Expertologist.

Looking For Sleds In All The Wrong Places

The question of when videogames will have their own Citizen Kane – that is, one that provides the great leap forward from embarrassing hobby to legitimate art form so desperately craved by so many – seems to crop up more and more with each passing month. It’s the bad penny of games journalism, the go-to question whenever a developer talks up their current title as providing a new, deeper experience for players or someone from another medium mentions games in a positive light. Across magazines and websites dedicated to talking about videogames, there’s a sense of anxious anticipation for the One True Game, a title of such messianic portent that it will immediately make the rest of the world stand up and take notice. No longer will videogames and the people who make and play them be ghettoized as boring virgins or the safe nerdy friend with the unrequited crush in sitcoms and movies. In the wake of this unknown game, videogames will be take their rightful place as the tenth art form, placed high on a pedestal along side art, music, theater, film, comics and all the rest to be respected and admired for having something to say worth listening to.

Unfortunately for those waiting and watching for such a game to appear, it’s not going to. There will be no Citizen Kane of videogames, no one game that suddenly vindicates gaming as an art form in the same way as Orson Wells’ masterpiece purportedly did, because that’s not the way the world works any more, assuming it ever did in the first place. Legitimacy doesn’t come from one person in a field doing one thing right; it comes from movements, from consistency, from progress across the board creating a new standard for future work to be held against. We’re spending all our time looking for one very special tree, when we should be paying attention to the overall picture of what’s going on with the forest.

As someone who works in games, I find the idea of waiting around for one wonderful game to solve the industry’s concerns with being taken seriously to be particularly grating for a number of reasons, the biggest being that it smacks of wanting someone to come along and do it for me. I’ve seen the question of when videogames’ Citizen Kane will come along put to the likes of Peter Molyneux, Ken Levine, Warren Spector, and a dozen others, and I can’t help but wonder if any of them ever felt a bit insulted at being relegated to John the Baptist status, forever doomed to be remembered best for paving someone else’s way. To ask the question implies not only that such a game or event hasn’t already happened yet, waiting for some future huddle of thoughtful types to point it out as the turning point, but that when it does appear it’ll do so with bells on and a note around its neck declaring its importance. It is, really, a stupid thing to ask of anyone, so loaded down with assumptions and deep misunderstandings on the nature of games and art as a whole that asking it should make you feel a bit ashamed of yourself. Why should games evolve the same way film did, and why should we expect them to? Why would you assume there aren’t already games deserving to be called art, with all the good and bad that carries with it? Why are we waiting for one great turning point, when games make so many small and important ones each year? And more important than any of those questions, why oh why do we as a medium need any one else to tell us how smart and pretty we are?

For all the tremendous leaps and bounds videogames have made since first appearing, our medium’s story is ultimately one of evolution, not revolution. The incredible strides made towards more and more meaningful and engrossing experiences are the results of countless iterations big and small to discover what works and cast aside what doesn’t. Videogames are a medium unlike anything the world has ever seen, with greater potential and challenges than nearly any other art form can muster. Instead of waiting to be taken seriously by the world at large like a child squirming for permission to sit at the adult’s table, we should claim the art form status that’s rightfully ours, even if we aren’t entirely convinced we deserve it yet. The first step to being a grown up is calling yourself one – sooner or later, the rest of the world will come around.

Me & 411mania.com Sitting In A Tree, T-A-L-K-I-N-G

Alexandra Pusateri, games reviewer and columnist (and apparently a force to be reckoned with as the Sniper in Team Fortress) does a regular column at pop culture catch-all 411Mania called Reality Check, in which she explores the lesser known corners and real world ramifications of videogames. For her latest column, for reasons that may never be known or understood, she opted to talk to me about what it’s like in game design. Here’s a snippet:

For those wanting to have a career in game design, Lamb has some suggestions. “Learning to work with others and make concessions for the good of the game is one of the best things that can happen to you,” he says. While this may sound like a no-brainer, being creatively attached to your work may leave you a bit hurt.
“There will be times when the design you’re so very sure of will have to be changed in some way due to the say-so of someone else, be it a person on your team, your producer, your boss, a publisher, the licensor, or some other involved body,” he says. “It’s a very hard lesson to learn, and can be immensely frustrating, particularly when the change they’ve asked for ends up being for the better.”

