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	<title>Expertologist &#187; Games</title>
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	<link>http://expertologist.net</link>
	<description>A blog about game design.  Mostly.</description>
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		<title>D-A-Y-J-O-B</title>
		<link>http://expertologist.net/2007/11/23/d-a-y-j-o-b/</link>
		<comments>http://expertologist.net/2007/11/23/d-a-y-j-o-b/#comments</comments>
		<pubDate>Fri, 23 Nov 2007 06:48:54 +0000</pubDate>
		<dc:creator>chrislamb</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Things What I Made]]></category>

		<guid isPermaLink="false">http://expertologist.net/?p=60</guid>
		<description><![CDATA[I promised last post to talk a little about CSI:  Dark Motives for the DS and what exactly I do.  There&#8217;s a bit of a balancing act to be maintained here, as on one hand I need to not step on any of the NDAs that rule my life, and on the other [...]]]></description>
			<content:encoded><![CDATA[<p>I promised last post to talk a little about <em><a href="http://www.amazon.com/UBI-Soft-16179-CSI-Motives/dp/B000Q4SRBO/ref=pd_bbs_sr_1?ie=UTF8&#038;s=videogames&#038;qid=1195798431&#038;sr=8-1">CSI:  Dark Motives</a></em> for the DS and what exactly I do.  There&#8217;s a bit of a balancing act to be maintained here, as on one hand I need to not step on any of the NDAs that rule my life, and on the other I don&#8217;t want to bore the shit out of you.  I&#8217;ll try to kep it short.</p>
<p>I work for <a href="http://powerheadgames.com/">Powerhead Games</a>, one of the precious few developers of console games in New York City.  The company has been around since about 2000, and is based on the very edge of Chelsea on what used to be Tinpan Alley.  It&#8217;s now the place to get counterfeit clothes and purses or to see a firetruck every day around 5 p.m.  The company specializes in games aimed at young girls, and has created a wide variety of successful titles for the Gameboy Color, Gameboy Advance, and DS systems that do just that.  I was brought on last March as a freelance producer for <em>CSI</em>, a port of a rather successful PC game from a few years ago.  I was brought on full time in October, and when the offer was made I had no reservations at all &#8211; I love where I work, the people I work with are great, and I can&#8217;t think of a better place in the city to be making games.  My official title is Producer, but since coming on full time I&#8217;ve done as much &#8211; if not more &#8211; game design as I did before.  It&#8217;s a near-perfect blend of responsibilities for me, allowing me to create designs and then oversee their development over the course of the project.  Before Powerhead, I had no idea where I wanted to go in games.  Now I have a goal in mind, and that goal is named &#8220;Creative Director&#8221;, an ideal (for me, at least) blend of design and production responsibility.  We&#8217;ll see.</p>
<p><em>CSI</em> was a whole new world for me &#8211; I had handled some production chores for Flash games, overseeing a few months&#8217; worth of development on a couple of titles, but nothing like seeing a console game from start to finish &#8211; the learning curve for a good long while was more like a right triangle, and every day brought something new to learn.  That combined with an extremely short development schedule made for a trial by fire in every sense of the word, and it&#8217;s no exaggeration to say I wouldn&#8217;t have made it all without the help of my insanely talented team and an understanding boss.  Like I said before, our game is a port, a version of a pre-existing game for a console other than the one it was originally created for.  In <em>CSI&#8217;s</em> case, this meant taking a 1.5 GB game and squeezing it into less than a quarter of that space.  The results were better than anybody could have hoped for &#8211; the amount of video in the game, the clarity of the text system, and the UI enhancements that appear in our version were mere pipe dreams at the beginning of the project.  I don&#8217;t think it&#8217;s going too far to say that our DS game looks and plays better than the original PC version, which is something I&#8217;m extremely proud of.  It was an intense project with more than a few very late nights, but I think the work we put in shows in the final version.  Other people must think so too, as the game is doing rather well &#8211; currently it&#8217;s the sixteenth most-popular &#8220;Adventure&#8221; game on the DS, a category broad enough to include other point-and-click titles as well as the most recent Mario and Zelda titles, Pokemon, and a bunch of others.  Yeah, it&#8217;s just a port of a game based on a kind of silly TV show.  But it&#8217;s a goddamn <em>good</em> one, and my only regrets are the other improvements there weren&#8217;t time for.  Maybe with the next one, yeah?</p>
