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PS3 360 Wii PC MOBILE OPINIONS FEATURES<br />

www.pixelhunt.com.au www.twitter.com/pixelhunt<br />

Australia’s best gaming -zine<br />

FULLY INTERACTIVE magazine ISSUE 14 MARCH 2011<br />

true jrpg<br />

reincarnation<br />

an extensive look at<br />

shin megami tensei<br />

game developers conference 2011<br />

game developers conference 2011<br />

amongst bad<br />

company<br />

get better at battlefield:<br />

bad company 2: vietnam<br />

the best<br />

home setups<br />

finding the ultimate<br />

gaming luxuries


Letter from the editor<br />

Bulletstorm In A Teacup<br />

The reactions to Bulletstorm, both in the leadup to its release and <strong>now</strong> that<br />

it’s on shelves, have been pretty interesting to observe. What’s strange is that<br />

the gameplay itself has barely rated a mention – the focus has mostly been<br />

fastened on Bulletstorm’s ‘juvenile’ humour. Perhaps I’ve misjudged popular<br />

opinion completely, but I feel as though we’ve been apologetic about<br />

Bulletstorm, held it arm’s length, discounted it as a backwards step in the<br />

quest of video games to be ‘mature’. It seems as though some gamers are<br />

stricken with a kind of inferiority complex, caught up in a pointless battle with<br />

mainstream perceptions. Some of us are desperate for video games to be<br />

taken seriously and Bulletstorm represents evidence to the contrary. We’re<br />

scared that it will be used as ammunition by ‘the other side’ who believe<br />

that games are childish and pointless. It’s the same reason that people rush<br />

to the frontlines of the games as art debate. Some of us need that validation,<br />

to k<strong>now</strong> that video games are as legitimate as books and film. The<br />

hypocrisy and silliness of it is that so many games are juvenile in one form<br />

or another. The difference with Bulletstorm is that it’s self-aware, purposefully<br />

juvenile, as opposed to the majority of ‘serious games’ which strive<br />

for emotive drama and chin-stroking thoughtfulness and yet have all the<br />

maturity and depth of an episode of Captain Planet. I guess it frustrates me<br />

somewhat that we decry Bulletstorm’s purposeful stupidity while the genuine<br />

stupidity of other games goes ignored. Killzone 3, for example, strives to be<br />

taken seriously with its war-driven narrative, desperate soldiers in desperate<br />

situations, darkly overwhelming odds. Yet when I compare the ideas and the<br />

narrative and the dialogue of the two games, it’s obvious to me which one<br />

is ‘juvenile’. Hint: it’s not Bulletstorm.<br />

In other happenings, if you’re reading this issue of <strong>Pixel</strong> <strong>Hunt</strong>, it means that<br />

the Nintendo 3DS has just been released in Australia. Nintendo’s love of<br />

Australia couldn’t be more apparent; we get the 3DS last, we pay the most<br />

for it and we get the smallest range of launch titles. Not that Nintendo seem<br />

overly concerned about the launch titles. Hope you guys like Street Fighter<br />

and/or Nintendogs! I equate my relationship with Nintendo to getting a hug<br />

that seems warm and loving at first, but then the hugger touches you inappropriately<br />

and you feel dirty and a bit ashamed.<br />

Michael Pincott | E-zine Editor<br />

looking forward<br />

to<br />

LA Noire<br />

LA Noire’s blend of GTAstyle<br />

driving and shooting<br />

combined with adventure<br />

game forensics is<br />

compelling. It certainly<br />

has the look and the<br />

feel, thanks in part to the<br />

incredible facial animation;<br />

if the gameplay<br />

delivers it will be a GOTY<br />

contender.<br />

Developer Team Bondi/<br />

Rockstar Games<br />

Publisher Rockstar<br />

Games<br />

Platform PS3 / 360<br />

Genre Action<br />

Release 20 May 2011<br />

OFFICIAL WEBSITE<br />

2 www.pixelhunt.com.au<br />

march 2011


contents<br />

ISSUE 14 MARCH 2011<br />

Publishing Editor Dylan Burns<br />

E-Zine Editor Michael Pincott<br />

Website Manager Matthew Williams<br />

E-Zine Production Aaron Sammut<br />

Advertising Contact the Editor if you<br />

would like to advertise with <strong>Pixel</strong> <strong>Hunt</strong><br />

dylanb@pixelhunt.com.au<br />

Contributors Dylan Burns, Anthony<br />

Capone, Tim Henderson, Annika Howells,<br />

Brendan Keogh, Jahanzeb Khan, Patrick<br />

Lang, Ken Lee, James O’Connor, Michael<br />

Pincott, James Pinnell, Alex Walker<br />

Subscribe: at www.pixelhunt.com.au<br />

Follow: www.twitter.com/<strong>Pixel</strong><strong>Hunt</strong><br />

DONATE: If you’d like to show your<br />

appreciation for each issue, please<br />

donate via PayPal at www.pixelhunt.com.<br />

au. All proceeds will go back into making<br />

<strong>Pixel</strong> <strong>Hunt</strong> the most up-to-date, honest<br />

and (we hope) fun gaming zine available.<br />

NAVIGATING THIS -zine<br />

WHAT IS A PIXEL HUNT?<br />

<strong>Pixel</strong> <strong>Hunt</strong> is actually a term<br />

that refers to video games that<br />

use a point and click interface like<br />

in so many adventure games. As<br />

such, <strong>Pixel</strong> <strong>Hunt</strong> the magazine is also<br />

interactive. Try clicking on items,<br />

such as the icons to the bottom<br />

of the page to turn to the next or<br />

previous page, the arrow to the top<br />

of each page will take you back<br />

to the contents page where each<br />

individual story is linked. Give it a go.<br />

IN CASE YOU<br />

MISSED IT<br />

Castlevania:<br />

Lords of<br />

Shadow<br />

6<br />

FEATURE<br />

HOME SETUPS<br />

THE ultimate gaming den<br />

12<br />

FEATURE<br />

shin megami<br />

tensei<br />

18<br />

COVER<br />

FEATURE<br />

GDC: Game<br />

Developer’s<br />

Conference<br />

8<br />

QUESTIONS & ANSWERS<br />

WITH PROFESSOR PIXEL<br />

15<br />

KILL DEATH RATIO<br />

Battlefield: Bad<br />

Company 2: Vietnam<br />

22<br />

WHAT WE’RE<br />

PLAYING<br />

WITH THE PIXEL<br />

HUNT STAFF<br />

26<br />

creative<br />

Uncharted<br />

28<br />

THE GAME<br />

DOCTOR<br />

GETTING TO<br />

KNOW GTA<br />

16<br />

OPINION<br />

Enslaved<br />

30<br />

OPINION<br />

IN COD<br />

WE TRUST<br />

32<br />

FEATURE<br />

KEN’s<br />

HOLIDAY<br />

SPECIAL<br />

34<br />

Australia’s best gaming<br />

-zine<br />

www.PIXELHUNT.com.AU<br />

3


PRESS START TO PLAY<br />

NOT THE<br />

NEWS<br />

Roaming reporter DYLAN BURNS brings us<br />

the unreliable word on the street.<br />

Gameinformer MATHS:<br />

(gp + V) = (X x GX / MS) + (R / GP) + (D or P x R) = %<br />

gp = gameplay<br />

v = visuals<br />

x = Ad Sales<br />

gx = game sales<br />

ms = market share<br />

r = readers<br />

gp = genre preference<br />

d = developer<br />

p = publisher<br />

Game Informer<br />

Apply the Fraction<br />

Big news that is sure to rock the gaming world: Game Informer<br />

recently trialled a new scoring system with a subscriber-exclusive<br />

issue that was only available if you called the subscriber hotline<br />

and spoke your credit card number. The system, which adds onto<br />

the already existent 0.25 increment scale, will see fractions<br />

brought into each writer’s score. For example, it will <strong>now</strong> be<br />

possible for Gears of War 3 to score 9.25 and 1/3 out of 10. Game<br />

Informer says that adding in an extra fraction will allow writers<br />

to really hone in on the totally scientific task of assigning a final<br />

score. Rumour has it that IGN are planning to hit back by rating<br />

games out of the mathematical figure Pi.<br />

Valve Admits that<br />

Half-Life 3 Won’t Happen<br />

In a shocking statement to the world media, Valve has announced that Half-Life 3<br />

will never be made. Speaking to <strong>Pixel</strong> <strong>Hunt</strong> exclusively, Valve employee Rico ‘Steam<br />

Boy’ McTavish stated: “Honestly, with Half-Life 2 and the episodes being so perfect,<br />

we realised that it just wasn’t needed. Besides, those gamers who even remember<br />

the story are pretty old by <strong>now</strong>, and new gamers don’t even k<strong>now</strong> what Half-Life is.<br />

Besides, we haven’t really been able to find the time for Half-Life between making<br />

f**kloads of money through Steam and coming up with new Team Fortress 2 hats. We<br />

could string the media along for a few more years but we figured that we’d finally put<br />

