Thanksgiving Sale on My Debut Cyberpunk Novel
Labels: Cyberpunk, Entertainment, Literature, Science-Fiction
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posted by Gary A. Ballard @ 11:40 AM
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Shooting Synergy in the Foot: Star Wars: The Force Unleashed (Wii) Review
All the stars were aligned. A Star Wars game about Darth Vader's hidden Sith apprentice with customisable force powers, motion-controlled light saber fighting and two-player duels would be the ultimate geek wet dream. But from the very get-go, I was left with a puzzled disappointment. Leaving aside the ultimately irrelevant narrative retcon of the Star Wars mythos, the presentation of the game is mediocre at best. The graphics are not even on par with the better PS2 games, and games like Metroid Prime: Corruption has already ably demonstrated that the system has the horsepower to push some impressive graphics. Yet this title is rife with flat texture works and inconsistent use of lighting and shading. Star destroyers in particular look awful, flat colored polygons with tiny bits of detail and no lighting effects. Yet your character's personal ship has plenty of detail and shading applied. The technical aspects of the system's graphics hardware count for nothing if the artists half-ass their way through the game.
The voice acting suffers from a similar inconsistency. While Vader and the Stormtroopers are certainly well-represented, the main character cannot seem to decide whether to speak with an affected British accent or an accentless American reading. This could all be forgiven if the game play lived up to the potential. Unfortunately, that is the exact area where the game falls apart the worst.
Now I realize that the original Wiimote with the addition of the upcoming MotionPlus attachment is probably not as precise an instrument as I at first thought. But a very flawed game like Red Steel managed to do what a Star Wars game could not, make sword-fighting fun even though the Wiimote does not map 1:1 arm movement onto the screen. Perhaps it was Red Steel's use of first-person perspective as opposed to the FU's 3rd person, a change which makes a big difference in immersion. But I tend to think the reason FU doesn't feel that immersive is because the controls are downright sloppy. Not only does the character not respond in kind to the Wiimotions, I never felt like I needed to do anything more than flail around in order to kill anything but a boss. I am reminded of the typical gameplay of No More Heroes, which was overly boring except on the boss fights. The force powers are fun, but many require motions on the nunchuk that aren't intuitive. The 3rd person camera was one great big bag of dick, constantly flipping around the character unbidden, causing me to lose my target. Though the D-pad allows me to control the camera, the D-pad isn't really well-placed for the kind of quick use I needed to switch the camera in combat situations. The Nunchuk's imprecise analog stick doesn't help in this respect either.
But one of the most irritating things about the game involved the boss fights. Rather than the exciting swingfests of a game like No More Heroes, the boss fights in FU are tedious affairs littered with jarring QTE's (Quicktime events). Rather than relying on the player's skill with the lightsaber and force powers to defeat bosses, every boss has certain stages of health loss that necessitate passing a QTE. Failure results in the boss's health being reset to the last stage. While some games use these effectively (Resident Evil 4 comes to mind), the use of QTE's in FU just breaks what little immersion the game has. Two hours into the game and I decided that I had had enough. The story wasn't interesting enough to endure mediocre gameplay and sloppy controls.
Seeing the mess that Lucasarts came up with for FU (a wholly appropriate acronym I might add) makes me appreciate the flawed brilliance of No More Heroes' boss fights even more. The fact that FU for the Wii has a duel mode that is not online-enabled is just another sore spot. Given the sloppiness of the controls, the weak graphics and voice acting, I'm forced to give this title a 5 stars out of 10. The only thing saving it from a lower score is the fun force powers like Choke and Lightning. But not even choking the shit out of a Stormtrooper can make up for the title's shortcomings.