That’s me in the quote marks, sounding remarkably like I know what I’m talking about. You can find the rest of the piece here. Thanks very much to Alexandra for giving me the opportunity to ramble incessantly at her about something I love, and for bravely soldiering through in the face of my answering each of her questions with the equivalent of a final term paper.

Ian Schreiber’s Game Design Concepts Course

I really should have mentioned this earlier, as it’s both something I find incredibly interesting and feel deserves all the support it’s possible to give. Ian Schreiber, game designer, teacher, and co-author of Challenges For Game Designers with Brenda Brathwaite (you can find his blog on teach game design here and while you’re at it, check out Brenda’s always-interesting site Applied Game Design), is giving an online class on game design concepts - called, handily, Game Design Concepts - that starts in June and runs over the summer. The course description sums it up better than I can, and sounds all nice and official too:

This course provides students with a theoretical and conceptual understanding of the field of game design, along with practical exposure to the process of creating a game. Topics covered include iteration, rapid prototyping, mechanics, dynamics, flow theory, the nature of fun, game balance, and user interface design. Primary focus is on non-digital games.

The bit at the end there about non-digital games is particularly interesting, as I have almost no experience in terms of analog game design and have always considered it a huge hole in my toolset, one I’m lookingforward to filling in. Perhaps even more exciting, though, is the program’s price - The whole thing is free, other than the required text (aforementioned Challenges For Game Designers, which even outside of Amazon is half the price of your typical book on game design) and any supplies needed for the game you’ll create during the course. I picked up Challenges For Game Designers back when it first came out, and after reading through a good chunk of it, I think anybody participating will be in very good hands. All the information on the course can be found at the Game Design Concepts site, including where to to send an email if you’re interested in registering.

I think this is an absolutely great idea, and one I’d love to see more of. There are all kinds of events, conferences, festivals, and so on happening year-round with a focus on various aspects of the games industry and the academia built up around it, but many of them are just too cost prohibitive in terms of time and money to be doable for someone like, say, me. I’ve never attended the annual Game Developers Conference in San Francisco becaust I can’t afford the thousands of dollars involved in going an no company has ever offered to pay for me to go. Next week sees the five-day Games For Change Festival happening at Parson’s New School here in Manhattan, including the likes of Henry Jenkins, Ian Bogost, Brenda Brathwaite’s incredible game Train, and more, but with the bulk of it happening during my work week and passes running several hundred dollars, there’s no way I can make it. There are some cheap or free events concerning games that are more compatible with my work schedule - the IGDA hosts regular meet ups and demo nights, and recently NYU’s Game Center opened up lectures featuring Warren Spector, Mark Leblanc, and Eric Zimmerman to the public, which was greatly appreciated. I attend as many of these things as I can, but it doesn’t do much to take away from the feeling that I’m regularly missing out on things I could really benefit from as a designer. At my more bitter moments, it’s hard not to look at things like GDC and other big, expensive events as a private club I won’t be able to buy my way in to any time soon.

So before the course even starts, I’m already tremendously grateful to Ian Schreiber for taking the time and effort to offer this sort of thing free of charge to any and all who are interested. I didn’t go to college for game design (or anything else, actually); I kind of stumbled-ass backwards in to the thing, discovered I had an affinity for it, and almost immediately never wanted to do anything else with my life but make up things for people to play. I’ve spent a lot of time amassing a library of books, lectures, blog posts, articles, and anything else I could find on game design to temper my own experiences with, and am constantly looking out for anything that might teach me something new and make me a better designer. As such, to have someone who’s approach to design I already appreciate and admire offer a college-level that won’t plunge me in to debt and adapts to my schedule is something of a dream come true, and I can’t wait to get started.

The Second-Worst Thing That Happens To You Today.

And back to blogging.  Again.  Something more like a proper post should be up in the next day or so, and hopefully more should follow that in an ever-so-slightly more timely fashion.  The last five months have been very, very busy and then very, very lazy, and I feel the need to shake off some cobwebs.  And it’s also good to make sure I still remember how to log in to the wordpress every once and while.
Thanks then to Valve for providing an excuse in the form of the latest (and quite possibly best) video for their ode to Better Killing Through Teamwork, Team Fortress 2’s  Meet The Spy.