<p>Currently, I&#8217;m working on a number of things I can&#8217;t talk about at all.  So instead of talking about them, I&#8217;m probably going to start spending more time here thinking out loud about games from a number of different angles, including design, theory, culture, and anything that strikes my fancy.  Games are my life, and while there&#8217;s a lot of talk already about them there aren&#8217;t a lot of discussions I&#8217;m very interested in participating in.  So I thought I&#8217;d start some of my own.</p>
<p>In the meantime, <em><a href="http://www.amazon.com/UBI-Soft-16179-CSI-Motives/dp/B000Q4SRBO/ref=gfix-ews-form">CSI:  Dark Motives</a></em> for the Nintendo DS is out there on the internets and in stores, ready and waiting to keep you or the CSI fan in your life who has everything company this holiday season.  Think of us as fight the good fight, both on tomorrow&#8217;s Black Friday and beyond.</p>
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		<title>Monday Flash:  A Tribute</title>
		<link>http://expertologist.net/2007/11/20/monday-flash-a-tribute/</link>
		<comments>http://expertologist.net/2007/11/20/monday-flash-a-tribute/#comments</comments>
		<pubDate>Tue, 20 Nov 2007 06:48:51 +0000</pubDate>
		<dc:creator>chrislamb</dc:creator>
				<category><![CDATA[Flash Games]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Things What I Made]]></category>

		<guid isPermaLink="false">http://expertologist.net/?p=58</guid>
		<description><![CDATA[Two short but sweet games for you this week.  They&#8217;re from rather disparate genres, slapped together here due to their ever-so-sleight simularities to other games that are important to me at the moment.
First is Super Serif Brothers, which is exactly like Super Mario Bros. if there were only one of them and he were [...]]]></description>
			<content:encoded><![CDATA[<p>Two short but sweet games for you this week.  They&#8217;re from rather disparate genres, slapped together here due to their ever-so-sleight simularities to other games that are important to me at the moment.</p>
<p>First is <em><a href="http://www.foon.co.uk/farcade/ssb/">Super Serif Brothers</a></em>, which is exactly like <em>Super Mario Bros.</em> if there were only one of them and he were the letter &#8220;I&#8221; rather than a portly plumber with a tendency to dress as a racoon.</p>
<p><center><img src="http://expertologist.net/pretty/albums/userpics/10001/normal_superserifbros.png" alt="" /></center></p>
<p>Pound signs (#) serve as the generic building blocks of levels, meaning anyting that isn&#8217;t a pound sign is special.  Special characters can be used to navigate the level by serving as platforms, switches, exits, or things to collect.  It&#8217;s simple fun, with some of the later levels getting pretty tricky.  Miyamoto would be proud.</p>
<p>The real gem here, though, is the Level Pit, an ever-growing coloection of user created levels offering a vast array of challenges ranging from beginner to impossible.  At the time of writing thre&#8217;s 3,556 of the things, all of which can be played for free.  You can also play with the level editor (free and browser-based as well) if you fancy making and uploading your own.  Like many other Flash games its simple appearance hides significant depth, and in this case the creators have managed to build a healthy and growing community around a simple browser game with no graphics and nearly limitless possibilities.  Take note, MMOs:  if you want your users to stay, give them the ability to make their own toys.</p>
<p>Next is <em><a href="http://www.atrianglemorning.com/games/flash.php">Which Way Adventure,</a></em> a choose-your-own-adventure game about nuclear annihilation, time travel, lady acrobats and manticores.  Sometimes all at once.</p>
<p><center><img src="http://expertologist.net/pretty/albums/userpics/10001/normal_whichway.png" alt="" /></center></p>
