The Weekly Relay #4 – Ghoul Patrol

Posted by ASandoval on June 14, 2009 under Fail, Features, Games | Be the First to Comment

We’re doing something a bit differently this week, namely because I can’t really think of a pro for this game. Instead, we’re going to just explore this particular game’s failings. It should be fun!

Whenever anyone busts out a Super Nintendo at a gamer party, you can be sure that at least one person there will ask, “Do you have Zombies Ate My Neighbors?” Seriously, test that one out. ZAMN has become some kind of hallmark in the party game genre, which is impressive because back in 1993, I didn’t think anyone but I knew the game existed.

No, that honor goes to Ghoul Patrol.

I’m not entirely sure how true this is, but the story goes that LucasArts was developing a game that wasn’t panning out so well. So instead, they turned this failure into a sequel to ZAMN by making the characters Zeke and Julie (the protagonist of the former) and BAM! An instant seller. There plans must have backfired though; I only knew of this game from a random mention in Gameplayers Magazine in 1995, about a year after the game came out.

The reason I have my doubts to this story is because Ghoul Patrol pretty much plays exactly like ZAMN. At the start of the level, there are a prerequisite number of survivors that the player must rescue before a monster takes them out. To find these survivors, players must collect keys to open doors, use a variety of weapons to take out certain threats and drink random potions to turn into a weapon of invincible destruction. Really, the game feels more like an expansion pack to ZAMN rather than a full on sequel, which would have been fine. Who wouldn’t want more Zombies Ate My Neighbor? A lot of people, apparently! So what went wrong? I believe that the game’s problems began with the title.

 

Ghoul Patrol doesn’t exactly have the same pull as something like Zombies Ate My Neighbors, does it? And this was back in 1993; most gamers back then were too young to know anything of movies like Night of the Living Dead, and this was two years before Resident Evil would make the zombie genre relevant to the culture.

It wasn’t just a unique title either, as it clued you into the aesthetic of the game.  ZAMN has you fighting all varieties of pulp horror movie tropes, from mummies, werewolves, vampires, axe-wielding dolls, slime, living plants, mad scientists, aliens, mermen, giant babies and Jason Voorhees wielding Leatherface’s chainsaw. Similarly, Ghoul Patrol’s name pretty much clues you in to what you’ll be fighting: ghosts and demons. A lot of ghosts and demons. And while four levels across different themes such as metropolis and oriental have their own enemies, it never compensates for the lack of originality.

Even the weapons have no flavor. Your initial weapon in ZAMN is a water gun. Yeah, you get to fight zombies off with water guns. There were also popsicles, six packs of soda, silverware, footballs and other assortment of just plain weird objects to use against the monsters. Again, Ghoul Patrol substitutes creative ingenuity with blandness; you start off with a crossbow, and upgrade to machine guns, ray guns… pretty much other assortments of guns. And ZAMN also brought a little bit of strategy with its odd weapons by making certain enemies weak to corresponding weapons, because we all know werewolves don’t like silver, so why should they like silverware? I haven’t noticed any such attention to detail in Ghoul Patrol, but then your weapons are all just different types of guns anyway.

Ghoul Patrol represents the worst kind of quick cash-in, one that failed to achieve its goal. There’s absolutely no originality in either the design or the aesthetic. It was the kind of sin normally reserved for the vapid sidescroller, the early 90s version of the stock third person shooters we have today. If LucasArts learned anything from it, it must have been that yes, creativity does go a long way in the business world. It’s why we can all remember a game like Zombies Ate My Neighbors – and why most people will then ask “Man, why didn’t they make a sequel to that game?”

Next week: I had part of a slinky, but I straightened it. So I played Ghostbusters on Genesis instead. Screens courtesy VGMuseum.com.

The Weekly Relay #2 – Comix Zone

Posted by ASandoval on May 31, 2009 under Features, Games | Be the First to Comment


When you’re a geek like me, there are certain generalizations people make about you. Let me clear some of these up: I have never played D&D, or Magic, or any form of table top gaming for that matter nor am I interested in doing so. I’m not enough of an anime fan to dress up as one of the characters (Video games on the other hand…). I also do not collect comic books.That’s not to say I just plain don’t read them, of course. Every once in a great while something might catch my eye and I’ll take a look at it. Two major problems I have with collecting is that for one I have a hard time taking care of fragile things, so most of the comic books I do get end up getting mangled, and two, I go completely OCD when I get into something and buying all those issues to see every possible story of a particular obsession would eventually put me on welfare.