You can also find the prettier HD version here at Valve’s website.  The video officially came out last week as part of the Sniper/Spy surprise joint update for the PC version of the game, but it leaked via some canny person finding it in Valve’s YouTube profile last weekend. (the funny story and hilarious repercussions of which are well worth going back through the last few day’s of the TF2 team’s blog to read for yourself).   And now, finally, I’m putting it up here.  Because I like to think of this site as the terminus point for the relevance of things on the internet.  You’re welcome.

Inspired by the all the wit and personality Valve have spent the last two weeks pouring in to characters, I’ve dipped back in to the 360 version of the game several times over the last few days to remind myself of why, before the arrival of Left 4 Dead it was my favorite multiplayer videogame.  The game is still the same (sometime to it’s detriment – none of the PC upgrades or new maps have found their way to the 360 yet, due apparently to a memory issue who’s fix is taking the long way around), but the players have changed – the games in progress at any given time are nearly half what they were a year ago, and those playing them (at least on the teams I ended up on) seem to have forgotten the absolute crucial value of communication and planning out your moves rather than rushing in guns blazing.

It’s not entirely surprising, seeing how the game has gone over a year without a significant update or add on, and the creators should be praised for creating something that remains so fun with only four maps to play on and just the original weapon sets to kill each other with, but it’s still a bit sad to see.  I love playing the game, and when my hands remembered what it meant to be a Pyro on my second match in it was like I’d never left, but I can’t see it beating out the siren song of Left 4 Dead that goes out when my usual group comes online and is eyeing an Expert run.  I have hopes for a resurgence in the community when Valve finally finds a way to bring all their mad new ideas to the console, but with each passing month, it’s harder to believe it’ll be anything more than a casual fling when it comes.   Team Fortress 2 will always have a part of my heart, but at this rate, I’m not sure the same can be said for my time.  Not that I’m worried about that now – the fleeting nature of love is of little concern when there are spies to set alight.

And it looks like this has turned in to a proper post after all.  Oh, and did I mention the comic introducing the most horrible weapon of all, the Sniper’s debilitating Jarate?  No?  Well shame on me, then.

Recent Aquisitions, pt. 2: Left 4 Dead

It was all going so well until the boat arrived. I’m at the end of “Death Toll”, the second of Left 4 Dead’s four campaigns. We’ve called the boat via radio, meaning my fellow survivors and I just need to stave off the waves of undead pouring down upon the ramshackle boathouse we’re holed up in for another ten minutes or so. Despite hundreds of the monsters raining down on us, including more of the special infected than I’ve seen before and at least two Tanks appearing to pound us in to jelly, we’re all still alive when the fishing boat idles up to the dock, its captain screaming over the P.A. for us to get aboard. We make a break for it, clambering on to the deck just as another wave emerges from the trees. I’m firing on the zombies from the boat, waiting for us to pull away to safety, when I realize the hold up - only Louis the IT guy and Zoey the college girl are with me. Francis, the potentially unhinged biker guy, is still back at the boathouse, pumping shotgun rounds in to the ravenous mob surrounding him. The boat won’t leave till he’s on board or dead, and with him just out of rang of my assault rifle my only choice is to watch him die or try to help. After all it took to get here, it’s not really a choice at all.

I swing over the side of the boat, cutting a path to Francis just in time to help him back to his feet. They swarm me almost instantly, pummeling me from all sides, providing just enough of an opening to let me think I might make it back to the ship before knocking me down. I’m screaming for help while emptying my pistols in to them, but I already know no one is coming. Out of the corner of my eye, I can just make out the outline of Francis being drug down again. The pistols empty, my health bar slips from green to yellow to red, and the screen starts to dim around the edges…

Left 4 Dead is more than the zombie game I’ve always wanted without realizing it, it’s also pretty much the only online multiplayer experience I’ve had the patience for since Team Fortress 2 arrived a year and change ago. That both are from Valve is hardly coincidence - indeed, it’s hard to imagine the former existing without the lessons of enforcing cooperation between players first taught by the latter. But where TF2 introduced players to the ida that a team of average players working together would almost always overcome a team of more skilled lone gunman types, L4D tightens things even further by sticking hard and fast to the core rule of all zombie fiction: if you don’t work together, you will die alone. For better or worse, the three survivors accompanying you from safehouse to safe house, whether they’re human or AI bots (and, as a quick hat-tip to the lovely computer brain running things behind the scenes, I should mention that I was the only actual person in the above anecdote), are your best and only chance at making it out alive, and vice-versa. The fear of death as a motivation for sticking together is somewhat balanced out by the game constantly congratulating players on saving their friends by watching their back, healing them up, or even rescuing them from a Hunter or Smoker, but it’s never really goes away. Even in a safehouse, surrounded by friends and a pile of unlimited ammo, you can never quite shake the feeling that the walls could come down at any moment.

