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PS3 360 Wii PC MOBILE OPINIONS FEATURES<br />
www.pixelhunt.com.au www.twitter.com/pixelhunt<br />
Gaming<br />
Companions<br />
The digital shoulders<br />
we lean on<br />
Australia’s best gaming -zine<br />
FULLY INTERACTIVE magazine ISSUE 13 JANUARY 2011
looking forward to<br />
Marvel vs<br />
Capcom 3<br />
Capcom have done<br />
a great job building<br />
hype for this one with<br />
their gradual character<br />
reveals. I’m still holding<br />
out hope for Dead<br />
Rising’s Frank West, but<br />
either way this is going<br />
to consume the lives<br />
of fighting game fans<br />
come February.<br />
Developer Capcom<br />
Publisher Capcom<br />
Platform PS3 / 360 / PC<br />
Genre Fighter<br />
Release February 17<br />
OFFICIAL WEBSITE<br />
Letter from the editor<br />
Don’t Hold Your Breath<br />
My New Year’s Resolution To stop caring about getting an R18 for<br />
games in Australia. The SCAG meeting on 10 December 2010 felt like<br />
a <strong>now</strong>-or-never moment. Brendan O’Connor had stated that the Labor<br />
party were officially in support of the rating, Galaxy polls showed a vast<br />
majority of people in support of the rating. Even mainstream media<br />
outlets were being generally supportive. Everyone waited, everyone held<br />
their breath. But we were let down. No agreement was reached, except<br />
to consider guidelines of what the effect of an R18 rating might be on<br />
the MA and RC categories. In other words, more consultation and more<br />
delay. The next SCAG meeting will be in March. I expect that meeting<br />
to yield only further consultation, further delay, further inaction. I expect<br />
the same to occur again at the next meeting too. I hope I’m wrong, but<br />
won’t be in the least surprised if I’m right. As contributor Ken Lee predicted<br />
in <strong>Pixel</strong>Cast 29, don’t expect an R18 rating in 2011.<br />
And so I’ve decided to simply stop caring. My position will always<br />
be in absolute support of the rating, but the emotional investment<br />
and passion I once had in following the debate has dissipated.<br />
Others have responded with more optimism than I, saying that the<br />
December 10 meeting was a small but positive step. That we’ll get<br />
the rating eventually, it’s just taking a while. I have no doubt they’re<br />
right. But I feel sorry for those who have worked and campaigned<br />
so hard to promote and raise awareness of the issue, only to have<br />
it continually held up. I’ve come to accept that as much as we<br />
need this rating, gamers aren’t overly affected. It’s rare for a game<br />
to be refused classification, and even rarer for it to be a game<br />
anyone cares about. And when it does occur, importing is an easy<br />
option, as is making friends with a Kiwi.<br />
In the face of so much delay and inaction it’s hard to stay enthusiastic<br />
on the subject. The amount of articles I’ve read on the<br />
subject goes beyond saturation, and I’m sorry to contribute to that<br />
further with this editorial, but I promise it will be my last word on<br />
the matter. Until we actually get the rating that is. I’m thinking 2013<br />
looks pretty good. If we’re lucky.<br />
Michael Pincott | E-zine Editor<br />
2 www.pixelhunt.com.au<br />
JANUARY 2011
contents<br />
ISSUE 13 JANUARY 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 />
COVER: Daniel Purvis<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 that<br />
refers to video games that use<br />
a point and click interface like in so<br />
many adventure games. As such, <strong>Pixel</strong><br />
<strong>Hunt</strong> the magazine is also interactive.<br />
Try clicking on items, such as the icons<br />
to the bottom of the page to turn to<br />
the next or previous page, the arrow<br />
to the top of each page will take you<br />
back to the contents page where each<br />
individual story is linked. Give it a go.<br />
FEATURE<br />
STEAM<br />
12<br />
KILL DEATH RATIO<br />
ASSASSIN’S CREED<br />
BROTHERHOOD<br />
22<br />
IN CASE YOU<br />
MISSED IT<br />
NIER<br />
6<br />
COVER<br />
FEATURE<br />
GAMING<br />
COMPANIONS<br />
8<br />
QUESTIONS & ANSWERS<br />
WITH PROFESSOR PIXEL<br />
25<br />
WHAT WE’RE<br />
PLAYING<br />
WITH THE PIXEL<br />
HUNT STAFF<br />
26<br />
creative<br />
AN ALAN<br />
WAKE STORY<br />
28<br />
THE<br />
GAME<br />
DOCTOR<br />
16<br />
feature<br />
Wii Don’t Need No PS4<br />
18<br />
OPINION<br />
multiplayer<br />
levelling<br />
30<br />
OPINION<br />
WE GOT<br />
(TO MUCH)<br />
GAME<br />
32<br />
Australia’s best gaming<br />
-zine<br />
www.PIXELHUNT.com.AU<br />
3
PRESS START TO PLAY<br />
NOT THE<br />
NEWS<br />
The latest non-happenings in video games<br />
are brought to you by our intrepid reporters<br />
DYLAN BURNS and JAMES O’CONNOR.<br />
Rockstar Games Admits<br />
Bad Working Conditions<br />
In recent months it’s<br />
been uncovered that<br />
working at Rockstar is<br />
no walk in the park. In a<br />
frankly amazing admission,<br />
Rockstar big knobs have<br />
recently released a press<br />
statement admitting that<br />
times in the office can be<br />
tough. “There were days,”<br />
says an annonymous source,<br />
commenting on the release,<br />
“when you’d come into work,<br />
and that fat bastard Pierre<br />
from animation would have<br />
taken the last chocolate-iced<br />
donut. I mean… how were we<br />
meant to function”<br />
The release itself doesn’t<br />
name names, apart from<br />
listing possible bad things<br />
that future whistle blowers<br />
might whinge about on<br />
blogs. Here are some of the<br />
stand-out ones:<br />
The CEO would often<br />
come and stare over<br />
workers’ shoulders.<br />
Sometimes without saying<br />
anything and sniggering<br />
softly… or maybe playing<br />
with the employee’s hair.<br />
Brisbane Man Wins Prize for Saying “lol”<br />
Out Loud for the One Billionth Time<br />
Unbe<strong>now</strong>nst to most of us, both Xbox<br />
Live and the PSN network have secretly<br />
been keeping track of vocal patterns<br />
during online multiplayer sessions. It<br />
seems that one of the keywords being<br />
looked for is ‘lol’, short for ‘I’m a complete<br />
dickhead’. Brisbane man Glen Jackson<br />
got the surprise of his life when a local<br />
TV news crew knocked on his door<br />
and informed him that he was the one<br />
billionth person to utter ‘lol’ online.<br />
“I say lol all the time,” gushed Glen<br />
in the televised interview, “even in place<br />
Double parking did<br />
happen, but only that one<br />
time on Tuesday and that<br />
was because the dump<br />
truck was in the way.<br />
Dress Like a Cowboy<br />
Fridays did get cancelled,<br />
but only because several<br />
programmers refused to<br />
shave or shower over the<br />
space of weeks, and the<br />
word ‘cocksucker’ started to<br />
get used too much in office<br />
banter. The male members<br />
of staff, on the other hand,<br />
behaved wonderfully.<br />
of actually laughing. I think that this<br />
particular time Josh had farted while<br />
eating corn chips and I said ‘lol’. Either<br />
that or it was when I was fragging some<br />
noob’s arse and he was screaming like a<br />
stuck pig! Totally lol-worthy.”<br />
Glen’s prize for being awesome was<br />
a framed LOL statue with his name<br />
engraved on it, and a lifetime membership<br />
to Xbox Live. Rumours are circulating of a<br />
possible film project to do with Glen’s rags<br />
to riches story. Mark Wahlberg has denied<br />
casting rumours.<br />
4 www.pixelhunt.com.au<br />
JANUARY 2011
Garbage<br />
Tips Around<br />
the World<br />
Appeal for<br />
People to<br />
Keep Plastic<br />
Drum Kits<br />
Only a couple of years after the<br />
emergence of plastic drum kits and<br />
guitars for Guitar Hero and Rock<br />
Band, garbage tips worldwide are<br />
experiencing a deluge of thrown<br />
away kits, as people grow tired of<br />
repeatedly hitting the multi-coloured<br />
pads for hours.<br />
“We just don’t k<strong>now</strong> what to do<br />
with them,” says Jerry, manager for<br />
a major city tip shop. “They’re in fine<br />
working order but we can’t even give<br />
them away. We tried donating them<br />
to homeless people but they ended<br />
up having nightmares about Green<br />
Day. Then there are the problems<br />
of guitars getting stuck in truck<br />
hydraulics. The publishers need to do<br />
something.”<br />
<strong>Pixel</strong> <strong>Hunt</strong> encourages the<br />
responsible disposal of unwanted<br />
gaming paraphernalia. If you have a<br />
spare drum kit or three taking up too<br />
much space, why not make a social<br />
event of it Gather some friends, stoke<br />
a bonfire and offer your kits to the<br />
gaming gods.<br />
Games<br />
Journalist<br />
Accepts Honourable<br />
Plaque for His Super<br />
Original Article on the<br />
R18+ Situation<br />
Super games journalist and all round nice guy<br />
James O’Pincott-Burns was last week awarded<br />
with a commemorative plaque by the Federation of<br />
Awesome Australian Games Writing for his groundbreaking<br />
research into the R18+ situation. When<br />
asked about his inspiration, he had the following to<br />
say: “Basically, I realised that there was this huge<br />
void in games journalism, the 300 pound white<br />
elephant in the room. No one was tackling the R18+<br />
issue and telling it how it is.”<br />
James’s piece, entitled ‘R18+ Gaming F***ing<br />
Rocks’, will be cast in gold and displayed at the<br />
National Museum of Literacy. His previous works<br />
include ‘Girls Play Games Too, You K<strong>now</strong>!’, ‘Why Indie<br />
Games Are Just Much Better Than All Other Games’,<br />
‘The Big Question: Are Games Art’ and ‘Guess What<br />
Everyone: Games Are Supposed To Be Fun!’<br />
Australia’s best gaming -zine<br />
www.PIXELHUNT.com.AU<br />
5
IN CASE YOU MISSED IT<br />
nIer<br />
enough<br />
is close<br />
enough<br />
TIM HENDERSON is so Nier and yet<br />
so far.<br />
You k<strong>now</strong>, for all of<br />
the horrible X-Factor<br />
snippets and terrible R&B<br />
music videos that litter the<br />
world of YouTube, I still love<br />
the place. You see, if you<br />
enter the words ‘Nier OST’<br />
into a search on YouTube,<br />
you will be greeted with a<br />
list of awesome, and really<br />
rather unique, music tracks.<br />
Mostly reworking a core<br />
theme in an amazingly varied<br />
number of ways, the music<br />
from Nier brings to mind<br />
sweeping adventure and lush<br />
green fields, ages of gentle<br />
Gods and towering temples<br />
made by men, water that<br />
sparkles like sand and sand<br />
that flows like water, battles<br />
as fierce as thunder and an<br />
embrace as soft as clouds,<br />
cliffs like wounds in the earth<br />
and bridges that cover them<br />
like bandages. It’s powerful<br />
stuff on its own, and it only<br />
becomes amplified in-game.<br />
Mixing a variety of<br />
instruments, stylistic<br />
inspiration, and sweetly<br />
sung lyrics of a fictional<br />
tongue, the music of Nier is<br />
a tightly-contained example<br />
of its host’s greater mission<br />
statement: to stack familiar<br />
ideas together in ways that<br />
nobody has thought of before.<br />
Nier’s soundtrack is far and<br />
away the greatest success<br />
born of this mentality. The<br />
only musical downside is<br />
that there’s not enough of it.<br />
Melodies blend and evolve<br />
beautifully, lyrics fading<br />
into the game’s hub town<br />
background music when Nier<br />
himself walks within earshot<br />
of a minstrel strumming the<br />
very same tune.<br />
But Nier is a game that<br />
has all the technical merit<br />
of a powered-up PS2 title.<br />
Any and all visual appeal<br />