you out of your misery. Okay, I have to go, my Ligers need feeding.”<br />

4 www.pixelhunt.com.au<br />

march 2011


Guitar Hero<br />

Staff Forced<br />

to Beg for<br />

Food<br />

Deep in the recesses of Los Angeles<br />

exists a seedy strip of real estate called<br />

Publisher Alley. Down this dark, dank<br />

corridor of smeared concrete you’ll find<br />

a small community of homeless game<br />

developers; poor souls who have been<br />

thrown to the wind after cancelled<br />

projects and canned IPs. Recently joining<br />

their ranks were several staff from the<br />

<strong>now</strong> defunct studio in charge of the<br />

Guitar Hero franchise, following the<br />

dumping of GH by Activision.<br />

<strong>Pixel</strong> <strong>Hunt</strong> has never braved Publisher<br />

Alley, but a reliable source was employed<br />

(for the price of a hotdog) to investigate.<br />

Unfortunately, it seems the GH staff<br />

aren’t doing too well. Described by<br />

others within Publisher Alley as ‘fresh<br />

meat’, they occupy the lowest rungs of<br />

this miniature society, forced to perform<br />

debasing acts such as writing code for<br />

more senior ‘alley cats’ (developers<br />

attempting to claw their way back into<br />

entry level jobs) and filling out bugsheets<br />

for QA testers. Food is apparently<br />

in such short supply that just throwing a<br />

packet of chips at the GH team results in<br />

a piranha-like frenzy. More on their plight<br />

as things develop.<br />

3DS Art Exhibit<br />

Goes Too Far<br />

Most gamers have come to the realisation that<br />

the ‘games are art’ debate is about as interesting as<br />

counting the hairs on your arm. Nonetheless there are<br />

some who take it very seriously, and some who just<br />

take it way too far. Such is the case with an exhibition<br />

opening in London next week. Entitled “Skull-F**k the<br />

World: Feminism and 3D Gaming Through the Eyes of<br />

Children”, the exhibit includes thirteen orphans who<br />

have had their eyes surgically removed. Some financial<br />

backtracking courtesy of Lester Freamon shows that<br />

an evil subsidiary of Nintendo America is behind the<br />

initiative. When questioned, a PR rep had this to say:<br />

“The 3DS represents a reawakening of our senses. As<br />

such, this exhibit is all about art and stuff, and those<br />

children were each paid handsomely with a free 3DS!”<br />

When asked to shed some light on the meaning and<br />

purpose of the exhibit, the PR rep remained cryptic. “We<br />

want viewers to make their own minds up.”<br />

Australia’s best gaming -zine<br />

www.PIXELHUNT.com.AU<br />

5


IN CASE YOU MISSED IT<br />

Castlevania:<br />

Lords of<br />

Shadow<br />

ANNIKA HOWELLS is the queen of her castle.<br />

The back end of 2010 was a<br />

difficult time. With so many<br />

quality titles coming out each week,<br />

gamers could simply not afford<br />

to buy every single one. Or if they<br />

could, they probably didn’t have<br />

time to play them all. Chances are,<br />

Castlevania: Lords of Shadow was<br />

one of the games you chose to<br />

save your cash on, or perhaps it’s<br />

gathering dust on your shelf. Either<br />

way it’s a shame, because Lords Of<br />

Shadow is a real gem.<br />

Castlevania games have a poor<br />

track record when it comes to the<br />

third dimension. Mercury Steam and<br />

Kojima Productions have navigated<br />

this pitfall by not actually creating<br />

a new Castlevania game at all.<br />

Instead, they have taken the best<br />

aspects of every other game of the<br />

past few years and smooshed it all<br />

together like some kind of spectacular<br />

Katamari (incidentally, Katamari<br />

is pretty much the only game they<br />

haven’t borrowed from). There are<br />

boss battles straight from Shadow<br />

of The Colossus, Uncharted-esque<br />

climbing sections, God Of War’s flashy,<br />

button-mashing combat, and Devil<br />

May Cry’s elaborate enemy design.<br />

Films have been influential as well,<br />

with obvious homage paid to the<br />

likes of Pan’s Labyrinth and Lord Of<br />

The Rings in the environments and<br />

characters.<br />

What Lords Of Shadow lacks<br />

in originality, it makes up for with<br />

delivery. The game looks absolutely<br />

gorgeous, taking you through lush<br />

forests, murky swamps, s<strong>now</strong>y<br />

vistas and crumbling gothic castles.<br />

The attention to detail in design is<br />

astounding – evident by the copious<br />

amounts of unlockable concept art.<br />

The enemies are diverse and creative,<br />

and I must say it is a pleasure to see<br />

vampires and werewolves looking<br />

ugly and evil again. You won’t find any<br />

thirteen year old girls swooning over<br />

these bad boys.<br />

Lords Of Shadow is ENORMOUS.<br />

However, each chapter is a nice,<br />

bite-sized length, so it’s easy to say<br />

“I’ll just play one more” and then<br />

find yourself still going at 2am,<br />

telling yourself you don’t need to<br />

eat or sleep because you can collect<br />

coloured orbs to do that for you <strong>now</strong>.<br />

Each chapter has a specific challenge<br />

and multiple items to be found, many<br />

of which can only be accessed after<br />

getting certain upgrades, adding<br />

further replay value to the already<br />

gigantic main game.<br />

Combat is mostly button mashing,<br />

and while you spend the whole game<br />

unlocking and buying upgraded<br />

moves, it’s more effective to just<br />

spam the basic ones. The combat is<br />

spiced up by a dual magic system. Use<br />

your blue power and your health will<br />

regenerate with each blow you land.<br />

Use your red power and each blow<br />

will deliver more damage. Another<br />

fun aspect of combat is jumping onto<br />

the backs of various enemies and<br />

riding around on them, whether for<br />

6 www.pixelhunt.com.au<br />

march 2011


“I AM GOING TO<br />

NEED SOMETHING<br />

A LITTLE BIGGER”<br />

IN CASE YOU MISSED IT<br />

Castlevania:<br />

Lords of<br />

Shadow<br />

Developer Konami<br />

Publisher Konami<br />

Platform 360 / PS3<br />

Genre Action<br />

OFFICIAL WEBSITE<br />

The story plays out<br />

as your basic good vs.<br />

evil fare, with a stoic<br />

hero searching for his<br />

lost love, all the while<br />

with a facial expression<br />

like he’s got a lemon up<br />

his arse.<br />

platforming, puzzle solving or crushing<br />

your enemies like tiny grapes.<br />

Some of the puzzle sections are<br />

quite inventive, such as the level<br />

where you’re shrunk down into<br />

an intricate music box, or having<br />

to track down chupacabras that<br />

have stolen your powers. But there<br />

are still far too many tedious light<br />

refraction puzzles that just slow<br />

the game down. Fortunately they’re<br />

brief, letting you get back to beating<br />

up mythical nasties and clambering<br />

up castle towers.<br />

The story plays out as your basic<br />

good vs. evil fare, with a stoic hero<br />

searching for his lost love, all the<br />

while with a facial expression like<br />

he’s got a lemon up his arse. It’s<br />

completely unremarkable until the<br />

very end when the whole thing goes<br />

very Hideo Kojima, with twist after<br />

twist and a ridiculously lengthy<br />

exposition by a villain who then<br />

says “So, you’ve finally figured it<br />

all out… MUAHAHAHA!” In fact, I<br />

hadn’t figured anything out and I<br />

wasn’t even sure who this villain<br />

guy was. I wouldn’t have even<br />

bothered mentioning the story if it<br />

weren’t for the epilogue, which is<br />

so gob-smackingly awesome that it<br />

overshadows all the slush that came<br />

before it and leaves you salivating<br />

for the next instalment.<br />

Fans of the Castlevania franchise<br />

will probably be disappointed by<br />

how un-Castlevania the whole thing<br />

is, but fans of big dumb action<br />

adventure fun will have a ball.<br />

Lords Of Shadow may be unoriginal,<br />

but it’s one very good looking and<br />

enjoyable knock-off. Like a fake<br />

designer handbag, it looks great and<br />

you’ll get quite a lot of enjoyment<br />

out of it. Just don’t show anyone the<br />

inner lining up close.<br />

ANNIKA HOWELLS<br />

Australia’s best gaming<br />

-zine<br />

www.PIXELHUNT.com.AU<br />

7


God Damned<br />

Crazy: A GDC<br />

Adventure<br />

<strong>Pixel</strong> <strong>Hunt</strong>’s man in San Fran, BRENDAN<br />

KEOGH, recounts his memorable week at<br />

the 2011 Game Developer’s Conference.<br />

All around me, people are<br />

jamming their oversized<br />

carry-on luggage into the plane’s<br />

overhead lockers. The Australian<br />

accents in the row behind me are<br />

jarringly unfamiliar but comfortably<br />

nostalgic. Over the next fourteen<br />

hours, flying from LAX to Sydney<br />

International, I have plenty of time<br />

to get re-accustomed. That is, of<br />

course, if I don’t pass out first,<br />

which is quite likely considering the<br />

week I just had.<br />

I am returning home after a week<br />

spent in San Francisco at the 25th<br />

Game Developer’s Conference. You<br />

might k<strong>now</strong> it as GDC.<br />

Once a year, a significant<br />

percentage of the game industry’s<br />

developers, designers, artists, writers,<br />

publishers, programmers, and<br />

theorists converge on the Moscone<br />

Exhibition Centre to mingle, teach,<br />

learn, and, most significantly, play. In<br />

their wake, an equally intimidating<br />

mob of middleware merchants<br />

and press gather. This year, I was<br />

fortunate enough to be one of the<br />

latter, while I mostly managed to<br />

avoid the former—though they have<br />

managed to spam up my email for<br />

the past month with opportunities to<br />

monetize my gameification schemes.<br />

Where do I even begin an account<br />

of GDC? I learnt so many things, met<br />

so many people, and played so many<br />

games that no one article could hope<br />

to convey the entire experience. Do<br />

I detail the sessions? The expo? The<br />

award show? The parties? Do I focus<br />

on the sheer quantity of people,<br />

supposedly topping 19,000 attendees<br />

this year? Do I try to explain how<br />

despite this, you still might bump into<br />

John Romero at a party, Jason Rohrer<br />

on a train, or Mega64 in a bar?<br />

Oh, by the way, I did all of these.<br />

GDC is too many things to be<br />

categorized as any one thing. It’s too<br />

big, too unruly, too utterly insane. Yet,<br />

paradoxically, it is the tightest, most<br />

... a significant<br />

percentage of the<br />

game industry’s<br />

developers,<br />

designers, artists,<br />

writers, publishers,<br />

programmers, and<br />

theorists converge<br />

on the Moscone<br />

Exhibition Centre<br />

to mingle, teach,<br />

learn, and, most<br />

significantly, play.<br />

8 www.pixelhunt.com.au<br />

march 2011


The unofficial theme for this<br />

year’s conference almost seemed to<br />

be “are social games real games?”<br />

Everyone had an opinion on this<br />

new, young sector of the gaming<br />

community.<br />

angry birds<br />

agreeable group of people you could<br />

ever hope to meet. Some faces may<br />

be more recognizable than others,<br />

but everyone is there for the same<br />

reasons: because they love games,<br />

and they love playing.<br />

Well, okay, everyone except Zynga.<br />

The presence of social network<br />

and mobile game developers at<br />

GDC is a topic of much contention.<br />

The unofficial theme for this year’s<br />

conference almost seemed to be “are<br />

social games real games?” Everyone<br />

had an opinion on this new, young<br />

sector of the gaming community. In<br />

many ways, they’re like the teenage<br />

punks of the games industry - albeit<br />

well groomed ones who are focused<br />

on making lots of money. Every second<br />

talk seemed to be either a veteran<br />

game developer warning against the<br />

evils of social games, or a young upand-coming<br />

developer from Zynga,<br />

Rovio or ngmoco:) lauding metrics,<br />

Facebook, and the iPhone.<br />

The underlying anxiety towards social<br />

and mobile games hovered just below<br />

the surface for most of the conference,<br />

but came to the forefront in Wednesday<br />

morning’s keynote, delivered by the<br />

president of Nintendo, Satoru Iwata.<br />

Iwata’s keynote was a babushka doll<br />

of a talk. On the surface, it was a<br />

retrospective on the last twenty-five<br />

years of video games (more specifically,<br />

Nintendo video games). But underneath<br />

this was a poorly hidden marketing stint<br />

for the 3DS, and underneath that, was<br />

a not-so-subtle attack on mobile games.<br />

Iwata directly attacked what he sees<br />

as ‘disposable games’ from companies<br />

focused on churning out games in huge<br />

quantity and low quality.<br />

See, Nintendo long ago gave up<br />

competing with Sony and Microsoft<br />

for the ‘hardcore’ audience, choosing<br />

instead to focus on the untapped<br />

wallets of the casual scene. But <strong>now</strong><br />

that Facebook and iPhone games<br />

are on the scene, offering quality<br />

casual games for a fraction of the<br />

price of a DS game, Nintendo have<br />

found themselves in a whole new<br />

console war. Don’t think for a second<br />

that the unveiling of the new iPad<br />

across the road at the same time as<br />

Iwata’s keynote was a coincidence.<br />

Iwata, along with all traditional game<br />

developers and publishers, is afraid of<br />

these new fields of play.<br />

Far more interesting than Iwata’s<br />

defensive “those aren’t real games”<br />

ramble was the annual game<br />

developers’ rant, where some of the<br />

bigger voices in the industry can let off<br />

steam. The topic of this year’s rant was<br />

“No Freaking Respect: Social Game<br />

Developers Rant Back.” Fingers were<br />

Australia’s best gaming<br />

-zine<br />

www.PIXELHUNT.com.AU<br />

9


...a pixellated<br />

orange man and an<br />

pixellated yellow man<br />

were projected onto the<br />

wall as they ran at each<br />

other, threw swords,<br />

slid, punched, and were<br />

eaten by giant serpents.<br />

The crowd cheered,<br />

the players bowed, the<br />

controllers were sticky<br />

with spilt beer.<br />

pointed, names were called, cows<br />

were clicked, plastic coins were stolen<br />

(it’s a long story). I won’t instigate any<br />

individual people in the mud-flinging,<br />

suffice to say it was a memorable<br />

experience with a dialogue that<br />

wouldn’t be out of place in Bulletstorm.<br />

For my part, are social games<br />

really games? Who cares. Certainly,<br />

there is a discussion to have in regard<br />

to the addictive nature of some<br />

social games, and their tendency to<br />

exploit their player base. But for the<br />

most part, if more people are able to<br />

discover the joys of games and playing<br />

through social games, then I think<br />

that is great.<br />

And that is possibly the single most<br />

significant thing I got out of GDC: an<br />

appreciation for the power and the<br />

perversity of play. Play is everywhere<br />

and is a definitive aspect of what<br />

it means to be human. It is pretty<br />

easy to forget this in the drudgery<br />

of everyday life, but a week-long<br />

conference of game designers is the<br />

perfect place to remember it.<br />

Be they MMOs, cutscene-heavy<br />

adventure games, niche indie<br />

titles, card games, social games,<br />

or performative turn-based combat<br />

simulators (more on that in a moment),<br />

games were everywhere at GDC, and<br />

they all served some kind of social<br />

function. If people weren’t playing<br />

games, they were talking about games;<br />

or teaching people new games; or<br />

creating new games, or sharing<br />

experiences, anecdotes, and stories.<br />

On the Wednesday night, I was in a<br />

bar for a demonstration of Messhof’s<br />

newest indie, psychedelic, and<br />

<strong>now</strong> award-winning jousting game,<br />

Nidhogg. While people drank, danced,<br />

and argued over that evening’s award<br />

show (Super Meat Boy was robbed,<br />

by the way), a pixellated orange man<br />

and an pixellated yellow man were<br />

projected onto the wall as they ran<br />

at each other, threw swords, slid,<br />

punched, and were eaten by giant<br />

serpents. The crowd cheered, the<br />

players bowed, the controllers were<br />

sticky with spilt beer.<br />

Thursday night was the inaugural (and<br />

God I hope annual) Kill Screen Magazine<br />

and Copenhagen Game Collective party.<br />

Walking into the warehouse hidden down<br />

a back alley of The Mission was to be<br />

hit with a dizzying wall of motion and<br />

playfulness. Half a dozen obscure<br />

Scandinavian games were projected<br />

onto the walls, and everywhere were<br />

people playing.<br />

B.U.T.T.O.N (or Brutally Unfair<br />

Tactics Totally Okay Now) usually sees<br />

four players forced to do all kinds of<br />

crazy moves (spin in a circle, touch<br />

10 www.pixelhunt.com.au<br />

march 2011


kill screen magazine<br />

www.killscreenmagazine.com<br />

something orange, sit on the ground)<br />

before making a mad dash for their<br />

button beneath the monitor where<br />

they need to fulfil more crazy demands<br />

to win (first player whose button is<br />

pressed fourteen times wins! Second<br />

player whose button is held for seven<br />

seconds loses!). To further complicate<br />

things at the party, the buttons were<br />

taped to four robot-guised volunteers<br />

dashing around the venue.<br />

Next to this was Monkey See,<br />

Monkey Mime. Players strapped<br />

Wiimotes to their arms and head<br />

and performed crazy interpretative<br />

dances while the other players<br />

frantically attempted to mimic them.<br />

If they fell too far behind, they would<br />

be kicked from the round.<br />

And then, after several kegs of<br />

beer had been emptied, Richard<br />

Lemarchand (lead game designer<br />

at Naughty Dog) appeared and<br />

taught us all Ninja. Standing in a<br />

circle, players took turns to lash out<br />

at each other with their best ninja<br />

moves in an attempt to hit another<br />

player’s hands to knock them out of<br />

the game. It was as ridiculous and<br />

absurd as it sounds, but it was utterly<br />

amazing and fun.<br />

Once the party was over and<br />

everyone stumbled out onto the<br />

late night/early morning streets of<br />

San Francisco, more games of Ninja<br />

spontaneously erupted. At one point,<br />

about twenty people were playing<br />

in the middle of a street. At the<br />

centre of them all was Lemarchand,<br />

slaughtering opponents in swathes<br />

with karate chops and high kicks.<br />

The point of these stories is not<br />

to boast about the amount of fun<br />

I had, or the fact that I got karate<br />

chopped by the lead game designer<br />

of Uncharted 2. Rather, the point is<br />

that everyone was playing. Not just<br />

drunkenly at parties, but also at<br />

the conference. All week, everyone,<br />

everywhere, was playing.<br />

Play is crucial to existence and<br />

it is not something we should be<br />

ashamed of. This is what I learnt at<br />

GDC. Humans forgot that for a while,<br />

but with video games, we are once<br />

again learning what it means to play.<br />

“Are social games real games?” is<br />

the wrong question.<br />

All games are social; that’s the<br />

point: they allow us to socialise<br />

through play. Video games aren’t<br />

some nerdy subculture we partake in;<br />

they are much more important than<br />

that. Video games tap into the very<br />

point of existence: to play. Does that<br />

sound a bit ideological? Well, GDC is<br />

infectious like that.<br />

BRENDAN KEOGH<br />

Australia’s best gaming<br />

-zine<br />

www.PIXELHUNT.com.AU<br />

11


FEATURE<br />

HOME IS<br />

WHERE THE<br />

GAME IS<br />

Many dream what the ultimate gaming<br />

den might be like, but actually putting<br />

one together can be both challenging<br />

and pricy. ALEX WALKER gives you<br />

all the information you need to begin<br />

building your own gaming nirvana.<br />

hard fact of life is that your gaming environment<br />

A you play in just as important as the games you play.<br />

You might be an ardent Call of Duty fan, but you’ll be<br />

a lot less enthusiastic after spending two hours sitting<br />

on a milk crate than if you were relaxing in a high-back<br />

office chair.<br />

Consoles are no different: a proper television with the<br />

right lighting, proper sound setup and a comfy sofa is<br />

light-years away from sitting awkwardly in a garden chair<br />

looking at half a picture, because you bought a TV that’s<br />

four feet long and <strong>now</strong> you can’t adjust it to the proper<br />

viewing angle.<br />

With so many products to consider – TVs, chairs,<br />

consoles, desks, mousepads, keyboards, gaming gloves,<br />

surround sound systems and every other piece of<br />

paraphernalia – simply improving your setup can be a<br />

frustrating experience.<br />

That’s where <strong>Pixel</strong> <strong>Hunt</strong> comes in. Let’s get<br />

