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The saddest thing of all about Bioshock Infinite is that I will never be able to play it ever again. I mean, sure, I probably will play it again: there are side-adventures I didn't finish, incomplete (but unnecessary to the central story) mysteries to uncover, and it's an amazing piece of art, but Ken Levine's story has an ending that's right out of The Sixth Sense or Fight Club, and if anyone gives it away, well, they'd better have a damned good reason.

The basic storyline of Bioshock Infinite is understandable: It's 1912 and you're Booker DeWitt, a disgraced member of the Pinkertons, sent by persons unknown to the floating cloud city of Columbia, a "breakaway republic" of the United States, to locate a girl named Elizabeth and bring her back to New York. How and why it floats is as much a mystery as anything else.

There's more than a little of the original Bioshock here, especially in the combat gameplay, but that's not why you should play this game. The combat is just time filler, mostly. This game has a story to tell, and oh, boy, what a story it is telling. Every level has amazing attention to detail; it kicks the Rapture visuals straight in the eyeballs. You could spend hours just looking around at things. Sight-seeing is one of the reasons to play this game. There's just so much to see, to listen to. (No, seriously, listen closely to the music being played. Stop and ask yourself, "Is that...?" And the answer will be, "Yes, yes it is.")

If you go onto youtube and look at the various demos done over the past three years, you see a lot of wonderful demonstrations, some of which, I think, might have been interesting: the 2011 UX demo is especially compelling, and there's dialogue in there that didn't happen in the final release, but Elizabeth's character was move naive then. The 2010 Gameplay Demo is definitely compelling as an in-game movie, but making that work interactively was ambitious; I'm satisfied with what they acheived.

If there's anything off-kilter with the game, it's that some plot details go by so fast that you have to piece their meaning together later by inference. This is especially true of the "Songbird" plot thread; you can tell there's explanatory narrative missing. The character of Elizabeth is somewhat confusing; it's hard to see how the persona she has developed in the space given. In the end there's an explanation that doesn't break the rules, but you have to swallow a lot to get there.

None of that matters. You get the connection Levine wanted. You hope Elizabeth will forgive you for showing her your cruel and violent world. The ending is just amazing. If you're not stunned by it, you might be crying.

Oh, and sit through the credits. All 15 minutes of 'em. It's worth it.
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As an aside on the previous post, I noticed that the newest iteration of Simon has four pucks, one for each color; they intercommunicate with a modified bluetooth protocol, so it's possible to make the challenge of Simon harder by spatially re-arranging the colors. Well, that's more interesting that Guitar Hero.
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Somewhere deep in the vaults under Microsoft, locked behind a heavy steel door to which only Steve Ballmer has the key, lies these notes from a meeting on May 12th, 2000:
Damn, we've only been budgeted half what we requested for the art team. I was hoping for more textures. The software team got the full budget requested, but they added another manager. Well, that's okay. We'll have the huge environments. Now we have to find a way to fill them.

Steve says every chapter must be at least 20 minutes long! Make sure that goes onto the checklist!!!
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Omaha and I played a little of the Portal 2 Co-operative Mode during lunch. If this is it, I'll be very disappointed if Valve gives up on epic narrative. That's been the story for a while now: Valve makes so much more money as a game distribution company via Steam, and a licensing agency via Source, than it does as a game production company, that it doesn't make sense for Valve to maintain a production team to make high-end games like Half Life or Portal 2. Hell, they bought Left For Dead, prettied it up and released it in record time. It has very little narrative: "There are zombies. Survive them." It has awesome AI, but so did Half Life 2, especially the later episodes.