can be attributed to the art.<br />
Stylistically, Nier’s sunscorched<br />
aesthetic borrows<br />
heavily from ICO, much of<br />
its world architecture from<br />
Panzer Dragoon, and the<br />
character designs appear as<br />
misfits from a Final Fantasy<br />
game – too restrained and<br />
imperfect in appearance<br />
to appease the tween<br />
demographic crossover.<br />
The limitations placed<br />
upon the engine are not<br />
just visual, either. Character<br />
movement and world<br />
interaction comes with<br />
familiar limitations; Nier’s is<br />
not a world where advanced<br />
physics are breaking open<br />
new gameplay boundaries.<br />
This is understandable: the<br />
aging father of a gravely ill<br />
daughter, Nier himself is<br />
hardly the most sprightly<br />
and youthful of videogame<br />
6 www.pixelhunt.com.au<br />
JANUARY 2011
NIER<br />
Developer Cavia<br />
Publisher Square Enix<br />
Platform 360 / PS3<br />
Genre Action/RPG<br />
OFFICIAL WEBSITE<br />
While<br />
other games<br />
are happy to<br />
borrow ideas<br />
from outside<br />
genres, Nier<br />
is routinely<br />
bold enough to<br />
become them.<br />
protagonists. But let it not be<br />
said that you can’t teach an<br />
old dog new tricks.<br />
If there is one triumph to be<br />
found in the overall experience<br />
of playing Nier, then it must<br />
surely be the reminder that<br />
technology and innovation need<br />
not be exclusive bedfellows.<br />
Although it never fails to feel<br />
familiar, even dated, trying<br />
to pin Nier into a genre is<br />
troublesome. Predominantly<br />
a mixture of Zelda and roleplaying<br />
formulas, it nonetheless<br />
cherry-picks from multiple<br />
other genres, plucking and<br />
choosing as befits the mood<br />
of the narrative, to a point<br />
where it fundamentally defies<br />
classification. While other<br />
games are happy to borrow<br />
ideas from outside genres,<br />
Nier is routinely bold enough to<br />
become them.<br />
This is why you should<br />
check Nier out. Not because<br />
it was ever a realistic Game of<br />
the Year candidate for 2010,<br />
but because of its unfettered,<br />
almost flippant approach<br />
to experimentation: it sets<br />
out to provide an interactive<br />
adventure, and in order to do so<br />
it staples gameplay elements<br />
from bullet hell shooters,<br />
classic survival horror, isometric<br />
dungeon crawlers, and even<br />
text adventure games onto the<br />
core experience. The pacing<br />
flounders around at times,<br />
and the graphics, in particular,<br />
betray a modest development<br />
budget, but Nier is a game with<br />
a fierce heart – an imperfect<br />
yet ferocious experiment with<br />
Japanese role-playing concepts,<br />
complimented by a story and<br />
cast of characters stronger than<br />
many of its brethren.<br />
It’s a game that does<br />
remarkable things within the<br />
restraint of having one foot<br />
shackled in the past and, much<br />
like the recent Persona titles,<br />
radiates a conceptual beacon<br />
of light for what JRPGs may as<br />
yet become. It may not be a<br />
great game, but it is one of the<br />
most interesting ones of recent<br />
years. Better to be left only<br />
part-satisfied by something like<br />
that than by Final Fantasy.<br />
TIM HENDERSON<br />
Australia’s best gaming<br />
-zine<br />
www.PIXELHUNT.com.AU<br />
7
COVER feature<br />
A Player’s<br />
Best Friend<br />
BRENDAN KEOGH investigates the characters that accompany us in<br />
good times and bad, in sickness and in health, until death do you part:<br />
NPC companions.<br />
Superheroes have sidekicks,<br />
comedians have straight men,<br />
and videogame protagonists have<br />
companions. They have accompanied<br />
us in our adventures to save<br />
kingdoms/mankind/the universe and<br />
to slay monsters/demons/aliens for<br />
as long as video games have been<br />
around. Link had Navi, Donkey had<br />
Diddy (and Diddy had Dixie), Ico had<br />
Yorda, Mario had Yoshi (and Yoshi had<br />
Mario), Master Chief had Cortana,<br />
Gordon had Alyx, Jade had Pey’j,<br />
Wanda had Agro, Marcus had Dom.<br />
The list goes on and on. There are<br />
good reasons why so many games<br />
rely on companions, and it is no<br />
coincidence that some of the most<br />
memorable, most critically acclaimed<br />
games are those that rely heavily on an<br />
NPC following the player around.<br />
When implemented properly, a<br />
companion can immerse you deeper<br />
into the game world and give you<br />
something within the game to care<br />
about, such as your trusty canine in<br />
Fable II. Conversely, a bad companion<br />
is at best forgettable and useless,<br />
such as B-Company in Battlefield:<br />
Bad Company, and at worst has you<br />
double-guessing the game’s logic and<br />
yelling at the screen in frustration, like<br />
when your party medic in Final Fantasy<br />
XIII refuses to heal you. Simply put,<br />
companions are capable of making or<br />
breaking a game.<br />
A good story-focused game will<br />
hide the game’s rules behind a layer<br />
of fiction. The simplest example: an<br />
impassable mountain range is more<br />
immersive than an invisible wall at<br />
the end of the map with the on-screen<br />
message, ‘You cannot go this way’<br />
(I’m looking at you, Bethesda). It is<br />
DIDDY KONG<br />
not so much about forgetting that<br />
you are playing a game as it is about<br />
participating in what feels like a<br />
complete, coherent world. Companions<br />
play a crucial role in forming this<br />
coherent fiction by tying the player to<br />
the world and giving them something<br />
to care about.<br />
Few seem to understand this as<br />
well as Fumito Ueda of Team Ico,<br />
responsible for the Playstation 2<br />
classics ICO and Shadow Of The<br />
Colossus as well as the upcoming<br />
Playstation 3 title The Last Guardian.<br />
Both ICO and Shadow Of The Colossus<br />
(and The Last Guardian if we can judge<br />
from the trailers) create minimalist<br />
worlds with little story and even less<br />
dialogue. Yet, Ueda’s titles are among<br />
the best-received and most critically<br />
acclaimed games of recent time.<br />
The critical success of Ueda’s<br />
NAVI<br />
LUIGI<br />
YOSHI<br />
8 www.pixelhunt.com.au<br />
JANUARY 2011
YORDA<br />
If the player is to<br />
care about Yorda, she<br />
must be convincing as<br />
an individual entity but<br />
must also do exactly<br />
what the player<br />
wants.<br />
games comes down largely to the<br />
central relationship between the<br />
player and a consistent, significant<br />
companion. In ICO, you control a<br />
boy trying to escape a large castle<br />
prison. The gameplay is relatively<br />
straightforward platforming and puzzlesolving<br />
with one unique addition.<br />
Almost immediately after the game<br />
starts, you encounter Yorda, a girl also<br />
imprisoned in the castle. You soon<br />
discover that Yorda is in danger and<br />
needs your help. On the flipside, you<br />
cannot hope to escape without Yorda’s<br />
mysterious door-opening powers. The<br />
relationship between player and Yorda<br />
is one of co-dependence. As the skills<br />
of the player and Yorda do not overlap,<br />
neither steps on the other’s toes. Yorda<br />
will not rush off and do something<br />
the player doesn’t want her to do, but<br />
neither will she rush forward and do<br />
something the player was about to do.<br />
The relationship between Ico and<br />
Yorda is pivotal to the entire game.<br />
This is a ballsy gamble by Ueda. If she<br />
glitches up and gets the player killed<br />
even once, the player will be furious.<br />
There is nothing players hate more<br />
than feeling cheated by the game. If<br />
the player is to care about Yorda, she<br />
must be convincing as an individual<br />
entity but must also do exactly what<br />
the player wants.<br />
For Yorda specifically and all gaming<br />
companions generally, she can’t be<br />
god-like and invincible, but neither<br />
can she be stupid and placid. Instead,<br />
she must be humanly flawed and<br />
humanly intelligent; she must be smart<br />
enough to make mistakes; she must<br />
be imperfect and ‘real’. Yet, she also<br />
has to do exactly what the player wants<br />
her to do. If she shows too much free<br />
will, the player will get frustrated that<br />
the game is not doing what they want it<br />
to do. But if she just follows the player<br />
mindlessly, the player won’t be able to<br />
care about her as a human being and,<br />
by extension, won’t be able to care<br />
about the game’s fiction.<br />
So many conflicting conditions! So<br />
how did Ueda manage to balance them<br />
all With one very simple addition to<br />
the controls: press R1 to hold Yorda’s<br />
hand when she is close enough or to<br />
call her when she is far away. When<br />
left to her own devices, Yorda will<br />
wander around the map, run after<br />
birds, look over edges, and sometimes,<br />
if you watch her for long enough,<br />
maybe even discover a solution to a<br />
puzzle. Yet the moment you press R1<br />
and call her, she will come back to you<br />
and hold your hand.<br />
Instead of mindlessly following<br />
you, then, Ico pulls Yorda along in<br />
a charming, enthusiastic run, like a<br />
younger brother eager to show his<br />
older sister the fortress he built in<br />
the lounge room. By tweaking her<br />
animations and behaviours just right,<br />
Ueda has managed to balance Yorda<br />
perfectly between free-minded and<br />
obedient. It’s hard not to care about<br />
her and her plight as you play ICO.<br />
After not too long, you find yourself not<br />
being concerned about Ico or Yorda,<br />
but about Ico and Yorda.<br />
Later in the game, when the two of<br />
you are separated, it is akin to having<br />
all your weapons removed halfway<br />
through a first-person shooter: you feel<br />
naked, exposed, vulnerable, and most<br />
crucially, alone. So many emotions<br />
evoked just by the absence of a NPC!<br />
This is how you k<strong>now</strong> a companion has<br />
been done well: you don’t just notice<br />
Australia’s best gaming<br />
-zine<br />
www.PIXELHUNT.com.AU<br />
9
COVER feature<br />
Alyx Vance<br />
when they are beside you; you notice<br />
when they are not.<br />
A similar relationship also forms<br />
between Shadow Of The Colossus’s<br />
Wanda and his trusty horse, Agro. Just<br />
like in ICO, the player can call to Agro<br />
and he will come running, but he will<br />
wander off freely otherwise. Agro is<br />
a well-behaved steed, and the game<br />
can get away with making him more<br />
obedient as he is a tamed animal and<br />
not a free-willed human. But he still<br />
behaves convincingly, rearing when a<br />
colossus stomps nearby or refusing<br />
to leap over certain crevasses until<br />
pushed. The times that you must<br />
leave Agro behind, you really feel his<br />
absence. For me, it is in the echoing<br />
tap-tap of my feet compared to Agro’s<br />
hearty gallop that really rubs it in.<br />
A companion can still be convincing<br />
and meaningful without such detailed<br />
free-will, however. Alyx Vance in Half-<br />
Life 2 accompanies the player for<br />
much of the game. In Episodes One<br />
and Two, you could even argue that<br />
she is the main character and the<br />
player’s character, Gordon Freeman, is<br />
the companion.<br />
Alyx’s actions are more scripted<br />
than either Yorda or Agro. On every<br />
playthrough she will follow a practically<br />
identical path through the levels and<br />
will say the same things at the same<br />
times. Nonetheless, she is animated<br />
and written in a way that is both<br />
