelling flaws"), I had thi?s to sa?y about the final "would you kindly" cut scene: 

Noninteractivity is used brilliantly within the context of the scene: for perhaps the first time in the entire game, the player doesn’t want to kill Andrew Ryan, but Jack?’s violent nature and refusal to question his orders are too much and the player is forced to watch, horrified, as he mercilessly and uncontrollably batters Ryan to death.

It stands as the single greatest noninteractive cut scene in gaming history. Ever.  As a storytelling device, noninteractivity is used as a weapon against the player: you don’t want to question why you’re doing what you’re doing? Fine -- you’re nothing better than a mindless, robotic slave, and you have essentially given up the human gift of choice. Having control taken away is, within the context of the story, a tangible punishment for accepting things on face value and blindly following orders.  

BioShock wants us to question authority and instruction not just for the big stuff -- politics, work, education and so on -- but for videogaming, as well. When Cortana asks you to pistol-whip a bunch of aliens in Halo, why not stop for a moment and really think about why you're doing it? 

One might suggest that questioning authority in a videogame, where structure is more or less mandatory and even the most nonlinear games still have an inescapably linear storyline, would be an ultimately meaningless gesture. But if you're willing to take everything a videogame presents you with at face value, how much more are you capable of accepting without question? If the player is asked to mow down armies of faceless baddies simply because they are "evil," what does that even mean?

For these reasons, "would you kindly" is, quite simply, the most meaningful videogame quote of all time. It deeply affects the play?er on both emotional and intellectual levels; not only that, but the intensity of the former inspires the latter. As the player feels hatred and betrayal from his amiably-worded induction into slavery, he becomes much more likely to take Andrew Ryan's dying words to heart:

A man chooses; a slave obeys. 

Check out more classic Destructoid articles in our Golden Archives

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betvisa loginAnthony Burch, Author at Destructoid - Jeetbuzz88 - live cricket match //jbsgame.com/six-sinister-things-about-super-mario/?utm_source=rss&utm_medium=rss&utm_campaign=six-sinister-things-about-super-mario //jbsgame.com/six-sinister-things-about-super-mario/#respond Sun, 24 Feb 2013 19:30:00 +0000 //jbsgame.com/six-sinister-things-about-super-mario/

From Dtoid's Golden Archives: Dec 19, 2006

[Destructoid turns 7 on March 16, 2013! I'm celebrating early by repairing some of my favorite articles from our Wordpress days. You'll be able to browse this original collection soon -- "Destructoid's Golden Archives" is hereby instituted to preserve the best work of our former editors. It's also nice to see Burch on the home page again. -Niero]

Hot on the heels of Faith's article on the lay??ered evils of Viva Pinat?a, this article serves to edu?cate the average reader on th??e numerous moral trespasses and hidden agendas of Super Mario, and his ilk.

Will you have noticed so??me of these things before? Undoubtedly. But have you noticed ALL of them? Un??likely.

1. Where do mushroom powerups come from?

Consider the following. The Mushroom Kingdom is so named because?? the majority of its denizens have very mushroom-shaped heads. Toad, and his hundreds of identical brothers who consistently manage to get kidnapped in Bowser's castles, have ??heads that are essentially mushrooms with eyes.

But what about the mushroom powerups that Mario consumes in order to get big??ger, ??or gain an extra life? What do THEY look like? Well, mushrooms. But where do these mushrooms come from? Even after jumping through more than half a dozen worlds in the mushroom kingdom, have you seen a SINGLE mushroom FIELD? One can then only conclude that these powerup mushrooms are not created naturally, but are in fact artificially made (and then evidently put into large question-marked boxes).

What conclusion can we draw from these facts??? Simple.

MARIO IS EATING THE DECAPITATED HEADS OF THE MUSHROOM PEOPLE.

2. Super Mario Bros serves as an allegory for the Bolshevik Revolution. 

This one we've all heard before. Red outfit, Stalinesque mustache, star on the flag, overthrowing an empire. Yeah, yeah. I only mention it to state that the kind of people who bring this up in regular conversation with their friends are probably the kind of people who get made? fun of when they aren't around. So be sure not to do that.

3. Racism. 

He's fat, he's a plumber, he's got a mustache, he speaks broken English, and he's pussy-whipped.  The only way Mario could be any more of an?? Italian stereotype is if he had to eat pasta instead of mushrooms, or if he shot people in the back of the head ?and dumped them in the Hudson Bay.

Now, I can understand that Charles Martinet's voice acting can be pretty cute at times, but honestly. Despite what Nintendo thinks, there are Italians in America who are capable of saying "It's me, Mario??" without adding the letter "A" to the end or beginning of every single goddamned word.

And despite the fact that he's a plumber, has anyone ever seen him do any plumbing? At ??all? He can go down enormous, man-sized pipes, yeah, but he doesn't even carry a goddamn wrench, much less an assortment of tools necessary to perf??orm any degree of adequate pipe maintenance. The job description just seems to paint him as another member of the stereotypically blue collar, working class immigrant population in America. Which says something about how Japan views the US.

4. This picture.

5. Mario is an addict.

It may have taken some of us longer than others to make the connecti?on, but at some point Mario's innocent mushroom and flower pow??erups begin to take on a much more sinister, substance-abuse-related-meaning. Consider the mushroom powerup in relation to the famous drug-use song "White Rabbit":

"One pill makes you larger."

"One pill makes you small."

And what about the fire flowers? Even disregarding the obvious drug implication, how was Mario supposed to use the flower to shoot fireballs? Did he just hold it? Eat it? Put it in his pocket or something? Or how about the leaves that turn you into a raccoon? Is th?ere ANY connection between touching a leaf and turning into a raccoon that you can see? Anything at all? The only rational answer is that all of these "transformations" are nothing more than visual and auditory hallucinations, brought on by heavy drug use. The mushrooms Mario is so fond of are of the "magic," hallucinatory variety, the flowers he eats to produce fire are obviously some sort of illegal poppy blossom, and the magic leaves that make him turn into a fly??ing raccoon...well, you figure it out.