But comics are one of the major foundations of video games, specifically for the last few generations. So it’s natural that not only would there be games based on famous comics, but stylized like them as well. Infamous, released last week, is a superhero story not unlike Spider-Man with still-shot cutscenes drawn in a comic book style. Japanese strategy RPG Valkyria Chronicles is cel-shaded in a way to look like a color pencil sketched manga, complete with sound effects being visually represented by comic style fonts. Before either of these however, Comix Zone on Sega Genesis went a step further by putting players in a comic book quite literally.

Overview

After the success of the Japanese developed Sonic the Hedgehog and the Genesis system, Sega quickly opened up a U.S. development branch, dubbed the Sega Technical Institute. They were responsible for making some of the Genesis’ biggest milestones, which even includes fan favorite Sonic The Hedgehog 2.

In 1992, STI game designer Peter Morawiec had an idea for a game, which he demoed for Sega in video form as a sort of prototype. The video, Joe Pencil Trapped in the Comix Zone, showed a character literally moving through a comic book, jumping between panels and narrating to the player via text balloons while beating up monsters that were drawn in by a sinister looking hand. The video impressed Tom Kilenski, the then Sega of America president, and the game went into production. In 1995, Comix Zone was born.

The game stars Sketch Turner, a comic book artist and rock musician, who’s kind of down on his luck in terms of money. One day while working on his art, a lightening bolt hits his drawing desk. Rather than his comic and desk getting fried, the villain of his comic leaps out of the page, grabs Sketch by the tuft of his collar and thrusts him into his own comic world. Now Sketch must battle his own creations if he hopes to get back home.

Pro

When I tell you that Sketch is thrown into his comic book world, I don’t mean that he’s just in that world that he created; I mean he is literally inside his comic book. Each level is a ‘page’ of the book, which is divided into panels. As Sketch either defeats all the enemies or solves the puzzle of that particular panel, he is then given a choice of which panel he would like to go to next. He even has to turn the page physically at the end of each level. How’s that for immersive presentation?

The game goes to impressive lengths to make it look like a comic. There’s special moves involving ripping the pages and using the paper against enemies, your nemesis draws in new enemies and obstacles ala’ Bugs Bunny in the Looney Tunes classic Duck Amuck, and even at one point sets a page on fire so you have to run to the end of the level. It’s all sealed nicely with impressive comic art drawn by now Ratchet & Clank art director Craig Stitt that gives it a mid-90s comic aesthetic.

I also especially like how they use the presentation to handle the narrative. There are no cutscenes outside of the intro and ending, but there’s still a good amount of story. The characters talk via comic style word balloons, regardless if it’s just you internalizing or conversing with an enemy that you happen to be beating the snot out of. The game actually manages to convey quite a bit of back story without interrupting game flow. Considering the amount of narrative, or the lack there of, in other beat-em ups like Streets of Rage or Final Fight, that’s quite a feat.

Con

The other difference between Comix Zone and its beat-em up brethren is that you can’t toward or away from the background; you are limited to the left and right. That means there’s a bigger emphasis on platforming and puzzles. This is fine, it’s a very well designed game, but it also makes it hard. I mean this game is hard as fuck and I still haven’t beaten it after 14 years. I’m not saying difficulty is a bad thing, but some of that difficulty feels very artificial.

For one, some enemies are specifically placed in very inconvenient spots such as by pitfalls or flames. And you don’t just jump back or fall over when hit, you go flying. Then there are some puzzles where the solution may not be so obvious, such as using your pet rat to rip the page and find a hidden grenade (with no indication that one is hidden, mind you) so you can knock a guy off a platform you’re trying to jump on.

