I've not much to write about these days with my head fully entrenched inside editing and revisions. Which if you are keeping track of how much work I've done so far I'd tell you its resting at a solid ten percent. And that is overall editing of the entire story which for full disclosure I now figure to run between eighty to one hundred pages when all is said and done.
Needless to say I'm making some large strides with the work and am finding new ways to manipulate it with alternate approaches. Won't go too far into it but I'm enjoying the progress so far and at this rate I'm sure everyone else will too.
Otherwise I've not much to say. Trying to finish up my L.A. Noire review soon and will post it over the weekend as mentioned previously. My other mentioned review will follow the next weekend I believe unless otherwise noted.
And that will do it for now. I apologize that the blog has certainly steered towards updates only but for the short time that is all I have time for. At the very least I hope they bring insight on what I'm doing in the meantime.
Until I have something more interesting to talk about,
-Rossini
The world is vast; its stories are varied, true and untrue. We come to live, and we come to hear in such times where the world is believing and time is sleeping.
Thursday, May 26, 2011
Tuesday, May 24, 2011
Shucks
I spent a lot of Saturday wondering whether my cynical attitude would fly if the day ended early. Followed by the world, time and space, and of course the entire universe - multiverse not withstanding. So of course when it didn't I was in a particularly bad mood - if for no other reason then I'd have to start the dreaded editing of my story.
All jest aside I'm rather in awe that such a small time prediction (and let's just be clear that is what this was) had been taken to such depths. To understand just how far I exactly mean CNN actually had Stephen Baldwin in their studio to talk about... Things.
But I digress.
I had Monday off with some time allotted over the weekend and while I made very very very small headway into "revisions/editing" I've now the idea how to better that. So no worries on that front.
Also worth mentioning I will have my LA NOIRE review up by weeks end. Sometime between Fri-Sun. Look out for that.
And a surprise 999 (nine hours, nine persons, nine doors) review should be up shortly after that.
But a sneak peak for those on edge of Noire.
My initial reactions are good. While the heavy hand holding at the beginning was distracting once I was set loose, turned off all clue hints, and found my way to each investigation/interrogation I relished time spent inside post war LA. My only caveat to potential buyers would be lack of depth(read: things to do other then the terrific main missions) and overall length(again once you are done you may be done for good). While I believe DLC will relieve some of these pains I'm just worried this is a better investment as a rental or twenty dollar game. And because its a Rockstar game that may be a while.
Look forward to posting a full review soon!
As always,
Thanks for reading!
-Rossini
All jest aside I'm rather in awe that such a small time prediction (and let's just be clear that is what this was) had been taken to such depths. To understand just how far I exactly mean CNN actually had Stephen Baldwin in their studio to talk about... Things.
But I digress.
I had Monday off with some time allotted over the weekend and while I made very very very small headway into "revisions/editing" I've now the idea how to better that. So no worries on that front.
Also worth mentioning I will have my LA NOIRE review up by weeks end. Sometime between Fri-Sun. Look out for that.
And a surprise 999 (nine hours, nine persons, nine doors) review should be up shortly after that.
But a sneak peak for those on edge of Noire.
My initial reactions are good. While the heavy hand holding at the beginning was distracting once I was set loose, turned off all clue hints, and found my way to each investigation/interrogation I relished time spent inside post war LA. My only caveat to potential buyers would be lack of depth(read: things to do other then the terrific main missions) and overall length(again once you are done you may be done for good). While I believe DLC will relieve some of these pains I'm just worried this is a better investment as a rental or twenty dollar game. And because its a Rockstar game that may be a while.
Look forward to posting a full review soon!
As always,
Thanks for reading!
-Rossini
Saturday, May 21, 2011
It is done [The](Day late and a joke short edition)
Update time already? Geez it felt like yesterday was Monday and the day after was Tuesday. Which clearly would make today *Friday* if one is to believe Rebecca Black.
Short things first. Haven't been feeling well, apologize for the lack of consistency in the week/up coming weekend. Whatever gets posted should always be relished as with life there are no guarantees.
Captain where art thou? I've surely disgusted many by now with my unfunny and at times non whimsical ways. While the short answer would be:
Either way don't take that post as anything relevant beyond whatever marred investigations you seek to unravel. Actually ignore even that. It makes me look paranoid.