convincing and human. Instead of<br />
just following the player, Alyx has her<br />
own paths through the level, which<br />
means she will often be leading—a<br />
rare feat among gaming companions.<br />
That these paths are scripted hardly<br />
matter. Instead, they add to the game.<br />
Alyx can be shown to engage with her<br />
environment in a more convincing style.<br />
Instead of awkwardly running through<br />
a level like any old NPC, she will jump<br />
over guardrails and climb fences like a<br />
human being, making both her and the<br />
world more believable.<br />
Once the player cares for Alyx, her<br />
most important role is in justifying<br />
Gordon Freeman’s existence, and by<br />
extension the player’s. As Gordon is<br />
a silent protagonist, one of the main<br />
criticisms levelled at Half-Life was that<br />
he was practically a non-character—just<br />
a gun floating on the monitor. Alyx<br />
Vance changed this. By constantly<br />
ack<strong>now</strong>ledging Gordon, making eyecontact,<br />
having discussions, remarking<br />
on his actions, Alyx makes Gordon<br />
more real. We still never see Gordon<br />
ourselves, but we see that Alyx sees him.<br />
The actions are miniscule, but they add<br />
a significant level of detail that makes<br />
Half-Life 2’s story and world more<br />
accessible that Half-Life’s ever was.<br />
Sadly, though, there are occasions<br />
where Alyx tips the wrong way and<br />
becomes a frustrating NPC instead of<br />
a friendly companion. One particular<br />
stage in Episode One frustrated me<br />
immensely and shows how even the<br />
best implemented companions can go<br />
wrong and nearly break a game. You<br />
are underground and trying to get to<br />
the surface. In a pitch-black room, you<br />
must fight swarms of zombies while<br />
you wait for an elevator to arrive. The<br />
player has no weapons save a torch<br />
and the gravity gun, but Alyx has her<br />
pistol. However, she will only shoot at<br />
zombies that the player is pointing the<br />
torch at or has lit flares nearby.<br />
I couldn’t help but feel Alyx wasn’t<br />
pulling her weight. Why couldn’t she<br />
pick up a flare herself Why did I have<br />
to stand dumbly with my torch pointed<br />
at a zombie for her to shoot it Clearly,<br />
Valve were trying to strengthen the<br />
relationship between Alyx and Gordon<br />
by forcing you to cooperate to survive,<br />
but the result was the opposite. Alyx<br />
couldn’t look after herself and she<br />
was holding me back. Instead of being<br />
a companion I could work with, she<br />
became a bit of programming that<br />
I had to second guess and exploit.<br />
While her actions in the rest of the<br />
game added so much, it was almost<br />
all destroyed for me in this one stage.<br />
Using companions truly is a precarious,<br />
dangerous thing.<br />
There are more interesting<br />
companions—both good and bad—than<br />
could be covered in any one article.<br />
The more-or-less invisible companions<br />
10 www.pixelhunt.com.au<br />
JANUARY 2011
like Cortana in Halo, the dependable,<br />
self-sacrificing buddies of Far Cry<br />
2, the bromance of Delta Squad in<br />
Gears of War. But where would a<br />
discussion of gaming companions be<br />
without a mention of Portal’s weighted<br />
companion cube<br />
Quite justifiably, many of you will be<br />
sick of hearing about Portal by <strong>now</strong>,<br />
but the amount of stuff that it just got<br />
so right can’t be denied. The weighted<br />
companion cube, while only a minor<br />
part of the entire game, works as the<br />
ultimate meta gaming companion.<br />
It does everything all good gaming<br />
companions must do.<br />
Firstly, the weighted companion<br />
cube’s abilities complement the<br />
player’s abilities, they don’t overlap<br />
and conflict. Just as Ico and Yorda<br />
rely on the other’s abilities, so do the<br />
player’s and the weighted companion<br />
cube. The weighted companion cube<br />
relies on the player’s portal gun, legs,<br />
and strong hands, and the player relies<br />
on the weighted companion cube’s<br />
stability as a stool, sturdiness to sit on<br />
buttons without flinching, and strength<br />
to withstand loose balls of energy that<br />
could vaporise the player on impact.<br />
Without the other, neither will get to<br />
the end of the level.<br />
Secondly, and more importantly,<br />
the weighted companion cube is<br />
a non-living object that the player<br />
k<strong>now</strong>s is not alive yet is still able to<br />
have feelings for. Just like Yorda, Alyx,<br />
Agro, and all other companions, the<br />
weighted companion cube is just a<br />
bunch of 0s and 1s somewhere inside<br />
the game. But unlike these other<br />
companions, on the outside, too, the<br />
weighted companion cube is just an<br />
inanimate object. Yet, largely through<br />
the words of GLaDOS, the player still<br />
cares about the weighted companion<br />
cube. When GLaDOS congratulates you<br />
for destroying the weighted companion<br />
cube in the emergency intelligence<br />
incinerator faster than any other test<br />
subject, it is darkly funny, but some of<br />
the guilt you feel is legitimate and taps<br />
into the same part of your mind as all<br />
gaming companions.<br />
And that is the ultimate contribution<br />
all gaming companions make: a<br />
legitimate reason to care about the<br />
world. The player’s reward for helping<br />
Yorda is not ten achievement points,<br />
but helping Yorda. When Yorda holds<br />
your hand, she pulls you deep down into<br />
the game’s world where your actions<br />
are their own reward. But if they don’t<br />
act the way the player expects, any<br />
immersion in the game world could be<br />
ruined as the player is forced to double<br />
guess what they must do in order to<br />
tempt the companion to action how<br />
they want. Just as your companions can<br />
pull you in to the game, they can just as<br />
easily push you out.<br />
BRENDAN KEOGH<br />
...where would a discussion of gaming<br />
companions be without a mention of Portal’s<br />
weighted companion cube<br />
COMPANION CUBE<br />
Australia’s best gaming<br />
-zine<br />
www.PIXELHUNT.com.AU<br />
11
FEATURE<br />
Going<br />
Up In<br />
Steam<br />
When it comes to pricing on<br />
Steam, different publishers take<br />
different approaches. JAMES<br />
PINNELL brings us a rundown on<br />
which publishers are the friendliest<br />
to your wallet.<br />
The Steam Christmas sale has<br />
been and gone, and many of us<br />
are playing catch up with quite a few<br />
titles that we otherwise would never<br />
have bought. While digital distribution<br />
is building in popularity, Australians<br />
still face some hefty mark-ups on the<br />
Steam store, due in part to regulations<br />
that prevent publishers undercutting<br />
brick and mortar competition. In an<br />
attempt to solidify our frustrations, we<br />
decided to take a stroll through the<br />
Steam Store and critique publishers<br />
on their ability to charge fair and<br />
equitable prices to Australian users.<br />
All prices are correct at time of writing,<br />
although things can and do change<br />
quickly online. (All prices listed are<br />
$USD).<br />
STEAM Report Card<br />
Bethesda<br />
FALLOUT NEW VEGAS<br />
Comments: The guys behind Fallout 3 and<br />
Elder Scrolls have picked up their game as of<br />
late. While their original Fallout 3 pricing was<br />
a little silly, they have moved back towards<br />
the centre and matched price parity for most<br />
titles between the AU/US stores. The main<br />
exception is Fallout: New Vegas, which sits at<br />
a rather expensive $89.95. Of concern is that<br />
New Vegas initially appeared on Australia’s<br />
Steam store at $49.95, equal to the American<br />
pricing, only to receive a $40 bump close to<br />
release. Bethesda’s two main upcoming titles,<br />
Brink and <strong>Hunt</strong>ed: The Demon’s Forge, are<br />
both $49.99 to pre-order. If you’re interested<br />
in either we’d suggest you pre-order them<br />
<strong>now</strong>, as the same price bump is likely to occur<br />
closer to release.<br />
Grade:<br />
A B C D E F<br />
STEAM Report Card<br />
2K Games<br />
BIOSHOCK 2<br />
Comments: 2K is one of the bigger players<br />
on Steam and takes full advantage of its<br />
market position, with some significant price<br />
differences. While Americans can purchase<br />
Civ V for $49.99, Australians pay $79.99.<br />
While Americans pay $29.99 for Mafia 2,<br />
Australians pay $79.99. While Americans pay<br />
a paltry $19.99 for BioShock 2, Australians<br />
pay $49.99. Discounts are few and far<br />
between, except during Steam-instigated<br />
sales. Release date differences are also a<br />
cause for concern, with those who purchased<br />
Civ V at retail in Australia unable to play the<br />
game until it was unlocked for Australians<br />
the next day. 2K is easily one of the worst<br />
performers on Steam. This kind of pricing<br />
gives the consumer little reason to lay down<br />
their credit card.<br />
Grade:<br />
A B C D E F<br />
12 www.pixelhunt.com.au<br />
JANUARY 2011
TRANSFORMERS: WAR FOR CYBERTRON<br />
STEAM Report Card<br />
Activision<br />
Comments: Although <strong>now</strong>here near as<br />
bad as 2K Games, Activision won’t exactly<br />
have you running for your credit card. James<br />
Bond: Blood Stone sits at the same price as<br />
retail, whereas Modern Warfare 2 is still on<br />
$89.99, at least $20 above retail, more if<br />
you don’t mind buying second hand. Other<br />
titles like Transformers: War for Cybertron<br />
and Prototype thankfully match US store<br />
pricing. Despite being an unpopular player,<br />
Activision isn’t too bad. However, their<br />
offerings are slim, and they tend to hold<br />
onto higher prices for popular games.<br />
Grade:<br />
A B C D E F<br />
STEAM Report Card<br />
Sony Online<br />
Comments: A Veteran MMORPG developer,<br />
Sony has released their entire set of still<br />
currently running MMORPG’s for <strong>download</strong> on<br />
Steam. Sony always group AU based accounts<br />
with their US counterparts, and as a result,<br />
there is no difference in price, or release date.<br />
Feel safe in your purchase of the upcoming DC<br />
Universe MMO, for you will not be ripped off.<br />
Grade:<br />
A B C D E F<br />
STEAM Report Card<br />
Capcom<br />
Comments: Capcom have definitely improved<br />
their stock over the past year, dropping their<br />
pricing back to US standards, running fantastic<br />
periodic discounts and generally presenting as<br />
a poster child for a fair go. Almost all of their<br />
games match their US pricing, and are cheaper<br />
than retail – nothing in the store is more then<br />
$40, including games like Street Fighter IV,<br />
Resident Evil 5, Bionic Commando and Dark<br />
Void. Even the fairly recent Dead Rising 2 sits<br />
pretty at $39.99<br />
Grade:<br />
A B C D E F<br />
STEAM Report Card<br />
Lucasarts<br />
Comments: Lucasarts had a shaky<br />
start on Steam, with many of their games<br />
originally locked out to AU players. But,<br />
since a lot of publishers began re-evaluating<br />
their digital catalogue, all of their games<br />
have been released to users and price<br />
parity is spot on. They also offer some great<br />
periodical discounts and have some great<br />
packages available.<br />
Grade:<br />
A B C D E F<br />
STEAM Report Card<br />
Codemasters<br />
Comments: A relatively large UK based<br />
publisher, Codemasters has a mixed record<br />
when it comes to fair pricing; F12010 is more<br />
expensive on the AU store, by about $20, but<br />
the majority of their popular back catalogue<br />