The biggest crime however, and I want to straddle whoever made this decision, is that when you punch solid objects, you take damage. It’s only a little chip damage with each punch, but these objects take a long time to break. What’s worse is that there’s usually at least one block or crate that you need to destroy on every panel. Add that to there being little in the way of health items and by the end of the page, you’ve wasted most of you’re health beating up objects that you’re forced to hit, let alone all the enemies you’ve been fighting. I understand that hitting solid rock and wood hurts, but this is a video game about a guy who gets sucked into a comic book. Was this kind of realism really necessary?

Conclusion

Comix Zone is absolutely fantastic, there’s no doubt in my mind. It oozes presentation, originality and care that I don’t see in many next generation titles. It’s also an interesting historical piece like most of the STI developed games because of the then rare mash up of Japanese and American developers coming together to create such a stylized product. Hopefully we’ll get to talk more about STI games in the future, as they all were something special and a treat to talk about.

(All images borrowed lovingly from VGMuseum.com. Information source came from this Sega-16.com interview with Peter Morawiec. A fascinating read if you’re interested.)

Next week: As part of Ghostbusters month, we strap a Hoover on our backs to find our missing brother. Luigi’s Mansion is next.

The Digital Delay

Posted by ASandoval on May 25, 2009 under Fail, Features, Games | Be the First to Comment

You may have noticed there’s no Weekly Relay here, nor was there yesterday. Have I already abandoned my ambitions? And so soon?

Fear not, it has just been delayed due to extenuating circumstances such as health concerns (Nothing serious, just annoying) and the like. It will be up either today or tomorrow, and will not interupt plans for the next installment this coming Sunday. In the meantime, you can check out my Punch-Out!! review over at GameFAQs.

The Weekly Relay #1 – Crusader of Centy

Posted by ASandoval on May 17, 2009 under Features, Games | Be the First to Comment


The Weekly Relay is a weekly article whose goal is to ‘relay’ information about a video game, for better or for worse. Each week, we’ll look at one game and specifically talk about what it does best, and what it does worst. It is not however, intended as a full review.

In the early days of gaming, innovative games were held to something of a high regard, so much so that anything that had a similar camera would immediately be labeled the derogatory term, “clone”.  Hell, the term “Doom Clone” was being pasted on every first-person shooter to come out the door well up to the late 90s (Doom itself being built off the same engine as Wolfenstein 3-D, which itself was built off of Catacombs 3-D). That said, Legend of Zelda clones have it rough.

Does it seem hypocritical that I use the term clone when I just sounded like I despised the phrase?  Well then I challenge anyone reading this to define a genre for Zelda. Seriously, what is it? Is it an RPG, an Adventure game, Action, Puzzle? It’s missing key elements of all those games that it can’t distinctly be placed in any of them, yet borrows from all of them at the same time. So from now until the end of time, it will just be Zelda. Zelda and its legion of clones.

That’s fine though. A clone can still be a good and legitimate game so long as it doesn’t rip something off wholesale, and nearly every non-Nintendo console has its respective Zelda clone that brings enough to the table to have something of a cult following. An exception however is Crusader of Centy, developed by Nextech for the Sega Genesis and published by Atlus in the U.S. circa 1994, which doesn’t have this kind of following and yet diversifies itself quite well from Nintendo’s legendary series.

Overview

By describing Centy as a Zelda clone, you already know that the usual tropes are there. You’ll be exploring a world map and its various exotic locations from a top down perspective while swinging a sword at enemies and acquiring new tools that will allow you to get past certain obstacles so you can continue to progress. So let’s start with what it does differently.

The game starts off with your character, the usual name-him-yourself silent protagonist, on his fifteenth birthday. As ritual for this milestone and in celebration of the hero from years past, you are now given a sword and shield of your own in hopes that you will fend off the monster menace that’s plagued the kingdom for an unspecified amount of time. Shortly after, a mysterious fortune teller takes away your ability to speak to humans while simultaneously giving you the ability to talk to animals, thus providing the game with its gimmick.

Along with talking to you, some of these animals will join you in your quest, making it the Centy version of Zelda’s tools system. Each animal has a certain power that you’ll need to progress. For example, Chilly the penguin can make your blade turn into ice, freezing water so you may cross. You can also hold two animals at a time, in certain cases making combinations like stronger spells.