The results of being asked to trust the computer, complete strangers, or (sometimes worst of all) your friends with your livelihood are almost always unpredictable, and never fail to entertain no matter how many pieces you end up in. As great as it is to power through with a team of Captain Sensibles ready and will to shoot massive holes through anything that moves, it can be every bit as fun to go in with three little lost lambs who’ll snap the first time they hear a Witch sobbing in the dark. Sure, it can annoy to have your team fall to pieces within sight of a safehouse or while waiting for rescue, but it also offers a touch of realism that only you and your fellow players could have brought to the game. For all the atmosphere created by Valve’s carefully smashed levels and occasional pre-scripted flourishes, for all the looming menace that the AI Director adds by knowing just the worst possible moment to spawn of a wave of undead right behind you, it would all be for naught without the very real panic provided by the players. It’s a zombie film does as a conversation rather than a lecture, and there’s really nothing else like it.

Left 4 Dead is already one of my favorite games so far, and there’s so much I haven’t done in it. I haven’t even touched the “Blood Harvest” campaign, set in a rural farmland with little in the way of shelter and lots of wide open spaces for enemies to come at you from. I haven’t tried the Versus mode, where you take on the role of one of the Special Infected and use your knowledge of the maps to torment the other side. I haven’t seen all the hilarious scrawled messages between other survivors long since gone that line the walls of the safe houses. I haven’t managed to take down one of the monstrous Witches with a headshot, something I keep trying despite it ending in a mess of tears and blood nearly every time. I haven’t seen anything as funny as the time at the end of “No Mercy”, when my valiant stand off against a Tank was cut short by him punching me so hard I flew off the hospital roof like a rocket. For a game some have criticized as skimping on content, Left 4 Dead seems to bristle with new opportunities for amazing, completely unpredictable moments. It’s a game that I come away from each time with a new favorite bit, and while I’m sure that’ll wear off eventually given time, it’s not something I see happening any time soon.

Recent Aquisitions, pt. 1: Spider-man: Web of Shadows

I feel like to properly talk about Spider-Man: Web of Shadows, I first have to spend a little time talking about Spider-Man 2, developed by Treyarch and published by Activision. Released to coincide with the second Spider-Man movie, it was that rarest of obligatory movie tie-ins: a good one. Not perfect by any means - a lot of the main story missions are impossibly hard, particularly anything involving a fight with Doctor Octopus, the voice acting (with the exception of narrator Bruce Cambell) is horrible, and as far as areas outside of Manhattan to explore in New York, Roosevelt Island isn’t exactly topping many wish lists. But as far as capturing the essence of the character, the fun of being Spider-Man, it excelled. You had all of Manhattan (and yes, the aforementioned land of thrills and chills so exciting it could only be named after a former Rough Rider) for a playground, a realistic-for-the-PS2 recreation of the city swing through for as long as you liked. The main story of the game is more than happy to wait for you while you swing between buildings, answering the random calls for help that spring up around town, foiling bank robbers, and rescuing the occasional lost balloon. I still keep it around, long after hitting the brick wall that is the final fight with the nefarious Doc Ock, if only because there’s few things more relaxing than trapezing through the streets of Manhattan, righting wrongs when I get a bit bored.

Now here’s the thing: Spider-Man 2 came out in 2004, and there hasn’t been a good open-world game starring the wall-crawler since. Last year’s Spider-Man 3 game was roundly viewed as disappointing at best (and the less said about the Wii version, the better - in what world does two park benches and a tree constitute Union Square park?), a rush job pushed out the door by publisher Activision that couldn’t manage to live up to its two-year-old last-gen forebearer. In light of this, Web of Shadows, built by Treyarch with a bit of help from Shaba Games, feels almost like an apology. The web-swinging is better than ever, bolstered with new character animations (you wouldn’t believe how much better it is when Spider-Man runs along side a wall you run him in to rather than flopping uselessly against it) and a camera that swoops and pans around you dramatically while practically never getting confused or stuck behind a wall. New York looks beautiful, opting to look more like the Marvel comics version of the city than the real one, complete with a Daily Bugle that isn’t secretly the Flat Iron building and Stark Tower (!!!). Combat is incredibly fluid, dropping the irritating complexity of past games for simpler combos of buttons that put the weight of successful fighting on timing rather than pressing half the controller at once. You haven’t lived until you’ve spent half an hour fighting your way through Manhattan, bouncing from thug to thug without ever touching the ground.