Onto the update about starry time (word play).
"It is done" is a clear and cut reference to our little Vacant World. And like that message implies I have done the unthinkable. I've finished something I started!
All jest aside this is a stupendous day. I will - moving forward - now be-able to clearly see into the near future and offer a more promising delivery date. But as I said. Moving forward. There is still lots to be done. As I said in a post I didn't drop, much is fine and little is heavily broken. In other words, small bits will require a lot of editing but most is certainly almost ready to go.
And that is that. I've not much to reference/rant/talk about otherwise.
Hope everyone has a spectacular weekend and as always thanks for reading and staying up to date with the progress!
-Rossini
This was posted early Friday but apparently it wasn't.
The other disappointing news is that while I did say editing would be manageable do not believe me when I say it will be short. It will take me some time. I'm still holding up "sometime in June" as my inevitable shoot date but due to the intrinsically volatile nature of the story I'm never certain. As always, doing my very best to keep you informed.
-Guy who offers very little*
*Tongue in cheek. I'm being as honest as honest pie can honestly be. Honest.
Short things first. Haven't been feeling well, apologize for the lack of consistency in the week/up coming weekend. Whatever gets posted should always be relished as with life there are no guarantees.
Captain where art thou? I've surely disgusted many by now with my unfunny and at times non whimsical ways. While the short answer would be:
The truth is that post was a breaker/opener for my article. Then I just felt lazy and continued to write it out all pretentious like. For twenty five long minutes I turned crap into uninteresting and slightly insightful viewing into my physiological missteps. Or it was just freehand and I certainly like mixing a bowl full of garbage.Chalk it up to asinine structuring.
Either way don't take that post as anything relevant beyond whatever marred investigations you seek to unravel. Actually ignore even that. It makes me look paranoid.
Short story: It wasn't important.
Onto the update about starry time (word play).
"It is done" is a clear and cut reference to our little Vacant World. And like that message implies I have done the unthinkable. I've finished something I started!
All jest aside this is a stupendous day. I will - moving forward - now be-able to clearly see into the near future and offer a more promising delivery date. But as I said. Moving forward. There is still lots to be done. As I said in a post I didn't drop, much is fine and little is heavily broken. In other words, small bits will require a lot of editing but most is certainly almost ready to go.
And that is that. I've not much to reference/rant/talk about otherwise.
Hope everyone has a spectacular weekend and as always thanks for reading and staying up to date with the progress!
-Rossini
*Couple editorial edits.* [May 21st, Early Sat Morn]
The other disappointing news is that while I did say editing would be manageable do not believe me when I say it will be short. It will take me some time. I'm still holding up "sometime in June" as my inevitable shoot date but due to the intrinsically volatile nature of the story I'm never certain. As always, doing my very best to keep you informed.
-Guy who offers very little*
*Tongue in cheek. I'm being as honest as honest pie can honestly be. Honest.
Tuesday, May 17, 2011
Quiet time with Captain La La
There are always a couple of revelations that come crawling back into mind when dealing with a world not all too real. Some of which is the typical self-loathing path most unoccupied brains will take. Others require constant self-deprecation to fully flesh out a beast rode time and time again.
That revelation is creativity. Where it remains and how it co-exists with precedent discoveries. And in brutally ravaged truth the world is is seemingly full of faux pretenders. Grifters bent by whim of a carnivorous environment sold to monetary need.
In actuality a creator is nothing more then a visionary mime. One that mimics actions, decisions, and life as we know it until the pencil breaks. A rather pretentious and slick operator called onto stage to deliver one memorable line before the curtains prevail. And when the cast light darkens the scribe waddles back to the mines. Again forever stuck in obscure reference.
But I was not trying to paint such a dilapidated picture. The scars where the pencil scratch and eraser met were not to be examined just because. Things of this nature are rather abundant and I am no Shakespeare. To be was never quite my repertoire.
With so many words I've lost being pertinent to the subject at hand and digressed a tale from amidst the rattling bobble that resides inside my head. What then do I wish to imply?