6. Murder.

See? Not so fun from the Goomba's position. Now, regardless of whether or not the Goombas are actually working for Bowser, they certainly don't seem like killers, or even soldiers. They walk around aimlessly, and if you touch them, you get hurt. Is that worth killing over? It's not even like they attack Mario once they see him: they just walk back and forth along a predetermined path, and if Mario touches them, it's his own fault. But, instead of doing the merciful thing and avo??iding them, Mario takes it upon himself to stomp every last weaponless Goomba to death, for no good reason.

Actually, when you think about it, Mario's got it pretty easy: almost none of his enemies actively try to attack him, so the only thing he really has to worry about is falling down bott?omless pits and getting hit by Bowser's traps. And, really, how hard is it to avoid non-sentient weaponry?

That ?being said, I shed no tears for the Hammer Bros. They can go to hell.

[Picture credits: The first, gross painting is from this guy , the burly Mario is from here , and the goomba comic is at Lifemeter . Everything else is either google searched, MS Painted, or really obvious. Update: Additional evil mario photos were added to the gallery.]

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betvisa888Anthony Burch, Author at Destructoid - Captain, Schedule Of Team //jbsgame.com/ramblings-of-a-colorblind-gamer/?utm_source=rss&utm_medium=rss&utm_campaign=ramblings-of-a-colorblind-gamer //jbsgame.com/ramblings-of-a-colorblind-gamer/#respond Sun, 10 Feb 2013 09:36:00 +0000 //jbsgame.com/ramblings-of-a-colorblind-gamer/

You may or may not know that I am red-green colorblind. Money looks grey to me, pink looks white, brown looks green. No big thing. Since I was born colorblind, I have no frame of reference for how the world is "supposed" to look and, therefore, I'm not constantly in a state of misery and woe over the fact? that I can't differentiate maroon from purple. If anything, colorblindness works as a great ice breaker at parties.

But what of how it relates to my favorite pastime, videogames? How does m?y lack of rods and cones affect how I do what I do for a quasi-living? Which games can't I play? Which developers have I come to respect? What am I missing out on, and what do you take for granted?

Hit the jump and thank God you can read this

Stuff I can't do

You know Rockstar Games presents Table Tennis? Is that game any good? Because I wouldn't know

Table Tennis relies very heavily on the player's ability to see the color of the ping pong ball's trail. If the ball leaves a green streak in the air, it's got forward spin. If it's got a yellow streak, it's got backspin. That's what it seems like to you, anyway: to me, there is only the blue streak and then three other ball trails of identical color which I cannot, in my wildest dreams, hope to differentiate between. There are very subtle visual cues to differentiate forward spin from backspin, but they don't give?? the player the immediate visual feedback a simple color does.

When I tried to play Table Tennis the first time, I immediately noticed the color-based spin system and, despite my best attempts (in this context, "best attempts" means "continually hitting the downspi?n button and cursing violently when my shot doesn't wor??k the way I want it to"), I got my ass handed to me by my non-mutated friends.

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I flailed about pathetically for about half an hour before abdicating completely to Rockstar's will. There was simply no way ?to play the game on higher difficulty levels, or against other people, without subliminally and instinctively reacting to the c?olor scheme.

Thankfully, Table Tennis is the only game I can currently think of which I absolutely cannot play under any circumstances; still, I am aware of some stuff I'm missing in other games due to my oh-so??-unimpressive affliction. 

I didn't know that the Big Daddies in BioShock changed the color of their eyes based on how pissed off they are at the player. A few days after BioShock came out, someone posted this in the cblogs and I just plain didn't get the joke. Put yourself in my shoes: imagine how weird this comic would seem if, instead of the traffic light gag which is currently there, the Big Daddy's eyes stayed the same color all throughout the comic. Panel one: he stands there. Panel two: he stands there. Panel three: he punches a car for no reason. Everyone in the picture's comments is laughing their asses off at something you just don't get. It's weird.

But?? I'm whining, and nobody likes a whiner. Colorb??lindness isn't really that bad; I just wanted to point out some little odd things that I have slight trouble with that you might otherwise take for granted. Let's take a look at the positive now, shall we?

 

Stuff I can do

erere

In my Rez HD review, a few commenters expressed irritation over the fact that a colorblind guy would review a game based completely around the concept of synaesthesia. This is a reasonable complaint, but those readers need not have worried -- even in funky graphics-centric games like Rez, I can almost always di??scern what is going on a??nd what to do.

This doesn't mean I can play Space Giraffe with any degree of efficiency (though I go back and forth on whether my SG suckitude is a result of my own eyesight or the game's too-confusing visuals, or a combination fo the two), but my respectability as a reviewer need not be diminished just because I don't like this shirt. There are plenty of ot?her reasons you shouldn't respect me as a reviewer.

Oddly enough, I can play most puzzle games. I think the people behind Lumines or Tetris Attack or whathaveyou actualy had colorbl??ind gamers in mind: more often than not, puzzle games include individual symbols for each differently-colored block, so as to ease with immediate recognition. See how the blue (?) blocks have triangles in them, whil??e the purples (?) have diamonds? These are the sorts of things colorblind people need in a game.

erere

Also -- and I'm editing this in after the fact, due to kacie360's comment below -- rhythm games like Guitar Hero or Rock Band present a?bsolutely no problems for me whatsoever, for tw??o reasons. 

Firstly, the green and red notes in each game are vibrant enough so that even moderately colorblind people should be able to tell the difference between them. Colorblindiescan still differentiate between certain vibrant types of green and red, which is why ??we haven't all been killed at traffic intersections.

Secondly, guitar/drum/whatever games structure their notes not just in terms of color, but by location. When I play Guitar Hero and see a note coming down on the leftmost fret, I know to press the leftmost fret. When I see one in the middle, I hit one in the middle. Frankly, this isn't all that different from what regular gamers do; non-Colorblindiesdon't actually look at the guitar neck as they play for the sake of color recognition, and I?? don't either.