comfortable.<br />

the chair<br />

...the<br />

ultimate<br />

gaming<br />

luxury..<br />

boomchair stealth<br />

www.boomchair.com<br />

Ikea’s VERNER swivel chair is<br />

comfort on a budget, although<br />

for console gaming the Retro<br />

King Kahuna Beanbag is heaven<br />

for under $200. If you’ve got<br />

money to blow, the $400<br />

Boomchair Stealth, complete<br />

with an in-built 4-inch subwoofer,<br />

three 2-way speakers, RCA<br />

input/output ports and<br />

adjustable volume, treble and<br />

bass, is the ultimate gaming<br />

luxury.<br />

muteki htddw7500<br />

www.jbhifionline.com.au<br />

the sound<br />

Speakers for computers start out fairly cheap: Antec Lansing’s<br />

VS2621 three-piece setup will set you back $50 while Logitech’s<br />

Z506 offers a 5.1 Surround Sound upgrade for $98.<br />

Headphones are much better value for money these days too,<br />

and the Plantronics GameCom 367 for $38 from MSY is an absolute<br />

steal. The Audio Technica ATH-AD700’s are a fair step up at $150,<br />

but so is the sound, especially when listening to music and movies.<br />

For televisions, speakers are almost a necessity in this day<br />

and age of wafer thin panels. The trick is working out what kind<br />

of setup can function with your wallet and the available space.<br />

A sound bar speaker is essentially surround sound in a single<br />

unit – fewer cables, so less clutter - although the added convenience<br />

comes with a larger price tag. JVC’s TH-BA1 will set you back $649<br />

through JVC’s Australian portal, although a quick search on Amazon<br />

found the same speakers for $US251.42. The Zvox Mini will also do<br />

the job for a much more respectable $449, although unless you live<br />

in Canberra or Perth, you’ll be forced to buy before you try.<br />

Fans of a more traditional, multi-speaker setup, may be<br />

interested in the Yamaha YHT-294 5.1 channel home theatre<br />

system. If you’re willing to spend the cash, Sony’s Muteki<br />

HTDDW7500 nine-speaker setup is an absolute blast – although<br />

it’s also $1000. And did I mention it came with nine speakers?<br />

12 www.pixelhunt.com.au<br />

march 2011


the screen<br />

If you want the fastest possible<br />

response time on a TV, look no further<br />

than a plasma television. They’re bulky,<br />

come with a risk of burn-in and aren’t<br />

great in the sun, but the contrast levels<br />

and picture quality is fantastic.<br />

Panasonic’s VIERA 42” plasma<br />

supports 1080p for less than $800 from<br />

JB Hi-Fi. If 42” isn’t big enough, you can<br />

pick up the 50” LG plasma for $988.<br />

Spend an extra couple of thousand and<br />

you can add a 65” plasma to your wall,<br />

courtesy of Panasonic.<br />

If plasma isn’t your thing, or you<br />

don’t have the space or the support for<br />

something quite that heavy, LCD/LED TV<br />

is the next best option. Kogan’s 32” LCD<br />

will get you 1080p gaming on a shoestring,<br />

although it’s well worth scrimping together<br />

pennies to upgrade to Kogan’s 32” with<br />

an in-built PVR and Blu-Ray player. You can<br />

also pick up the Samsung 32” UA32C5000<br />

LED for a similar price ($899, in stores<br />

only) while Samsung’s 37” model fits just<br />

under the $1000 budget with a dollar left<br />

over for the flood levy.<br />

The next step up is size, as well as 3D<br />

gaming. A Sony Bravia 40” LED LCD won’t<br />

get you 3D, but it does come with a 100hz<br />

refresh rate and IPTV for just under $1400<br />

from JB. Big W’s online store is selling<br />

an older model of the 40” Bravia – the<br />

KDL40EX500 – for $1047 – while the<br />

same site has a Samsung Series 5 46”<br />

LCD for $1228. The newer Samsung 46”<br />

LCD model (which was rated very highly<br />

by consumer group Choice in a test of 46”<br />

TVs) is selling for $1499 at The Good Guys,<br />

so you may be able to save as much as<br />

$200 with a bit of haggling.<br />

If you live on a palatial estate or a villa<br />

on a few acres where you have the space<br />

for an even larger screen, the Sony Bravia<br />

55” for $3296 will surely accommodate<br />

even the biggest spaces. If you want<br />

to take things a step further, an Epson<br />

PowerLite Home Cinema 8350 Projector<br />

for $US1299 can beam perfect 1080P<br />

pictures onto any wall in the house.<br />

Thankfully, sorting through monitors<br />

is a much easier task. The more hours a<br />

day you spend gaming, the more value<br />

you’ll get out of the 120hz-capable, 3D<br />

ready screens. The BenQ XL2410T and<br />

the Alienware Optx AW2310 are both<br />

excellent tools for the job here, whether<br />

you choose to game in 3D or just play<br />

everything in 120hz.<br />

Unfortunately, they’re also both<br />

more than $400. Not every computer is<br />

capable of handling a solid 120 frames<br />

a second either. If you just want a solid<br />

all-rounder at a more reasonable price,<br />

then BenQ’s E2420HD and the ASUS<br />

VE248H are worthy candidates for less<br />

than $250. (Samsung BX2440 is also a<br />

good choice, but it doesn’t come with a<br />

HDMI port.)<br />

FEATURE<br />

panasonic’s viera 42”<br />

www.jbhifionline.com.au<br />

...the Sony Bravia 55” for $3296 will surely<br />

accommodate even the biggest spaces.<br />

sony bravia 55”<br />

www.jbhifionline.com.au<br />

Australia’s best gaming -zine<br />

www.PIXELHUNT.com.AU<br />

13


FEATURE<br />

steelseries 6gv2<br />

www.steelseries.com<br />

the other stuff<br />

If you’ve got a console, you think<br />

you’re right to go: but there are a few<br />

other bits and pieces that can make<br />

all the difference.<br />

Sound, for example, can have a<br />

completely different effect depending<br />

on the position. Having a speaker<br />

stored on the ground can often be far<br />

less effective than spending a little<br />

extra on some wall mounts. Selby<br />

Acoustics sells speaker brackets and<br />

mounts for a modest price, although<br />

you’ll need to check for compatibility.<br />

Having a HDMI to DVI cable is also<br />

handy, in case you want to connect<br />

your console into your non-HDMI<br />

capable monitor. You can pick up a<br />

Belkin HDMI to DVI converter from<br />

the Apple online store for $30.<br />

But while console users are still<br />

...Razer Deathadder<br />

are proven performers among<br />

casual and professional<br />

gamers alike.<br />

coming out of the dark with many<br />

parts of their gaming setup, PC<br />

gamers are still getting some of<br />

the basics wrong. One of the most<br />

aggravating habits of PC gamers is<br />

seeing them spend up to $150 on a<br />

gaming-grade laser mouse, but then<br />

ruin the experience by using the desk<br />

or a plank of wood as a mousepad.<br />

A Razer Goliathus (Speed or<br />

Control edition) can extend the life<br />

of your mouse by years, particularly<br />

those precious Teflon mouse feet,<br />

for as little as $20. If you’re used<br />

to a traditional standard mousing<br />

surface, be sure to pick up the<br />

Speed edition, as the Control<br />

features a particular weave that can<br />

feel annoying against your wrist.<br />

Mice can be hit and miss, but<br />

razer deathadder<br />

www.au.razerzone.com<br />

Microsoft’s Intellimouse V3 and<br />

the Razer Deathadder are proven<br />

performers among casual and<br />

professional gamers alike. The<br />

former sells for less than $50 in<br />

most stores in Australia, while $60<br />

is the standard going rate for a<br />

Deathadder/Deathadder V2 (the V2<br />

has a 3500DPI sensor instead of<br />

1800DPI, although since 3500DPI is<br />

far too sensitive for gaming, this has<br />

no real practical value).<br />

Keyboards are a cheap exercise<br />

too. A $45 Microsoft Sidewinder<br />

X4 keyboard will be sufficient for<br />

99% of gamers. For the other 1%<br />

harbouring delusions about their<br />

need for a mechanical keyboard, the<br />

SteelSeries 6GV2 for around $150<br />

will satisfy your need.<br />

pixel perfect<br />

Gamers like shopping. Let’s not<br />

beat around the bush here; we’re like<br />

a legion of magpies, hunting for the<br />

newest, shiniest toy we can stick in our<br />

kleptomaniac-like beaks. The key is to<br />

be smart when you do go shopping, not<br />

getting too wowed by a flashy picture<br />

in the store or a good deal on another<br />

model that isn’t suitable for your<br />

needs. Keep those things in mind when<br />

improving your setup, and you’ll be<br />

relaxing in gaming bliss in no time.<br />

ALEX WALKER<br />

belkin hdmi/dvi<br />

www.belkin.com/au<br />

14 www.pixelhunt.com.au<br />

march 2011


QUESTIONS & ANSWERS<br />

PROFESSOR PIXEL<br />

When he’s not meditating, playing The Legend of Zelda backwards with one hand or finding conspiratorial messages in<br />

issues of Woman’s Day, PROFESSOR PIXEL answers your most fiendish gaming questions.<br />

Got a question for Professor <strong>Pixel</strong>? Fire it off to professorpixel@pixelhunt.com.au<br />

QDear Professor<br />

What the hell is going<br />

on over at Activision? In the<br />

last month we’ve had Bizarre<br />

Studios close their doors for<br />

good and the Guitar Hero<br />

franchise totally shut down.<br />

Regards<br />

Concerned Frederick<br />

AProfessor <strong>Pixel</strong><br />

Thanks for your question<br />

Frederick. Things do seem<br />

rather unstable over at<br />

Activision. My Activision<br />

insider tells me that a recent<br />

incident in Activision HQ may<br />

have something to do with<br />

the sudden cutbacks and<br />

layoffs – it was Bobby Kotick’s<br />

birthday a couple of months<br />

ago. There were big plans for<br />

a cake with strippers, helium<br />

balloons and a big banner<br />

that said ‘HAPPY BIRTHDAY<br />

BOBBY!!’ on one side and<br />

‘EA SUX!!’ on the other.<br />

Unfortunately, everybody<br />

forgot Bobby’s birthday. Bobby<br />

turned up expecting cake and<br />

strippers and balloons and<br />

having a good old chortle at<br />

THQ’s new logo, but all he got<br />

was a report with the latest<br />

sales numbers for Guitar<br />

Hero: Warriors Of Rock and a<br />

prank call from Tim Schafer.<br />

He went into a rage and<br />

cancelled the whole franchise.<br />

Then he hid under his desk<br />

and wailed for several hours.<br />

Eventually he was able to be<br />

lured out with Skittles.<br />

QDear Professor<br />

I’m a man. Not only a<br />

man, but a manly man. Or at<br />

least, I was. The other day I<br />

went and purchased Kirby’s<br />

Epic Yarn. Upon seeing the<br />

giant, spherical, very pink<br />

and utterly joyous Kirby on<br />

the front cover, complete with<br />

magical yellow star attached<br />

to its long pink appendage,<br />

the store clerk looked at me,<br />

looked back at the cover,<br />

looked at me again. He raised<br />

an eyebrow, regarding me<br />

with suspicion. I shrugged and<br />

giggled nervously. As he bags<br />

the game he lets out a deep<br />

sigh, gives a subtle shake<br />

of his head, then hands me<br />

the bag without making eye<br />

contact. It was almost as if he<br />

was suggesting that a grown<br />

man shouldn’t be playing a<br />

game about guiding a pink<br />

blob through a magical world<br />

of yarn. Is he right? Should<br />

I just cut off my testicles<br />

and mail them directly to<br />

Nintendo?<br />

I keenly await your advice.<br />

MP<br />

AProfessor <strong>Pixel</strong><br />

Don’t go cutting anything<br />

off yet, MP. From the sounds of<br />

things, perhaps the store clerk<br />

WAS passing judgement upon<br />

you for your purchase. But so<br />

what? If a man wants to guide<br />

a pink blob through a magical<br />

world of yarn, what right does<br />

anybody else have to judge<br />

him for that desire? A real man<br />

should not only play Kirby’s Epic<br />

Yarn in all its G-rated glory, they<br />

should broadcast with pride that<br />

they completed it 100% and<br />

found every last furniture item<br />

to decorate their house in Quilty<br />

Court, especially the archway<br />

from the Rainbow Falls level,<br />

it looks really great between<br />

the windows. Not that I would<br />

k<strong>now</strong>, Kirby’s Epic Yarn is<br />

totally for girls.<br />

KIRBY’s EPIC YARN<br />

A game with balls?<br />

Australia’s best gaming<br />

-zine<br />

www.PIXELHUNT.com.AU<br />

15


THE GAME DOCTOR<br />

GTA IV<br />

One Man’s Quest to Earn A PhD By<br />

Wanking On About Games He Likes...<br />

BIIIiiG AMERICAN<br />

TEEEEEETTIIIES<br />

More thesis tales from our very own cross between House<br />

and Dr. Mario, JAMES O’CONNOR.<br />

“One gets rid of narrative as<br />

a framework for thinking about<br />

games only at one’s own risk.”<br />

“…the discussion operates with<br />

too narrow a model of narrative,<br />

one preoccupied with the rules<br />

and conventions of classical<br />

linear storytelling.”<br />

- Henry Jenkins<br />

‘Game Design As Narrative Architecture’<br />

The direction of my thesis has<br />

changed a bit since the last<br />

time I feverishly slapped together<br />

this column between deadlines (this<br />

one has missed its deadline: I’ve<br />

been battling teaching work, thesis<br />

proposal resubmissions, other work<br />

and one horrific hangover). That is to<br />

say, three quarters of it has been lost<br />

in favour of a significant expansion<br />

of the other quarter. The provisional<br />

title is <strong>now</strong> something along the<br />

lines of ‘Player Responses to and<br />

Experiences with Narrative in Grand<br />

Theft Auto IV and other Open World<br />

Action Games’.<br />

So, essentially, my thesis is going<br />

to be about talking to players about<br />

how they play through GTA IV. How<br />

they reconcile their killing sprees<br />

with the ‘main’ narrative. What kind<br />

of wacky adventures they’ve had in<br />

Liberty City. What they consider part<br />

of the game’s ‘canon’, and whether<br />

actions that aren’t saved ‘count’.<br />

Whether they try to narrate their<br />

pigeon hunts or not. That sort of<br />

thing. I’ll also be tackling machinima,<br />

walkthroughs, and various other<br />

surrounding texts.<br />

The voice of the ‘gamer’ is largely<br />

missing from games academia.<br />

Certainly there are examples of<br />

ethnographic research with players<br />

out there, but most of them seem<br />

to have been conducted by people<br />

who don’t actually play the games<br />

themselves. In fact, videogame<br />

academia is full of people who had<br />

only just picked up a controller<br />

two years before their books were<br />

published. Peter Brookey opens his<br />

book about the relationship between<br />

games and Hollywood (which I won’t<br />

name because I refuse to give such<br />

an enormous piece of shit any<br />

publicity) by thanking the man who<br />

“first put a control pod (sic) in his<br />

hands”. That, to me, is disgusting.<br />

As a gamer myself, I am<br />

16 www.pixelhunt.com.au<br />

march 2011


THE GAME DOCTOR<br />

liberty city<br />

I k<strong>now</strong> Liberty<br />

City like the back of….<br />

well, not my own hand,<br />

but certainly the hand<br />

of someone I see at<br />

least once a week.<br />

This should allow me<br />

to conduct research<br />

through casual<br />

discussion...<br />

potentially, and uniquely, positioned<br />

as a participant observer (I think is<br />

the right terminology anyway – I’d<br />

check, but not needing to reference<br />

these things is so damn liberating!). I<br />

k<strong>now</strong> GTA IV inside out. I’ll be playing<br />

it – and a few other open world<br />

action games – again, all the way<br />

through, soon. I k<strong>now</strong> Liberty City like<br />

the back of….well, not my own hand,<br />

but certainly the hand of someone<br />

I see at least once a week. This<br />

should allow me to conduct research<br />

through casual discussion, and I<br />

won’t need everything explained to<br />

me, as is so often the case with this<br />

sort of research.<br />

What I really want out of my<br />

research is to put the player back<br />

into the writing. I want players to<br />

discuss with me the ways in which<br />

they engage with open world action<br />

titles, in terms of their exploration<br />

of space, their justification of<br />

actions, and whether they view<br />

their activities as simple play, as<br />

narrative exploration, or as a sort of<br />

escapism from the limitations of the<br />

‘real’ world. I want to discuss how<br />

players approach the random acts of<br />

violence these games allow them to<br />

commit, and whether they feel any<br />

remorse for these actions. I’d like<br />

to determine whether any remorse<br />

is the result of the actual crimes<br />

committed, or rather a feeling of guilt<br />

at potential narrative dissonance.<br />

I think this will be interesting.<br />

I sincerely hope it will be. I may<br />

even be able to use <strong>Pixel</strong> <strong>Hunt</strong> to<br />

source some research subjects!<br />

More on that next time. Or<br />

possibly the time after, it’s hard to<br />

predict these things.<br />

JAMES O’CONNOR<br />

Australia’s best gaming<br />

-zine<br />

www.PIXELHUNT.com.AU<br />

17


FEATURE<br />

TRUE JRPG<br />

REINCARNATION<br />

Sometimes a video game phenomenon in Japan<br />

translates well in the West, and sometimes it doesn’t.<br />

JAHANZEB KHAN takes us on a journey through the<br />

Shin Megami Tensei series and explains what we’ve<br />

been missing out on.<br />

The name ‘Shin Megami Tensei’<br />

(which translates literally as<br />

‘True Goddess Reincarnation’) has<br />

earned quite a reputation over the<br />

years as an elusive and legendary<br />

Japanese RPG franchise that simply<br />

screams ‘niche’ and ‘hardcore’.<br />

Originally starting out as Megami<br />

Tensei, the series is as old as Final<br />

Fantasy, Dragon Quest and Phantasy<br />

Star, although it doesn’t enjoy the<br />

same amount of popularity and<br />

recognition that those titles grew to<br />

receive. Shin Megami Tensei was<br />

late in reaching Western audiences,<br />

eventually hitting the United States<br />

in 1996 with Revelations: Persona<br />

(later renamed to Shin Megami<br />

Tensei Persona).<br />

Unsurprisingly, Australian gamers<br />

never got a chance to experience<br />

Persona. The first official Shin<br />

Megami Tensei title to arrive on our<br />

shores was none other than Shin<br />

Megami Tensei: Lucifer’s Call (also<br />

k<strong>now</strong>n as Shin Megami Tensei:<br />

Nocturne) in 2005. By contrast, the<br />

first Final Fantasy to reach Australia<br />

was VII, in 1997, eight years earlier.<br />

While Final Fantasy and Dragon<br />

Quest were exploring medieval<br />

settings and Phantasy Star took<br />

to the cosmos, Megami Tensei did<br />

things differently. It created a world<br />

based closer to reality. Even the more<br />

overtly fictional aspects of it were<br />

relatable to the real world.<br />

Shin Megami Tensei games<br />

usually took place in a present<br />

day Japan setting, with characters<br />

comprising of high school students,<br />

detectives, computer nerds and<br />

basically ordinary people. A real<br />

world inspired setting obviously<br />

still needs fictional and fantasy<br />

elements to make it a proper RPG,<br />

so Shin Megami Tensei has always<br />

drawn heavily from real world<br />

mythologies, religions and cultures.<br />

Famous figures and characters from<br />

Hinduism, Christianity, Buddhism and<br />

Shinto, as well as Norse and Greek<br />

mythology, appeared in the game<br />

as ‘demons’, which players must<br />

battle and work with. The writing<br />

in Shin Megami Tensei titles was<br />

more sophisticated than your typical<br />

‘hero saves the world’ plot, with dark<br />

undertones and religion and morality<br />

taking centre stage. Perhaps it was<br />

18 www.pixelhunt.com.au<br />

march 2011


FEATURE<br />

...Megami<br />

Tensei did things<br />

differently. It<br />

created a world<br />

based closer to<br />

reality. Even the<br />

more overtly<br />

fictional aspects<br />

of it were<br />

relatable to the<br />

real world.<br />

Australia’s best gaming<br />

-zine<br />

www.PIXELHUNT.com.AU<br />

19


FEATURE<br />

2005<br />

2006<br />

PAL-SONA<br />

Shin Megami games that<br />

got a PAL/AUS release.<br />

Release Date: July 1, 2005 Release Date: July 21, 2006 Release Date: March 2, 2007<br />