(GRID, Dirt Series, Overload, Op:FP2) are<br />
more fairly priced. Credit where credit is<br />
due, their AU levy is lower than most on new<br />
releases, but the fact it happens is still poor.<br />
Grade:<br />
A B C D E F<br />
Australia’s best gaming -zine<br />
www.PIXELHUNT.com.AU<br />
13
FEATURE<br />
STEAM Report Card<br />
Electronic<br />
Arts<br />
MASS EFFECT 2<br />
Comments: EA is one of the biggest<br />
games publishers in the world, and next<br />
to 2K and Activision, one of the worst<br />
performers when it comes to pricing. Almost<br />
every single major release is overpriced or<br />
has a significant AU levy sitting on top. For<br />
example, before the recent sales, Dragon<br />
Age, which came out almost a year ago, and<br />
Mass Effect 2, which came out in January,<br />
both included a $40US levy, same with<br />
C&C4 and Bad Company 2. Most of these<br />
games have dropped in price <strong>now</strong>, so it pays<br />
to be patient, but still, you shouldn’t have<br />
to wait so long to see depreciation seep<br />
through to the digital storefront.<br />
Grade:<br />
A B C D E F<br />
STEAM Report Card<br />
Sega<br />
Comments: Almost all of Sega’s steam<br />
catalogue, from their console releases to<br />
their PC published fare, are subject to a price<br />
premium for AU. As with EA, there existed quite<br />
a few higher priced titles before the 2010 sale<br />
– Aliens Vs Predator smacked you with a $15<br />
levy, Napoleon: Total War a chunky $30, while<br />
the slew of old MegaDrive games had a small<br />
but still irritating 50c increase. Prices have<br />
dropped slightly in the new year, but the cycle<br />
is likely to repeat for their 2011 releases.<br />
Grade:<br />
A B C D E F<br />
STEAM Report Card<br />
NCSoft<br />
Comments: This MMORPG powerhouse,<br />
publishers of Guild Wars, Aion and<br />
City of Heroes, have always been very<br />
straightforward and upfront with their<br />
releases. Worldwide unlock dates, fair and<br />
equitable pricing, great pre-order incentives<br />
and regular discounts. If only a few other of<br />
the big boys followed their example.<br />
Grade:<br />
A B C D E F<br />
STEAM Report Card<br />
Square Enix<br />
& Eidos<br />
Interactive<br />
Comments: Another publisher that has<br />
recently undergone some changes, this<br />
strange coalition has introduced price and<br />
catalogue parity across their AU and US<br />
stores. Let’s hope this stays in place with the<br />
upcoming release of the next Batman title.<br />
Grade:<br />
A B C D E F<br />
STEAM Report Card<br />
Ubisoft<br />
Comments: Ubisoft’s case is surprisingly<br />
positive, considering the performance of the<br />
other major developers. Assassin’s Creed<br />
2,Prince of Persia: TFS, R.U.S.E, Settler’s 7,<br />
H.A.W.X 2, and Splinter Cell Conviction all<br />
carry price parity with the US store. They’ve<br />
been pretty good with lowering the price of<br />
older titles and tend to not separate release<br />
dates between regions. Well done for bucking<br />
the trend, Ubisoft.<br />
Grade:<br />
A B C D E F<br />
14 www.pixelhunt.com.au<br />
JANUARY 2011
STEAM Report Card<br />
Paradox<br />
Interactive<br />
Comments: A strategy behemoth, Paradox<br />
pumps out the deeply detailed software that<br />
their legions of fans crave. They also don’t<br />
discriminate on pricing, all of their titles have<br />
pricing parity, fair release dates and there are<br />
a number of well priced packages available.<br />
Grade:<br />
A B C D E F<br />
STEAM Report Card<br />
Valve<br />
Comments: The company behind Steam<br />
has always, and probably will always, stick<br />
to pure price parity and worldwide releases.<br />
Shame about the whole Left 4 Dead 2<br />
censored thing, though.<br />
Grade:<br />
A B C D E F<br />
LEFT4DEAD2<br />
STEAM Report Card<br />
THQ<br />
Comments: Another giant willing to finally drop<br />
some of its 2010 mark-ups. Darksiders, Metro<br />
2033, and the Dawn Of War II expansion pack<br />
all came with a $20-30 levy, but have fallen to<br />
quite acceptable price points <strong>now</strong>. Surprisingly,<br />
some games were LOWER in price than on the<br />
US store, such as Saints Row 2, Company of<br />
Heroes: Tales of Valor and Titan Quest Gold.<br />
These strange price discrepancies are pretty<br />
confusing, but it’s encouraging to see lower<br />
prices in any case.<br />
Grade:<br />
A B C D E F<br />
STEAM Report Card<br />
Warner Bros.<br />
Comments: Our last candidate is one<br />
of the worst performers of the lot. Not<br />
only are almost all of their games more<br />
expensive, but by such a significant amount,<br />
considering their age. F.E.A.R. 2, Terminator<br />
Salvation and Wanted: Weapons of Fate all<br />
released over a year ago but sit at $44.99,<br />
$25 more than the US store. While the<br />
dollar levy figure isn’t significant, other<br />
developers are selling titles that old for<br />
almost half the price.<br />
Grade:<br />
A B C D E F<br />
... & The Rest<br />
1C Company, Big Fish Games, City Interactive,<br />
Epic Games, Focus Home Interactive, Her<br />
Interactive, Id Software, Interplay, iWin, JoWood/<br />
Dreamcatcher, Kalipso, Majesco, Meridian 4,<br />
MumboJumbo, NovaLogic, Prima Games, Popcap,<br />
PlayFirst, RailSimulator.com, Sandlot Games,<br />
SouthPeak Games, Strategy First, Tilted Mill,<br />
Topware. While the companies listed here are<br />
generally casual, indie or back catalogue based (no<br />
new titles, just a depot of their Good Old Games),<br />
all of them share the same principles: price,<br />
release date and catalogue parity. Good prices,<br />
packages and extras provided by this bunch show<br />
that you don’t need to rip off a vulnerable section<br />
of the market to make money.<br />
Grade: A<br />
JAMES PINNELL<br />
Australia’s best gaming<br />
-zine<br />
www.PIXELHUNT.com.AU<br />
15
THE GAME DOCTOR<br />
One Man’s Quest to Earn A PhD By<br />
Wanking On About Games He Likes...<br />
The Doctor<br />
Is (Almost) In<br />
JAMES O’CONNOR takes a stethoscope<br />
wherever he goes. No, we haven’t had the heart<br />
to tell him yet…<br />
...the praise Enslaved attracted in<br />
2010 baffled and saddened me.<br />
‘ ou don’t propose to offer an<br />
Yanalysis of scholasticism,<br />
then, I take it’<br />
The question illustrated exactly<br />
why Dixon felt he had to keep<br />
Michie out of his subject. Michie<br />
knew a lot, or seemed to, which<br />
was as bad. One of the things he<br />
knew, or seemed to, was what<br />
scholasticism was. Dixon read,<br />
heard, and even used the word a<br />
dozen times a day without k<strong>now</strong>ing,<br />
though he seemed to. But he saw<br />
clearly that he wouldn’t be able to<br />
go on seeming to k<strong>now</strong> the meaning<br />
of this and a hundred such words<br />
while Michie was there questioning,<br />
discussing and arguing about them.<br />
-Kingsley Amis, ‘Lucky Jim’.<br />
This is – at least, I hope it is –<br />
the beginner academic experience,<br />
boiled down into a single paragraph<br />
of comical frustration and seeming<br />
incompetence. All this year, I’ve used<br />
terms with definitions that terrify me. If<br />
I say ‘cognitive poetics’ I can more or<br />
less get away with admitting I need to<br />
do more research (because even my<br />
basic k<strong>now</strong>ledge puts me well ahead<br />
of most people in this area, although<br />
potentially not you, my beloved reader),<br />
but other terms are a hassle. I can tell<br />
you the difference between narrative,<br />
story and plot, but two sentences in I’m<br />
out of words. For some people, higher<br />
research is an easy fit, but many of us<br />
spend our days dreading the moment<br />
when something clicks and the higherups<br />
realise that the smartest thing<br />
we’re able to do is convince other<br />
people that we’re smart.<br />
I recently had to justify my ‘PhDabout-games’<br />
project, which I’m<br />
ostensibly ten months into, through<br />
a 5000 word document, a 20 minute<br />
presentation and a similarly long Q&A<br />
session. I got what is apparently the<br />
most common response: ‘things are<br />
going well, but it’s too big, you need to<br />
clarify stuff in your written proposal,<br />
etc.’, along with about 2000 words of<br />
notes on what to fix. It’s a terrifying<br />
process, and I’ve been drinking more<br />
than I usually do lately.<br />
I tend to write and discuss largely<br />
on instinct. Aside from the occasional<br />
misguided mention of Lacan’s ‘mirror<br />
phase’ or citing of proper literary<br />
theory, most of what I hypothesize<br />
comes from playing games and<br />
reacting to them. It’s the same when<br />
I digest literature and cinema. My<br />
Twitter and Facebook feeds abound<br />
with academics who are always linking<br />
to new research, and my e-mail inbox<br />
is filled with chain discussions on all<br />
sorts of crazy game-related topics, with<br />
familiar faces popping up and offering<br />
reading advice to anyone who will<br />
listen. The idea of backing everything I<br />
say up with meticulous research, not to<br />
mention absolute certainty, is difficult<br />
to comes to grips with.<br />
But you didn’t <strong>download</strong> <strong>Pixel</strong> <strong>Hunt</strong><br />
to hear me whine about my First World<br />
Problems - I’d like to awkwardly segue<br />
16 www.pixelhunt.com.au<br />
JANUARY 2011
Always call<br />
‘shotgun’ in<br />
MAFIA II<br />
into some game discussion <strong>now</strong>.<br />
First up, let me just say as someone<br />
who loves great narrative and story<br />
in big blockbuster games, the praise<br />
Enslaved attracted in 2010 baffled<br />
and saddened me. Please, people<br />
– simply not hating characters<br />
doesn’t immediately make them good<br />
characters. Solid facial animation<br />
doesn’t equate to personality. The<br />
characters here manage to be both<br />
illogical and yet utterly predictable at<br />
the same time, and the three primary<br />
protagonists are as archetypal as they<br />
come. The Journey to the West riffing<br />
was weird and undercooked, beyond<br />
the initial ‘I see what they’re doing here’<br />
phase. Enslaved is an awful example of<br />
‘OMG games CAN tell stories!!!!’, and<br />
I’m damn sick of reading half-baked<br />
arguments on the contrary.<br />
I’d also like to briefly discuss an<br />
interesting moment from Mafia II:<br />
a game with great ambition and<br />
design, but so-so (or bad) writing and<br />
incredibly awkward racial stereotyping<br />
(the game’s portrayal of the Chinese<br />
is flat-out disgusting). Mark Smith<br />
called it “the best and most immersive<br />
interactive cinematic experience (he’d)<br />
had in 25 years of gaming”, which<br />
is an insane statement that cannot<br />
possibly be true. There’s one moment<br />
in the game that really sticks out to<br />
me, though, in terms of awful narrative<br />
design. Mild spoilers follow, but I’ll<br />
avoid being specific.<br />
Late in the game, a character dies.<br />
That’s expected – mafia fiction, no<br />
matter how good it is, has a bad habit<br />
of never letting anyone live. The setup:<br />
your character, Vito, and his best friend<br />
Joe, are on their way to meet up with<br />
this character. When you reach them,<br />
you’ll presumably all get into the car<br />
and drive to a second location, such<br />
is the game’s structure. But from the<br />
moment you meet up with Joe and get<br />
into the car, you k<strong>now</strong> the guy you’re<br />
about to meet won’t be coming with<br />
you – that his death is but a cutscene<br />
away. Why Because the mission gives<br />
you a two-seater car for the mission.<br />
