Author Archives: Andy

F.E.A.R. of a flashlight

Been a while, eh? I bet you’re interested in what video games I’ve been playing. Well, you’ve talked me into it.

In my spare time, I’ve been playing through an old—and it pains me to use that adjective to describe a game released in 2005, which seems like it was just yesterday—first-person shooter called F.E.A.R. (with the periods; it’s an abbreviation for something). F.E.A.R. combines the venerable first-person shooter genre with the J-horror “scary long-haired girl” genre. So it’s like The Grudge, if Sarah Michelle Gellar had an AR-15 and was being constantly attacked by evil clone troopers.

It could be worse. You could be working for N.E.R.V.O.U.S.

It’s a neat game; it’s kinda scary, and the gun battles are fun in a way that I hope real-life gun battles are not. But one thing really stands out as meriting comment: the Flashlight.

You see, much of the game takes place in creepy, poorly-lit environments from which scary stuff is frequently jumping out at you. In some areas the lighting is so dim (or non-existent) that you cannot see at all. Fortunately, the game has a solution: you have been equipped with a Flashlight.

But not just any flashlight. You see, your flashlight has 20 seconds of battery life before it switches off and must be recharged, a process that takes about 5 seconds. So travelling through dark areas is a matter of racing forward while your flashlight battery drains, then standing still for a few seconds while it recharges; at which point you switch it back on and move forward for 20 more seconds.

One understands the design motive behind this gameplay device. To make sure you spend at least some of the game in the scary dark, illumination is treated as a somewhat limited resource. Doom 3, which came out a few years before F.E.A.R. and relied on a similarly shadowy environment to creep you out, did something similar and was roundly mocked for its solution: you can have your flashlight out, or you could have a weapon out, but not both at the same time. I didn’t mind this tradeoff too much as it forced some tough choices every now and then (and really, I’m OK with not being able to wield a plasma cannon in one hand a flashlight in the other); but it’s hard to argue against the typical gamer complaints: if you’re such a bad-ass space marine, why don’t you just duct-tape the flashlight to the barrel of your gun? Or hold it in your teeth like they do in Hollywood movies? Or tie it to your helmet?

Why, indeed. F.E.A.R.‘s attempt to make turning on your flashlight a tactical dilemma is even worse, though. You’re a high-tech commando employed by some awesome secret agency, and you can’t get a flashlight that lasts more than 20 seconds? That is the worst flashlight ever. Let’s be honest: my 4-year-old daughter has a plastic flashlight shaped like a bee that diffuses its quickening ray from the “bee’s” rump, and it’s a more practical flashlight than the one they give you in F.E.A.R.

Pre-order F.E.A.R. 4 from Gamestop and get the limited edition KR-31 "Killer Bee" flashlight with which you can illuminate all your foes.

It’s an interesting game design problem, though. Like most FPS games, F.E.A.R. proudly boasts an extremely detailed and realistic environment. Buildings look and are laid out like real-life buildings. Your guns behave in a way that your typical basement-dwelling game nerd would consider realistic. Bullets knock nicely detailed chunks of concrete out of walls and shatter windows; rooms fill with blinding gunsmoke after lengthy gun battles. All of the graphics and combat mechanics work overtime to be as life-like and immersive as possible.

Yet it’s also fun to force the player travel through scary areas without reliable illumination. And so in the specific case of your flashlight, the game chucks immersion to the wind and gives you a wonky lightstick that has to be “recharged” every few seconds, because that’s more fun.

You can have realistic and immersive, or you can have gamey and fun; but when both are present in the same game, it’s a big distraction.

I’m reminded of an excellent essay on the lasting appeal of the original Doom, which had infinitely less believable environments but which turned that into a virtue:

While some of Doom’s levels have a very thin fiction via their title (eg “Hangar”) and general texturing theme, if you actually explore them you find they only resemble real locations in the loosest sense possible. This is precisely what allowed Doom’s level design to present a wide variety of interesting tactical setups. Level designers didn’t have to worry about whether a change made something look less like a hangar or a barracks, just whether it was better for gameplay. This was especially critical for a style of game that was just finding its feet in 1993.

As the march of technology has allowed ever-higher graphical fidelity, virtually every FPS since Doom has attempted greater and greater representationalism with its environments. While games like System Shock began to show that a real sense of place can be a huge draw in itself, designers of such games will always have to manage the tension between compelling fiction and optimal function, unless you are willing to go all out and have the kind of weird, abstract spaces Doom has. I would love to see more modern games break with this conventional wisdom and see where it leads, if only in an indie or experimental context.

F.E.A.R. is fun and elaborately crafted. But so was Doom, and Doom didn’t feel obliged to painstakingly recreate entire office blocks. Doom threw together a minotaur maze, slapped blinking lights on the walls, and called the level “Nuclear Plant.”

Now if you’ll excuse me, my flashlight is fully recharged and I’ve got to get back to the shooting.

Facebooktwitterredditpinterestlinkedinmailby feather

One man’s trash is another man’s campaign notes: the archaeology of used games

I never visit a used bookstore without checking its science fiction/fantasy section for used board or roleplaying games. If you’ve ever come across an amazing find in a neglected, dust-covered stack of old games at a used bookstore, you’ll agree that previously-owned games are much more fun to buy than brand-new shiny ones.

There’s something satisfying about reading and playing a game that somebody else has enjoyed. Flipping through a rulebook filled with somebody else’s signature, gameplay notes, or character sheets, you wonder: Why did they buy this game? What did they do with it? Did it entertain a group of friends for years, creating memories that they all recall fondly to this day? Or was it played once and set on the shelf to gather dust?