 

Developers I love

Which brings me, as most things do, to indie developers. Upon first loading up Peggle, I noticed that it had a colorblind mode. Turni?ng this mode on changes this

erere

to this.

erer

This colorblind mode prevents the game from being literally impossible to play for people who are red-green colorblin??d. The colors are made much more vibrant, as you can see, and notable blocks now have symbol?s on them. 

Similarly, Audiosurf graciously allows the player to change up the color of the beat blocks based on personal nece?ssity or preference; on the left, you can see the default colors, with my color-retarded chan??ges on the right.

erere

Again, I don't mean to complain -- I just wanna let you know what it's like for the colorblind gamers out there. It's not terribly difficult, being colorblind, just ??a bit different; I know more than a few of the Dtoiders out there are colorblind (Ceark is like, eighty times more colorblind than I am but bitches about it way, way less), and I figured it might be interesting for you sight-unimpaired people to take a look at our world for a little while.

Then again, maybe it wasn't interesting at all and this reads more like a gussied-up LiveJournal post than a legitimate article. Either way, it isn't my fault.

I'm colorblind.

The post Ramblings of a colorblind gamer appeared first on Destructoid.

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betvisa cricketAnthony Burch, Author at Destructoid - Jeetbuzz88 - 2023 IPL live cricket //jbsgame.com/see-you-around-destructoid/?utm_source=rss&utm_medium=rss&utm_campaign=see-you-around-destructoid //jbsgame.com/see-you-around-destructoid/#respond Tue, 27 Apr 2010 18:40:00 +0000 //jbsgame.com/see-you-around-destructoid/

I do??n't like goodbye posts, generally. I can't count how many obviously insincere farewell posts I've read on innumerable blogs, where people ?whine and cry about missing the community and the people and the fun while silently thanking their lucky stars that they never have to talk to any of those people again.

I won't blame you for fearing that this post wil??l b??e no different.

To me, however, Destructoid has been everything. I'm leaving the site for a writ??ing gig at Gearbox Software, but I would have never gotten that job, or a?ny other I've held in the past three years (Blockbuster Video notwithstanding) without Destructoid.

Long story short: goodbye, and thank you.

Long story long can be found after the jump.

I am being one hundred percent honest when I say that everything in my life that I consider valuable or spectacular has come about, directly or indirectly, because of Destructoid. I often have brief moments of existential terror when I start wondering what my life would be like if I hadn't decided to write an (in retrospect, not terribly great) editorial about Shadow of the Colossus in the Dtoid forums when the site was still small, pr??ompting Niero to hire me for the frontpage.

I wouldn't have met my girlfriend, Ashley Davis. I wouldn't? have become friends with countless staff and community members. Hey Ash Whatcha Playin wouldn't exist, and even if it did, it wouldn't have been on GameTrailers. And, again, I wouldn't have landed my dream job at Gearbox.

Before I went into the interview at Gearbox, I told Ashley Davis: you know, it's not really a big de??al if they don't hire me. I mean, I'd love to go work on games -- I've wanted that since childhood -- but living here with you, and blogging, and doing Hey Ash, and playing and discussing games for a living? That's a pretty goddamn great life. Even if Randy Pitchford punches me in the stomach and sends me home without another word, I told her, I'll still be coming home to a life I absolutely adore.

And all that ??is thanks to Niero, and?? everyone else at Destructoid. I cannot possibly understate the positive change that Destructoid has made to my life.

I also can't understate that -- a few douchebags notwithstanding -- the community has been great to me. Hanging out with many of you at PAX, or hearing all the helpful and often kind things you've h??ad to say about HAWP, or the Rev Rants, or the editorials, made my time at Dtoid that much better. Don't get me wrong: some of y'all are fuckers, and there's no getting around that. But Obligatory Internet Fucker Count aside, I couldn't have asked for a more supportive, cool group of readers to pitch my content to every week.

I'll miss the site, and the people, and the life that Destructoid gave me. I'll miss it all, in one way or another. But I'll be leaving all that for a job and a lifestyle so far beyond anything I could have ever imagined before joining Destructoid, so incredibly cool and terr?ifying and wonderful and epic, that I have only one thing to say to the founders, staff, and community of Destructoid:

Thank you.

Thank you so, so, much.

Also, on an unrelated note:

Ashley Davis, will you marry me?

The post See you around, Destructoid appeared first on Destructoid.

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betvisa888Anthony Burch, Author at Destructoid - Jeetbuzz88 - live cricket tv today //jbsgame.com/podtoid-148-bob-hoskins-is-watching-you-fck/?utm_source=rss&utm_medium=rss&utm_campaign=podtoid-148-bob-hoskins-is-watching-you-fck //jbsgame.com/podtoid-148-bob-hoskins-is-watching-you-fck/#respond Tue, 27 Apr 2010 17:00:00 +0000 //jbsgame.com/podtoid-148-bob-hoskins-is-watching-you-fck/

The end, for now.

Podtoid will be going on hiatus for? a while. It'll definitely be back -- we're just not sure when, o??r how, or with whom.

In the meantime, not-download a copy of the Super Mario Bros movie and enjoy.

The post Podtoid 148: Bob Hoskins is watching you f*ck appeared first on Destructoid.

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betvisa liveAnthony Burch, Author at Destructoid - آن لائن کرکٹ بیٹنگ | Jeetbuzz88.com //jbsgame.com/tonights-podtoid-is-a-super-mario-bros-movie-commentary/?utm_source=rss&utm_medium=rss&utm_campaign=tonights-podtoid-is-a-super-mario-bros-movie-commentary //jbsgame.com/tonights-podtoid-is-a-super-mario-bros-movie-commentary/#respond Mon, 26 Apr 2010 16:40:00 +0000 //jbsgame.com/tonights-podtoid-is-a-super-mario-bros-movie-commentary/

??It will also be my and Aaron's last Podtoid as Host and Other Guy, respectively.