Of course, there is that niggling “almost” up there. The voice-acting is somehow worse in some ways than the uninspired drone Toby Maguire coughed up for the Spider-Man 2 game, with the whiniest voice actor to ever whine filling the starring role’s tights. The lines being read are every bit as bad, with costars Luke Cage and Black Cat written as Generic Black Friend #3 and Skank At The Party, respectively. The combat is fun and supports many differnt styles of play, especially once you get comfortable switching between the speedy red and blue suit and the more powerful, slower black suit, but it’s all there is. The crux of each of the game’s three acts is built around fighting visually different enemies that by and large all fight one of three ways, creating a fun but incredibly repetitive experience. The game is also buggy as hell - hit a wrecked car in the third act to make it explode, and it’s just as likely to disappear on impact, popping out of sight while accompanied by a suddenly awkward explosion sound. I picked up the game on sale for $40 and with a pile of credit at Gamestop (what? It was an excuse to finally get rid of Guitar Hero III), and I’m perfectly happy with he amount I paid, but I wouldn’t recommend it to anybody for the full $60 price tag.

Once you get past the horrible voice acting, the bad writing, the repetitive gameplay, and the distracting bugs, however, there’s really something worth seeing. The core of Web of Shadows is strong, the results of Treyarch refining the engine from Spider-Man 2 until it’s finally able to provide the experience they were striving for all along. While the writing built on top of it doesn’t do it any favors, the plot of the game’s story is a lot of fun, slowly building up from the initial fight with Venom on the city streets at the start of the first act to the full-fledged doomsday scenario of the third, complete with smoking buildings, symbiote-consumed people turned monsters wandered the streets, and S.H.E.I.L.D. Helicarriers blowing up the bridges leading in to Manhattan in hopes of quarantining the situation. Without exaggerating too much, the best way to describe the last third of the Web of Shadows is to say it’s the New York-based zombie game you’ve always wanted where, instead of a doomed civilian stuck in a mall, you can do whatever a spider can. The first time you see a besieged car careening through the empty streets, covered in symbiotes trying to beat their way in to the non-infected civilian inside, or the first time the mob of symbiote zombies you were about to pick a fight with are vaporized under a Helicarrier bombardment…. well, it’s a lot easier to overlook the game’s blemishes and just enjoy the ride.

So it’s not perfect. And while playing it, you’ll never quite shake the feeling that, with a little more time, Web of Shadows could have been something truly extraordinary. What we get instead is a flawed by deeply fun game that, if not quite showing us completely, at least gives an idea of what the developers are capable of when not tied down to the plot and release date of a big budget sequel. While I can’t recommend it unconditionally, I can say I happily poured hours up hours in to it over Thanksgiving weekend, zipping through Manhattan in search of new fights to get in to and new sights to see while neglecting my brand new copy of Far Cry 2 and the last push needed in Fallout 3 to reach the endgame. Because while post-apocalyptic D.C. and the African savanna are great places to spend time, neither of them let me web swing through the skyscrapers of New York. And finally, after four years of waiting, I have a new way to do that.

Oh, and in this one? Spider-Man can swim. Top that, Bethsoft.

Fallout 3: The Third Way

It’s very easy in Fallout 3 to stumble in to situations you just aren’t ready for. What’s left of the world has had a good long while to get used to the kill-or-be-killed side of post-apocalyptic living, meaning by the time you arrive on the scene they’ve all formed little gangs to handle gun toting loners like, well, you. Raiders and slavers travel or camp out in groups, wild dogs and mole rats with the size and temperament of boars roam the land in packs, and super mutants have turned the buddy system in to the stuff of nightmares. For the times you find yourself out-gunned and out-classed (something that happens quite often early in the game), there are a few options available for attempting to stave off death.

1. Run. This is the least likely to work. If wild animals are after you, you can bet on them being faster than you. If it’s raiders or mutants, they’ll chase you down for sport. You’ll just die tired.