There’s no room for your friend to<br />
come along – so obviously he’s about<br />
to die! What a terrible piece of scripting<br />
that was – and yet so obvious, and so<br />
easily avoidable!<br />
It’s shit like this that makes the<br />
road ahead of me both difficult and<br />
interesting. My studies are focusing<br />
on big blockbuster games – exploring<br />
narrative in a big-budget explosionfests<br />
seems to me far more worthwhile<br />
than explaining how games that are<br />
primarily narrative focused succeed.<br />
And yet these are the games people<br />
are going crazy over, while the games<br />
I’m interested in are dismissed as<br />
Michael Bay handjobs and constantly<br />
called ‘overrated’ because of this<br />
industry’s bizarre case of Tall Poppy<br />
Syndrome.<br />
And <strong>now</strong>, I need to go and replay<br />
Grand Theft Auto IV.<br />
JAMES O’CONNOR<br />
Australia’s best gaming<br />
-zine<br />
www.PIXELHUNT.com.AU<br />
17
FEATURE<br />
Wii Don’t Need No PS4<br />
DYLAN BURNS and MICHAEL PINCOTT look at the state of the seventh generation of video game<br />
consoles and why we don’t need an eighth generation any time soon.<br />
TIME OF THEIR LIVES<br />
SONY<br />
1994 Sony Playstation<br />
2000 Sony Playstation 2<br />
2006 Sony Playstation 3<br />
We live in an interesting gaming<br />
age. For so many years, the<br />
industry has been growing at an<br />
exponential rate. As more people<br />
came to gaming, demand has fuelled<br />
the development of new consoles,<br />
new technologies and has allowed<br />
new companies to try their hand at<br />
jumping into the development and<br />
publishing pool.<br />
Where once you could analyse<br />
the industry and chart specific<br />
development timeframes –<br />
particularly in relation to console<br />
life cycles – we face, with the<br />
360, PS3 and Wii, an era of<br />
elongated shelf life, with no side<br />
truly ready to invest in a new<br />
console. The reasons for these<br />
are varied: games are still selling<br />
well on these systems, graphics<br />
and the technologies behind them<br />
have reached a certain level of<br />
fidelity and stayed there, and,<br />
predominantly, the sheer cost of<br />
developing and marketing a new<br />
console in an established market<br />
is almost unimaginable. Indeed,<br />
Microsoft and Sony are still<br />
recouping the costs of developing<br />
and manufacturing the 360 and<br />
PS3. Only Nintendo can claim<br />
to be making a profit on every<br />
console unit sold.<br />
Then there’s the PC, once<br />
considered a lofty, exclusive peak<br />
of quality gaming, upon which PC<br />
gamers could look down at their<br />
console brethren like ants below<br />
and laugh heartily at the fact<br />
that their games looked better,<br />
ran faster and were generally<br />
superior. Undoubtedly, the PC<br />
is still considered the ultimate<br />
gaming platform by many, but<br />
the gap between PC and console<br />
has shortened considerably.<br />
The current generation of<br />
consoles have adapted to mimic<br />
the PC, sporting large hard<br />
drives, capable online play and<br />
robust communities. The online<br />
connectivity of consoles <strong>now</strong><br />
easily facilitates updates, patches<br />
and extra content. Consoles are<br />
even attempting to match the PC<br />
as a media hub. What once was<br />
exclusively the realm of the PC<br />
is being hotly contested. Console<br />
gaming is still PC gaming’s little<br />
brother, but it’s growing up fast.<br />
The need for consoles to catch up<br />
is greatly reduced; some might<br />
even say negated completely.<br />
18 www.pixelhunt.com.au<br />
JANUARY 2011
Only Nintendo got it right, offering total<br />
compatibility for Gamecube titles and ensuring<br />
that the Wii had ports for both Gamecube<br />
controllers and memory cards.<br />
NO GAME LEFT BEHIND<br />
Does a new console generation<br />
mean that the current generation<br />
of games get left behind as those<br />
before them did The precedent<br />
is poor for both Microsoft and<br />
Sony, thoroughly botching their<br />
opportunities to support their<br />
strong back catalogue. The 360<br />
would play some Xbox titles with<br />
a patch, but eventually Microsoft<br />
simply stopped providing them,<br />
leaving plenty of games either<br />
unsupported or broken. They then<br />
started offering Xbox titles as<br />
<strong>download</strong>s on the Marketplace<br />
but, due to high prices and low<br />
sales, this was short-lived.<br />
The Playstation 3 shipped<br />
with more substantial backwards<br />
compatibility, supporting most<br />
PS2 titles without issue, until<br />
Sony made the mind-boggling<br />
decision to no longer include the<br />
Emotion Engine chip that made<br />
backwards compatibility for PS2<br />
titles possible. We’re <strong>now</strong> seeing<br />
an interesting consequence of<br />
that, with Sony releasing a spate<br />
of HD collections of PS2 series<br />
like Prince of Persia and God of<br />
War. Only Nintendo got it right,<br />
offering total compatibility for<br />
Gamecube titles and ensuring<br />
that the Wii had ports for both<br />
Gamecube controllers and<br />
memory cards.<br />
FUTURE SHOCK<br />
Which brings us to the topic of<br />
the NEXT generation of consoles.<br />
The very cogent question being, do<br />
we even need them Simply put,<br />
developers, publishers and gamers<br />
all seem rather content exactly<br />
where they are. A level of mutual<br />
TIME OF THEIR LIVES<br />
NINTENDO<br />
1983 Nintendo<br />
Entertainment<br />
System (NES)<br />
1990 Super Nintendo<br />
Entertainment<br />
System (SNES)<br />
1996 Nintendo 64<br />
2001 Nintendo<br />
GameCube<br />
2006 Nintendo Wii<br />
Australia’s best gaming<br />
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19
FEATURE<br />
The Playstation 3 and Xbox 360 still, it seems,<br />
have unexplored power left to tap.<br />
TIME OF THEIR LIVES<br />
MICROSOFT<br />
2001 Xbox<br />
2005 Xbox 360<br />
satisfaction has been reached<br />
where everyone’s demands are<br />
being satisfactorily met. Incremental<br />
improvements in visuals have been<br />
gradual but consistent. Uncharted<br />
2 lifted the bar for console graphics<br />
in late 2009 and, arguably, no other<br />
developer has reached that bar<br />
since. The Playstation 3 and Xbox<br />
360 still, it seems, have unexplored<br />
power left to tap. Even the Wii is<br />
turning out some very pretty games,<br />
such as Super Mario Galaxy 2 and<br />
Donkey Kong Country Returns.<br />
Developers are still playing catch-up,<br />
finding ways to squeeze more out of<br />
each console, while new technologies<br />
such as Euphoria and Digital<br />
Molecular Matter are still being<br />
explored and hesitantly implemented<br />
– the Force Unleashed titles didn’t<br />
exactly send a shock wave through<br />
the industry, although GTA IV’s use of<br />
Euphoria was much more impressive.<br />
Each consecutive console generation<br />
offers a bigger, deeper sandpit for<br />
developers to dig through. We haven’t<br />
hit the bottom of this generation’s<br />
just yet.<br />
With graphics somewhat levelled<br />
out (particularly in terms of a small<br />
number of engines such as Unreal<br />
Engine 3 being used across many/<br />
most titles) and the upgradeable<br />
nature of online connectivity, the<br />
current console generation is in a<br />
position to extend their lifetimes<br />
far beyond what was previously<br />
possible. A rather encouraging trend<br />
has emerged of gameplay becoming<br />
a renewed focus. The video game<br />
industry has an unfortunate tendency<br />
to pay more heed to the prettiest<br />
games, but increasingly we’ve<br />
seen art direction take precedence<br />
over graphical power. With most<br />
developers on a level playing field<br />
in terms of visuals (see our Unreal<br />
Engine boxout) gameplay is again<br />
becoming king. The likes of Minecraft<br />
and Super Meat Boy have proven to<br />
be popular not because they look<br />
good but because they offer excellent<br />
gameplay.<br />
NOT TOO OLD FOR THIS SHIT<br />
The question of the successors to<br />
the Xbox 360, Playstation 3 and Wii<br />
has barely been raised, despite the<br />
fact that we have the 3DS coming<br />
20 www.pixelhunt.com.au<br />
JANUARY 2011
For our money, this console<br />
generation has plenty of life in it yet.<br />
Cell Shaded Masterpiece<br />
BORDERLANDS<br />
and, apparently, the PSP2 in the<br />
works. In a way, we’ve already got<br />
our new generation. Microsoft has<br />
treated Kinect as almost a console<br />
unto itself, while Sony to a lesser<br />
extent has looked to expand with<br />
Move. If the Wii can get hold of a<br />
magical HD chip we’ll be just about<br />
level again.<br />
We are also still engaged solidly<br />
with our console(s) of choice, and<br />
this generation of machines bring<br />
with them some features that give<br />
new meaning to the term ‘brand<br />
loyalty’. Microsoft and Sony are<br />
each invested in their meta-score<br />
game tracking, with Achievements<br />
and Trophies solidifying the social<br />
gaming space. Moving across to a<br />
new console in the future will require<br />
the maintaining of current gaming<br />
badges, lest they risk the ire of<br />
players the world over.<br />
There’s no doubt that come E3<br />
2011, pundits will speculate on the<br />
likelihood of a new major console<br />
release from one of the Almighty<br />
Three. For our money, this console<br />
generation has plenty of life in it<br />
yet. Back in 2006, Sony Computer<br />
TIME OF THEIR LIVES<br />
SEGA<br />
1983 Sega SG-1000<br />
1985 Sega Master<br />
System<br />
1988 Sega Mega<br />
Drive/Genesis<br />
1994 Sega Saturn<br />
1998 Sega<br />
Dreamcast<br />
Entertainment America president<br />
Kaz Hirai predicted that the<br />
Playstation 3 would have a lifespan<br />
of ten years. So far he’s spot on,<br />
but we’re only halfway there. We<br />
can’t say for sure whether we’ll<br />
be playing Heavy Rain 3: Gentle<br />
Downpour on our not-yet-obsolete<br />
Playstation 3 in 2016, or whether<br />
we’ll be unwrapping a new Bluray<br />
drive Xbox, but whatever the<br />
case, we’ll continue to enjoy what<br />
has been a bountiful period for<br />
consoles and console gaming.<br />
DYLAN BURNS | MICHAEL PINCOTT<br />
Unreal Engine 3<br />
Roll Call<br />
Cliffy B must be dry<br />
washing his hands<br />
constantly, grinning<br />
nefariously as those millions<br />
in royalties roll in from<br />
every game and his dog<br />
using the Unreal Engine 3.<br />
Here are some of the more<br />
surprising ones:<br />
DC Universe Online<br />
Hail To The Chimp (:S)<br />
Alpha Protocol<br />
Mirror’s Edge<br />
Enslaved: Odyssey<br />
To The West<br />
Zumba Fitness<br />
Borderlands<br />
Lost Odyssey<br />
Shadow Complex<br />
Batman: Arkham Asylum<br />
Mass Effect (all titles)<br />
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21
KILL DEATH RATIO<br />
BOYS IN<br />
THE hood<br />
KEN LEE and MICHAEL<br />
PINCOTT have been getting<br />
acquainted with stealth and<br />
stabbing in the multiplayer<br />
of Assassin’s Creed:<br />
Brotherhood.<br />
MP: Multiplayer games typically<br />
involve, but are not limited<br />
to, headshots, grenade spamming,<br />
teabagging, deathmatches, capture<br />
the flag, whiny pre-pubescents, and<br />
players abusing whatever the latest<br />
exploit happens to be. Though we can’t<br />
guarantee an absence of whiny prepubescents,<br />
the multiplayer of Assassin’s<br />
Creed: Brotherhood spares us the majority<br />
of that paradigm to offer something rather<br />
fresh and different. Bombast is replaced<br />
with subtlety and stealth. The satisfaction<br />