These things I've tried have not went as planned. Like an ocean caught inside a hurricane I am tremulous with rise and descent. And try as I may to steady my hand I wobble towards the railing looking over as the water continues forever on.
I am many things. I am many truths. I am many lies.
But it seems that the rudder has been warped by time letting my vessel float needlessly forward as the dreams mount and the rays pelt.
I am but a man.
That revelation is creativity. Where it remains and how it co-exists with precedent discoveries. And in brutally ravaged truth the world is is seemingly full of faux pretenders. Grifters bent by whim of a carnivorous environment sold to monetary need.
In actuality a creator is nothing more then a visionary mime. One that mimics actions, decisions, and life as we know it until the pencil breaks. A rather pretentious and slick operator called onto stage to deliver one memorable line before the curtains prevail. And when the cast light darkens the scribe waddles back to the mines. Again forever stuck in obscure reference.
But I was not trying to paint such a dilapidated picture. The scars where the pencil scratch and eraser met were not to be examined just because. Things of this nature are rather abundant and I am no Shakespeare. To be was never quite my repertoire.
With so many words I've lost being pertinent to the subject at hand and digressed a tale from amidst the rattling bobble that resides inside my head. What then do I wish to imply?
These things I've tried have not went as planned. Like an ocean caught inside a hurricane I am tremulous with rise and descent. And try as I may to steady my hand I wobble towards the railing looking over as the water continues forever on.
I am many things. I am many truths. I am many lies.
But it seems that the rudder has been warped by time letting my vessel float needlessly forward as the dreams mount and the rays pelt.
I am but a man.
Monday, May 16, 2011
Savage Moon (A mini dual review)
There are many many many Tower Defense games on the market many of which have taken the genre about as far as it possibly can be taken. And the Savage Moon series is neither what one would relate to being a fan favorite or well known commodity and staying the course of originality I would not declare any of it to be. But I will not undersell this game or any game solely on my perception of that title.
Unlike most games found in the genre Savage Moon strays from the safety net just enough to find rubble and destruction resting where a proud machine gun nest once lie. That is to declare that the fine folks over at FluffyLogic advocate the death of one's property if it somehow winds up in amidst the dark side of the moon.
One can perceive then that blocking pathways with turrets or more then likely their counterpart, the vanilla offense/defenseless blocking block can merely trivialize the world but this simply is not true. The "aliens" come in many different flavors all of which require different tactics of which many can and will decimate you in a timely manner. Thus the inception of support towers such as repairing/amp/aforementioned block.
But to quote Carl von Clausewitz:
The best defense is a good offense
And sure how do the bullets/mortars fly. Like the typical legacy of the genre, more then everything expected is put on display. Upgrades, multiple turret variations, winding paths, etc etc. Which of course as per expected rather plays well into the paper rock scissor mentality of the game.
There some major drawbacks to the PSP iteration (Hera) however.
Unlike the original, Hera is set up using a Risk style over world where the player can relegate resources (namely tower pods/blocking pods and money) to each chosen scenario during the course of a twenty Imoon extravaganza. While given a "suggested" requirement the problem in fact stems from the ability to overload a world snowballing the entire process. On the flip-side of things if one does indeed fail to protect their mining fellows then you will potentially lose an entire Imoon and be required to re-clear levels once already done. To make matters worse the game's trial and error style neither offers a "get out of jail card" or the ability to restart forcing the user to shut down the game/system and come back.
However with that being said, the psp incarnation still rocks the core tower defense mantra found not only in its precedent but many other TD presentations. While not the prettiest nor the best at what it does I'd still recommend it to those yearning for more tower defense to scratch their insatiable itch assuming of course they've already finished the superior Pixel Junk Monsters.
Savage Moon PS3 edition : 8/10
Citing Graphics, ease of use, depth, and encouraging trophies as my pros.
Cons would be lack of co-op (not a deal breaker) and early difficulties to adjust.
Hera Edition: 6.5/10
Suggesting that while core game-play remains intact and otherwise in good shape; over world, lack of restart, lack of easy to read ground pathways otherwise stutter the game.
- Rossini
Couple of things I'd like to add. First things first I don't think I'll be adding these to Amazon. They're slightly lazy and somewhat uninformed(sort of like most reviews there. Zing!). I may in the days following touch them up and post them if I so choose. Will inform if/when for those interested.
