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  • In Defense of the QTE: Ninja Blade



    Now that the man’s winding down his career, let us honor Yu Suzuki for his most important contribution to game design: the QTE. Hey now. I can hear you rolling your eyes. We might be sick of pressing the X button every single time Crystal Dynamics wants Lara Croft to kick a tiger with style, but the quick time event provides us with some of videogames’ most satisfying thrills. They aren’t inherently bad. They’re just implemented very, very poorly. This week, you’ll be able to walk out into the world and pick up a copy of From Software’s Ninja Blade. Hell, you can go home right now and download a demo of Ninja Blade just to have a taste. One level is all you need to exemplify just how good quick time events can be in a game.

    Here’s why.

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  • John’s Games of 2008: Year of the Character



    Next time you start telling somebody about a game you were playing — not a puzzle game or anything equally abstract — pay attention to how you refer to what you were doing in the game. Are you saying, “Then I jumped on the goomba!” or are you saying, “Then my guy jumped on the goomba!” Is it you finding the boomerang or is it Link? Are you driving the car, making the basket, managing the farm? Or is it your proxy, that little character walking about when you push a button to the right, that window meant to be a human being’s field of vision? As much as I thought about open worlds in 2008, I spent just as much time wondering what role character plays in great game design. A great game character doesn’t need to be one specific thing. It can be you, a literal representation of how you see yourself physically and even spiritually. It can also be a suit for you to put on, a fiction that you can inhabit, a doorway into story that isn’t just different from your daily life, but quite literally impossible. There was no shortage of astounding games in 2008, but there were a handful that, for me, were wholly defined by how they let you inhabit their characters, and characters made both for and by the player.

    In my first look back at ’08, I mentioned how it was character that ultimately kept me from getting the most out of Grand Theft Auto IV. There was just too much dissonance in how Niko Bellic was represented. There were three Nikos. There was the Niko you see speaking in cutscenes, a haunted, practical man of honor, making a new life for himself in a new country by hunting down the demons of his past. There was the Niko you guided through the game’s structured missions, a ruthless, opportunistic murderer who would destroy anything and anyone for a buck. And, finally, the Niko that you played, the blank slate who could do anything in Liberty City, whether it was enjoying a nice walk on the beach or assaulting an international airport with nothing more than a motorcycle and a baseball bat. At no point in GTAIV did these three Nikos meld into a single character, and the constant contradictions between them made it impossible for me to enjoy the game after a certain point.

    Metal Gear Solid 4 and Yakuza 2 (my absolute favorite game of 2008) were two of last year’s greatest achievements precisely because they didn’t fall prey to GTAIV’s representational failures.

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  • Joe’s Top Ten Games of 2008 – Special Jury Prizes

    The official mandate has come down from the top, as you have seen—that it is December, and we all write about games, so we all have to pick some arbitrary number of them that we enjoyed above all others this year. This is an arduous task that we have all figured out ways to cheat at, and I am no different. Though I will pick ten games, exactly, and present them in order from #10 to the best game of the year, I will not be starting that list today. Instead, here are my special jury prizes for the year. These games would have made it into my top twenty. They all did one or two things pretty well, and many deserve more recognition than they ended up getting.

     


    Best Games to get Your Girlfriend to Play GamesWii Fit and Echochrome: A tie here, for two otherwise incomparable games. Wii Fit is an obvious one, as it has been specifically targeted at women and is barely a game at all—it’s really just a charmingly presented tool. Echochrome is much more interesting, because it’s a gamer’s game through and through. Despite being maybe the most abstract game released this year, it’s actually surprisingly easy to get the layperson to understand it—“the M.C. Escher game” is a fully illuminating description that almost anyone is at least intrigued by. That both of these games were technically ambitious (Wii Fit in hardware, Echochrome in software) is not a coincidence, as this is the kind of lateral thinking that grows the scope of the medium.

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  • Overworld: Yakuza

    Overworld examines how one game or series establishes a unique sense of place.

    I’ve never been to Japan. But having played the Yakuza franchise, I can say that…I still have no semblance of what it’s like to be in Japan. But I do have a strong sense of a picture of an urban Japan, of what the leaders at Amusement Vision feel the cities must be like for a haunted, violent criminal. It’s an affecting place, one the hangs an ever-present melancholy over the game.