Valve's only reason for producing high-quality games is to provide a test bed for Source. It would be a shame if the kind of brilliance that brought us Half Life and Portal would be shunted off, in favor of commercial success. Valve has that. Sure, it costs a lot to make a triple-A game. It costs a lot to make a blockbuster movie. Iron Man cost $135 to make, and it sold 35 million tickets. Half-Life 2 sold 12 million copies, but its list price was four times a theater ticket; arguably, Half Life 2 was a bigger seller than Iron Man.
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Now that I have a video card that can play the thing at full speed and bored over lunch, I sat down briefly to play DOOM: Resurrection of Evil, the last official module for Doom 3 to come out of Id. It wasn't done by the Id guys, but was instead rushed into production after the success of Doom 3.

I got to once section that reminded me why this game was so less pleasurable than the original. At one point, having gone outside to retreive the plot token, you enter the Mars base where the mad scientist is holed up through the garage and walk back through the station. Along the way, you pass the Armory. You meet the Mad, endure a poorly scripted cut scene, and the Mad says, "Here's the key to the armory. You might find some things in there useful!"

The door back the way you came is, for no explicable reason, now locked. Instead, you have to go out another door, circle around the inside of the base to get to the armory. At one point, you cross a catwalk over the garage. The game rules say you can't hop a three-foot barrier and jump down onto the boxes stacked under the catwalk, no, you must cross the catwalk and take the stairs down, where more encounters lay.

It's this railing that annoys me so much. Doom 3 had some sidepaths, exploration and freedom. More even than Half Life 2, which used a lot of locked doors to make you go toward the end of the plot.
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Why is Eggman obsessed with, well, whatever it is he's obsessed with in whichever episode you're playing? His cybernetics, manufacturing capacity, and automation are post-scarcity. He has access to trans-lightspeed technology. The man could have whatever he wants!
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Average temperature running Prey with the stock Thinkpad 60: 95C.

Average temperature running Prey with the new fan and Arctic Silver on the interface: 60C.

Something was very wrong with this machine.
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There's a very simple reason, I think, for why Doom 3 was a successful product, and yet the sequel, Resurrection of Evil, was a complete failure. The reason precisely echoes the failure I saw in Bloodrayne 2, and it's a simple failure: Resurrection of Evil has absolutely no sense of humor.

Doom 3 had it. There were moments in the story where the incongruous contrast between the relentlessly cheery propaganda of the UAE playing in the hallways and reception areas gives you a jolt of comedy, a moment of humor. The same is true of the various PDAs you pick up along the way. There is a sense in Doom 3 that there is life on Mars, that the people who live there were trying their best to survive against difficult circumstances. As you read the emails left behind, you read about poker games, and missed families, and someone losing their lucky dice just before a D&D game, and offers to go target shooting out on the surface.

There is absolutely none of that in Resurrection of Evil. The Mars of RoE is relentlessly inhuman. Everything is grim and dark, even before Hell was unleashed. The people you meet along the way have no reason to be there other than that you need them to accomplish the next goal. There is no sense of a living, vibrant world; only a set piece through which your character picks his way, a rat in a maze.
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PopCap games has released Bejeweled Twist for the PC, and is scheduled to come out with a Mac version later this year. Since Omaha is a Mac game reviewer, she gets nifty free copies of lots of different things and one of the things she scored was a copy of Bejeweld Twist PC edition. Most people have seen Bejeweled, the tetris-like game where you try to line up jewels to score points; it's PopCap's best-selling game and damnably addictive.

I have long praised PopCap for being Wine compliant. I've bought three of their games before: Zuma, Bejeweled 2, and Peggle (Peggle's my favorite; unicorns for the win!), and all three run absolutely flawlessly under Wine. They've all worked so well that I have to wonder if PopCap does a QA pass under Wine. Testing under Wine would probably cost them a day of development and open up an entire new audience that they couldn't reach before.

Bejeweled Twist doesn't work under Wine. It plays, but there's a bug in the registration code. Apparently, Twist uses DDE to talk to the underlying HTTP libraries, and there's a disconnect such that Twist is passing an empty URL to winebrowser and no dialogue is happening between the two. So I'm stuck in "Free User" mode, which has a lifespan of 120 minutes before the game craps out and I'll have to re-install it or something. Other games with on-line registration mechanisms have worked for me in the past, so this is a bit of a disappointing step backwards.