Another difference from Zelda, aside from the handheld Link’s Awakening, is the ability to jump. This is exploited to great lengths, so the game has a bigger sense of ‘obstacle course’. In fact I’d say I probably did a lot more jumping around than monster slaying, something I soon discovered may have been very deliberate.

Pro

It’s easy to take storytelling methods utilized in the current generation of gaming for granted. 3D graphics and animation have come such a long way that now we can nearly replicate the same kind of direction and feel that we see on television and movies. These techniques are really only indicative of the last 10 years or so, and before that, developers really had to work for that kind of feeling. And while Crusader of Centy has to deal with many technical limitations that keep it from ever really nailing it, such as Genesis sprite animation and limited text box space, there are many times throughout where I’m legitimately surprised by the game as a storyteller.

The earliest example is also probably the strongest. At one point, our hero enters a mysterious forest and encounters the genre staple monster, the slime. Having already slain many of these throughout the game, I didn’t think much of it. Sword at the ready, I push forward on the controller and move the hero toward the slime. Almost at swing’s length, the screen suddenly flashed white, and suddenly I see myself running the other way and eventually off camera. Perplexed, I start pressing buttons to see what happens. The slime then starts moving. Apparently that particular slime had some kind of ability unlike the other ones I had fought.

So moving around with my little slime body, I eventually see a group of slime going around a tree. I approach them, figuring I could get some semblance of what is going on when suddenly they scream and run the other way into a small cave. I soon find out why; another hero from my village, a more revered and time honored one that you’d see as the typical Western fantasy stereotype of a hero, rushes from the woods and begins attacking me. Obviously the impediment of speech only adds to the misunderstanding that my new form has created, so quickly, I escaped to the same cave the real slime had retreated to. Inside, I find a family of slime who apparently are terrorized often by this ‘hero’ for no good reason other than they are, well, slime.

At this point, I actually had to stop playing for a second and reflect on what just happened. Ok, yeah, its one thing to show things from the other perspective, but it’s another thing entirely to put me in the shoes of the persecuted first. It’s simple, maybe even a little heavy-handed, but God dammit if it doesn’t work.

The monster-as-misunderstood creatures theme would later be used again in the PS2 strategy RPG Arc the Lad: Twilight of Darkness. The story in this game was handled like other RPGs do now, so it makes for a good comparison of two narrative techniques. In that game, you play two brothers, one of which happens to be half-monster. At certain key points in the story, you switch perspective to see what’s happening with the other brother. It certainly works at being thought provoking, but it all boils down into the same two five-minute cutscenes over and over, one saying “Damn the humans for killing us for being different! They will pay!” and the other saying “Those savages have killed so many of us, they must be punished!” ad nausea until the last 10 minutes when it becomes “We should respect each other for our differences.” At times this is effective enough to be compelling, but getting a sense of story through actual interaction the way that Centy does makes it more personal.

Thus Crusader of Centy’s strongest asset is allowing us to experience its story rather than just telling it. And that’s part of the reason we play games in the first place, isn’t it?

Con

If one of the reasons we play games is for the experience, the other is to be entertained as well. I don’t want to say Crusader of Centy isn’t fun to play, but it probably could try a bit harder.

See, Legend of Zelda games live and breathe on their level design. Finding secrets on the world map and using tools to open new areas is all well and good, but if what we find or see is without purpose or point, then the whole thing is about as much fun as exploring your neighbor’s garage. Centy is particularly weak in this area.

Generally, you just get the feeling that there wasn’t much thought or care put into the level/dungeon designs. On more than one occasion I found myself traversing hallways or big rooms that had no items, no enemies…. just walls and dead ends. It’d be one thing if they were shorter, but more often than not they end up becoming small hikes.

When you do get to see interesting stuff, it’s done fairly well. There’s a higher emphasis on platforming like I mentioned earlier, where you have to do long jumps, avoid spike pits and that sort of thing, but this also causes it to spread its innovation extremely thin. Your new powers just become new ways to clear old obstacles. For instance, first you’ll be jumping over spikes, then three hours into the game you’ll be using an animal that lets you sprint to jump over a lot more spikes, and then you’ll use an armadillo you can stand on to use as a platform to jump over… well, even more spikes.