I don't know if we'll have enough time for listener quest?ions at the end, but I thought I'd throw this up on the off chance that someone asks a spectacularly insightful question that serves as a really great swan song to my and Aaron's time on Podtoid.

Then I ?remembered that it's Podtoid, and "spectacularly insightful" is a lo?t to ask for.

Anyway, ask questions below and we'll maybe-possibly-I-dunno answer them after making fun of the Super Mario Bros. movie.

The post Tonight’s Podtoid is a Super Mario Bros. movie commentary appeared first on Destructoid.

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betvisa cricketAnthony Burch, Author at Destructoid - Jeetbuzz88 Live Casino - Bangladesh Casino //jbsgame.com/hey-ash-whatcha-playin-sleep-is-death/?utm_source=rss&utm_medium=rss&utm_campaign=hey-ash-whatcha-playin-sleep-is-death //jbsgame.com/hey-ash-whatcha-playin-sleep-is-death/#respond Fri, 23 Apr 2010 17:00:00 +0000 //jbsgame.com/hey-ash-whatcha-playin-sleep-is-death/

Will you look at that -- it's the ?very first machinima episode of Hey Ash, Whatcha Playin.

It is, perhaps unsurprisingly, about Sleep is Death. It is a game that you should definitely consider getting if you and a friend each have (A) seven dollars to spare, and ?(B) a desire to experience something totally? unique and awesome.

If you want to download the resources we used (Davis made the cool looking stuff, and I made the boring stuff by altering Rohrer's sprites), you can get them here.

Anyway, hope you enjoy the episode. Vol??ume is a little wonky and I screwed up a line delivery, but I'm pretty proud of it overall.

The post Hey Ash, Whatcha Playin: Sleep is Death appeared first on Destructoid.

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betvisa888 casinoAnthony Burch, Author at Destructoid - jeetbuzzشرط بندی کریکت |Jeetbuzz88.com //jbsgame.com/sleep-is-death-is-out-go-buy-it/?utm_source=rss&utm_medium=rss&utm_campaign=sleep-is-death-is-out-go-buy-it //jbsgame.com/sleep-is-death-is-out-go-buy-it/#respond Wed, 21 Apr 2010 18:40:00 +0000 //jbsgame.com/sleep-is-death-is-out-go-buy-it/

Jason Rohrer's Sleep is Death is now available to the general public. You? shou??ld seriously consider buying it.

I've talked it up before (twice), but now's as good a time as any to check out this improvisational two-player? storytelling game. The game's v14 public release comes with a new set of resources by Shannon Galvin, as well as resource packs ??for three of Rohrer's favorite user-submitted stories.

If you're still unsure about whether or not to buy Sleep is Death, read this. It will change your goddamned life.

 

The post Sleep is Death is out, go buy it appeared first on Destructoid.

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betvisa cricketAnthony Burch, Author at Destructoid - BBL 2022-23 Sydney Sixers Squad //jbsgame.com/podtoid-147-robocop-killed-clarence-boddicker/?utm_source=rss&utm_medium=rss&utm_campaign=podtoid-147-robocop-killed-clarence-boddicker //jbsgame.com/podtoid-147-robocop-killed-clarence-boddicker/#respond Tue, 20 Apr 2010 17:00:00 +0000 //jbsgame.com/podtoid-147-robocop-killed-clarence-boddicker/

This episode of Podtoid includes a lot of discussion about games and stuff, but in reality it's mainly about Brad Nicholson's knowledge of Robocop (and, ironically, his complete lack of knowledge regarding Buckaroo Banzai).

Also,??? the Big Looming Changes to Podtoid are announced a few minutes in.

 

The post Podtoid 147: Robocop killed Clarence Boddicker appeared first on Destructoid.

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betvisa888 cricket betAnthony Burch, Author at Destructoid - Jeetbuzz88 - live cricket match today online //jbsgame.com/change-will-be-a-brewing-in-tonights-podtoid/?utm_source=rss&utm_medium=rss&utm_campaign=change-will-be-a-brewing-in-tonights-podtoid //jbsgame.com/change-will-be-a-brewing-in-tonights-podtoid/#respond Mon, 19 Apr 2010 17:00:00 +0000 //jbsgame.com/change-will-be-a-brewing-in-tonights-podtoid/

What will we talk about on tonight's Podtoid? I really have no clue. I know that certain secretz™ about the future of the podcast will be revealed, ??but I'm not 100% sure what news stories we'll b??e covering.

The return of X-COM, maybe? This article by Greg Kasavin, about how most videogame villains aren't really that interesting? I'm definitely going to spend my entire Games of the Week segment talking about how awesome Conviction's Face-Off mode is, and how good I am at it (spoiler: so good).

Anyway, we need listener questions.? Ask the??m below.

The post Change will be a-brewing in tonight’s Podtoid appeared first on Destructoid.

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betvisa888Anthony Burch, Author at Destructoid - jeetbuzzشرط بندی کریکت |Jeetbuzz88.com //jbsgame.com/hey-ash-whatcha-playin-puzzle-quest/?utm_source=rss&utm_medium=rss&utm_campaign=hey-ash-whatcha-playin-puzzle-quest //jbsgame.com/hey-ash-whatcha-playin-puzzle-quest/#respond Fri, 09 Apr 2010 17:00:00 +0000 //jbsgame.com/hey-ash-whatcha-playin-puzzle-quest/

My favorite thing about this week's episode of Hey Ash, Whatcha P??layin' is that more than a few commenters have championed it as the best example of HAWP's newer, fresher style, despite the fact that we filmed it about a year ago and just now got aroun?d to releasing it.

That said, maybe the fact that I didn't release it earlier showed that I didn't initially think it was funny enough to be released, which means my tastes in humor have changed...which means that this year-old episode actually does exemplify HAWP's new style. I just blew my own mind.