I also didn't intend to post this as my next post. Saturday was a bad day and quite simply required much time of mine. Sunday on the other hand was a wash due to the Bulls game. And while I don't even care for basketball anymore, a free game is a free game. I tried my best to make it by Sunday but it came and went. Still I got this tidied up rather quickly so that is something.
Needless to say I will update and post my intended stuff soon. Hopefully as always.
Friday, May 13, 2011
This time the downtime wasn't my fault!
So I guess as I understand it Blogger was under maintenance and then some sort of maintenance to fix the previous maintenance. Thus why all the blogs under the Blogger banner did not update (and in some cases newer posts were deleted/eventually brought back).
Unfortunately this will slow my next update as my broken brain recollects the info lost. Actually....
Never mind my lack of coherency (see last post), will update tomorrow hopefully with what I wanted to say. Sunday at worst.
As always, thanks for reading.
-Rossini
Unfortunately this will slow my next update as my broken brain recollects the info lost. Actually....
Never mind my lack of coherency (see last post), will update tomorrow hopefully with what I wanted to say. Sunday at worst.
As always, thanks for reading.
-Rossini
Tuesday, May 10, 2011
A difficult rant with no defined stance (The asterisk edition)
(Updates at the end of page as always, foreword here, Article following. Confusing - hopefully not.)
I hate starting an article/rant off with a foreword but felt it would be necessary considering the situation. First of all, I apologize I did not post this Friday as expected. It came off as whiny. Then Saturday came and went and so did the article. Rewritten twice to no avail. Sunday I didn't really bother with it. Today came and I wanted/needed to remove it from my mind. I tried to explain everything as best as I could but even now I can feel my feet sinking inside the line made out of quicksand. Truthfully I'm not even sure if I even believe or want to believe anything of the following. I wrote most of it out of spite and anger towards the predictably annoying AI found in certain games I've been playing. Other things crept directly out of my biased hatred of all things "casual". Take that only as a minor comment. I do in fact like/love certain casual games. Just don't get me started on Facebook games (not that I even have a page). In general I actually can say with full disclosure I think this post was a general waste of time. To make matters worse I continued and continued to write more and more. It never seems to end.
What I do suggest to my readers. If it interests you go ahead and read it. If it doesn't then do yourself a favor and don't. As always, updates at the end. And please, ignore any grammatical or spelling errors as I'm sure there still are some. I've had it with rereading this...
*Tuesday edit* This was supposed to be posted up on Monday Morning or by Monday night. Sad truth was I fell asleep before it was so now it is three sentences longer. Wonderful.
Thank you for reading,
Rossini
The difficulty with tango between Human and Artificial intelligence stands in at line break one.
"How should you like to die today" should the computer ask its human counterpart.
Since I've renounced Online multiplayer six or seven years ago due to time allotment (and not in part to skill or lack thereof) I've since transcended* towards the dying gamer class of old. The single player. But this topic is not partial to Online vs Offline. I have no interest in discussing such a thing today. And this is not about the future of single player games. Again I have no damning opinion at this moment.
This topic revolves around the evolution and steps forward to refining difficulty in modern video games.
Recently as you may recall, I wrote a review on Uncharted: Drake's fortune (Haven't read? Check four posts down or under Amazon Reviews). I chose Uncharted as a perfect subject to dissect considering I hadn't explored previously its more ludicrous difficulties. And it was the perfect opportunity to collect my first platinum trophy with the completion of one very specific task.
Particularly the task of charting the merciless difficulty known only as "crushing". And I'll admit against my better judgement of the interwebs that it wasn't necessarily easy to complete. Not because of my ability to actively read and adjust to the flow of the game. More often then not I failed because of archaic rationality. Still I managed to finish the mode in under eight hours without too much trouble.
But it got me thinking. The major problem with Uncharted was the more I flipped up the difficulty switch the less I played by the core game-play set of rules. For example: more often then not the game plays under the guise of the modern era; Cover to cover mechanics. But I found myself more often then not strafing and pieing corners then going in and out of cover. Actually I'd go so far as to say cover at times was more detrimental to playing the game on crushing then not. And for obvious reasons that is a major concern/problem.