It's a pity, because Twist is a very beautiful game, with great audio and gorgeous backgrounds. It's really just Bejeweled with a different mechanism for lining up the stones, and with new "benefits" and "reward" modes. But since I have a registration code, I'd like to, you know, be able to register my game.
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Wow, things you never want to see on your laptop. This was caused by Prey::
Aug  4 22:41:01 chi Critical temperature reached (100 C), shutting down.  
Aug  4 22:41:01 chi acpid: received event "thermal_zone THM1 000000f0 00000001" 
Aug  4 22:41:01 chi acpid: notifying client 5278[0:1000] 
Aug  4 22:41:01 chi acpid: executing action "/etc/acpi/default.sh thermal_zone THM1 000000f0 00000001" 
And then the computer just went.... off.
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Prey so far has been okay. Not too spectacular but not a waste of my time. It's a little alarming when I shut the game off and go back to the OS to see that my poor little computer has reached 95C again, but I was warned when I bought it that it was prone to heat problems because it has two cores and an overpowered GPU.

I just finished the chapter entitled "All Fall Down," and I have to say that there's one thing about Prey that annoys me. In Doom 3, when you're walking through the Mars base, there is a moment where you're confronted with the ghost of a sobbing child, and her voice leads you into a very dark and bloody place, eventually winding up in the middle of a great, close-in firefight.

In Prey, in contrast, the big battle of "All Fall Down" starts in a room where you hear an off-key and ragged variant of "Pop Goes the Weasel." On the walls written with blood in a childlike scrawl are things like "Wanna come in and play?" and "Nobody will play with me." The lighting is low, and you sometimes here incoherent girlish whispers. In the middle of the room is a platform. Medical and ammo are scattered in corners.

In this genre, this set-up means only one thing: horror-tinted boss fight. Which is fine. The authors of Doom 3 trust you to figure that all out when you start working your way through the civilian communications center.

The authors of Prey, in contrast, do not trust you to be smart enough. Instead, they make your character say stupid stuff like "This is creeping me out," and "This is not good."

We know that, you morons. Why they have to inform us twice, I don't know.

The title, by the way, comes from a longstanding debate in the literary community: is it insulting to the reader to write "he asked" rather than "he said" after a question mark? The question mark already clearly indicates a question, so why inform the reader twice?
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I finished Quake 4, and I have to say that, all in all, I was impressed with the total package. As a follow-on to Quake 2, this "Return to Stroggos" was about as well put-together as it could possibly have been. There are plot holes big enough to drive a truck through (really, if you use the enemy as raw material, would you really start to modify them into a monster killing machine before you reprogram their brains?) and there's always the "gee, the bad guys sure leave a lot of Terran Alliance ammunition lying around, don't they?" Ocassionally, that was excused: you'd find the wreck of a flyer that had crashed into the building nearby, but once you'd entered the heart of the system the writers ran out of excuses and just said, "Here's your ammo. Enjoy!"

Quake 4 was supposed to be different from Doom III, even though both are built on the same engine. Quake 4 was supposed to be a stand-up fight rather than horror, but it can't escape from an essential truth: The Stroggs are gross.

The storyline goes something like this: The Stroggs are nanotech-engineered supersoldiers. They're incapable of engineering themselves or making anything better, and their whole purpose is to take over the universe. We don't know where they came from, but one can assume that they consumed their creators long ago. They can mass-produce a special-purpose line of nanites that make flesh do all sorts of different things, and then they use that flesh. So, in true Doom-like fashion, you end up in a waste processing center where the intakes consist of rows and rows of stumped torsos into which waste is being dumped and out of the other ends the cleaned product is separated from the waste. Later, you discover that being "in the bowels" of the waste processing center is not a metaphor.