2. Fight. The VATS system helps even things out, but until you’ve leveled up a bit nearly every fight is going to leave you cut to little ribbons. If you opt to stand your ground, make sure you have plenty of stimpaks and keep a safe place you can recover at within limping distance.

3. Improvise. There are all kinds of things you can use against enemies to take them by surprise. Wrecked cars will explode with just a few bullets put in to their engine, and the various residents of the Wasteland tend hate each other as much as they hate you and will happily tear each other apart upon meeting. There’s every chance you’ll die in the process, but hey, at least it’ll look cool.

Evergreen Mills is in the Midwestern part of the map - make your way north from Tennpenny Tower and you almost can’t help but find it. In a past life it was a quarry of some sort, but now it’s crawling with Raiders, each armed to the teeth and considerably better fighters than the rabble scraping out a life in the Wastes. When I find the camp, I’m at the point skill-wise where I have a choice: I can try to kill them all and loot the place, but it’ll cost me in stimpaks, ammo, and wear on my weapons that I can’t necessarily afford, or I can try to make my way around the camp, hopefully not tip off any of the guards, and come away with nothing. Not trusting my skill with a rifle to be high enough to pick them off from a distance, I’m making my way through the rocks above camp when I notice the solution to all my problems: in the middle of the quarry is an electrified pen, and inside the pen is a Behemoth, a twenty-foot tall super mutant that can kill with a punch and soaks up damage like a sponge.

I hide in the rocks till night settles, watching the guards through the scope of my sniper rifle in opes of a gap in their patrols big enough to squeeze through. At midnight I turn on a Stealth Boy to max out my sneaking ability, put two rounds in to the pen’s generator to blow it up, and skid down the rocks in to the camp proper. Despite my added sneakiness, one of the Raiders spots me just as I make it to the Behemoth’s cage, but by then it’s too late. With the gate open, the Behemoth is free, and he’s angry.

The fighting lasts till sun up, but only because some of the squirrelier Raiders were smart enough to stay out of arm’s reach for as long as they could. Their friends aren’t so lucky - the ground is littered with bodies that were decapitated by a single punch. After a long night of sustained gunfire, the Behemoth still has over half his health left and shows no signs of slowing down. I’ve been watching the whole thing from a safe distance, taking shots every one in a while at the Raiders he can’t get to. After a while the quarry is quiet again with all of its residents dead, leaving the place ripe for looting. Over the course of the fight, I’ve only been hit two or three times and used up maybe a clip of precious rifle ammo. Not bad for a night’s work.

Of course, around now is when the flaw in my master plan becomes apparent. If I leave my hiding place to have a go at all the lovely bodies loaded down with all the ammo, weapons, and bottle caps I’ll need for a while, the Behemoth will turn me in to jelly. I can hit him from range with my rifle, but I don’t have nearly enough ammunition to put him down. The strongest weapon I have is a combat shotgun and forty-nine shells to put in it, meaning my only choice is to get as close as I can while avoiding his reach. I take a shot at his head, causing one of his health notches to fade a bit. He roars back, stomping the ground and kicking a corpse a good dozen feet or so in frustration.

It’s going to be a very long day.

Also This:

I just saw Adult Swim has a new game up on their website, and hey, it’s one I had a (very small) hand in. It’s Dungeons And Dungeons, a side-scrolling leather-em-up through an S&M dungeon gone horribly, horribly wrong. Don’t worry, it won’t bite. Unless you ask nicely, of course.

It’s the latest game from flash auteurs and former employers This Is Pop, and serves as a nice addition to their streak of bizarre and original diversions made for AdultSwim.com. I wrote the proposal for the game and did some meager early design work for it ages ago, and then chipped in a bit of play testing a few months back when it was closer to done. I’m happy to see the thing out in the real world, though I doubt that compares to the feelings of the people who put in the time to actually make the thing. Well done, you bunch of hideous perverts. I hope it makes you all so famous that everybody knows your faces, if only to save you the trouble of telling every parent you meet how many yards you have to keep away from their children.

Imagine Movie Star Is So Totally In Stores Now

Completely forgot to mention this last week, between work being busy and gearing up for four days of doing as little as humanly possible, but hey, lookit: my most recent game is now a real thing you can put your hands on and exchange currency for.