<p>Your options are truly limitless, provided you&#8217;ve ever wanted to destroy Western civilization, ride the rails as a hobo indefinitely, become a shoe cobbler&#8217;s apprentice, or be devoured by a manticore.  In fact, no matter which way your journeys take you, odds are good you&#8217;ll wind up at the wrong end of said manticore, proving once again that art imitates life.  Largely worksafe, depending on how your boss feels about crudely drawn cartoons of toppless circus women.</p>
<p>The reference here is only slightly less tenous than the <em>Super Serif Brothers</em> = <em>Super Mario Bros.</em> = <em>Mario Galaxy</em> one above.  Tomorrow sees the commercial release of <em>CSI:  Dark Motives</em> for the Nintendo DS, a port of the PC game from a few years ago of the same name that I produced.  It might not seem like a lot, but this is kind of a huge thing &#8211; it&#8217;s a real thing in a real box on real store shelves, and it has my name in the credits section.  I&#8217;ll talk more about it &#8211; and my actual job thing, which I just realized today I haven&#8217;t so much mentioned here before &#8211; over the next few days when I&#8217;m less about to pass out.  In the meantime, if you or anybody you know are fans of the show or like playing detective in the style of the adventure games of yore, <em>Dark Motives</em> can be found at better videogame stores or via this handy <a href="http://www.amazon.com/UBI-Soft-16179-CSI-Motives/dp/B000Q4SRBO/ref=pd_bbs_sr_1?ie=UTF8&#038;s=videogames&#038;qid=1195541176&#038;sr=8-1">Amazon link.</a></p>
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		<title>Mario Galaxy:  First Thoughts</title>
		<link>http://expertologist.net/2007/11/13/mario-galaxy-first-thoughts/</link>
		<comments>http://expertologist.net/2007/11/13/mario-galaxy-first-thoughts/#comments</comments>
		<pubDate>Tue, 13 Nov 2007 23:18:35 +0000</pubDate>
		<dc:creator>chrislamb</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Mario Galaxy]]></category>

		<guid isPermaLink="false">http://expertologist.net/?p=57</guid>
		<description><![CDATA[First thing, right out of the box?  Nobody does it like Nintendo.  No other developer makes games that show such graceful understanding of how a game should play, from the way the controls just melt into your hands to the complex actions they coax out of running, jumping, and spinning.  Margret Robinson [...]]]></description>
			<content:encoded><![CDATA[<p>First thing, right out of the box?  Nobody does it like Nintendo.  No other developer makes games that show such graceful understanding of how a game should play, from the way the controls just melt into your hands to the complex actions they coax out of running, jumping, and spinning.  Margret Robinson had it pegged in the first paragraph of her <a href="http://www.eurogamer.net/article.php?article_id=86873">Eurogamer review</a> &#8211; <em>Mario Galaxy</em> plays like a treasure from another world, a place where the arrival of <em>Mario 64</em> ten years ago led to a revolution in the way games are thought about rather than a number of companies cancelling their in-the-works platformers out of shame.  It delights and at the same time enrages; I can&#8217;t believe I&#8217;m lucky enough to play something this good, and I can&#8217;t believe the crap I&#8217;ve let fill my time while waiting.</p>
<p>Gameplay is hard to describe outside of elaborate hand gestures and excited sounds.  Stars are hidden in small glaxies scattered throughout the universe, and it&#8217;s up to you to go find them.  Each galaxy has its own notion of how little things like gravity and physics work, and despite a few shared elements here and there no two bits are every truly the same.  Travel to each galaxy and between planetoids is handled by launching Mario into space, where he swoops and spins like he was born to it.  After playing through nearly a fifth of all the game offers (I started at 11:30 and just now looked up), there&#8217;s fair evidence that this is where he belonged all along.</p>
<p>It&#8217;s a beautiful, beautiful game.  The visuals are the best the Wii&#8217;s seen yet, and while no one voice will ever silence the hardcore critics and their flabbergasted rage at Nintendo&#8217;s &#8220;for teh kiddies&#8221; approach to next-gen hardware, it should quiet more than its share of outcry.  You really must play it to understand the heaps and mounds of <a href="http://www.metacritic.com/games/platforms/wii/supermariogalaxy">praise</a> it&#8217;s getting in the press, because nothing else will show you just how right they&#8217;ve gotten it.  <em>Mario Galaxy</em> is a triumph from the word go, and the little bit I&#8217;ve seen so far has already provided some of my favorite game moments of the year.  Now to go find some more.</p>