Anyway, hope you enjoy it.

The post Hey Ash, Whatcha Playin: Puzzle Quest appeared first on Destructoid.

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betvisa888 betAnthony Burch, Author at Destructoid - Jeetbuzz88 - live cricket cricket score //jbsgame.com/podtoid-145-adam-dorks-nature-show/?utm_source=rss&utm_medium=rss&utm_campaign=podtoid-145-adam-dorks-nature-show //jbsgame.com/podtoid-145-adam-dorks-nature-show/#respond Tue, 06 Apr 2010 17:40:00 +0000 //jbsgame.com/podtoid-145-adam-dorks-nature-show/

We talk about games and stuff in this episode, but the conversation doesn't really pick up until the final ten minutes. After the p??roper, let's-talk-about-videogames show ends, Adam Dork starts linking us to pictures of crabs and giving his own unique commentary.

And that's pretty fun.

You can listen to the podcast here, and/or hit the jump for a c??hronological list of the pictures Adam linked ??us to during the post-episode discussion.

//data.tumblr.com/2SLvxTvtlg0oybjsZFtFzzYyo1_500.jpg
//arachnofriends.files.wordpress.com/2008/04/crab-spider.jpg
 //www.grantbalke.com/images/animals/crabSpider.jpg
//web.mit.edu/cfox/www/livejournal-links/goldenrod-crab-spider.jpg
//www.naturalsciences.org/microsites/education/treks/PilotMtn/images/Crab-Spider.jpg
//cocokrispybeans.files.wordpress.com/2009/02/coconut20crab20scampering4s.jpg
//www.allthepages.org/images/blog/coconut_crab.jpg
 //lh4.ggpht.com/abramsv/SB1mpido4TI/AAAAAAAAQIw/NCGymSYdQW0/s800/coconut-crab-2.jpg
 //pirun.ku.ac.th/~ffistkb/images/SEA_COCONUT_CRAB.jpg
//www.hemmy.net/images/animals/hugecrab01.jpg
//upload.wikimedia.org/wikipedia/commons/a/a7/Macrocheira_kaempferi.jpg
//www.coconutstudio.com/Coconut%20Origins_files/P1250031_birgus_latro_coconut_crab.jpg
//hedgemonkey.files.wordpress.com/2009/03/coconut-crab-31.jpg
//rlv.zcache.com/canves_poster_coconut_crab-p228315625022852044t51d_400.jpg
 //www.bigempire.com/sake/images/coconut_crab2.jpg
//www.x-entertainment.com/adventcalendar/2008/december22/crabs/crab.gif
 //blog.rifftrax.com/wp-content/photos/coconut_plus_crab.jpg
//blog.rifftrax.com/wp-content/photos/Coconut_Crab.jpg
//static.panoramio.com/photos/?original/3087181.jpg

The post Podtoid 145: Adam Dork’s Nature Show appeared first on Destructoid.

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betvisa casinoAnthony Burch, Author at Destructoid - Jeetbuzz88 - 2023 IPL Cricket betting //jbsgame.com/monthly-musing-e-for-effort/?utm_source=rss&utm_medium=rss&utm_campaign=monthly-musing-e-for-effort //jbsgame.com/monthly-musing-e-for-effort/#respond Tue, 06 Apr 2010 17:00:00 +0000 //jbsgame.com/monthly-musing-e-for-effort/

Every month, the Destructoid Monthly Musing topic gives community members the ability to have their work posted on the Dtoid front page.

Our own Josh Tolentino came up with this month's theme. Thank him if you like it, blame it if you don't. I'm just going to copy and ?p?aste exactly what he suggested in an email, since he explains it better than I could:

"How about "Noble Failures", where people talk about games they hate but can totally respect? Stuff they're glad exist but simply can't bear to play. It's an easy way to bring up EVE, MMOs, JRPGs, turn-based combat, Heavy Rain, Deadly Premonition, artgames, etc. Almost anything, really.

It's more challenging than saying a game is a failure just because "it's not my thing" or "it isn't fun" since the writer has to justify their respect and think about what's positive about [x] title/genre/concept. They can bring up specific charac?ters in a game. If the writers wanna get meta, they can even challenge why anything deserves to be respected if it fails, etc."

So, yes. That. Hit the jump for further instructions.

Make a cblog, title it "E for Effort: blah blah blah," and make sure to pick the "monthly theme" categ??ory. If your article is particularly well-written or sparks interesting discussion, we'll frontpage it.

??I?? mean, that's pretty much it. Sir Tolentino did a pretty good job explaining the theme pre-jump, so that's all I've got for you.

 

The post Monthly Musing: E for Effort appeared first on Destructoid.

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betvisa888 betAnthony Burch, Author at Destructoid - Jeetbuzz88 - 2023 IPL Cricket betting //jbsgame.com/interview-armor-games-founder-daniel-mcneely/?utm_source=rss&utm_medium=rss&utm_campaign=interview-armor-games-founder-daniel-mcneely //jbsgame.com/interview-armor-games-founder-daniel-mcneely/#respond Tue, 06 Apr 2010 14:40:00 +0000 //jbsgame.com/interview-armor-games-founder-daniel-mcneely/

I don't want to even think about the sheer number of hours I've spent playing flash games. Still, at least twenty percent of that time has been spent at Armor Games. From This is the Only Level to Infectonator World Dominator,  Armor Gam??es has eaten up literal weeks of?? my life.

When given the opportunity to interview Armor Games founder Daniel McNeely, I ??wasn't sure whether to thank him or grab him by the scruff of the neck and demand so many hours of my life back??.

As it turns out, I ended up asking him a few questions about flash games. You can ??read the full interview after the jump.

Destructoid: Could you introduce yourself, and what you do?