Shin Megami Tensei:<br />

Lucifer’s Call<br />

Platform: PS2<br />

Shin Megami Tensei:<br />

Digital Devil Saga<br />

Platform: PS2<br />

Shin Megami Tensei:<br />

Digital Devil Saga 2<br />

Platform: PS2<br />

due to these strong, dark and (dare<br />

I say) ‘anti-religious’ themes that the<br />

series could not be released outside<br />

of Japan without heavy alteration.<br />

However, not all Shin Megami<br />

Tensei games were like this. The<br />

series has explored a variety of<br />

different settings and themes to keep<br />

things fresh. The Persona and Devil<br />

Survivor series retain the classic<br />

elements of the franchise but are<br />

more light-hearted and uplifting,<br />

sporting interesting characters, a<br />

catchy J-pop soundtrack, typical<br />

Japanese anime humour and plenty<br />

of style. Digital Devil Saga took place<br />

in a futuristic sci-fi setting, while the<br />

Devil Summoner games took place in<br />

the early 19th century.<br />

As mentioned earlier, Shin Megami<br />

Tensei: Lucifer’s Call was the very<br />

first Shin Megami title released in<br />

Australia, and while it wasn’t exactly a<br />

commercial success, it is still regarded<br />

by some as one of the better RPG<br />

experiences of the last generation. At<br />

the time, I had no k<strong>now</strong>ledge of the<br />

franchise and bought the title only<br />

because I had read that Dante from<br />

Devil May Cry featured in the game.<br />

What I played was unlike anything I<br />

had played before. I’d entered a living,<br />

breathing post-apocalyptic world<br />

populated with demonic creatures,<br />

powered by a dark and surreal plot with<br />

mysterious characters. The experience<br />

felt more intense and mature than any<br />

other RPG I had played, and the dark<br />

religious undertones were a huge plus.<br />

Then along came Persona 3<br />

and Persona 4. Those two games<br />

brought the franchise into the<br />

...Shin Megami<br />

Tensei: Lucifer’s Call was<br />

the very first Shin Megami<br />

title released in Australia,<br />

and while it wasn’t exactly<br />

a commercial success, it<br />

is still regarded by some<br />

as one of the better RPG<br />

experiences...<br />

20 www.pixelhunt.com.au<br />

march 2011


FEATURE<br />

2007<br />

2008<br />

2009<br />

2010<br />

Release Date: May 3, 2007 Release Date: March 6, 2008 Release Date: March 12, 2009 Release Date: August 11, 2010<br />