Allow me to enhance this further with use of an analogy. Let's assume for a moment that Mario, the master plumber of all video game history, could no longer defeat an enemy on his game's most difficult settings by jumping on its head. As with most games of his era touching another being no matter the area will instantly destroy Mario and return you to stage beginning. Surely this could be overcome but at the cost of a known core ability.
Going one step further allow me to shine the spotlight on Max Payne. Imagine if old Max could no longer freely enter Bullet time or even suggest that if he could it would drain his health instead of a separate meter. Would this still allow Payne to survive and complete his task?
| Making bullet time look good. |
The answer on everyone's mind is Yes. Albeit at extremely slow paces and only with a infinite amount of patience and practice. None of which I'm suggesting it takes to complete Uncharted but bear with me.
And it isn't solely third person games that suffer from severe spikes in gaming logic. Call of duty's world at war decides at random when it will eventually turn into a nade fest. Four to six grenades lobbed at your feet at any given time is not difficult. It is stupid.
Obviously difficulty in video games extends from decreasing and increasing numbers that more often then not break balance and fun. Of which I thoroughly expect but there must certainly be a way to factor in more control over one's adversity. And simply severing health and ammo pick ups along with shattering core game-play mechanics does not make an ideal solution.
Two games (there are plenty more, I just can't remember them all right now) come to mind with the proper solution albeit follow the strict rule-set I just got describing save for one very important detail.
Stranglehold (Various) held together similar issues all games discussed did. Yes on Hard-boiled bullet time was practically cut in half and you sustained damage with ease. But the major differences here and Uncharted - although likely attributed to bullet time - were that it was in some ways easier to dodge bullets and make the precise shots when absolutely necessary. And of course even though body shots were extremely ineffective in both games, head-shots were never a premium in Stranglehold and generally killed the attacker unlike what happened to me multiple times in Uncharted where the man's raised hand would absorb all the damage. There was a Mexican standoff mini game that was ridiculous on hard-boiled but.... No comment. Funny thing about when I played this game. Hard was the perfect difficulty. It was intense all throughout without being overbearing. Normal was a joke. Another thing I'd probably get hung for saying but I felt like I was trying to play a 3D version of Contra when I tackled Hard-boiled. I just felt like I really had to dodge the big round unrealistic bullets otherwise I'd die after one hit.
So after all that what would I suggest or take away from this discussion? That bullet-time and effective dodging can overcome scaling difficulties? No that would silly in almost every context. But there are a few things I could go without in the future.
1. I'm tired of being One shot at higher difficulties. Unless the game intends itself to be realistic in nature then let us tone down the idea of evaporating life and leave it to the games that deserve/lend themselves to it. IE like the Tom Clancy franchises.
2. My biggest pet peeve in these spikes is when a developer decides to cut my ammo reserve and then turn around and inflate an enemy's health by two hundred percent. Unless this is a stealth game or a brawler do not do this. It is lazy and simply infuriating. And if you really must remove bullet counts then would you please bring a more standardized health system the the enemies? It should never take more then three to five bullets from an AK to fully down another human being. In reality it really shouldn't take more then one but I won't suggest that. To counter this idea might I suggest more enemies if the encounter can handle it?
| A 7.62x39mm Kalashnikov round. Not something you want thrust into your body under any circumstance. (Picture credit: Wikipedia.com |
3. A tough one because it is all theory and not practice but in one form or another a gamer's mettle should be tested by ability and not cheese. The worst thing in the gaming world is an AI that likes to cheat. And you bet right if I suggest that Uncharted did that a quarter or so of my play-through. With a Plethora of special weapons that one shot kill (two pistols but with slow firing rates, two shotguns when at close range, and most of the time a grenade launcher) a lot of my restarts were caused from turning a corner and then spontaneously crumpling to floor, dead. Enemy's spawn points are and will always be tied to some form of progress and when given this ability there is not much to do to advert from it. I have no real suggestion here because unfortunately this is tied to core game-play. Cover will absorb the hit but that's not always the staple here. And when these special guns are in the hands of a ninety-eight percent shooter your ability to stay alive will always be jeopardy. The major con to most games is when dealing with this situation you'll normally have to use unconventional or unflattering tactics such as bait and drag spawning enemies, retreading across progress and setting up a kill zone. rinse and repeat.
