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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 />
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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