Compare this to the Zelda series, which finds a lot of new and varying ways for you to use its toolset. You might need a bomb to hit two switches at the exact same time, or set off a line of bomb plants to blow up a structure, or simply blow up a wall. And Zelda’s been able to stretch this gameplay for over 20 years with it only recently becoming a bit stale.

I should note that I didn’t anticipate Centy besting Zelda. Alundra for the Playstation is probably my favorite Zelda clone of all time, and it’s not as solid nor entertaining as any of the other Zelda games (well, except Phantom Hourglass, but that’s an entirely different article all together).Yet while Centy still manages to be fun enough to get you through the about 10 hours or so of gameplay, it doesn’t feel like the designers cared enough to really give it that extra bit of polish.

Conclusion

Crusader of Centy isn’t a great game. In fact, it just barely pushes the boundary of above average, mainly for things I didn’t touch on, like the boss fights. From a storytelling perspective however, it’s still an interesting title that any serious gamer like myself should at least play through once. There’s nothing here you haven’t seen before, but I can’t think of many games that do those things quite the same way. It was enough for me to actually be emotionally moved by a title that didn’t grab me from the start.

Next week: We brave an arctic frontier to destroy native habitats with Lost Planet.

(Images borrowed from the VG Museum.)

Looking to the Future through a Fish-Eye Lens

Posted by ASandoval on May 10, 2009 under Features, Games | Be the First to Comment

Yeah, so my writing could stand to improve a little.

This is something I ponder often while rereading something I’ve published on the site an hour or so after I’ve written it, noting logic inconsistencies and careless grammar and spelling mistakes. A lot of this is my own fault for not treating all of my work like it’s the best that I can do, but that comes as an unfortunate side effect to the whole education thing. All the time I have to do proper writing techniques such as outlining or rewriting drafts has to go into term papers that how best I can regurgitate information, rather than to a space I pay money for every month for my own personal amusement and self-betterment (Apparently betterment is a word. See? I’m improving already). Its summer break now and I’d really like to take this added time to both improve and treat this place like the website I’ve wanted it to be.

When I originally planned the Digital Relay, and this is going all the way back to the beginning of the century now, the idea was for it to be a community effort looking at all forms of media, be it video games or my other loves of movies, TV, books and music. It would start out with me and a couple buddies ranting and raving, sure, but through time and effort, other people would maybe get a kick out of what we were saying and possibly join in via a forum and, hey, who knows? Possibly some would get picked to do articles and features like the rest of us. This was probably fairly ambitious for a high school pet project, but I certainly had more time then to make it a reality than I do now, except possibly the whole money part of it all.

While I don’t know about making the DR a whole community anymore, as well as I need it to be more of a portfolio site than anything else, I do at least want to give it a bit more care as well as add/improve the content I put on it. That means there will be more content, and a lot more time will go into it all before it gets published to the site. The first wave of this content will begin this Friday, with a weekly column dedicated to whatever game I had been playing the previous week. I haven’t settled on a format for these articles yet, but I’m thinking I’ll focus on something really good about the game and something not so good. I just know it won’t be a review; I’ll be saving those for GameFAQ submissions to keep this place less cluttered. Apart from that, I hope to also do a lot more regular posts in between, not just talking about games but other media that I’ve been thinking about as well. I’m even going to attempt a theme for the month of June, so that will be novel.

So look forward to these changes, and leave me feedback to let me know how I’m doing. We’ll kick this off on Friday by looking at Crusader of Centy. Haven’t heard of it? Good, that will make Friday more substantial for both you and me.

GDC Travelouge ‘09 – Prolouge

Posted by ASandoval on March 19, 2009 under Features, Games | Be the First to Comment

Two days left until I leave for the Game Developers Conference. I’ll be trying my best to post daily reports here, but I can’t make any promises. I’ll be working the conference this year, which means I have to be there early every day (As opposed to late starts and Jack-in-the-box prep sessions) which ultimately means I’ll need more sleep during after conference hours. It’s all good though, I’m looking forward to the experience and getting to meet new people within the industry. Just means the travelouge won’t be as indepth or possibly as punctual as I would like it to be. Hoping I’ll have lots to say. For instance, I didn’t receive the email that said I would be unable to work Hideo Kojima’s keynote session, which I was said I would if that wasn’t possible. That’s exciting.