Minor continuation: World at war is perfect exemplary to the above. When AI has gone beyond the confinements and goes berserk. No one likes playing catch every step of the way. Please developers, don't bother us with your father issues. Thank you.
Not all difficulty modes broken are solely bound in the higher echelons. Nowadays most are broken intrinsically from the very beginning. From your causal games to the childlike hand holding of repackaged classics.
Which leads me to my final topic. After all this complaining about modern day difficulty spikes or lack thereof I hardheadedly will make one last accusation. The problem with most games lies in one very simple question.
Why try not to be shot? Why the hell should I care? The problem is without a break to break counter, I'm merely invincible assuming I can find myself cover and "heal". It may take a while but in theory new age games are easier because of two very important things. Logic and the replenishing health system. Logic dictates avoidance, IE how to avoid (where as in the old games things were either unavoidable or required a trail and error style memory game) what to avoid (assuming one has a choice between turret shelling and small arms) when to avoid and of course how to manipulate the world and it's surrounding. And the health system? An unplugged source of power. One mustn't worry about every little thing only what is large, red, or blinking. Generally speaking this system should adhere to a fractional health bar setup at best/worst that way health isn't simply infinite without heavy worry. See Halo ODST/Reach or Resistance: Fall of man for examples."Why do we worry about being shot?"
And here we are, the truth is in grasp but something is quite wrong with my rant. Something that white out simply can't blank out and non nonsensical transitions can avoid. That is because the topic of difficulty like many a great things such as taste and comedy is built in the realm of subjectivity. I know there is no right or wrong in this area. One shots and "causal" game-play elements aren't going anywhere. They're bound to the system more then the cover based rigamarole. I can't expect developers to drop everything and simply "add more bad guys" to any given scenario. It is illogical and unpractical. And to make matters worse it would break games more then the alternative.
So what is the overall solution? I suppose I have absolutely no idea. Outside of Online enveloping the single player market there doesn't seem to be any real good indicators on this front that AI will yet take that next step. Certainly multiplayer can and has substitute certain games and certain areas but at what cost?
But again those are not shooters. They are rpg based (DS), plat-former based (SMB) and most importantly skill based. Can a shooter accomplish*** the same thing without granting omnipotent power to the player?
And when it does will it be somehow bound to updating user interface***? Motion controls***? Virtual reality***? Some form of enhanced brain recognition?
Who the heck knows but with sure guarantee I can tell you one thing. Artificial Intelligence doesn't have or know the solution. Not yet anyways.
*PRE POST EDITING*
One topic I didn't mention in this post in AI in stealth games and difficulty in that genre. Perhaps I will eventually come back to it at a later date whenever I review splinter cell. Also not mentioned was the Call of duty series that rest in the hands of their loving creators. CoD: 2 and 4 were fun (to some extent) and great accomplishments on their brutal settings. So can the Halo series. The reason? Each has something most shooters don't.
*Used as an ironic terminology. Transcended downwards....
**Haven't reviewed yet. Will when have time/complete. I do recommend it but not for those strictest of strict thus why I said I overall wouldn't want to recommend it to like-minded individuals unless they can accept it forehand.
***This isn't the first time I've brought this subject up. As much as I love my standard controllers, joysticks are holding shooters on the console back. Sounds stupid but I just don't always feel one hundred percent about my "skill" when using a joystick. I can play well but gosh darn it I think it is about time these pieces of plastic help me do better then that. And all the fps freaks in the world can't substitute a mouse/proper motion controls. And it doesn't help that I no longer even use a freak on my ps3 controller (it damages the shell/stick).
update section:
Couple of updates. I was distracted and slightly depressed over the weekend so not much came out on paper. Yes it is irony if one is to be depressed but not be-able to write depressing material. Its getting there.
I have a slight development to using my grip its! product that I will edit into my review eventually. If anyone purchased those or was intending on doing so please read that info first.
On the Review side of things, I haven't started anything yet. Don't know what I will review next and it might not be until L.A Noire. Let you know when I do.
Subscribe to:
Posts (Atom)