Labels: Entertainment, George Lucas, Lucasarts, Nintendo, Science-Fiction, Star Wars, Video Games, Wii
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posted by Gary A. Ballard @ 2:53 PM
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Evolution in Action: Warhammer Online Open Beta (MMOG PC) Review
Labels: Entertainment, Game Design, Game Reviews, MMOG, Tolkien, Video Games
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posted by Gary A. Ballard @ 9:51 AM
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Bridge Chapter 12 Posted
Labels: Entertainment, Literature, Science-Fiction
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posted by Gary A. Ballard @ 3:21 PM
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Bridge Chapter 11 Posted
Labels: Entertainment, Literature, Science-Fiction
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posted by Gary A. Ballard @ 10:08 AM
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New Bridge Chapter Posted
Labels: Entertainment, Literature, Science-Fiction
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posted by Gary A. Ballard @ 10:20 AM
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Misplaced Priorities: The Age of Conan PVP Weekend Beta Rant Review
Age of Conan, for those who were unaware, is Funcom's follow up to Anarchy Online, an MMOG based in the world of Robert E. Howard's Conan character, Hyboria. It boasts of an innovative, action-packed combat system, a mature attitude containing both copious amounts of blood and nudity (except in the US!), mini-game and world-based PVP and the buzzword of all unreleased MMOG's, innovation! It also boasts a DX10 capable graphics engine that is rumored to be gorgeous. As someone whose computer was not built next year, I can't vouch for that, as what I saw was butt ugly.
The PVP weekend consisted of the first five levels of the PVE game, which can be played solo offline, and a couple of PVP minigames that bump your character's level to 20 automatically and allows the player to select different skill options and respec those options at will. The player could make multiple characters, so I dialed up both a melee character that I played into the PVP minigame and a caster that I did not.
The combat gameplay is "innovative" in that unlike other MMOG's, it doesn't have a form of auto-attack. You must actively produce every attack, every swing, every special ability and power and spell. Similar to Guild Wars and City of Heroes, this type of combat system is much more immersive than the auto-attack systems, but it means combat tends to be a lot of furious button-mashing. Where AoC differs from other games is its addition of attack zones. Each combatant has three zones it can be attacked from, left, center and right. The player can choose to both attack into one zone, as well as shift his defenses to favor one zone over others, leaving him vulnerable in another zone. Attacking a zone that is not shielded causes extra damage. In addition, special abilities can be used in conjunction with specific zone attacks to increase damage, add buffs or debuff opponents. Compared to older auto-attack systems such as say Everquest, it's a fun take on typical MMOG combat. It works particularly well for PVE content, because the player can always see where his opponent's shields are gathered, while this information is hidden in PVP. The combat wasn't so incredible that it could override my biggest complaints about this beta.
Limping Through Mud
Age of Conan was built to take advantage of DirectX 10 and the latest greatest hardware available for the PC. What that means, however, is those with less than stellar computer specs are shit out of luck. If you are one of the unlucky many who do not upgrade your computer every 12-24 months, if you do not have a video card made in the last year, you will likely not enjoy this game very much at all. I'll start by listing my meager computer specs:
AMD FX64 2800+
1 GB RAM
ATI Radeon 9600 w/ 256 MB RAM
Windows XP
Yes, I fully realize the video card is decrepit, probably even out of spec for this game. However, I'm flabbergasted at just how badly the game looked when I finally got it to a playable framerate. I don't mean it was mediocre, I mean it looked like it had been rendered in crayon by a crack-addled five year old. Not only that, but any length of playtime resulted in the screen exploding in gigantic polygonal artifacts, or worse, the interface going kablooey and becoming totally unreadable. This might be acceptable if that made the game playable, but it couldn't even approach that. Framerates were dismal and the artifacting caused me to restart the game every 20 minutes or so. Again, if my card just won't render this game at an acceptable level, the game should just tell me that upfront and refuse to run. The fact that it doesn't is going to lead me to expect at least some level of playability.