of a headshot replaced by that derived<br />
from an exquisitely stealthy kill. It’s a<br />
perpetually tense game of cat and mouse<br />
combined with the kinetic rush of rooftop<br />
parkour. Ultimately, I love Brotherhood’s<br />
multiplayer because it emphasises<br />
strategy over twitch skills. Where my FPS<br />
skills would best be described as average,<br />
Brotherhood is an avenue for me to<br />
(attempt to) employ cunning and stealth<br />
instead of twitch gameplay. Would you<br />
agree, Ken<br />
KL: The emphasis on strategy is<br />
definitely a high point for me. There is<br />
huge benefit to planning the perfect kill,<br />
and the game actively rewards that. I<br />
mean, I could choose to run wildly over<br />
roofs stabbing every target I get. But the<br />
meagre points awarded for those kills<br />
reflect the lack of thought and decision<br />
put into them. I can get far more points<br />
22 www.pixelhunt.com.au<br />
JANUARY 2011
ASSASSIN’S<br />
CREED<br />
BROTHERHOOD<br />
Developer Ubisoft Montreal<br />
Publisher Ubisoft<br />
Platform 360 / PS3 / PC<br />
Genre Action/Adventure<br />
OFFICIAL WEBSITE<br />
You<br />
feel totally<br />
in sync<br />
with what’s<br />
going on and<br />
totally like<br />
the badass<br />
assassin<br />
the game<br />
wants you<br />
to feel like.<br />
if I take my time, approach my<br />
prey stealthily, and walk away<br />
calmly after sliding a knife<br />
into their backs. The rewards<br />
for that one quality kill greatly<br />
outweighs quantity.<br />
Your references to standard<br />
multiplayer games are right<br />
on the money. After several<br />
rounds into AC:B, those other<br />
multiplayer games almost feel<br />
somehow base and vulgar. The<br />
deliberate nature of AC:B, and<br />
the precision it requires make<br />
each session feel a little posh<br />
and gentlemanly.<br />
Another thing that I like very<br />
much is how the game prompts<br />
a sense of urgency into each<br />
kill, making the game move<br />
along at a quick pace. Despite<br />
being encouraged to plan each<br />
kill, the window of opportunity<br />
is constantly growing smaller<br />
as my prey gains more<br />
pursuers. As such, I can never<br />
just hang back and hope to<br />
get the one perfect kill to win<br />
the game, lest my target gets<br />
poached by others.<br />
MP: We should probably<br />
touch on some negatives<br />
as well. For one thing, the<br />
matchmaking leaves a lot to be<br />
desired. Though patches have<br />
improved things, getting into<br />
a match can be a frustrating<br />
affair. If it emerges that in<br />
a few months time nobody<br />
is playing Brotherhood’s<br />
multiplayer anymore, it won’t<br />
be because the multiplayer<br />
wasn’t good – it will be<br />
because too many people<br />
were turned away by the slow,<br />
broken matchmaking.<br />
Another thing that became<br />
apparent to me the more I<br />
played was how much luck<br />
plays a role in Brotherhood.<br />
Ten minute rounds would<br />
pass by with nary a kill on<br />
the scoreboard, but then<br />
everything turns to gold.<br />
Targets run straight towards<br />
your waiting blade. Your hunter<br />
gives themselves away and<br />
you net yourself some tidy stun<br />
bonuses. The points seem to<br />
rack up without even trying.<br />
You feel totally in sync with<br />
what’s going on and totally<br />
like the badass assassin the<br />
game wants you to feel like.<br />
Does it even out in the end<br />
Probably. Just don’t feel too<br />
bad if nothing’s going right.<br />
A lethal killing machine one<br />
Australia’s best gaming<br />
-zine<br />
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23
KILL DEATH RATIO<br />
moment, guy wearing a dunce cap<br />
and running with knives the next –<br />
it’s the assassin way.<br />
Ken, Ubisoft have already said<br />
there’s going to be another full blown<br />
Assassin’s Creed title by the end of<br />
2011, and it’s likely that multiplayer<br />
will be a part of that game. What<br />
improvements would you like to see<br />
KL: Getting the matchmaking<br />
working would be great, of course.<br />
Like you, I spend as much time<br />
waiting for a game to start as I do<br />
playing it. I’d like more variety in<br />
maps and level design. I’d like to see<br />
more open maps, with multiple height<br />
levels. At the moment, the maps tend<br />
to closed in, and don’t have much<br />
verticality. The controls are identical<br />
to the single-player, so the camera<br />
and mobility are merely serviceable.<br />
If any changes to the map are to<br />
be made, the controls will need to<br />
be modified accordingly to allow for<br />
quicker tracking and chasing of prey.<br />
I’d also love to see less emphasis<br />
on character levelling. While levelling in<br />
Brotherhood hasn’t been too tedious,<br />
it is compounded by the difficulty of<br />
getting into a game in the first place.<br />
Plus, there are a few perks that have<br />
a substantial effect on gameplay<br />
that are awarded at widely differing<br />
levels. Getting a better balance<br />
between the levels and its associated<br />
rewards will help to keep dedicated<br />
gamers engaged while still remaining<br />
accessible to more casual players.<br />
Brotherhood has offered quite an<br />
innovative and refreshing take on<br />
multiplayer, and I hope that it’ll keep<br />
its unique identity. For a game in which<br />
I originally dismissed the potential of<br />
multiplayer, I’m <strong>now</strong> really eager to see<br />
what else it’ll offer in the future.<br />
KEN LEE | MICHAEL PINCOTT<br />
Five Ways To Not Suck At<br />
Brotherhood Multiplayer<br />
1Kill With Style: The points you earn<br />
comes down to the quality of your<br />
kills. You can go for the cheap and nasty<br />
kills that net you 100 or 150 points,<br />
or you can be patient and pick up<br />
anywhere from 400 to over 1000 points.<br />
Sometimes a messy kill is the best<br />
option if your target is being difficult<br />
and you just want to move onto the next<br />
contract, but where possible, it’s worth<br />
that bit of extra patience and time to<br />
pick up those Incognito bonuses.<br />
2Watch Your Back: It’s bloody<br />
difficult to track your target<br />
and evade your hunter at the<br />
same time, and basically<br />
impossible when you have<br />
multiple assassins on<br />
your case. Still, it’s<br />
wise to play defensively<br />
when you can. Escape<br />
and Stun bonuses are<br />
a good source of extra<br />
points. <strong>Hunt</strong>ers who give<br />
themselves away will be<br />
marked with a red icon<br />
above their heads. It’s a<br />
risky move to take them<br />
head on, but a well timed<br />
Mute or Smoke Bomb will<br />
give you the upper hand.<br />
3Time Is Of The<br />
Essence: You’ll<br />
always be on a timer in<br />
Brotherhood multiplayer,<br />
no matter the mode. Your target may<br />
well be on the opposite side of the<br />
map to you, so the subtle and stealthy<br />
approach isn’t exactly efficient. At the<br />
same time, running will make you a<br />
dead giveaway to anyone hunting you.<br />
The rooftops are quick, but they will<br />
leave you exposed. Pay attention to the<br />
hunter markers - if none are lit up, you<br />
can run around as much as you like (as<br />
long as you’re not spooking your target).<br />
4K<strong>now</strong> Your Loadouts: You can have<br />
up to five pro<strong>file</strong>s with different<br />
loadouts. It’s helpful to customise<br />
these according to what mode you’re<br />
playing. Manhunt, for example, is<br />
split into a hunter stage and<br />
a prey stage - defensive<br />
abilities aren’t much use<br />
when you have nobody after<br />
you, and vice versa.<br />
5Play Manhunt: Of<br />
the three modes,<br />
Manhunt by far yields the<br />
most XP, for the simple<br />
reason that instead<br />
of chasing one target<br />
at a time as you do<br />
in Wanted, or two in<br />
Alliance, there can be<br />
up to four targets waiting for<br />
your blade. More targets<br />
means more chance of<br />
getting a kill, and more kills<br />
means more XP.<br />
24 www.pixelhunt.com.au<br />
JANUARY 2011
QUESTIONS & ANSWERS<br />
PROFESSOR PIXEL<br />
We keep him well supplied in cocaine, virgins and donuts and in exchange Professor <strong>Pixel</strong> answers your most fiendish<br />
gaming questions. Got a question for Professor <strong>Pixel</strong> Fire it off to professorpixel@pixelhunt.com.au<br />
Dear Professor<br />
Q Most sequels have<br />
numbers in them, but some<br />
sequels have subtitles instead.<br />
Why do you think this is<br />
Regards, Percy The Second<br />
AProfessor <strong>Pixel</strong><br />
Well Percy, this is a<br />
handy trick for when you<br />
want to pretend your game<br />
isn’t a sequel when it<br />
really is. For some reason,<br />
developers start to get a<br />
bit embarrassed when the<br />
numbers get too large, so<br />
they throw in a subtitle<br />
instead. See such titles as<br />
Fallout: New Vegas (Fallout<br />
5), Assassin’s Creed:<br />
Brotherhood (Assassin’s<br />
Creed 6) and Call Of Duty:<br />
Black Ops (Call Of Duty 7). I<br />
just don’t understand why<br />
they wouldn’t want to boast<br />
about how efficiently their<br />
prolific sequel machine is<br />
operating. Don’t they k<strong>now</strong><br />
that the ladies love the big<br />
numbers Why isn’t Guitar<br />
Hero: Warriors of Rock given<br />
its rightful title of Guitar<br />
Hero 12 The only series<br />
brave enough to show off<br />
its double digits has been<br />
Final Fantasy, but they’re<br />
holding back more than<br />
anyone - if you counted the<br />
spinoffs and remakes they’d<br />
be well into the hundreds.<br />
I’d like to see developers<br />
and publishers embrace the<br />
fact that they shamelessly<br />
churn out sequels to games<br />
every other day. I won’t be<br />
satisfied until I see Halo 21<br />
and Need For Speed 34 on<br />
the shelves.<br />
caLL OF DUTY 7<br />
Would this have been that bad<br />
QHey Professor P!<br />
What’s with these<br />
hardass dudes who can rip<br />
fools in two and eat them<br />
for breakfast but turn to jelly<br />
when it comes to walking<br />
across a wooden beam<br />
Kratos from God of War,<br />
Gabriel from Castlevania and<br />
the Prince of Persia all can<br />
run, jump, climb, swim and<br />
fight like it’s nothing, but<br />
whoooooaaa, it’s a wooden<br />
beam, I’m gonna fall, I better<br />
wobble about like a big girl,<br />
oh no I fell, better pull myself<br />
back up so I can act like a<br />
bitch some more. When will<br />
we get an action hero who<br />
can cross wooden beams<br />
without wetting themselves<br />
in the process<br />
Angry John<br />
AProfessor <strong>Pixel</strong><br />
Thanks for your query,<br />
Angry John. I’ve never tried<br />
walking across a narrow<br />
plank of wood before so I<br />
can’t personally attest as to<br />
the difficulty of such a task.<br />
But I do ack<strong>now</strong>ledge your<br />
point – the wooden beam<br />
seems to be of tremendous<br />
difficulty to the gaming<br />
heroes we so respect and<br />
adore. Perhaps they have<br />
inner-ear deficiencies<br />
Perhaps they wear narrow<br />
shoes Perhaps upon looking<br />
down they’ve noticed a stain<br />
on their outfit, distressing<br />
them to the point of losing<br />
their balance It’s hard to<br />
pinpoint the exact nature<br />
of their problem, but<br />
might I humbly suggest to<br />
video game villains of the<br />
future that they construct<br />
their lairs and dungeons<br />
entirely out of wooden<br />
beams, hoisted high above<br />
some fiery and unpleasant<br />
doom. The poor darlings<br />