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		<title>When Sea Critters and Pony Jokes Collide</title>
		<link>http://expertologist.net/2007/11/07/when-sea-critters-and-pony-jokes-collide/</link>
		<comments>http://expertologist.net/2007/11/07/when-sea-critters-and-pony-jokes-collide/#comments</comments>
		<pubDate>Thu, 08 Nov 2007 04:47:36 +0000</pubDate>
		<dc:creator>chrislamb</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Things What I Made]]></category>

		<guid isPermaLink="false">http://expertologist.net/?p=55</guid>
		<description><![CDATA[If you&#8217;re the sort who swings through the downloadable games portion of Nickelodeon&#8217;s web site from time to time, you might notice that SpongeBob&#8217;s Atlantis Squarepantis SquareOff is now available for download.  And were you to look at the credits for it (after grabbing the free demo or slapping down some cash for the [...]]]></description>
			<content:encoded><![CDATA[<p>If you&#8217;re the sort who swings through the downloadable games portion of Nickelodeon&#8217;s web site from time to time, you might notice that <em>SpongeBob&#8217;s Atlantis Squarepantis SquareOff</em> is now available for <a href="http://arcade.nick.com/nick/gameinfo.jsp?s=SpongeBobSquare">download</a>.  And were you to look at the credits for it (after grabbing the free demo or slapping down some cash for the full game), you might notice my name in there along with a bunch of other really talented people.</p>
<p><center><img src="http://expertologist.net/pretty/albums/userpics/10001/normal_SASS.png" alt="" /></center></p>
<p><em>SpongeBob&#8217;s Atlantis Squarepantis Squareoff</em> &#8211; or <em>SASS</em>, as I will henceforth be calling it &#8211; was made by the good folks over at <a href="http://popandco.com/">Pop&#038;Co</a> (now calling themselves This Is Pop).  Pop gave me my first real job in games, (see also:  <em><a href="http://www.adultswim.com/games/biblefight/index.html">Bible Fight</a></em>), and they do some of the prettiest web and downloadable games work of anybody out there.  I was around for a lot of the early work on <em>SASS</em>, including early design stuff, putting together the Game Design Document, and writing the script for the game.  The script, much like the game itself, has changed a bit since I last saw it, but that&#8217;s only natural over the course of development.  From the bit I&#8217;ve played of the final product it looks like more of my dumb jokes survived than probably should have, so I&#8217;m happy.</p>
<p><em>SASS</em> is all about turn-based combat, with SpongeBob&#8217;s moves &#8211; that is, walking, attacking, defense, etc. &#8211; handled by cards you find along the way by defeating enemies, opening chests, winning mini-games, and smashing things.  While you can only carry so many cards with you at a time, you can pick and choose which ones come along for the ride between each level, allowing you to try different combinations until your underwear is stuffed with an unbeatable arsenal.  <em>SASS&#8217;s</em> story is about the villainous Plankton taking over the long lost city of Atlantis as part of his latest evil scheme to rule the ocean floor with an iron flagellum, and as SpongeBob it&#8217;s your job to stop him.  The parallels to our nation&#8217;s own real-world woes are doubtlessly clear.  There are something like fifty levels, loads of enemies, and gobs of cards to find and experiment with.  There is also, if memory serves, a <a href="http://i91.photobucket.com/albums/k292/bekster3/untitled-5.jpg">sea bear.</a>  The game is PC-only, so Mac users are out of luck, but it runs nicely via bootcamp if you&#8217;re down with that sort of thing.</p>
<p>I had moved on from Pop before the game was really in a playable state, so it&#8217;s really great to see the final result of everbody&#8217;s hard work for what is essentially the first time.  Kudos, Pop peoples, on a job well done.</p>
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		<title>Meet The Demoman</title>
		<link>http://expertologist.net/2007/10/09/meet-the-demoman/</link>
		<comments>http://expertologist.net/2007/10/09/meet-the-demoman/#comments</comments>
		<pubDate>Tue, 09 Oct 2007 13:52:35 +0000</pubDate>
		<dc:creator>chrislamb</dc:creator>
				<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://expertologist.net/?p=47</guid>
		<description><![CDATA[As promised, a new Team Fortress 2 profile.  I give you the Demoman.