And this is where the review turns into a rant. The MMOG market is becoming more crowded every day, even if one discounts the glut of cloned Korean MMOG's being foisted off on the American market. Even where it not crowded, the competition from World of Warcraft is likely insurmountable, especially considering the type of gameplay (both PVP and PVE) is targeted at those who also like World of Warcraft. From a technical perspective, someone leaving World of Warcraft for another MMOG of similar playstyle is going to expect performance that is at least comparable to their departed MMOG. AoC doesn't provide that. A very large part of World of Warcraft's raging success has to be chalked up to its tolerance for older, mediocre machines. Guild Wars success can likewise owe something to its tolerant, yet capably-degrading graphics performance. Running like a hobbled pig in slop with graphics that can be charitably described as "wouldn't fuck her with YOUR dick" ugly is suicide. It's a guarantee that the service will suffer from lower than expected subscriptions.
Now, Age of Conan is never going to get WoW numbers, even if it did degrade gracefully. But every barrier to entry thrown up for little gain is one less subscriber. In a market as crowded and competitive as subscription MMOG's are right now, there is nothing more damaging than poor performance. In a game with a significant focus on PVP, performance is going to be critical to the most vocal proponents of that gamestyle, because performance is the difference between life and death. Making players lose matches because they don't have a $500 video card in a $2000 machine is yet another barrier to entry. Competitive PVP'ers are people who turn off shadows immediately to gain 2 FPS. All the money and development time you spent on specular lighting and shading, pixel shaders for DirectX 10 and the like are going to be completely wasted on the PVP customer.
It's all a damn shame too, because I had looked forward to AoC, and from my limited playtime, I could tell there seemed to be a worthwhile game underneath all that fluff. But I fear it will be wasted on a Vanguard level of failure, simply because the developers wanted to create for only the latest and greatest without any thought to the rest of the pack. If you have a decent computer and the will to sit through what will likely be a bumpy release with multiple bugs, I'd say Age of Conan might be worth it. If not, wait for something like Warhammer, which is almost guaranteed to be more tolerant to aging hardware.
Labels: Entertainment, MMOG, Video Games
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posted by Gary A. Ballard @ 7:20 PM
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Bridge Chapter 7 Posted
Labels: Entertainment, Literature, Science-Fiction
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posted by Gary A. Ballard @ 8:17 PM
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Bridge Chapter 5 Posted
Labels: Cyberpunk, Entertainment, Literature, Science-Fiction
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posted by Gary A. Ballard @ 11:41 AM
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New Bridge Material: GlobalNet GlobalPedia Entry
Labels: Entertainment, Literature, Science-Fiction
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posted by Gary A. Ballard @ 10:41 AM
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New Bridge Chapter Posted
Labels: Entertainment, Literature, Science-Fiction
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posted by Gary A. Ballard @ 10:17 AM
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New Bridge Material: Soto Campaign Video
Labels: Entertainment, Literature, Science-Fiction
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posted by Gary A. Ballard @ 4:18 PM
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New Bridge Chapter Posted
Labels: Cyberpunk, Entertainment, Literature, Science-Fiction
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posted by Gary A. Ballard @ 12:37 PM
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New Bridge Material: Campaign Video
Labels: Entertainment, Literature, Science-Fiction
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posted by Gary A. Ballard @ 10:01 AM
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My New Experiment: A Novel Told in Blog Form
This blog will still be updated, with as much regularity as it has been in the past. That means there will be more sporadic posts, depending on what I've got my dander up about on a particular day. I will keep this blog updated on the additions to the novel. This most likely will mean that The Stalin Monologues won't be updated with a new episode anytime soon, but since it hasn't been updated in a while anyway, that won't be much of a change. The plan is to update with a new chapter every two weeks, with some supplemental material released in the off weeks.
The novel is a cyberpunk science-fiction novel, but it isn't the novel I've been trying to get published. The introduction will explain more fully, but Bridge is a prequel novel in the same setting as the unpublished novel. Both are part of a planned series of sci-fi novels. Keep checking back here for new opinion pieces from me, and read my novel. I welcome comments on all my work, from all five of you that regularly read it.
For those who do regularly read my work, thank you for your support. I hope you enjoy it.
Labels: Cyberpunk, Entertainment, Literature, Science-Fiction
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posted by Gary A. Ballard @ 10:33 AM
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