Daniel McNeely: My name is Daniel McNeely, and I help run ArmorGames.com along with a host of talented game developers and web programmers. I'm responsible for the site’s day-to-day operations, as well as making sure it’s constantly updated with the best flash content out there.  

With so many flash games being released every day and so many different portals for them, how difficult is it to excite people about individual flash games?

It actually isn't as tough as it sounds. There are people all over the world looking to play free games online, and so no matter what genre of game we release, it seems to hit a c?ertain demographic. T??he real excitement often comes in releasing sequels, especially after you already have a huge following for the original title, such as we had with This Is The Only Level and This Is The Only Level Too. We’ve already seeing this in effect for our latest game, 'Crush the Castle 2,' which is currently under production from Joey Betz and ConArtist. There’s already a significant buzz for the game, and people are really excited over it, kind of like you’d see in a full retail release.

What sort of creative control, if any, does Armor have over the games it sponsors?

We don't get much creative control over games we simply sponsor. In those cases, a developer approaches us with a game that’s already been completed, tested and is ready for launch. At times we'll ask for some UI changes, but we've never done a full o??verhaul. We like to let them retain their individuality and identity while still being part of Armor Games.  

If the event we partner with a developer to make a game together, we get more involved in the creative process and try to offer specific feedback and testing at various stages of the development process. That way it’s very much a ?j?oint project that both sides feel happy with.

How has flash game distribution changed, if at all, from the growing downloadable content market? If you've gotta choose between surfing Newgrounds for free and leaving the house to buy a $50 game, that's often an easy decision to make. With online-only alternatives like Steam and the App store offering relatively cheap games, has the market for free flash games changed at all?

I don't think the market for free flash games has c??hanged much. If I had the choice to spend $50 or surf Armor Games for free, I'd choose Armor Games more often than not. I do think flash game developers are looking for more ways to make money, which is evident by the numerous companies offering microtransactions in their titles.

As a company that's probably seen and played every flash game out there, what are some common mistakes flash devs tend to make? What makes for a great browser game?

One common mistake I see is in the UI design. Developers often forget to add the small things that make a game feel professional and polished an?d focus more on the game themselves. These things are relatively easy to add in, but forgotten easily. They be as simple as including a Mute or Pause Button, or as important as a skip button during dialog, or even a 'Retry' button for ga??mes that are level-based. Without them, the experience can become really un-fun, and players don’t have as much emotional investment in a game they’re playing for free, in a browser, versus one that they’ve paid $50 or $60 for.

For me, a great browser game has the following.
    1.) Great music.
    2.) Intuitive and easy controls.
    3.) Re?wards (visual or auditory). The best exam??ple I've seen of this is in Peggle - every time you beat a level.

Thanks for your time.

The post Interview: Armor Games founder Daniel McNeely appeared first on Destructoid.

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betvisa liveAnthony Burch, Author at Destructoid - bet365 cricket - Jeetbuzz88 //jbsgame.com/buy-the-super-meat-boy-tiger-handheld-game-support-irony/?utm_source=rss&utm_medium=rss&utm_campaign=buy-the-super-meat-boy-tiger-handheld-game-support-irony //jbsgame.com/buy-the-super-meat-boy-tiger-handheld-game-support-irony/#respond Sun, 04 Apr 2010 17:00:00 +0000 //jbsgame.com/buy-the-super-meat-boy-tiger-handheld-game-support-irony/

Man rants about the App Store, complaining that iPhone versions of games like Street Fighter IV are just soull?ess brand-whoring l??ike the old Tiger LCD games we played as kids.

Company takes offense at Man's rant, removes his rid??iculously expensive game (so priced to prove the inanity of the App ?Store and its users) from its application service.

Man retaliates b??y making a Tiger LCD version of the game he is currently working ?on, and releasing it on th??e same App Store that spurned him.

Irony collapses into irony. The snake eats its own tail. Super Meat Boy becomes one with the universe.

The Super Meat Boy Tiger handheld app is pretty awful gameplay-wise, but that's kind of the point; for only 99 cents, you, too, can own the most mechanically uninteresting, comically inspired game on the entire App Store. At the very minimum, buying the app will still support Super Meat Boy's production.

Hit the jump for Team Me??at's official press release.

Hey,

Remember way back in the day when you loved a game so much that you
would buy ANYTHING that had to do with it? Remember Easter, when you
had to go to your Great Aunts house to celebrate with the family, and
you knew you would be bored in the car and the only thing you could
bring was a crappy handheld version of some game you loved (for me it
was Megaman 2) and you had no choice but to play it in the car and at
her house because she was born in like the 1890's and didn't even have
a VCR? Those were great days...and now, we at Team Meat, are giving
you the ability to do that ALL OVER AGAIN ON YOUR IPHONE, IPOD AND
EXPENSIVE GIANT IPOD (IPAD).

Super Meat Boy Handheld is all the branding of Super Meat Boy, without
the actual gameplay or art from Super Meat Boy...and all for ONLY A
DOLLAR. Enjoy two distinct game modes. In Game A, you have to race and
wall jump past saws to save your lady love Bandage Girl!!! In Game B,
you have to race past falling needles to save your lady love, Bandage
Girl!!! Super Meat Boy Handheld also features a mute button, and a
button that when pressed shows you a high score (not your high score,
just the highest score you can get).

Super Meat Boy Handheld is available on the iTunes AppStore for only
$0.99 (THAT'S NOT NINETY NINE DOLLARS YOU SILLY PEOPLE). Pick it up
today, brag?? to your friends, and support Super M?eat Boy!!

Love,

Team Meat

Official images here: www.supermeatboy.com

The post Buy the Super Meat Boy Tiger Handh??eld Game, sup??port irony appeared first on Destructoid.