GDC Travelouge – The Conclusion

Posted by ASandoval on February 27, 2008 under Features, Games | Be the First to Comment

Wow, this is way late, sorry about that guys. My time back home has been more or less crazy. I left so much work behind…

But yes, the last day of the convention. Well, first of all, I began the day excited to see Dave Jaffe who… Also wasn’t there. But I didn’t fret as Paul Steed was there to save the day. Yes, his name doesn’t resound across the gaming culture, but the idea isn’t to listen to someone famous for the fact that they are, it’s because assume they have something interesting to say. And Steed, a former art director for the likes of Origin and iD, now working on his own terms, didn’t disappoint. About half way in I forgot who Dave Jaffe was, let alone my disappoint in not getting to see him speak.

After that was a panel on when to ditch your job and go indie. Aside from the fact that the three speaking seemed absolutely petrified to be in a room with more than 10 people, it went alright. Made me feel a little more comfortable about playing it safe and pushing carts at retail while I await the company I have now going anywhere.

Then there was All About Art… which also happened to end at the same time the portal event BEGAN. Not being as art saavy as my girlfriend, I made sure to ditch out early and get us both seats. Lucky I did too because I was 2nd in line. 2nd of… well, I’ll let a better blog do the talking.

So yes! the one thing I got to do this year that wasn’t a disappointment (Aside from win free games and meet cool people), Portal event was interesting AND informative, two things that don’t generally go hand in hand. The hard part was being told by storytellers of one of the best stories on the console market that a lot of the games I love do things the wrong way. I don’t assume that it will change my outlook any time soon, but still it was awesome hearing how they made portal a personal success by following their own philosophy. I assume artsy wordy types like me will have to go cry in the same corner as Dennis Dyack.

Anyway, that’s the skinny, really. I had a great time, but right now, I’m beat. I wanted to finish this, not just to get it out of the way, but to fulfill my promise to you guys… not that you exist yet, but I assume my assured future readership will eventually make it this far and see that I did indeed finish my travelogue. I want to have something cool for you guys by the end of the week to really wrap this up, but no promises. Stay tuned to this place for awesome features regardless of my bonus content pulling through or not. This blog is just getting started.

Flight woes

Posted by ASandoval on February 24, 2008 under Features, Games | Be the First to Comment

Currently stuck in Las Vegas. Last day log will be delayed slightly longer. By slightly, I probably mean Sunday night. Maybe Monday afternoon. Who knows. It’s a secret to everybody, much like my departure times.

GDC 08 Travelouge – Day 4

Posted by ASandoval on February 22, 2008 under Features, Games | Be the First to Comment

I actually got a lot more to say about today then I realized, so please bare with me.

It was a slightly later start today, as there were really not many conferences worth going to, so we kicked things off with a final spin around the expo crawl before heading back up to continue business card rounds for the Destroy all Developers game. I noticed sometime around then I had locked myself a pretty healthy spot in second place for the production team, but I’ll get back to that in a minute.

So around 5:30 we hit up Darius’ seminar on networking once inside the corporate culture. This only pertains to me somewhat, since we don’t have that kind of structure within my company. It might develop sometime around when we get an office, but whatever. Darius was as always passionate and informative, traits that help catch my seemingly lopsided attention span and keep it focused.

6:30 rolls around, and all that time wasted looking at my pile of business cards without actually networking paid off in the form of free games and such.  I don’t want to make it seem like it was a complete waste of time professionally, I made a lot of fellow contacts actually playing the game. At one point, I started conspiring with the head of my team, who was also a journalist. I ran into him later, but not at the prize give away. I’ll have to get in touch with him about that later.

So after a brief stint with West Coast exclusive fast good, I ran over to the hotel where another party was supposed to be held… And was quickly shunned away when the bouncers took a look at my expo pass. Once again, I was turned away from an event that multiple places said all conference attendees were welcome, that several people asked if I was going to. However, can’t say I’m very sore about it. I still got to network with fellow rejects, all very interesting people, and had more than one person tell me the party was kind of no good anyway. So cheers for that.