The used games on my bookshelf are filled with interesting artifacts of their previous owners. One of my first roleplaying purchases was previously owned—I bought the 2nd edition AD&D rulebooks from somebody who had upgraded from 1st edition but then decided that he hated the changes between editions. (He ranted as he sold me the books that the new edition was the death knell of D&D—an argument that’s trotted out to this day everytime a new D&D edition is released.)

All throughout the Player’s Handbook, whenever he came across a difficult vocabulary word, he penned in its definition above it:

Gary Gygax was the best thing to happen to my teenage vocabulary and reading comprehension.

Used boxed games are often a treasure trove of insight into their former owners. I have quite a few filled with custom character sheets and campaign notes. Here’s an example of such a character sheet from my used copy of Twilight 2000:

Meet Alexander Kaliber, no doubt a carefully balanced and realistic character. Check out that armament!

Paper-clipped to that character sheet were ten pages photocopied from a book about modern (in the 1980s) chemical warfare. I hope that was just in-game research.

You can also get a sense of how people prepared for their games. Several of my old D&D adventure modules contain map notes scribbled in by devious gamemasters. My tattered copy of The Great Old Ones for Call of Cthulhu is filled with highlighting—presumably the GM needed some help remembering important game details:

Seriously, the entire chapter is highlighted this heavily. It's headache-inducing.

And occasionally, you find something just bizarre in an old game. Last weekend, my wife treated me to a trip to the local used bookstore, where for a Father’s Day present I picked up a banged-up but mostly complete copy of the wargame 2nd Fleet. 2nd Fleet is a complicated, realistic emulation of NATO-Soviet naval warfare in the North Atlantic. So what did I find folded up and tucked guiltily into the rulebook?

Why--what were you expecting to find hidden in the rulebook for a highly-complex historical simulation?

I feel a strange compulsion to leave that keep that lurid sketch in there—at this point, it’s almost part of the game.

I can only hope that when I sell off my games, I leave a few gems hidden away in them for future gamers to discover… and feel uncomfortable about.

Facebooktwitterredditpinterestlinkedinmailby feather

Horribly overused apocalyptic-sounding words you should avoid putting in the name of your cheesy book, movie, or videogame

I know you want your edgy, violent media product to sound suitably grim and epic. But from now on, please consider these terms off-limits:

  • Redemption
  • Prophecy
  • Legacy
  • Salvation
  • Fate
  • Dead
  • Legend
  • Trinity
  • Dark
  • Age
  • Creed
  • Tale
  • Blood
  • Doom
  • Resurrection

If that scuttles your plan to release Blood Prophecy: Legacy of Dark Redemption, here are some woefully under-utilized, kinda-religious-sounding words you might try instead:

  • Transubstantiation
  • Monophysite
  • Dispensation
  • Cloister
  • Homo(i)oúsios
  • Diffused
  • Thummim
  • Pseudo-Dionysian
  • Semipelagian
  • Hermetic
  • Exegesis
  • Ordination
  • Exhortation

Any I’ve missed, in either list?

Facebooktwitterredditpinterestlinkedinmailby feather

“We’ll have to destroy them ship-to-ship. Get the crews to their fighters.”

I like library used-book shops, because you never know what you’ll find in them. Usually they’re little more than a closet full of James Patterson novels selling for $.25 each. But the library shop in my parents’ hometown is a good one where my family has made many an unusual discovery over the years.

That trend continued over the holidays; while visiting my parents, we stopped by the library shop and I picked up these two treasures (still shrinkwrapped) for a buck apiece:

Those are two of the most fondly-remembered space simulators in videogame history: X-Wing and TIE Fighter. They came out during the heyday of LucasFilm’s (now LucasArts) game development, before they decided to stop making interesting games and make only mediocre Star Wars titles.

X-Wing and TIE Fighter were, obviously, Star Wars titles, but they weren’t mediocre. Their roots lie in Lawrence Holland’s World War 2 flight simulators, one of which (Their Finest Hour) absorbed many an evening on my Amiga. (Their Finest Hour even came with a 200-page history of the Battle of Britain that I used as the primary source for a high school paper. Hey, it was better than anything in the school library….)

There are plenty of space simulators out there today, but they seem to have slid into a niche below the radar of most gamers. X-Wing and TIE Fighter hearken back to bygone days when, for a glorious stretch of years starting with Wing Commander and (probably) ending with Freespace 2, space combat simulators were the kings of gaming.

So I hope to relive those halcyon days with these two gems. That is, assuming I can find a computer with a floppy disk drive:

What about you? Were you gaming during the Great Space/Flight Simulator glory days? What ships did you pilot to victory?

Facebooktwitterredditpinterestlinkedinmailby feather

The reason for the season

It’s that time of year! That’s right; it’s time to turn on the holiday music, assemble the Christmas tree, and haul this sucker out of the basement where it has slept dreaming for the last year:

It's even clearly labelled and everything.

What treasures await us inside the box? I think you know.

Yes, Virginia, that is a Sy Snootles and the Max Rebo Band ornament. Jealous?

No Christmas is complete without a Christmas tree completely buried in Star Wars ornaments. This year’s decoration went reasonably well, although our three-year-old did request that the Darth Vader ornament be moved to the back of the tree because it was scaring her. (The stormtrooper ornament was banished as well.)

In retrospect, I definitely missed an opportunity to lecture her about one of life’s hard realities: fear leads to anger, anger leads to hate, hate leads to suffering. And that, in turn, leads to you eventually getting tossed down into the Death Star’s power core by your apprentice.

Oh well. Life will teach her that lesson soon enough without my help. Also, Merry Christmas.

Facebooktwitterredditpinterestlinkedinmailby feather