won’t even make it to the<br />
front door.<br />
Gabriel<br />
castlevania<br />
Australia’s best gaming<br />
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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 />
KEN LEE<br />
Dance<br />
Central<br />
I got the Kinect as a<br />
birthday present from<br />
my wife, and getting<br />
my dance on seemed<br />
the most natural and<br />
obvious thing to do.<br />
Dance Central is really<br />
quite impressive. There’s<br />
a huge list of songs, and<br />
a huge variety of dance<br />
moves to emulate. And<br />
the game’s Break It<br />
Down tutorials are very<br />
effective in teaching<br />
those moves to a<br />
beginning player. It’s not<br />
quite a killer app, but it’s<br />
a must-have if you’ve got<br />
a Kinect.<br />
JAHANZEB KHAN<br />
Final Fantasy<br />
XIII<br />
(International Edition)<br />
This is pretty much Final<br />
Fantasy XIII with an<br />
Easy difficulty option.<br />
I’m glad Square-Enix<br />
finally decided to release<br />
FFXIII for the Japanese<br />
Xbox 360 because<br />
after spending 15<br />
hours with it, I realise<br />
that this is truly the<br />
next-generation RPG I<br />
dreamed about back<br />
when the term ‘next-gen’<br />
was still hip and the<br />
PlayStation 2’s Emotion<br />
Engine was considered<br />
to be godly.<br />
MICHAEL PINCOTT<br />
Donkey Kong<br />
Country<br />
Returns<br />
I’ve been super<br />
impressed by this game.<br />
It looks great, plays<br />
smooth as butter and<br />
sports some fantastic<br />
level design. It feels<br />
as though developers<br />
Retro Studios paid a lot<br />
of attention to Super<br />
Mario Galaxy in terms<br />
of constantly throwing<br />
fun, new things at the<br />
player. Even the motion<br />
controls, which have<br />
caused some people to<br />
gripe, work quite well.<br />
ANNIKA HOWELLS<br />
Assassin’s<br />
Creed:<br />
Brotherhood<br />
I was addicted to<br />
Assassin’s Creed II, and<br />
this one is pretty much<br />
exactly the same, so<br />
why am I not enjoying<br />
it Maybe it’s because<br />
it’s exactly the same. I’m<br />
looking at a massive map<br />
of icons, but instead of<br />
fun opportunities all I<br />
can see are chores to<br />
be repeated; complete<br />
special platform puzzle<br />
areas and find hidden<br />
hieroglyphs. Didn’t I<br />
already do all of this<br />
only a year ago Screw<br />
this, I’m going back to<br />
Minecraft.<br />
JAMES O’CONNOR<br />
999: 9<br />
Hours, 9<br />
Persons, 9<br />
Doors<br />
Easy puzzles, awful<br />
writing, hammy dialogue,<br />
messy cliches and<br />
enormous logic leaps all<br />
combine to create....a<br />
surprisingly compelling<br />
and enjoyable game,<br />
actually. The overarching<br />
ideas and story are good<br />
enough to elevate what<br />
should have been a bit<br />
of a mess into a real<br />
‘take it to the toilet with<br />
you because you don’t<br />
want to put it down’ DS<br />
affair.<br />
26 www.pixelhunt.com.au<br />
JANUARY 2011
ON THE HUNT<br />
PATRICK LANG<br />
Deadly<br />
Premonition<br />
(Import)<br />
An open world actionadventure<br />
thriller that<br />
appears to have escaped<br />
from the brain of David<br />
Lynch. PS2-era graphics,<br />
awful controls, yet<br />
utterly, utterly brilliant in<br />
its oddness.<br />
DYLAN BURNS<br />
Everything<br />
A lot of catch up. I’ve<br />
spent my holidays going<br />
back to BioShock 2,<br />
Dragon Age, The Witcher,<br />
Dante’s Inferno, Nier<br />
and heaps more. I’m<br />
loving Bad Company 2:<br />
Vietnam and I still have<br />
the urge to swan dive<br />
back into Assassin’s<br />
Creed: Brotherhood<br />
and get those last<br />
few secrets. But more<br />
than anything I’m just<br />
enjoying this small<br />
period of game release<br />
silence, a reprieve from<br />
the weekly avalanche of<br />
truly great games. 2011<br />
looks like it will be just<br />
as crazy, so get ready!<br />
ALEX WALKER<br />
World Of<br />
Warcraft:<br />
Cataclysm<br />
So far, I’ve enjoyed<br />
spending the last week<br />
exploring the changes<br />
that Deathwing has<br />
wreaked upon Azeroth.<br />
My first encounter with<br />
Armageddon involved<br />
me dying from his<br />
burning fury while selling<br />
items to a vendor inside<br />
a building. I enjoyed the<br />
surprise, but hopefully<br />
Blizzard won’t overuse<br />
their new trump card.<br />
BRENDAN KEOGH<br />
Just Cause 2<br />
I’m a bit late to the party,<br />
I k<strong>now</strong>, but this game<br />
is incredible! It’s one of<br />
those rare games where<br />
you think “I wonder if<br />
I can do this...” and 9<br />
out of 10 times, you<br />
can! When I used my<br />
grappling hook to tie<br />
that first speeding jeep<br />
to the road and made it<br />
forward-flip and explode,<br />
I knew I would be playing<br />
this game for some time.<br />
TIM HENDERSON<br />
Darksiders<br />
I’m playing the PS3<br />
version, despite how<br />
insanely cheap this was<br />
in the Christmas Steam<br />
sales. It’s the sort of<br />
game that should be<br />
played on a larger TV<br />
while reclined on a sofa,<br />
even if it feels a bit flat in<br />
the visual department.<br />
That bit that rips off<br />
Shadow of the Colossus<br />
is awesome. Shameless,<br />
but awesome.<br />
AARON SAMMUT<br />
NBA 2K11<br />
I can not put this game<br />
down. After completing<br />
the amazing Michael<br />
Jordan career highlights<br />
mode, which you can<br />
play out the most lauded<br />
of his Airness’ defining<br />
moments on the court.<br />
I have moved on and<br />
started creating my own<br />
legacy: Aaron Sammut<br />
is a 5”8”, 220 pound<br />
shooting guard with a<br />
field goal average of 15%<br />
and is currently hired<br />
by the Orlando Magic to<br />
warm a seat for Dwight<br />
Howard.<br />
Australia’s best gaming<br />
-zine<br />
www.PIXELHUNT.com.AU<br />
27
creative<br />
Charlie Loses His Cool<br />
(An Alan Wake Story)<br />
I<br />
’d been lots of places to chase women over the<br />
years, but none of them had been quite like<br />
Bright Falls. Leaving the sunshine for something<br />
approaching the Canadian border was bad<br />
enough, but this place seemed to have escaped<br />
wholesale from a David Lynch movie, with people<br />
to match. Except for Rose, of course, who was<br />
responsible for bringing me to this shit heap in the<br />
first place. I got a letter from her one day – she’d<br />
read one of my books (one of the better ones) and<br />
wanted to meet me. “I’m your biggest fan,” the<br />
letter had read. “I k<strong>now</strong> people say that all the<br />
time, but I really am!”<br />
Also enclosed was a Polaroid that I can’t<br />
adequately describe without breaking several of<br />
this hick state’s ‘decency’ laws. Needless to say,<br />
28 www.pixelhunt.com.au<br />
JANUARY 2011
it was enough to make me fling a hip<br />
flask into the car and coax it onto<br />
the highway. I hadn’t realised how<br />
long the trip was (a tip for anyone<br />
wanting to Kerouac across America:<br />
don’t) and I fell asleep at the wheel<br />
10 minutes out of town, hitting a<br />
goddamn deer in the process.<br />
I was quite a sight when I finally got<br />
to Bright Falls, bloody from a cut on<br />
my forehead, stinking of booze and<br />
slightly embarrassed that I’d killed<br />
the town’s favourite animal with a<br />
Volkswagen. It didn’t matter to Rose<br />
though, who took me back to her<br />
weird trailer-home-thing, bathed my<br />
cuts, found a fifth of whiskey and then<br />
bedded me like a wild animal. This girl<br />
was hot for writers, and I was suddenly<br />
seeing the appeal of being able to<br />
string a sentence together.<br />
The next morning she said I could<br />
go with her to work – after all, there<br />
was precious little else to do unless<br />
you wanted to join in the communal<br />
anticipation for the upcoming Deer<br />
Festival (I really, really didn’t). So I<br />
tagged along. The place was called<br />
(seriously) the Oh Deer Diner, and<br />
it didn’t belong in this or any other<br />
century. Still, it kept the autumn chill<br />
out, so I installed myself in a corner<br />
while Rose kept cups of thick, hot<br />
coffee coming my way, which I would<br />
generously top up with my hip flask.<br />
The people in the joint had to be<br />
seen to be believed. Two gnarled old<br />
metal heads sat in a corner, lording<br />
it over the jukebox, which they<br />
insisted on using to play Nilsson’s<br />
‘Coconut’ over and over again.<br />
Hmph, I thought, suits my mood<br />
– I do feel like going a bit Reservoir<br />
Dogs on the whole damn town.<br />
Every once in a while one of the<br />
hick locals would drop in to get their<br />
morning coffee and poke their nose<br />
around. Every single one of them<br />
fixed me with a look of distaste, and<br />
why shouldn’t they I had come up<br />
from less than nothing and made<br />
a living out of arranging words on<br />
paper, of course they hated me. Still,<br />
it was starting to feel a little too<br />
Deliverance meets Stephen King for<br />
my liking.<br />
The diner had only three other<br />
occupants. One was a local landlord,<br />
Carl Stucky, a world-class small-town<br />
asshole in a boiler suit who had<br />
thankfully hidden himself in the john<br />
for the better part of the morning.<br />
The second was a vacuous looking<br />
cop in a sheriff outfit who was clearly<br />
a parody of himself. The other made<br />
my blood boil – a cardboard cut-out<br />
of that sycophantic loser Alan Wake.<br />
A bigger, wealthier writer than I’d ever<br />
be, and a complete fuckwit to top it all<br />
off. I’d quizzed Rose about the cut-out<br />
when we came in, but she professed<br />
ignorance, claiming she’d never seen<br />
it before. A claim, I noticed, which<br />
made even the burnt out derelicts in<br />
the corner roll their eyes.<br />
Something was very fucking rotten<br />
in Bright Falls.<br />
I was busily topping up my<br />
coffee cup when one of those huge,<br />
ridiculous four wheel drives pulled<br />
up outside. You k<strong>now</strong> the kind; urban<br />
Holy shit. It was Alan Wake – the real Alan<br />
Wake - and he was coming in the door.<br />
assault vehicles driven by edgy<br />
housewives on their third drink of the<br />
day. Someone emerged. I squinted<br />
through my mildly drunken haze.<br />
Holy shit. It was Alan Wake – the<br />
real Alan Wake - and he was coming<br />
in the door.<br />
I grabbed my coffee and quickly<br />
(though somewhat haphazardly) dove<br />
into the kitchen. I had no intention of<br />
encountering Alan goddamn Wake,<br />
and I didn’t trust myself not to land<br />
a punch (and no doubt an assault<br />
and battery charge) if I did. He was<br />
talking to Rose, mooching around<br />
with that ‘I’m such a tortured artist’<br />
look on his face. Millions of dollars<br />
will do that to you.<br />
I couldn’t make out what he was<br />
saying, but I sure heard what Rose<br />
said to him.<br />
“Mr. Wake” she enthused. “Alan<br />
Wake Oh God! I am your biggest<br />
fan! I k<strong>now</strong> people say that all the<br />
time, but I really am!”<br />
Bitch.<br />
I didn’t stick around to hear the<br />
rest of their discourse. Instead, I<br />
acted like the adult male that I am<br />
and snuck out through the back of<br />
the kitchen. I ended up in the rear of<br />
the diner, near the john. It was dark,<br />
and all the fuses seemed to have<br />
gone. A hand touched me on the<br />
wrist. I jumped in the air, dropping<br />
my hip flask in the process. Looking<br />
around I saw a creepy old woman,<br />
dressed in black with a veil on.<br />
Christ, I thought, if this is what Deer<br />
Fest is going to be like I’m glad to be<br />