There are new and horrible monsters, and this game was definitely written so that nobody could get through it with "just the pistol" or "just the shotgun." Some of these beasts are truly, deeply nasty. And your buddy is a cold-hearted engineer name Strauss who never gives you a fraggin' break, not even after you've been turned into a Strogg.

Quake 4 definitely explores new territory when it comes to high-resolution artwork in support of a violent and shamelessly disgusting but fun bit of pandering. If you go for the violent, Quake 4 is a game for you.

Oh, and a word of praise for the programmers of the Linux edition: I never turned the game off. Never. When I was done with a level, I just left the hero sitting there waiting for more. Sometimes I'd come back and someone had found and killed him and I'd just restart, but most often not. Despite running in-game animations constantly for three solid weeks, the game never crashed once, never died, didn't grow in memory uncontrollably, didn't require a reboot, didn't slow the machine down (bittorrent and usenet continued to run in the background just fine, and the controls and products of both were available to the laptop via SSH). All in all, a solid and shining example of code that others should seek to emulate.
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Yes, I got Quake 4. The binaries are available on-line and Omaha kindly granted me her Mac OSX DVD of the game that she got as a review copy, so let me tell you right now that Quake 4 is the game that ID should have put up against Half Life 2, because Quake 4 totally rocks. The graphics are smoother than the ID Doom 3 Linux port, the storyline richer (hey, it's a frakkin' Return to Stroggos, for Set's sake!) and the engine seems to be stronger. On my AMD 2000 with an Nvidia card that's at least two generations old, it still works incredibly well. The monsters are nasty, the visuals gross in a "war is Hell" way, and the sound effects scary in a "kick ass and take names, Marine!" way.

Excellent. I have hours of playtime to kill.
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After an afternoon of giggling girls at a birthday party for one of Kouryou-chan's friends, I got home with a headache. A lot of water, some food, aspirin, and caffeine later, I felt better and went downstairs to try out a re-rendition of the Doom I classic module, Knee Deep In The Dead. I had my doubts that it would be anything at all like the original.

I was wrong. "Hangar" and "Nuclear Plant" are exactly like their originals, only with the super-nice Doom3 skins and much buglier monsters. Yes, it's Doom3, so the monsters are faster and tougher, but they seem to have the original AIs and the Imps' firepower has been modified to be more like that of the original Doom. I was absolutely giggling over the accuracy and artistry of the project. Whoever did these was totally rock-on. I wonder if we'll see Doom3 conversions of The Shores of Hell or, better yet, Thy Flesh Consumed.

By the way, here's a question: What is the MLA style for video games? On the assumption that book titles are underlined (or italicized where possible), and chapter titles are surrounded in quotations, I've been italicizing major releases and quotating level names. I looked to see if anyone had brought it up, and sure enough, The Columbia Guide to Online Style has with respect to titles, but not to levels.
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I found two very cool things this week. I think they're very cool, at any rate. Moleskine Storyboards is a Moleskin with inset frames designed to allow illustrators, animators, and cartoonists the power to write and draw scenes. I instantly wanted one, but I didn't buy it, not sure what I'd actually do with it. I really shouldn't go into the PaperHaus store in downtown; there's far too much temptation.

The other cool thing I found was Dark Places, a version of Quake I that takes a happy seat next to my text-mode quake, sketch-mode, and blueprint-mode. Dark Places upgrades the 3D engine of the original Quake to nearly Quake III quality, with proper 3D shading. Instead of a random spray of pixels, the "points" of a grenade explosion are now arcpoints with soft glows between them, giving the "boom" a much more realistic feel. Instead of a spear of uniform white, the ghosts now spit green, glowing gobs with hazy auras. Everything in Quake looks amazing, and apparently the author has created add-on worlds that are even higher quality, with better wall textures and clearer monsters. This is the Quake in our imagination, and I'm actually really happy to see someone working on it.

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Elf Sternberg

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