I worked as both producer and lead designer on this one, a combination of duties that, while incredibly rewarding (particularly for the OCD part of me), took up more bandwidth than I consistently had to offer. That said, I’m happy to have had the opportunity, as the lessons learned over the project’s remarkably short schedule have proven to be incredibly valuable. Design is where my heart’s at, but having that skillset tempered with the experience of shepherding the game from start to finish and working firsthand with the publisher is the sort of thing I think anybody wanting to be a game designer should go through. Work-wise, I’m currently moving out of production, working as lead designer on two new projects, and having the importance of clean, realistic design that fits within the time and resources provided drilled in to my by a ticking clock hanging overhead has already paid off. In the long run, not having a day off in June seems like less of a big deal.

Imagine Movie Star is part of Ubisoft’s crazy-successful line of Nintendo DS games aimed at young girls. It’s a rhythm game where players live the life of a movie star they create, going to auditions, attending movie premieres, and generally living the high life while earning new fans for keeping the beat through each challenge. The game also comes with a wide range of customization options, giving the player more freedom to create characters and clothing that’s all their own than any other DS game I can remember seeing. I’m particularly proud of this aspect of the game, as it’s provided us with a wide range of new features to work in to our games at Powerhead.

I understand Ubisoft expects Imagine Movie Star to be something of a Big Deal, and I’ve already seen commercials and a full-page add in Cosmo Girl proclaiming its arrival to the masses. If you’re interested in fulfilling your secret fantasy of becoming a super famous actress with gobs of fans and your own clothing line (or, y’know, need a Christmas present for someone who might be), you can find it at pretty much any place that sells videogame entertainments, including Amazon.

And now, back to work.

Fallout 3: Voices In The Dark

Vault 101, a bomb shelter the size of a small town built inside of a mountain to protect the last of humanity from the threat of nuclear devastation (assuming they could afford a spot, of course), is hardly the only one of it’s kind in Fallout 3. According to my map, there’s a little over half a dozen of the things dotting the wasteland, each presumably waiting quietly for the day when the world is livable enough for them to reopen. While not the most exciting life, it’s hard not to envy them a little - Vault 101 may have been a dull place to grow up, but nobody there ever tried to shoot and/or eat me. For the most part.

Of course, one of the major themes of the Fallout games is that things rarely go the way they’re supposed to. Each Vault I’ve found so far has been more of a tomb, a disaster area brought on by whatever social experiment Vault-Tech was running there or from outside influences. Sometimes there are survivors, like the people in Vault 106, driven mad from some sort of experimental gas, or the Gary’s of Vault 108. Sometimes there’s no one left, like Vault 92, an artist’s community where the residents swapped their instruments for laser pistols and tore each other apart. Whatever their story, the Vaults offer some of the most haunting and atmospheric locales in the game, creating a sense of dread that’s impossible to get away from. From the moment you step in to a Vault you can’t help but feel watched, and the feeling sticks with you even after you’ve killed every living thing just to be on the safe side.

While the original inhabitants of Vault 87 are all dead, the results of their experiments are still wandering the halls. the place is absolutely rotten with super mutants, hulking green-skinned monsters that used to be human and now stalk the Wasteland looking for people to kill and eat (if they’re very lucky) or to kidnap and turn in to more super mutants. They’re bad enough outdoors, where you at least have the option of running away, but underground it’s just you and them in a tight hallway, and they tend to be carrying a mini-gun. Lucky, I’ve poured a lot of skill points and perks in to the fine arts of sneaking around and shooting people in the head, so I’m able to take out most of them before they even know I’m there.

I’m deep in Vault 87 when I hear someone crying for help. It’s muffled and a little odd sounding, but given the circumstances that’s pretty easy to understand. I round the corner at a jog, figuring any one who’s still alive in here will need to be gotten out in a hurry, which means I don’t see them till they’ve already opened fire: two super mutants, both carrying assault rifles, both laughing maniacally as they cut me to ribbons. I get a few shots off before retreating, ducking in to a side room and activating a Stealth Boy cloaking device to keep them from finding me. After a bit of healing up and a lot of cursing, I creep back up to the corner. I hear the cry for help again, only this time it’s followed by a guttural laugh. One of the super mutants congratulates the other on his hummie impression, and wonders if they can trick more meat in to coming down here.

I pop around the corner and shoot them both in the head before they can react. Once the hallway is quiet and relatively safe again, I pick my way past their bodies to find there’s nothing else to see. There’s nobody else here, no survivor of Vault 87, no kidnappee about to be experimented on, nothing. Just me and the super mutants, laughing in the dark.