Finally, I want to throw this off course a little to rant on something that struck me both this and last year: being at a business environment with people who, in any other part of the world, would be nobodies, but for me and other starting developers and students, are Gods among man. For the second year in a row, I was within arms length of Reggie Phils-Aime of Nintendo, had multiple run ins with various G4 personalities, and even crossed paths with Peter Molyneux… twice. You know, there are people you genuinely want to talk to, or may have some interesting comment or question you want to ask (I DID pass Ben ‘Yahtzee’ Crowshaw on the street, who I’ve been a fan of since BEFORE Zero Punctuation) and then the ones I mostly see. The people who the only real motivation to talk to comes from the incessant nagging child in your head who comes out in public as a creepy stalker type. Needless to say, I rarely took action on these and just decided to pass, just happy to be sharing the same breathing space as them. (There’s that creepy stalker talk!) Although I do think Adam Sessler is probably considering a restraining order at this point if he ever learns my name. Another story for another time.

GDC Travelogue Day 3 – Bittersweet Symphony

Posted by ASandoval on February 21, 2008 under Features, Games | Be the First to Comment

Before I begin, I think I need to get something off my chest first

God $@!%ing damn those $@^!s for not $^^&#ing letting us know the $%&@ing expo pass wouldn’t get you into the awards ceremony this year! I got in LAST year, the website still says all passes were invited, and I’m still %$@!ing turned away. If it weren’t a business conference and that kind of $@^! didn’t follow you,  I woulda had someone’s %#!^ing neck. %#^!

I feel better.

In all seriousness, the day was full of ups and downs like this, and while I’m tempted to say mostly downs in a solemn, bitter tone, I still had a good time. We woke up extra early so my girlfriend (A character artist/animator, for those who don’t know) and I could catch our first free expo session, which had something to do with artwork and pipelines and such… it didn’t apply to me so much, but hell, with the Expo pass, you don’t get much as is. We made it with about 10 minutes to spare, seemed like a lot of people were hanging out there too, but then the disheartening announcement was slammed on us: the speaker had caught pneumonia and wouldn’t be attending. As compensation for expo pass attendees such as ourselves, we were allowed into any other session with in that time block.

Instantly, my eyes jumped right to a session over in the other building…. Kevin Levine discussing story and gameplay integration as he had in Bioshock. The problem was now it was already 9:30. In the 90% likely event that the session was filled, we’d miss our chance on any session. Begrudgingly, I shrugged and we headed to a different session, one that had something to do with managing an art team… The details are boring, but it was helpful to me as a product manager… a position that I’m proud of, though not one that I particularly am passionate about. The irony of course is that I missed out on a session I was passionate about, but so it goes. When traveling with another, you have to be considerate for the decisions for the two of you, and not just yourself. I suppose that’s the leader in me talking.

So from then until the awards show (In our blissful ignorance assuming we would actually be attending), we checked out the career pavilion, grabbed more awesome swag than I could possibly post here (Pictures after the trip!) and talked to some people inside of big companies like Bioware and insomniac. Right now I’m not ready to jump aboard a big ship like that, but it’s good to know what I should be focusing my efforts on now for that near future endeavor.

The second part of the day was spent downstairs, where companies were showing off all the new technology you could outsource for your company and apply it to your game. There’s a lot of neat stuff there, like actual hands on motion capture and engine (such as Unreal, Torque, etc.) try outs, but for the most part, it’s gimmicky technology that doesn’t have much real world practicality or is already being done much better on the Wii.

The highlight of this portion was hands on with some hot new games at the Nintendo booth. No,  I was unable to locate Too Human and Street Fighter IV, but I did get some time in with Smash Bros., Wii Fit, Final Fantasy Crystal Chronicles for DS and Ninja Gaiden for DS. I’ll save hands on impressions of those for later, as this post is already reaching near epic lengths, but don’t worry, I got plenty of mental notes.

So yes, some ups, some downs, and tomorrow doesn’t hold much for the cheapo pass as well. Hopefully I’ll still find something good to post about, else I’ll have to give the hands on impressions tomorrow for added content. Until then.