getting out of town.<br />
“Jesus Christ, lady!” I exclaimed.<br />
“Just what the fu-“<br />
“Carl couldn’t make it,” she<br />
interrupted, “he was taken ill-“<br />
“Listen,” I said forcefully, “I don’t<br />
k<strong>now</strong> who you are or what horror<br />
movie you escaped from, but you<br />
better back off.”<br />
She merged back into the<br />
shadows. I found the door and got<br />
the hell out of Bright Falls.<br />
Patrick Lang<br />
Australia’s best gaming<br />
-zine<br />
www.PIXELHUNT.com.AU<br />
29
OPINION<br />
BATTLEFIELD:<br />
BAD COMPANY 2<br />
Bar<br />
Fight<br />
KEN LEE on why<br />
multiplayer levelling<br />
unlevels the playing field.<br />
There’s a trend in online<br />
multiplayer games that I’m<br />
gradually getting tired of. I’m not<br />
sure how much longer I can deal with<br />
games that have persistent character<br />
progression and levelling. I’m not<br />
talking about MMOs, but rather<br />
games in the same vein as Call of<br />
Duty: Modern Warfare.<br />
When Modern Warfare was<br />
released in 2007, it felt like a breath<br />
of fresh air. It depicted war in a<br />
modern era. There were locales that<br />
mirrored current real-world places,<br />
and you could use current weapons.<br />
But the persistent character<br />
levelling in multiplayer was one of the<br />
most innovative things that Modern<br />
Warfare accomplished. It was one<br />
of the first games that combined<br />
an online shooter with character<br />
progression in an accessible manner.<br />
You could jump in any selection of<br />
game modes, and earn experience<br />
towards unlocking better weapons,<br />
gear and perks.<br />
There was nothing like this<br />
before. I was excited about this<br />
brand new way to play. Suddenly, all<br />
those deathmatch sessions meant<br />
something. There was something to<br />
achieve, something to strive for. It<br />
wasn’t just about your score or kill/<br />
death ratio in inconsequential games<br />
that were forgotten once the timer<br />
ran out. You worked and earned<br />
your way upwards, and you had the<br />
trophies to prove your veteran status.<br />
But every innovative idea<br />
eventually gets co-opted by everyone<br />
else, regurgitating it over and over<br />
until it dies a million deaths. Or so it<br />
felt to me, when other games started<br />
to incorporate persistent character<br />
progression into their online<br />
multiplayer components. Games<br />
such as Medal of Honor, Battlefield:<br />
Bad Company 2, Transformers: War<br />
For Cybertron and Assassin’s Creed:<br />
Brotherhood all copied the Modern<br />
Warfare model.<br />
This trend of character<br />
progression normally wouldn’t be<br />
a problem. I’ve taken my fair share<br />
of enjoyment out of these games.<br />
I’ve spoken at length previously<br />
about the number of hours I’ve<br />
sunk into Battlefield: Bad Company<br />
2. I can also understand why game<br />
companies implement such features.<br />
The second-hand game market is one<br />
that publishers and developers never<br />
directly benefit from. Encouraging<br />
gamers to not only buy first-hand,<br />
and hold onto those games is in the<br />
best interests of the developers.<br />
But it does mean that each game<br />
demands a huge time investment<br />
30 www.pixelhunt.com.au<br />
JANUARY 2011
ASSASSIN’S CREED<br />
BROTHERHOOD<br />
MEDAL OF<br />
HONOR<br />
from gamers. It requires a loyalty that<br />
I believe many gamers won’t be able<br />
to commit to a single game. Sure,<br />
there are people who only play one<br />
game religiously. But for someone<br />
who loves all manner of games,<br />
there’s just no way that I’d be able to<br />
put that amount of time into a single<br />
game. I’ve spent close to 40 hours in<br />
Bad Company 2, and I’m only at Level<br />
22 (it goes up to 50). I’m an average<br />
gamer with average skills, and it’s<br />
likely to take me at least another 40<br />
hours before I get to the end. I’m at<br />
level 17 in Modern Warfare, and level<br />
7 in Assassin’s Creed: Brotherhood.<br />
How many more hours do I need<br />
But what I find most frustrating<br />
is how these games commonly lock<br />
better weapons and gear until you<br />
hit the higher levels. I k<strong>now</strong> these<br />
weapons are an incentive to stick with<br />
the game. It can be very rewarding<br />
to finally get that high-powered rifle<br />
after hours of sweat and toil. But the<br />
fact that the weapon was locked away<br />
means that people who are either<br />
jumping in brand new, or don’t have<br />
the time to commit those hours are<br />
penalised. I only just unlocked the<br />
smoke bombs on AC:Brotherhood,<br />
which substantially changes the game.<br />
It’ll be a long while before I can gain<br />
access to the second ability slot (level<br />
10), the throwing knives (level 19)<br />
and the poison blade (level 29). While<br />
most games try to maintain a balance<br />
between the higher and lower level<br />
unlocks, some games are woefully<br />
unbalanced. In Front Mission: Evolved,<br />
the higher level weapons grossly<br />
overpower the weapons you start<br />
with; some guns deal more damage<br />
in a single shot than I could with a full<br />
clip of ammunition. Needless to say, I<br />
didn’t stick with that game for long.<br />
I don’t have anything against<br />
persistent character levelling and<br />
progression. I understand the appeal,<br />
and I enjoy it myself most of the time.<br />
There have been a number of games<br />
that I’m willing to throw away hours<br />
I’ve spent close<br />
to 40 hours in Bad<br />
Company 2, and I’m<br />
only at Level 22...<br />
for. But with so many games <strong>now</strong><br />
incorporating this same mechanic<br />
into their multiplayer, I’ll never be able<br />
to get round to ‘completing’ those<br />
games. I just don’t have the time or<br />
dedication. But most frustrating is that<br />
some of that content will be locked<br />
away from me forever. Ultimately,<br />
these games require a lot of loyalty<br />
and commitment, but when you’re<br />
somewhat of a gaming slut, it doesn’t<br />
feel good to miss out.<br />
KEN LEE<br />
Australia’s best gaming<br />
-zine<br />
www.PIXELHUNT.com.AU<br />
31
OPINION<br />
Make It Stop!<br />
DYLAN BURNS on the seemingly endless barrage of<br />
game releases.<br />
Even before going through a fairly<br />
comprehensive Wikipedia list of all<br />
the major game releases of the last ten<br />
years for one of our <strong>Pixel</strong>Casts, I’d had<br />
in mind a rant on the subject of how<br />
many games are getting released each<br />
year. Perusing the list for 2001 through<br />
to 2004 or so didn’t take that long, but<br />
as I kept going, it was taking longer to<br />
process each year, with more and more<br />
great titles jumping out at me.<br />
By the time you read this, our<br />
debate will have already taken place<br />
on the podcast. I hope it was fun to<br />
listen to. I’ll leave my personal picks<br />
out of this and concentrate on the<br />
main topic of release volume. Actually,<br />
‘release volume’ sounds pretty<br />
dodgy… how about ‘game flood’ or<br />
‘title torrent’ You k<strong>now</strong> what I mean,<br />
right The sheer amount of games<br />
that are getting released across<br />
all platforms is just crazy. So crazy<br />
that it’s actually getting stressful to<br />
try and keep up. You think being a<br />
games reviewer is fun when you’ve<br />
got multiple reviews due of multiple<br />
awesome games, each of which you’d<br />
rather take a long time to play Okay,<br />
it is still cool, but as far as first world<br />
problems go it’s right up there.<br />
I’m sitting here in a lovely holiday<br />
period of the New Year and my catch-up<br />
list extends back into 2009. In fact, I’m<br />
probably just going to have to write off<br />
some of the larger titles and reconnect<br />
with their impending sequels.<br />
Obviously, making more games<br />
makes sense. It’s a growing industry<br />
and there are big bucks to be made<br />
if you are a publisher of consistent<br />
quality. It’s strange that I would<br />
complain about there being too many<br />
good games, but as I look over 2011’s<br />
upcoming releases I just k<strong>now</strong> that it’s<br />
going to be as bad this year as it was<br />
in 2010. Games are getting deeper,<br />
longer, more complicated and their<br />
tails stretch out vastly thanks to the<br />
implementation of steady streams of<br />
DLC content. My personal problem is<br />
that as soon as I finish a game, its first<br />
batch of DLC is already in my face. I’d<br />
much prefer a break, to move on to<br />
another game or three, but something<br />
within me feels compelled to continue<br />
the adventure if I really enjoyed the<br />
base game.<br />
32 www.pixelhunt.com.au<br />
JANUARY 2011
When I say that games are getting<br />
longer, I mean in an investment sense.<br />
We are faced less often with epic 60<br />
hour adventures, but there is still an<br />
8-10 hour expectance from full priced<br />
games. Add to that the time-sink<br />
possibilities of a well-implemented<br />
multiplayer mode and stand alone games<br />
have the potential to occupy you for<br />
weeks or even months at a time.<br />
But of course, we live in an age where<br />
nearly every week brings at least one<br />
new title, and for the most part they’re<br />
all worth getting. I k<strong>now</strong> last year I was<br />
getting games and not even playing<br />
them. Or buying two or three games on<br />
a Thursday and having to choose which<br />
one to play first. It’s both awesome and<br />
crazy at the same time and my poor<br />
brain just can’t deal with it.<br />
Which brings me to my 2011 gaming<br />
resolution: to try and be more picky/<br />
selective with the games that I play,<br />
and to try and push down those anxious<br />
feelings as titles slip by without being<br />
experienced. With hundreds of games<br />
clamouring for our attention, I only have<br />
time to enjoy the cream at the top.<br />
This will, of course, mean that I miss<br />
many very good games, but come the<br />
end of 2011 I’ll no doubt have a list in<br />
my mind of titles that I’d like to track<br />
down at a bargain price. Steam also<br />
seems to be turning its Christmas sales<br />
into a regular thing, so I’m sure I’ll pick<br />
up some savings there.<br />
There are rumblings in the industry<br />
about slowing down and releasing fewer<br />
titles. Late last year EA said as much,<br />
hinting that they may plan to reduce<br />
their yearly output but still concentrate<br />
on quality. Surely the flood of games<br />
must be impacting on sales; it may be a<br />
booming industry but even so, the main<br />
consumers who regularly buy games can<br />
only spend so much on it. The Guitar<br />
Hero series, once a billion dollar open<br />
cheque, has fizzled, a result of market<br />
saturation.<br />
With hundreds of<br />
games clamouring for<br />
our attention, I only have<br />
time to enjoy the cream<br />
at the top.<br />
I have no illusions as to my effect on<br />
the industry. Too many games will continue<br />
to get released around me, but perhaps if<br />
we all band together and start being more<br />
selective, that activity will show up as a blip<br />
on publishers’ mega-secret, sale-tracking<br />
underground lair computers. I’m going to<br />
do my best to stick to my resolution. I’ll<br />
let you k<strong>now</strong> how I go.<br />
DYLAN BURNS<br />
Australia’s best gaming<br />
-zine<br />
www.PIXELHUNT.com.AU<br />
33
Issue 14 – Coming<br />
MARCH 2011<br />
IN THE NEXT ISSUE<br />
GDC: Game<br />
Developers<br />
Conference<br />
SO UNTIL THEN<br />
KEEP UP THE HUNT