    It’s not so much a visual thing, though the graphics do combine technology-limited photorealism with broad splashes of the anime aesthetic for a look that is recognizably Japanese. It’s also not just about the meaningless street violence, of which there is plenty—that exists more for the sake of story progression, though it naturally colors the experience of the environment as well.

    But it’s more about the little things, what Yakuza will and will not let you do as you interact with the world, that gives its urban Japan its lonely, oppressive feel. Let’s look at what you can do: you can eat, partially to heal up, but mostly for the experience of eating while facing an empty chair. You can drink, for seemingly no reason, again with experience (and a chatty bartender) being the sole incentive. You can play video games, in an arcade, alone. You can watch videos, some of them dirty, in a small room alone. You can pay a young lady to be your friend. You can be paid to be somebody else’s friend.

    Now let’s look at what you pointedly can’t do: talk to most of the people on the streets. Of the ones that will talk to you, most will fight you; there’s no avoiding this, other than to avoid these people entirely.

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  • Trailer Review: Yakuza 3



    Kazuma Kiryu and I are going to hang out. We’ll go out and he’ll show me the sights, take me to a hostess club, and we will laugh and laugh. Chances are, some dudes in puffy winter jackets will start some shit. I will hold their leader in a headlock and Kaz will drop kick that mofo so hard that Canadian children will say, “Ow” in their living rooms, thousands and thousands of miles away. We’ll high five each other then, before listening to a hardboiled detective tell us of intriguing and nefarious dealings in the Tokyo underworld. It’ll be sweet when the jazz rock starts playing. That heady day will only end when I’m woken up in my study, a firm bionic hand on my shoulder and a disapproving voice asking if I’m “dreaming of that Celestial roustabout” again. I will lie, of course. A white lie to soothe my beloved Commando’s nerves. But I will treasure that dream all the same.

    Yakuza 3, as you can see from this trailer, looks totally frigging rad.

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  • Bringing Sexy Back: Toshihiro Nagoshi



    I mentioned it earlier today, but Sega’s been making me feel all tingly on the inside lately. It’s been a goodly while since Sega made my heart flutter, but they just keep making all the right moves. More than anything else from the publisher, Yakuza 2 has been the real inspiration behind all the tinglyness. No bones about it, I freaking love that game. It is awesome. But I got to thinking today, to whom do I owe my thanks for all the warmth inside? Well, certainly crime novelist Hase Seishu. His careful pen is responsible for Yakuza’s ongoing and thoroughly entertaining story. But producer Toshihiro Nagoshi certainly deserves a heaping spoonful of thanks as well. And you know what else? He is sexy as hell.

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  • Watcha Playing: The Palette Cleanser



    The past six weeks have been teeming with meaty, action games. I’ve been working through them slowly but surely, like an elegant seven course meal. Star Wars: The Force Unleashed was thick, hot comfort fare, a brief appetizer of sloppy design coated in delicious Stormtrooper and rancor killing action. The game’s a buggy mess, really, the gaming equivalent of empty calories, but definitely satisfying. Then there was the dynamic horror duo of Dead Space and Silent Hill: Homecoming, a soup and salad combo built to terrify. They didn’t really scare, but instead delivered visceral body simulations. Both games succeeded by making you constantly aware of your avatar’s physical presence and the heft of their actions, and they achieved this through a careful synergy between atmosphere and play. Yakuza 2 was truly the main course, a game I had no expectations for whatsoever that turned into an all time favorite. Its broad adventure, pulp tale of cops and crooks, and simple but ceaselessly engaging fisticuffs were nourishing, more substantial than anything released on current gen consoles. For dessert, Castlevania: Order of Ecclesia. Another bonafide surprise, Ecclesia turned out to not be another retread through Igarashi’s decade-old formula, but a challenging successor to Castlevania 2 with fierce action whose variety and elegance was exceeded only by the game’s environments. Yes, it’s been a great month of big games, but it’s been the small things I’ve played in between them, games I’ve played for no more than a handful of minutes here and there, that have given the most *ahem* food for thought.

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  • about the blogger

    John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

    Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Nerve, Pitchfork and MoCCA, among others.

    Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

    Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia prizes the certificate from the Ministry of Health declaring her tick and rabies-free.

    Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

    Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

    Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

    Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


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