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betvisa888 liveAnthony Burch, Author at Destructoid - Jeetbuzz88 - 2023 IPL live cricket //jbsgame.com/preview-sleep-is-death-controller-mode/?utm_source=rss&utm_medium=rss&utm_campaign=preview-sleep-is-death-controller-mode //jbsgame.com/preview-sleep-is-death-controller-mode/#respond Fri, 02 Apr 2010 17:40:00 +0000 //jbsgame.com/preview-sleep-is-death-controller-mode/

Summary time! Jason Rohrer's Sleep is Death is a m??ultiplayer storytelling game. A Controller creates and modifies a world that the Playe??r interacts with.

I documented the Player experience in an earlier preview. It was a great deal of fun, but why wouldn't it be? I was playing a story authored and controlled by Jason Rohrer, the dude who created the game. Any game is fun when you're pl??aying it with the person who created it.

No, the real test of Sleep is Death was whether or not it would remain fun once Rohrer was out of the equation. Whether or not it w?ould be as intuitive and crazy and charming ??with me as the Controller, and some other poor bastard as the Player.

With that ??in mind, I tested the game with two different people: Ashly Burch (my sister, and star of Hey Ash Whatcha Playin'), and Ashley Davis (my girlfriend, and star of Once Upon A Pixel).

Hit the jump to see how it went.

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Sleep is Death (PC previewed; also available for Mac and Linux)
Developer: Jason Rohrer
Publisher: Jason Rohrer
To be released: April 9th, 2010 (preorders only) April 16, 2010 (everyone else)

I'll get into specifics in a minute. For now, let me just say: as much as I enjoyed playing Sleep is Death as a player in Jason Rohrer's story, I enjoyed it even more as a Controller.

Part of that may be the weird sense of power I felt -- look, y??e mortals, and despair at my ability to conjure a snack cart out of thin air -- or the fact that I was playing with people I loved. Whatever the reason, I didn't need Jason Rohrer hovering over my virtual shoulder in order for me to enjoy the stories I controlled.

Well, maybe "controlled" isn't the right word. Though the Controller is in charge of all the scenery changes, object movements, and art modificat?ions, it's not as if the Controller can (or should, at least) completely dict??ate a linear story that the Player dumbly suffers through. I tested the same basic starting story with both Ashly Burch and Ashley Davis (hereafter referred to as "Ash" and "Davis," for simplicity's sake), but I ended up with two completely different tales.

I wanted to create a story frame that accomplished two things. Firstly, it had to be personally meaningful to myself, Ash, and Davis. Secondly, the frame had to give me an opportunity to create my own art, in order to test out SiD's sprite editor.

It was for these reasons that I created a scene based entirely around Doctor Who -- specifically, the Tenth Doctor's regeneration.* I planned to trick the player into thinking I'd created a pathetic Doctor Who fanfic where they'd hang out with the Doctor and watch him regenerate, only to suddenly switch things up and reveal that they'd simply been a fangirl who had won a contest and been given the opportunity to shoot a scene with the Doctor Who production crew. As I'd imagined it, this story would have combined fan??tastical, nerdy silliness with a depre?ssing, down-to-earth twist.

I was tota??lly, mindblowingly wrong about where my stori??es would end up.

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You can download both stories from here. Davis' story is entitled, "Davis vs Doctor," and Ash's is, "Guest Starring Ashly Burch." I'm not going to bother summarizing what happened in either story, so I'd highly recommend downloading and reading t?hem for yourself before going any further.

I'm not sure why the game is called Sleep is Death, but it could just as easily be called "Best Laid Plans." I tried to imagine every direction the story could possibly go, but surprisingly, wonderfully, I could have never predicted where Ash and Dav??is would take my relatively bare-bones plot.

Before I get into the nuts-and-bolts of the Controller interface, it's just worth mentioning that all the great stuff about the Player interface -- the sense of improvisation, of give-and-take, of safety and freedom -- is all present in the Controller experience. Unless you're a dick who refuses to allow the player to do anything they want, the Controller mode still results in wonderfully unexpected little moments of intimate brilliance. I could have never expected Davis would want to jump her car over the dying Doctor, but I knew that, once she had, she absolutely needed to make that same jump over an exploding TARDIS. It simply had to happen, and we both?? laughed our asses off?? when it did.

Similarly, I couldn't have planned that Ash's final words of her story would be an incomplete attempt to type "regenerate." There was something oddly poignant about the character she'd created; a girl with such an inability to distinguish fantasy from reality that in her f?inal, dying moments, she was unable to do the very t??hing that her hero was known for.

Of course, Ash then fucked around some more by writing her little Porky Pig-esque coda, but even?? that felt hilariously appropriate.

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So, yes: in terms of personal interaction and story creation, Sleep is Death is just ??as fun from the Controller in??terface, without Rohrer's presence.

The Controller interface itself is surprisingly intuitive. Pretty much everything is?? mouse-based, and, after viewing a short tutorial video by Rohrer, I was ready to start making stories by adding or removing objects, switching between scenes, and quickly editing sprites.

I had to spend about an hour or two preparing my story before my Player even connected. Since I knew I only had thirty seconds to react to the player's actions, I wanted to have as much stu?ff completed beforehand as possible. Even though I couldn't have predicted where the stories would? ultimately end up, the preparation paid off: if I needed to add a regenerating Doctor or a snack cart in the middle of a story, I only needed to drag and drop them from the archive of premade objects. Simple.

Every time you play Sleep is Death with anyo?ne, all the sprites they used will go into your personal, searchable sprite database. Thanks to this automatic archiving, most of the sprites I used were actually modified versions of sprites Jason ??Rohrer had already created: the "Ash" sprite you see in both stories, for instance, is just a female sprite Rohrer made with the hair dyed black instead of brown. At the end of Ash's story, the cops from my and Jason's tale showed up and menaced her with guns.

Even if I needed to create something I hadn't?? made beforehand, li?ke the exploding TARDIS in Davis' story, I could easily form new objects thanks to the game's paper doll-esque sprite system.