Shin Megami Tensei:<br />

Devil Summoner:<br />

Raidou Kuzunoha vs.<br />

The Soulless Army<br />

Platform: PS2<br />

Shin Megami Tensei:<br />

Persona 3<br />

Platform: PS2<br />

Shin Megami<br />

Tensei Persona 4<br />

Platform: PS2<br />

Shin Megami<br />

Tensei<br />

Persona<br />

Platform: PSP<br />

mainstream and suddenly a much<br />

wider audience became aware of<br />

the series. Taking place in present<br />

day Japan but in a fictional location,<br />

Persona can be best described as a<br />

mix between a dungeon crawler RPG<br />

and a visual novel with a touch of<br />

dating simulator. Persona was like<br />

an anime series you could control,<br />

where progression was on a day by<br />

day basis (in-game time of course)<br />

and each day felt like a new episode.<br />

Persona offered a degree of freedom<br />

that cannot be found in a traditional<br />

Japanese RPG, and while the degree<br />

of freedom was <strong>now</strong>here near the<br />

staggering level of Western RPGs, it<br />

was still sufficient to create a unique<br />

experience tailored to the player.<br />

Another element that set the series<br />

apart was the ability to communicate<br />

with demons. In Pokemon you just<br />

beat the crap out of poor little<br />

creatures and then trap them into<br />

tiny balls. In Shin Megami Tensei<br />

things are a little bit more humane<br />

and professional; you have to talk<br />

to demons and persuade them to<br />

work for you. This basically involves<br />

conversing with them, winning them<br />

over with charm and saying the right<br />

things. It can also involve striking a<br />

deal with them which may require you<br />

to part with some money, items and<br />

vitality. It’s a real shame that this idea<br />

didn’t become popular. It is certainly<br />

a more intuitive and interesting way<br />

of collecting creatures than just<br />

beating them up, but then I suppose<br />

an Incubus doesn’t have the same<br />

appeal as a Pikachu.<br />

Even with several excellent<br />

Japanese RPG franchises like<br />

Suikoden, Tales, Final Fantasy,<br />

Disgaea, Dragon Quest and Phantasy<br />

Star, you’d be hard pressed to find<br />

anything like Shin Megami Tensei. If<br />

you’re the kind of gamer who hates<br />

Japanese RPGs because of all the<br />

stale conventions associated with the<br />

genre, then fire up a Shin Megami<br />

Tensei game; you may well find<br />

yourself falling in love with some of<br />

the most unique and innovative titles<br />

in the JRPG canon.<br />

JAHANZEB KHAN<br />

Australia’s best gaming<br />

-zine<br />

www.PIXELHUNT.com.AU<br />

21


KILL DEATH RATIO<br />

Battlefield:<br />

Bad Company<br />

2: Vietnam<br />

When we realised there were not one but<br />

two colons in the title of this expansion, we<br />

figured we’d need not two but three brave<br />

and able-bodied soldiers to deliver a report.<br />

Instead, we got DYLAN BURNS, KEN LEE<br />

and JAMES O’CONNOR.<br />

Ken: I think you all k<strong>now</strong> by <strong>now</strong><br />

that I absolutely love Battlefield:<br />

Bad Company 2. I was really looking<br />

forward to the Vietnam DLC: A<br />

new setting, new maps and new<br />

weapons. It hasn’t disappointed<br />

so far, although there are things I<br />

haven’t come to terms with yet. Even<br />

so, there are plenty of changes that<br />

I feel have had a positive impact on<br />

the game. The first of which are the<br />

new weapons, and more importantly,<br />

how scopes have been removed from<br />

most of them. Without the scopes, I<br />

either need to be far more accurate,<br />

or get in closer. This leads to more<br />

intense skirmishes, which really ties<br />

into the Vietnam feel. What do you<br />

guys think?<br />

Dylan: The flamethrower is pretty<br />

cool, but it’s hard to get kills with.<br />

Even though the maps encourage<br />

more close quarters combat, an<br />

AK beats a flamethrower most of<br />

the time. In fact, an AK is pretty<br />

damn handy even for snipe shots.<br />

I like what they’ve done with this<br />

expansion, embracing the era and<br />

translating period-related limitations<br />

to the gameplay experience. In<br />

some ways it evens the playing field,<br />

especially for players who previously<br />

had upgraded sights on their<br />

automatic weapons.<br />

Ken: I definitely agree that the<br />

Vietnam theme is incorporated<br />

very strongly into the design of the<br />

game, in terms of visuals, audio, and<br />

gameplay. Even the title screen gives<br />

you a clear indication of that Vietnam<br />

vibe, with the shirtless soldier with a<br />

flak jacket, and Creedence Clearwater<br />

Revival’s Fortunate Son blaring in the<br />

background. The feel is just spot-on.<br />

The flamethrower breaks my<br />

heart too. I love flamethrowers in<br />

videogames, but there’s a real lack<br />

of punch in Vietnam. I’m sure it’s<br />

been balanced to prevent people<br />

from abusing it, but nonetheless,<br />

when I set someone on fire, I expect<br />

them to die!<br />

The other big addition to the game<br />

are the maps, which I feel are very<br />

well done. One of my criticisms<br />

of the maps in vanilla BC2 is how<br />

narrow and funnelled the maps feel.<br />

There’s a small corridor leading<br />

to the objective points, and the<br />

areas around those points are<br />

quite cramped as well. In Vietnam,<br />

the objective points are still quite<br />

cramped, but the areas leading up<br />

to them are wider, allowing for more<br />

22 www.pixelhunt.com.au<br />

march 2011


KILL DEATH RATIO<br />

Battlefield:<br />

Bad Company 2:<br />

Vietnam<br />

Developer DICE<br />

Publisher EA<br />

Platform 360 / PS3 / PC<br />

Genre Shooter<br />

OFFICIAL WEBSITE<br />

...the first time I<br />

used the flamethrower<br />

I lit four of my own<br />

teammates on fire and<br />

watched in horror as they<br />

all died.<br />

James<br />

flanking movements. I find that this<br />

opens up tactical options for players,<br />

instead of just chucking bodies into<br />

the meat grinder.<br />

James: Man, the first time I used<br />

the flamethrower I lit four of my own<br />

teammates on fire and watched<br />

in horror as they all died. I put<br />

it away and haven’t pulled it out<br />

again. Are you guys not playing on<br />

hardcore? Because on hardcore,<br />

the flamethrower is brutal. You’re<br />

also seriously not getting the full<br />

Battlefield experience – playing a<br />

medic in hardcore mode is excellent<br />

fun.<br />

The Vietnam expansion is excellent.<br />

I love that choppers are more<br />

vulnerable. I think the map designs<br />

are excellent. But most importantly<br />

of all, it nails the balance between<br />

personal heroics and the need for<br />

teamwork even better than the<br />

original modes did. The winning team<br />

is almost always the one that works<br />

together, but sometimes you need<br />

an individual player who the rest of<br />

the team can feel compelled to rally<br />

behind. Being the player who blows<br />

up an M-COM station or captures<br />

the third base, bringing together<br />

a team that previously reeked<br />

of disillusionment, is a powerful<br />

experience. The Vietnam expansion,<br />

with its lack of scopes and vast open<br />

killing fields, suits this sort of play<br />

to a tee. Conquest mode on Vantage<br />

Point is particularly incredible.<br />

Ken: I think you’re spot on about<br />

the team mechanics, James. Team<br />

cohesion is definitely a key to<br />

surviving in Vietnam. Being a lone<br />

wolf will not get you far in this game.<br />

The game does inspire leadership,<br />

and it’s a thrill for both the leader<br />

and follower when someone steps up<br />

to fill that role.<br />

I’ve never gotten into Hardcore mode<br />

Australia’s best gaming<br />

-zine<br />

www.PIXELHUNT.com.AU<br />

23


KILL DEATH RATIO<br />

It doesn’t quite feel<br />

as unbalanced as Call of<br />

Duty and I find that the<br />

maps are always designed<br />

in ways that make each<br />

game feel different.<br />

Dylan<br />

in vanilla BC2, largely because I find<br />

it hard to navigate without the minimap.<br />

Even in BC2, I still sometimes<br />

find it hard to orientate myself in<br />

each level, and to call out positions to<br />

my team-mates. This is why I love the<br />

compass addition to the mini-map<br />

in Vietnam so much, and makes me<br />

wish this could be brought into BC2<br />

retroactively. I can yell out “enemy<br />

entering east of bravo”, instead of<br />

“enemy coming up from that bit of<br />

river that meets the big rock behind<br />

the village”.<br />

And yes, the choppers being vulnerable<br />

this time is great. It’s changed the<br />

whole pace of the game. Teams<br />

concentrate their fire on the common<br />

threat; people aren’t merely running<br />

to take control of enemy choppers to<br />

dominate the map nfairly.<br />

Dylan: I would have far less hours<br />

than you guys, as I uniformly suck at<br />

multiplayer shooters. I enjoy them,<br />

but I rarely get many kills and I find<br />

that I lose patience quite quickly.<br />

That said, I do enjoy Bad Company<br />

2’s multiplayer. It doesn’t quite<br />

feel as unbalanced as Call of Duty<br />

and I find that the maps are always<br />

designed in ways that make each<br />

game feel different. With Battlefield 3<br />

just officially announced, Call Of Duty<br />

had better watch its back.<br />

DYLAN BURNS, KEN LEE<br />

& JAMES O’CONNOR<br />

24 www.pixelhunt.com.au<br />

march 2011


SIX Ways To Not Suck At<br />

BAD COMPANY 2: VIETNAM<br />

1Slow Down Sergeant<br />

Brown: It’s not essential<br />

to always be running.<br />

Sometimes taking a moment<br />

to pause can give you time<br />

to survey the area. It’s<br />

also surprising how easily<br />

spotted a moving target is,<br />

even at distance.<br />

2Be More Supportive,<br />

You Jerk: Every available<br />

character class has some<br />

type of support function,<br />

whether it’s dropping<br />

ammo or laying landmines.<br />

Communicate with your<br />

squad on what support you<br />

can provide. You don’t need<br />

to be an ace shooter to help<br />

your team win.<br />

3When In Doubt, Blob:<br />

If you’re struggling to<br />

mount a good defense in<br />

Rush, try Medic-blobbing a<br />

single M-COM station with<br />

your squad. If everyone is<br />

playing a medic, then as<br />

long as one person survives<br />

an assault they can bring<br />

everyone else back to life. Get<br />

an ammo pack in there as<br />

well and you can offer some<br />

real resistance. Of course,<br />

if you can hold the enemy<br />

team at bay without needing<br />

everyone to fall back to the<br />

M-Com station, more power<br />

to you.<br />

4Repair Enemy Tanks –<br />

And By Repair We Mean<br />

Destroy: If you can get close,<br />

use the engineer repair tool<br />

to attack enemy tanks. This<br />

is done so rarely that the<br />

tank’s occupants usually<br />

aren’t expecting it, and since<br />

you’re right up against them<br />

they’ll often be at a loss as to<br />

what to do about it. If you’re<br />

really lucky, they won’t even<br />

work out what is happening<br />

until their tank explodes.<br />

5Squads = Winning:<br />

Always choose to be put<br />

into a squad, even if you’re<br />

not playing with friends. It<br />

means you’ll usually be able<br />

to spawn much closer to the<br />

action.<br />

6Pretend You’re Playing<br />

Red Faction: Guerilla:<br />

Remember that there are<br />

ways of blowing up M-COM<br />

stations other than planting<br />

on them. Learn which<br />

buildings can be collapsed,<br />

and which stations can be<br />

damaged by, say, planting<br />

C4 outside of the structure<br />

they’re in….<br />

KILL DEATH RATIO<br />

Australia’s best gaming<br />

-zine<br />

www.PIXELHUNT.com.AU<br />

25


ON THE HUNT<br />

WHAT<br />

WE’RE<br />

PLAYING<br />

Believe it or<br />

not, the <strong>Pixel</strong><br />

<strong>Hunt</strong> staff<br />

actually play<br />

some video<br />

games <strong>now</strong> and<br />

then. Here’s<br />

what has<br />

tickled their<br />

fancies of late.<br />

JAHANZEB KHAN<br />

Hard Corps:<br />

Uprising<br />

Contra meets Guilty<br />

Gear in this brilliant new<br />

XBLA title. I love run and<br />

gun shooters and have<br />

poured countless hours<br />

into games like Gunstar<br />

Heroes, Contra and<br />

Metal Slug. I’m also a<br />

huge fan of Guilty Gear.<br />

Hard Corps: Uprising<br />

combines the best of<br />

both worlds to create a<br />

gorgeous, addictive and<br />

tough as nails shooting<br />

experience.<br />

ALEX WALKER<br />

Game Dev<br />

Story<br />

This tycoon-style<br />

game has me hooked.<br />

Pretending to be Bobby<br />

Kotick, watching as<br />

millions of morons<br />

purchase my Reversi<br />

online RPG, is a great<br />

relaxant on the ride<br />

home from work. Bring<br />

on the sequel.<br />

PATRICK LANG<br />

Yakuza 3<br />

With Yakuza 4 due out<br />

next month, I thought it<br />

was about time I caught<br />

up with Sega’s crazy<br />

gangster/minigame/<br />

soap opera hybrid.<br />

It’s amazing! Nothing<br />

beats stomping around<br />

downtown Tokyo, putting<br />

a beatdown on street<br />

punks before stopping<br />

off for a game of darts<br />

and heading back to the<br />

orphanage you run in<br />

Okinawa.<br />

ANNIKA HOWELLS<br />

Kirby’s Epic<br />

Yarn<br />

I’m going to have to start<br />

wearing a tin foil hat,<br />

because clearly Nintendo<br />

have been reading<br />

my mind and have<br />

subsequently created a<br />

game encompassing all<br />

of my favourite things.<br />

There’s an adorable<br />

round pink, a world<br />

made of crafty items<br />

in gorgeous soft pastel<br />

colours, and bright pretty<br />

sparkly things to collect.<br />

I’m in kawaii heaven!<br />

ANTHONY CAPONE<br />

Call Of Duty:<br />

Black Ops<br />

I am almost ashamed<br />

to say, but my current<br />

gaming hours are filled<br />

with playing Call of<br />

Duty: Black Ops online.<br />

Having finally become a<br />

somewhat decent player,<br />

and combined with the<br />

joys of exterminating<br />

campers and running<br />

around Nuketown with<br />

a shotgun, I’ll be playing<br />

online til the early hours<br />

for some time yet.<br />

I’m going to have to start wearing a tin<br />

foil hat, because clearly Nintendo have been<br />

reading my mind...<br />

26 www.pixelhunt.com.au<br />

march 2011


ON THE HUNT<br />

TIM HENDERSON<br />

Mirror’s<br />

Edge<br />

I’m revisiting Mirror’s<br />

Edge as a part of an<br />

attempt to clear my<br />

backlog and it really<br />

looks unbelievable on a<br />

machine that can push<br />

the high-end settings.<br />

Some flaws in the level<br />

designs ring louder <strong>now</strong><br />

that the thrill of the new<br />

has worn off, but the<br />

evocative use of colour<br />

contrasts and the<br />

promise of the premise<br />

have me hooked all<br />

over again.<br />

DYLAN BURNS<br />

Total War:<br />

Shogun II<br />

This one came for review<br />

(for another publication)<br />

but I’m glad I forced<br />

myself out of my comfort<br />

zone. The game is<br />

massive and though<br />

I’ll never get as much<br />

out of it as Total War<br />

zealot, I’ve really enjoyed<br />

coming back to the<br />

PC with an immersive<br />

experience such as this.<br />

aaron sammut<br />

Killzone 3<br />

I have been playing<br />

Killzone 3 purely from a<br />

critical stand point. The<br />

visual eye candy just has<br />

to be bad for you (I’m yet<br />

to try out the 3D), the<br />

audio curls your toes and<br />

while the plot is only just<br />

serviceable, the premise<br />

and art direction is spot<br />

on. Guerilla Games<br />

aren’t exactly being<br />

revolutionary with the<br />

genre, but what they are<br />

doing is something to<br />

such a sublime level...<br />

So why?!! Why does<br />

the game just feel so<br />

flat and hollow?<br />

MICHAEL PINCOTT<br />

Marvel vs<br />

Capcom 3<br />

I tend to gravitate<br />

towards fighting<br />

games, partially<br />

because I love<br />

the science and<br />

technicality<br />

of them, and<br />

partially because<br />

I love going<br />

through a roster<br />

of characters and<br />

testing them out. MvC3<br />

has been especially<br />

great for the latter; I<br />

can’t settle on a team<br />

because I keep finding<br />

new characters that are<br />

fun to use. Except for<br />

Spiderman. He sucks.<br />

Australia’s best gaming<br />

-zine<br />

www.PIXELHUNT.com.AU<br />

27


creative<br />

Charlie Learns the Hard Way<br />

PATRICK LANG takes Charlie into, shall we say, Uncharted territory.<br />

“<br />

here’s no such thing as a<br />

Tfucking free ride, Charlie!” she’d<br />

screamed at me, as I hustled out the<br />

door carrying a plastic shopping bag<br />

full of clothes and booze. In response<br />

I’d told Sasha (was that her name? I<br />

can’t remember) to take a hike and<br />

I’d forced the Volkswagen out to the<br />

airport to catch a plane to Nepal.<br />

In retrospect, I probably should<br />

have k<strong>now</strong>n better, and paid Sally<br />

more attention. When I’d got the<br />

letter from a ‘prominent’ Nepalese<br />

university offering me a semester of<br />

work as a ‘visiting fellow’, or some<br />

other semi-academic bullshit, I should<br />

have smiled and politely declined. But<br />

you k<strong>now</strong> me, any chance to get out of<br />

the country and chase foreign tail and<br />

I’m already on the plane, demanding<br />

another complimentary whiskey.<br />

The first few weeks in Nepal had<br />

been promising, and I spent most of my<br />

evenings there in a local bar, tossing<br />

back glasses of raksi and thinking that<br />

Samantha should just shut the fuck up.<br />

Apparently I had a job of sorts at the<br />

nearby university, and I did turn up a<br />

couple of times to play grab-ass with the<br />

locals and pretend to k<strong>now</strong> something<br />

about writing, but usually I just bunkered<br />

down in the office they’d given me to<br />

catch some sleep.<br />

A pretty good deal, by anyone’s<br />

estimations – until the Serbian came<br />

to town. Now, I knew that Nepal had<br />

a bit of a... complicated past when it<br />

came to civil unrest, but I thought that<br />

the reds in power had at least made<br />

the place more stable. Anyway, one day<br />

this guy Lazarevic walked into what<br />

was becoming my local and you could<br />

tell straight away that he was going to<br />

be a real pain in the ass. He started<br />

firing an AK into the ceiling and spitting<br />

some crap about a “phurba” and<br />

something called a “Cintimani Stone”.<br />

Then all hell broke loose, and I<br />

started to think that perhaps Stacey<br />

had k<strong>now</strong>n what she was talking about<br />

after all.<br />

Lazarevic had brought his own<br />

private army with him, and they<br />

proceeded to start ransacking the<br />

city looking for god k<strong>now</strong>s what. It<br />

was about then that I decided that I<br />

needed an exit plan. The roads were<br />

clogged with locals trying to get out, so<br />

I headed for the railway station and, in<br />

my best broken Nepali, started yelling<br />

at the clerk. What he was saying was a<br />

little difficult to follow, but I knew what<br />

rejection sounded like in any language.<br />

So I used the gift of Westerners<br />

everywhere and started talking VERY<br />

LOUDLY AND SLOWLY in English, in the<br />

vain hope of bludgeoning my way to<br />

what I wanted.<br />

After about 15 minutes of this<br />

the clerk threw his hands in the air,<br />

dashed something off on a piece of<br />

paper and pointed to a train in the<br />

distance. I like to think it was my<br />

powers of persuasion that convinced<br />

him to help, but the distinctive rat-a-tat<br />

of automatic weapons in the distance<br />

can’t have hurt.<br />

I grabbed my plastic bag, <strong>now</strong> full<br />

of bottles of raksi and my passport,<br />

and headed for the train. It was a big<br />

motherfucker, not in great shape, but it<br />

was leaving town, and that fit my needs<br />

perfectly. I installed myself in one of<br />

the carriages at the front and started<br />

on a bottle. After about 10 minutes we<br />

started moving and I was getting a nice<br />

little buzz on. Hell, I thought, maybe<br />

Nepal would turn out alright after all.<br />

Take that, Sia. Unfortunately, it was<br />

about then that Lazarevic made his<br />

way into the carriage.<br />

I ducked under the seat and<br />

watched as a small PMC marched<br />

through the door. Big, evil bastards<br />

wearing body armour – the kind that<br />

could shrug off the entire clip of a<br />

.45 before breakfast. There were two<br />

others; a British guy who looked like<br />

he’d get annoying fast, and a tasty<br />

brunette with an ass like a peach who<br />

seemed to have escaped from a film<br />

noir, where she would undoubtedly be<br />

the femme fatale who tempts the hero<br />

with her sexual wiles.<br />

They all argued for a while, some<br />

bullshit that I’m happy to admit I<br />

wasn’t really paying attention to. I’d<br />

managed to stay neatly out of sight<br />

hidden in the back under the seat,<br />

and despite my constant fear of that<br />

Lazarevic bastard I managed (thanks<br />

to the raksi) to catch a little sleep.<br />

I was woken by the distinctive<br />

and unwelcome sound of gunfire<br />

somewhere at the back of the train.<br />

It was a long train, so I wasn’t overly<br />

worried, but it did seem to be getting<br />

closer. I looked up. Everyone had<br />

left the carriage, presumably in the<br />

direction of the gunfire. Morons. I<br />

28 www.pixelhunt.com.au<br />

march 2011


peered out the window and saw s<strong>now</strong>... and mountains. That bastard<br />