Basically, every object is made up of many smaller sprites. Even though the Tenth Doctor looks like a cohesive image everytime you see him, he's actually made of several smaller parts: a head, a torso, and legs. There's no way to simply create one, large sprite of his entire body. At first, this irritated me: I couldn't find an easy way to compare the different body ??part sizes, so I had to keep tweaking the legs and rechecking how they looked in relation to his torso, then tweaking again, and so on.

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Once I started to modify the object, however, I understood the need for the sprite separation. If I wanted to change something small about the Tenth Doctor's sprite -- like, say, making him stretch out his arms -- I didn't need to create an entirely new Doctor sprite from scratch. I simply grabbed a single arm object, rotated it, and copied it twice before attaching the new arms to his torso. Th?ough it took me a good half-hour to get the first Doctor sprite just right, all further modifications took less than a minute each.

This meant that when it came time to animate Ash killing herself in her story, all I had to do was flip the gun sprite 180 degrees,?? then copy and paste some blood splotches onto her head. Simple, quick, and satisfy??ing.

Of course, that doesn't mean I never got overwhelmed, or that I never made any mistakes. I screwed up more than a few times in the course of telling both stories, but hey -- no big deal. The stories weren't ruined. We moved on. If I end up cloning a car or two in exchange for experiencing that wonderful sense of panic that Sleep is Death induces so effectively, that's fine. I'm more than willi?ng to make that sacrifice.

In the end, the Controller interface is pretty much everything I wanted it to be, and I don't just mean from a technical standpoint. Yeah, it's intuitive, and allows for lots of creativity, and that's great, but that's not what is truly surprising about the Controller interface. The Controller interface, even more so than the player interface, highlights the collaborative and improvisational aspects of a Sleep is Death play session. While I Controlled those two stories, I was constantly making quick, profound choices about my relationship to the Player,?? and to my own abilities as a Controller.

Davis wanted to make her car flip over -- could I do that? Should I do that?? Sure, I thought. It'd be hard, but it'd be worth it. Later on, though, Davis also wanted to ram the TARDIS with her car. I decided not to let her do that, because I thought it'd be more fun to flip her car over an explosion. The Controller engages in a constant, intense back-and-forth with the player where nothing is certain and, if the Controller is willing, damn near anything can happen.

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In fact, I was really worried that I simply wouldn't know what to create in Sleep is Death. When it comes to user-generated content, I'm not a particularly creative guy: my Spore creatures were all boring, and I never made a full LittleBigPlanet level in the entire time I had it. Sleep is Death, however, elicits a totally different type of creativity; you don't have to be a level design genius or a creative mastermind to get something useful out of a story, because you'll always have someone else to react off. I didn't have to worry about creating an objectively awesome series of levels or situations when I had people like Ashley Davis deciding to turn my story into a stunt spectacular. Even though my ??"you're a guest star on a TV show" plot was kind of dull, Ashly Burch's involvement turned it into something spectacularly funny, and cool, and personal.

I would have never, ever expected that Ash's playthrough of my story would end with her dying and the Tenth Doctor regenerating at the exact same time, but that's exactly what did happen.

And that's fucking incredible.

 

*If you don't watch Doctor Who, just know that the Doctor is a character who, when dying, will completely change his appearance and personality in order to save himself. Ash and I both cried like little bitches when the most recent Doctor regenerated.

The post Preview: Sleep is Death (Controller mode) appeared first on Destructoid.

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betvisa cricketAnthony Burch, Author at Destructoid - Jeetbuzz88 - live cricket t20 2022 //jbsgame.com/ogmo-from-jumper-confirmed-playable-in-super-meat-boy/?utm_source=rss&utm_medium=rss&utm_campaign=ogmo-from-jumper-confirmed-playable-in-super-meat-boy //jbsgame.com/ogmo-from-jumper-confirmed-playable-in-super-meat-boy/#respond Fri, 02 Apr 2010 17:00:00 +0000 //jbsgame.com/ogmo-from-jumper-confirmed-playable-in-super-meat-boy/

If you haven't played Jumper by Matt Thorson, I'd highly recommend it -- partially because it'll make you more excited about today's Super Meat Boy news, and partially because it's a spectacularly well-designed platfor??mer.

Ogmo, Jumper's perpetually-perplexed protagonist, has joined the ranks of Commander Video, Flywrench, and Tim from Braid, according to an official SMB blog post. Of course, the post did go up on April Fool's Day, but this seems?? too believab?le and humdrum to be a hoax.

According to the Super Meat Boy blog, Ogmo comes equipped with a double-jump and his own Jumper-themed warp zone.

But none of that is relevant, really. What matters -- what really, truly matters -- is that I FRIGGIN' CALLED THIS LAST YEAR.

UPDATE: It may also be relevant that the SMB blog post mentions the game coming out on "all consoles."

The post Ogmo from ‘Jumper’ confirmed playable in Super Meat Boy appeared first on Destructoid.

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betvisa888 casinoAnthony Burch, Author at Destructoid - کرکٹ بیٹ/کرکٹ شرط | Jeetbuzz88.com //jbsgame.com/rev-rant-fck-your-story/?utm_source=rss&utm_medium=rss&utm_campaign=rev-rant-fck-your-story //jbsgame.com/rev-rant-fck-your-story/#respond Wed, 31 Mar 2010 19:00:00 +0000 //jbsgame.com/rev-rant-fck-your-story/

Every once in a while, Destructoid features editor Anthony Burch discusses game design and gamer culture in his "Rev Rant" video series.

Firstly, this week's rant is about the arrogance of games who think their own linear, often noninteractive story is more important than the experience I wish to have wit?h the game mechanics. I make an "all games should do X" statement, which is kind of risky and presumptuous, but I stand by it.

Secondly, this is the Jon Blow l?ecture I reference in the video.

Thirdly, if you're interested in hearing me rant about the flipside of this argument -- namely, that linear, narrative games can be awesome and magical in their own way -- then you might enjoy the talk I gave at UC Berkeley earlier this month.

The post Rev Rant: f*ck your story appeared first on Destructoid.

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