of a clerk had sent me in the wrong direction – I was heading for the<br />

Himalayas.<br />

It was right about then that the train exploded.<br />

I don’t k<strong>now</strong> how long it was before I came to, but it was accompanied<br />

by an almighty crash. I peered out of the window of the wrecked train to see<br />

several carriages slip off the edge of an icy cliff.<br />

Good thing I splurged on first class, I thought.<br />

I heard a voice – groaning, complaining and generally pissed off. Looking<br />

up slowly I saw a well built man crawling over the edge of the cliff, grasping his<br />

side, which had a nasty looking bullet wound in it. I stayed down, not wanting to<br />

irritate someone with an abdominal wound, and waited as he slowly made his<br />

way amongst the carriages. I waited there a long time until I heard gunfire, some<br />

cries and a pissed off voice.<br />

“It’s locked,” Abdominal Wound exclaimed. “It’s always locked.”<br />

Realising that this guy was probably my best shot of getting out of there<br />

in one piece I grabbed my plastic bag, thought nice thoughts about Sophie<br />

and headed after him at a discreet distance. Eventually I reached an<br />

open s<strong>now</strong>field full of <strong>now</strong>-decrepit train carriages. I perched myself<br />

on a ledge, lit a cigarette and watched quietly as Abdominal Wound<br />

dispatched a bunch of the PMC dudes. It was brutal. I wasn’t sure<br />

what this guy’s team was, but I wanted to be on it.<br />

He clambered up out of the s<strong>now</strong>field and continued on. I<br />

stubbed out my cigarette and started after him. Some way<br />

up he collapsed in front of a lone figure, someone who<br />

looked like a native of the area. I quickly ran up. The<br />

native looked at me suspiciously until I handed him the<br />

raksi bottle. He took a swig and smiled.<br />

“Charlie,” I said, pointing to my chest.<br />

“Tenzin,” he said, in reply, and motioned me to<br />

follow him.<br />

He slung Abdominal Wound over his shoulder like<br />

he was a ragdoll and started off into the distance. I<br />

picked up my plastic bag and followed him.<br />

Hang on Sarah baby, I thought, Charlie’s coming<br />

home.<br />

PATRICK LANG<br />

creative<br />

I was woken by<br />

the distinctive and<br />

unwelcome sound of<br />

gunfire somewhere<br />

at the back of the<br />

train.<br />

Australia’s best gaming<br />

-zine<br />

www.PIXELHUNT.com.AU<br />

29


OPINION<br />

Reset 4.0<br />

In Praise Of Animation<br />

TIM HENDERSON returns serve<br />

on the rather divisive Enslaved.<br />

As with all good media outlets,<br />

<strong>Pixel</strong> <strong>Hunt</strong> exudes a sense of<br />

camaraderie and good times behind<br />

the scenes. We finish each friendly<br />

week of seeing eye-to-eye with a<br />

friendly trip to the nearest pool hall<br />

where we share rounds of drinks. Of<br />

this, we allow public privy.<br />

What we don’t display is the<br />

piece of glass sticking out the back<br />

of Dylan’s head, the one that Cody<br />

wedged there after our site founder<br />

sank a yellow ball. Likewise, all footage<br />

of Alex must be shot from his right<br />

side, lest the common people realise<br />

that HE ONLY HAS ONE EAR!<br />

In briefer terms, we are prone to<br />

disagree.<br />

So, then. Enslaved.<br />

What a flippant little life this game<br />

has led. At first happily fated to be<br />

the next Beyond Good and Evil – a<br />

game that everybody loves but nobody<br />

purchased – it has since gone under<br />

the hammer of harsher voices. Voices<br />

that are “baffled and saddened” (PH<br />

13) about the praises that the game<br />

has had lavished upon it.<br />

As if in need of a fragment of glass<br />

lodged in my own head, I find myself<br />

baffled and saddened about the way in<br />

which these criticisms are aimed at the<br />

game. Even from my more generous<br />

perspective, Enslaved is hardly Game<br />

of the Year material, but it seems that<br />

its triumphs are heavily influenced<br />

by the perspective from which you<br />

approach them.<br />

To wit: the storytelling.<br />

To wit while abusing italics: the<br />

storytelling.<br />

Outside of a refreshingly vivid and<br />

imaginative take on how to visually<br />

create a post-apocalyptic world, there’s<br />

nothing new here. The lead characters<br />

conform to archetypes, their interactions<br />

with each other take them exactly<br />

where you’d expect, and the abruptness<br />

of the ending betrays flaws in how<br />

foreshadowing was approached. None<br />

of this is of much concern to me. I’m<br />

far more interested in the manners in<br />

which information about the characters<br />

is conveyed, and of how the plot itself<br />

remains tied to gameplay objectives.<br />

This is obviously an issue of<br />

personal bugbears. It may be that I am<br />

far more interested in the means than<br />

the ends, and in this regard, Enslaved<br />

has a moment to shine.<br />

The player-character, Monkey, is<br />

an oaf. He’s a brute, lithe and strong<br />

and very likely raised in jungle-like<br />

environments. He puts his own sense of<br />

self-preservation first, but is susceptible<br />

to that ‘good heart’ syndrome that<br />

afflicts so many of his kind. There is<br />

nothing unique about this.<br />

But Enslaved is a videogame, an<br />

interactive medium and a visual one,<br />

and when it comes to taking advantage<br />

of these characteristics of the medium,<br />

the character of Monkey is bordering<br />

on a masterclass. Imagine composing<br />

a video of a mixture of gameplay and<br />

cinematic sequences from Enslaved,<br />

doing the same for a game such<br />

as Mass Effect, and then playing<br />

these two videos to an unconcerned<br />

audience with all audio and written<br />

dialogue/information stripped away.<br />

Imagine asking this audience for<br />

its interpretation of the respective<br />

characters and events in the two<br />

games. Imagine testing which game<br />

narrative they got a greater feel for.<br />

I would be hugely surprised if<br />

Enslaved were to fail in coming up<br />

trumps. There are two arguments<br />

for why this could be: the first is that<br />

Enslaved has a smaller cast and a<br />

simpler plot. The other is that Enslaved<br />

had a far more nuanced understanding<br />

of animation.<br />

It has to be ack<strong>now</strong>ledged that<br />

intensity of Enslaved’s animation<br />

30 www.pixelhunt.com.au<br />

march 2011


obsession does result in character<br />

control that sacrifices playable fluidity<br />

for visual follow-through. There’s<br />

a sense that a lot of Enslaved’s<br />

animations are working within canned<br />

loops. It refuses to sacrifice its visual<br />

dynamic for reactive playability, and in<br />

this regard it’s a lesser game than the<br />

likes of Uncharted, which does a finer<br />

job of employing adaptive animations.<br />

Nonetheless, the animation in<br />

Enslaved is charged with meaning.<br />

Just playing around with Monkey in an<br />

open space, scampering up ledges,<br />

swinging between branches, or even<br />

just running through long grass will<br />

spare the player a need for words.<br />

Much of his archetypical personality<br />

will have been made clear. Because<br />

this information is evoked in the player,<br />

rather that told to them, it becomes<br />

more natural, and less like something<br />

learned from a textbook (or a codex for<br />

that matter).<br />

Similar qualities also apply to the<br />

other two cast members: Trip and<br />

Pigsy. We subconsciously absorb<br />

information about them in cinematic<br />

scenes, as well as during gameplay.<br />

Like Heavenly Sword before it,<br />

Enslaved excels in delivering actual<br />

performances that subtly define<br />

the characteristics of an otherwise<br />

orthodox cast. Only here, its palpability<br />

extends beyond cut-scenes.<br />

This isn’t the only victory, but it is<br />

the one I find to be most important.<br />

Character animation is the great<br />

unsung communicator. Perhaps this<br />

is because it’s harder to take precise<br />

note of – it is easier, after all, to<br />

consciously notice information that is<br />

actually told to you. But this shouldn’t<br />

undermine its value. Solid facial<br />

animation may not lead to developed<br />

characters, but nuanced expression<br />

can convey meaning that renders<br />

words second-rate.<br />

Other flourishes are less important,<br />

but still welcome. The audible yelling<br />

of Monkey when Trip is beyond<br />

easy earshot, or the way he sounds<br />

physically strained while scaling<br />

some mammoth construct lends<br />

texture and meaning to his words<br />

that goes far beyond those words<br />

themselves. There’s also a matter<br />

of integration, wherein the plot, for<br />

all its straightforwardness, works<br />

harmoniously with the gameplay<br />

situation at hand.<br />

Personally, I’ll take a competent<br />

story that communicates itself<br />

effectively through its medium over<br />

one of greater depth that can do<br />

nothing more inventive than lean<br />

heavily on extended, flat exposition and<br />

large chunks of written text. Gaming’s<br />

bigger problem isn’t in finding good<br />

stories to tell, it’s in finding interesting<br />

ways to tell them.<br />

TIM HENDERSON<br />

But Enslaved<br />

is a videogame, an<br />

interactive medium and<br />

a visual one, and when<br />

it comes to taking<br />

advantage of these<br />

characteristics of the<br />

medium, the character<br />

of Monkey is bordering<br />

on a masterclass.<br />

OPINION<br />

Australia’s best gaming -zine<br />

www.PIXELHUNT.com.AU<br />

31


OPINION<br />

Generation COD<br />

Is the Call Of Duty franchise the devil of the video game<br />

industry, or is it just following standard industry practice?<br />

Let’s ask ANTHONY CAPONE.<br />

Three games in, and Call Of Duty<br />

was becoming just another<br />

shooter. Then Modern Warfare<br />

appeared. The critical and commercial<br />

success of Call of Duty 4: Modern<br />

Warfare propelled the brand to the<br />

heights of AAA rivals Grand Theft<br />

Auto and Halo. Several years on, the<br />

financial windfalls continue, but Call<br />

Of Duty has garnered somewhat of<br />

a poor reputation among gamers.<br />

Viewed by many as a money-grabbing<br />

venture and blamed for driving a lack<br />

of innovation, Call Of Duty may have<br />

turned from a top of the line FPS<br />

into the devil of the gaming industry.<br />

However, a closer analysis reveals<br />

that the issues generating the fury of<br />

gamers are nothing new in the context<br />

of the video game industry.<br />

Some might dismiss each<br />

forthcoming instalment of Call Of<br />

Duty as nothing more than the next<br />

Activision money spinner. While there<br />

may be a degree of truth in that, we<br />

need to remember that the goal of<br />

the video games industry is just the<br />

same as any other business; to make<br />

money, and lots of it. Call Of Duty is<br />

Activision’s perpetual cash cow, and<br />

Bobby Kotick will continue to squeeze<br />

every last penny from the franchise.<br />

He isn’t doing it to annoy gamers or<br />

to kill originality, but simply because<br />

he has a duty to shareholders to<br />

generate returns. It may seem an illadvised<br />

practice that will ultimately<br />

spell the series’ doom as it did to<br />

Guitar Hero, but in the end, it’s the<br />

model that keeps the wheels of<br />

business spinning, and not just those<br />

of the video game industry.<br />

One way Activision has sought to<br />

make money from the Call Of Duty<br />

behemoth is with the higher price<br />

of <strong>download</strong>able content. Under the<br />

new model, map packs for Modern<br />

Warfare and Black Ops cost around<br />

$20 a pop. Compared to other<br />

<strong>download</strong>able expansions and other<br />

complete games that cost far less,<br />

it could be seen as a blatant rip-off.<br />

However, as with anything, the inherit<br />

value is entirely subjective.<br />

32 www.pixelhunt.com.au<br />

march 2011


For example, take a user who<br />

purchases Black Ops exclusively for<br />

multiplayer. Looking at the scenario<br />

from a purely economic angle, the<br />

game retails at about $120. The<br />

disc comes with 14 multiplayer<br />

maps, translating to over $8 per<br />

map. Taking the First Strike map<br />

pack, which contains four maps,<br />

each map converts to about $4<br />

each. Hence, on a cost for content<br />

ratio between the two, First Strike<br />

represents a good investment for<br />

the multiplayer junkie spending<br />

hour upon hour playing the game.<br />

I would argue that paying a one-off<br />

fee for more content is far more<br />

preferable to paying a monthly<br />

subscription, which has been toyed<br />

around with for some time.<br />

The idea of subscribing to Call Of<br />

Duty as on online service has raised<br />

the ire of many gamers, but so far,<br />

the negative outcry has staved off<br />

the idea. Instead, Activision have<br />

used the <strong>download</strong>able content<br />

market as a de facto form of<br />

subscription. Nevertheless, the<br />

possibility of subscribing to a game<br />

as popular as Call Of Duty should<br />

not be so unfathomable, especially<br />

when PC users have been enduring<br />

the practice in MMOs for years.<br />

Looking at Call Of Duty and<br />

World Of Warcraft side by side,<br />

commonalities emerge. Each<br />

has hundreds upon thousands<br />

of online players communicating<br />

and working in teams, levelling<br />

endlessly and traversing the same<br />

areas day after day. Industry<br />

analysts like Michael Pachter may<br />

not be so unreasonable in stating<br />

that Activision could legitimately<br />

implement a subscription model<br />

for Call Of Duty. Nevertheless, the<br />

company has conceded the point,<br />

saying that a payment system will<br />

never be a part of the mainstream<br />

series. However, with word of<br />

Bungie developing a MMO-style FPS<br />

for Activision, the notion of paying<br />

for a COD-type online experience<br />

may be very close. Given the<br />

affliction of the console community<br />

to in-game subscription, it will be<br />

intriguing in the least to see how<br />

Activision proceeds.<br />

Another sticking point for Call<br />

Of Duty is the ‘rinse and repeat’<br />

syndrome of each new iteration.<br />

Since Modern Warfare took a gigantic<br />

leap with its contemporary narrative,<br />

sequels have been criticised for<br />

failing to innovate. Critics do not<br />

deny that that the series continues<br />

to deliver cinematic gameplay<br />

experiences, so the issue may simply<br />

have to do with game design and<br />

setting. Call Of Duty asks players<br />

to do nothing more than assume<br />

the role of a one-man army and<br />

pull the trigger. This type of role<br />

is so frequently employed that<br />

standing out becomes a significant<br />

challenge. Originality is undeniably<br />

hard to achieve, especially in the<br />

current generation, and it’s not<br />

just developers like Treyarch and<br />

Infinity Ward who are guilty of<br />

repetitive design.<br />

Uncharted 2 is one of the best<br />

games of this generation, but in<br />

comparison to its predecessor and<br />

numerous other titles, Naughty Dog<br />

didn’t really produce anything new.<br />

Arguably, all they did was create the<br />

best possible experience with triedand-true<br />

gameplay and an outstanding<br />

narrative. Hence, when critics fire at<br />

Call Of Duty for its lack of originality, it<br />

should be remembered that the entire<br />

industry has grown comfortable in<br />

rehashing the same games time and<br />

time again, regardless of how polished<br />

they may be.<br />

Lack of originality is a challenge<br />

that faces the entire industry,<br />

especially when raising a new<br />

intellectual property is so fraught<br />

with difficulty. Ultimately, Call Of<br />

Duty is the machine that keeps<br />

the world’s biggest publisher in<br />

business and ensures that jawdropping<br />

experiences such as<br />

Modern Warfare can be seen again.<br />

Is that such a bad thing?<br />

ANTHONY CAPONE<br />

OPINION<br />

Originality is<br />

undeniably hard to<br />

achieve, especially in the<br />

current generation, and<br />

it’s not just developers<br />

like Treyarch and Infinity<br />

Ward who are guilty of<br />

repetitive design.<br />

Australia’s best gaming<br />

-zine<br />

www.PIXELHUNT.com.AU<br />

33


KEN’s HOLIDAY SPECIAL<br />

LAND OF THE<br />

RISING KEN<br />

International man of mystery KEN LEE<br />

visited Tokyo last November. Allow him<br />

to stir jealousy within you with his tales<br />

from abroad.<br />

The very first thing that set me on<br />

the back foot upon entering Tokyo<br />

is how massive and urban the entire<br />

city is. I’ve always been a city boy, but<br />

even I was taken aback by the scale of<br />

the sprawl. Wide streets, endless cars,<br />

neon signs, tall buildings shoved up<br />

against each other, and scores of people<br />

walking briskly. Imagine this same scene<br />

replicated across multiple districts,<br />

each about the size of the Melbourne<br />

CBD. Against this backdrop is endless,<br />

unceasing activity. The streets are<br />

packed with people at all hours of the<br />

day. In the mornings, you see commuters<br />

and cleaners sweeping the streets. The<br />

afternoons are filled with office workers<br />

looking for lunch, walking from shop to<br />

shop surveying the wealth of yummy<br />

goodness. As night settles, unlicensed<br />

Pachinko Parlours<br />

food carts set themselves up along<br />

walkways serving beer and hot noodles.<br />

Even at 2am, the convenience store<br />

across the road was still bustling.<br />

It was only when I started getting<br />

past the initial sensory assault that<br />

I noticed the many things that set<br />

my geeky heart aflutter. There were<br />

anime and video game images posted<br />

everywhere: in magazines, store<br />

fronts, posters and towering billboards.<br />

Countless advertisements for the<br />

latest video games appeared during<br />

prime time television programming;<br />

God Eater Burst was the flavour of that<br />

particular month.<br />

The first geeky thing I noticed was<br />

the abundance of Pachinko parlours.<br />

In itself, these pachinko machines<br />

are no more interesting than regular<br />

jackpot machines. But throw in a heap<br />

of anime and video game references,<br />

such as Gundam and Neon Genesis<br />

Evangelion, and even I found myself<br />

getting drawn into these parlours.<br />

Perhaps my limited skills in Peggle<br />

tempted me into thinking that I’d do<br />

alright if I tried my hand at them.<br />

These pachinko machines are so<br />

pervasive that I even saw them in<br />

video game arcades as well. And the<br />

arcades are a sight to behold. Seeing<br />

arcades thrive in Japan adds a bittersweet<br />

taste to the whole experience,<br />

especially when compared to our own<br />

dwindling arcade scene. Entering the<br />

arcade, I am welcomed by endless<br />

rows of claw crane games, begging for<br />

a 100 Yen for the chance at winning<br />

a stuffed Pikachu toy. While I didn’t<br />

Cho Chabudai Gaeshi<br />

succumb to their siren song, I did play<br />

a game of Cho Chabudai Gaeshi, which<br />

roughly translates to “Upending the<br />

Tea Table”. Players stand in front of the<br />

machine, which has a fake table built<br />

into it. Players then slam on the table<br />

multiple times, as the screen depicts<br />

increasingly annoying situations (such<br />

as children talking on their mobiles at<br />

the dinner table). And at the apex of<br />

their frustrations, they physically flip<br />

the little fake table, see the on-screen<br />

representation wreck havoc, then earn<br />

points for the devastation caused.<br />

Going deeper into the arcades, I<br />

started seeing games aimed squarely<br />

at dedicated gamers. World Club<br />

Championship Football combines<br />

collectible card games (such as Magic:<br />

The Gathering) with team management<br />

34 www.pixelhunt.com.au<br />

march 2011


KEN’s HOLIDAY SPECIAL<br />

Nishi Shinjuku Train Station Bento<br />

...I was tempted<br />

to buy a portable<br />

console that played<br />

SNES games; the<br />

nameless machine<br />

was obviously<br />

manufactured<br />

without an official<br />

license.<br />

games (like Championship Manager)<br />

to create a wholly unique experience.<br />

Players form decks of cards which<br />

they can purchase or trade with other<br />

people, then lay the cards down on an<br />

arcade machine to form their team.<br />

Moving the cards around affects the<br />

team formation mid-game; players<br />

can also train up their team for future<br />

competitions.<br />

The other game that intrigued me<br />

was Border Break, which gives players a<br />

control scheme similar to a mouse and<br />

keyboard set-up, bringing the PC gaming<br />

into an arcade environment. The left<br />

hand controls a joystick for movement<br />

and the right manipulates a mouse-like<br />

peripheral to aim as players pilot their<br />

hulking robots in 10v10 battles.<br />

Arcades aren’t the only place for a<br />

person to geek-out in Tokyo; the name<br />

Akihabara is one that would be familiar<br />

to many gamers. In many ways, it is<br />

exactly what I expected: video games,<br />

anime, gadgets and other assorted<br />

tech toys. Walking around the area,<br />

I saw large stores selling all manner<br />

of electronics, and dodgy little places<br />

selling miniature pin-hole cameras.<br />

The best stores in the area are<br />

without a doubt the retro game<br />

shops. Walking into the store is akin<br />

to walking into a museum; it is a<br />

celebration of video game culture.<br />

Shelves are packed with games for<br />

every conceivable console, and every<br />

conceivable console is actually working<br />

and for sale. There are systems hooked<br />

into televisions for you to mess around<br />

with; I spent about 20 minutes playing<br />

Wario Land on the Virtual Boy. For a<br />

while, I was tempted to buy a portable<br />

console that played SNES games;<br />

the nameless machine was obviously<br />

manufactured without an official<br />

license.<br />

Despite the attractions of<br />

Akihabara, I did have some discomfort<br />

hanging about the area. Sexualised<br />

imagery was prominently displayed.<br />

Mega-stores had a floor each<br />

dedicated to games, anime and porn.<br />

This discomfort was most keenly<br />

felt when I noticed a DVD proudly<br />

proclaiming pictures and videos of a<br />

12 year old girl in a bikini. It seemed<br />

like despite the celebration of geek<br />

culture, there was also an expectation<br />

that most geeks were social deviants.<br />

Or perhaps it only applies to otaku.<br />

In spite of this one negative, there<br />

is still so much to love about Tokyo<br />

and Japan, and so much yet left to<br />

say. I haven’t even touched on the<br />

maid cafes, the crazy fashions and<br />

cosplayers or relaxing at the hot<br />

springs. I didn’t talk about Disney<br />

Land, the Studio Ghibli Museum, or<br />

the areas that preserve Japanese<br />

tradition and culture. There is just so<br />

much to take in. It is this intangible,<br />

unquantifiable aspect that gives<br />

Japan its density, beyond the<br />

packed buildings and throngs of<br />

people. And it is this density that will<br />

either scare you away, or completely<br />

enchant you. Either way you’ll need to<br />

keep up the pace, or the whole city will<br />

leave you behind in its dust.<br />

KEN LEE<br />

Australia’s best gaming<br />

-zine<br />

www.PIXELHUNT.com.AU<br />

35


Issue 15 – Coming<br />

MAY 2011<br />

IN THE NEXT ISSUE<br />

DEATH IN<br />

VIDEOGAMES<br />

SO UNTIL THEN<br />

KEEP UP THE HUNT

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