I can&#8217;t decide what I like more:  that the moves he pulls in this clip &#8211; bouncing grenades off walls to kill an opponent, covering a doorway in mines &#8211; are all completely doable in the game itself, or the entire [...]]]></description>
			<content:encoded><![CDATA[<p>As promised, a new <em>Team Fortress 2</em> profile.  I give you the Demoman.</p>
<p><center><embed src="http://www.youtube.com/v/rNM4eFsX68Y" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></center></p>
<p>I can&#8217;t decide what I like more:  that the moves he pulls in this clip &#8211; bouncing grenades off walls to kill an opponent, covering a doorway in mines &#8211; are all completely doable in the game itself, or the entire last minute of the video that had me laughing out loud at far too early this morning.</p>
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		<title>On Bullet Smarts, Inventing Fighting, And Beauty</title>
		<link>http://expertologist.net/2007/10/03/on-bullet-smarts-inventing-fighting-and-beauty/</link>
		<comments>http://expertologist.net/2007/10/03/on-bullet-smarts-inventing-fighting-and-beauty/#comments</comments>
		<pubDate>Thu, 04 Oct 2007 04:41:26 +0000</pubDate>
		<dc:creator>chrislamb</dc:creator>
				<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://expertologist.net/?p=46</guid>
		<description><![CDATA[Speaking of Team Fortress 2 (as I haven&#8217;t been, with the exception of a link in last night&#8217;s Halo 3 ramble), in addition to being probably the best contender for multiplayer game of the year developer Valve has come up with some of the smartest advertising for the game I&#8217;ve seen in a long, long [...]]]></description>
			<content:encoded><![CDATA[<p>Speaking of <em>Team Fortress 2</em> (as I haven&#8217;t been, with the exception of a link in last night&#8217;s <em>Halo 3</em> ramble), in addition to being probably the best contender for multiplayer game of the year developer Valve has come up with some of the smartest advertising for the game I&#8217;ve seen in a long, long time.  See, <em>TF2</em> is, as the name would suggest, an online game that pits two teams against each other in the name of penetrating the other guy&#8217;s fort, stealing their briefcase full of McGuffin-y secrets, and then doing everything in your power to get it back to your fort without becoming a red stain on the wall.  Think Capture The Flag for the spy set and you&#8217;re pretty much there, only now toss in actual spies (complete with dignified suits, omnipresent cigarette between their lips and menacing ski masks), mad, gigantic Russians with gatling guns the size of their arms, stone cold snipers wearing their sociopathy on their sleeves, mad scientists turned field medics,  engineers with a turret fetish and four other character classes packing their own unique abilities, arsenals, and emergent play styles.  It&#8217;s a multiplayer shooter they way they always should have been done, one that abandons the gritty photo-realism of <em>Counter Strike</em> for exaggerated cartoony silhouettes as instantly recognizable on the field of battle as they are unforgettable away from it.  <em>TF2</em> has put more effort into making sure there isn&#8217;t a wasted or less-important class than any other game of its type I can think of, creating a cast of characters that just begs you to step out of your personal murderous safety zone and try some one new on for size.</p>
<p>Embracing that, Valve are steadily releasing a series of trailers that each shine a light on a different character.  There are only three so far, and with the game&#8217;s release right around the corner (next week, in fact), I&#8217;m scared to death there won&#8217;t be any more.  Each character interview so far is a genuine delight, managing to turn the thrill of playing these classes into a tangible personality.  It&#8217;s to the point that I can&#8217;t help but wonder how many role-playing enthusiasts will be drawn to the game &#8211; more so than any <em>Halo 3</em> death match with a dozen differently colored Master Chiefs trying to kill each other, <em>TF2</em> has gone out of its way to involve the player in every way possible, and that very much includes picking not just the character class you want to play as, but the character itself.  I don&#8217;t know what character I&#8217;m going to end up as; the support classes of the Medic and Engineer are both very interesting, but so are the fleet-footed Scout and rampaging Demoman.  But you can bet I&#8217;m going to put each through their paces before settling on one, and even then it&#8217;ll probably only be a matter of time before I leap to somebody else.</p>
<p>So here, for your viewing pleasure, are the first three introduction videos.  As others appear I&#8217;ll probably throw them up as well.  Even if you have no interest in the game you should go on and watch them, as they&#8217;re  all very well put together and very, very funny.  Particularly the Soldier and his unique interpretations of Sun Tzu.</p>
<p><center><br />
<embed src="http://www.youtube.com/v/mY5qJHZCz2I" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></p>
<p><embed src="http://www.youtube.com/v/QbZOeGyd61E" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></p>
<p><embed src="http://www.youtube.com/v/NJzRGrQ8_Gs" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></p>
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		<title>Games Not Starting with &#8220;Video&#8221;</title>
		<link>http://expertologist.net/2007/09/16/games-not-starting-with-video/</link>
		<comments>http://expertologist.net/2007/09/16/games-not-starting-with-video/#comments</comments>
		<pubDate>Mon, 17 Sep 2007 02:55:38 +0000</pubDate>
		<dc:creator>chrislamb</dc:creator>
				<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://expertologist.net/?p=41</guid>
		<description><![CDATA[In the midst of getting all excited over the latest digital wonders taking up both shelf and pocket space last post, I completely forgot to mention all the card and board games I&#8217;ve played lately.  Card games in particular have completely taken over work, as all three of our in-house projects are more or [...]]]></description>
			<content:encoded><![CDATA[<p>In the midst of getting all excited over the latest digital wonders taking up both shelf and pocket space last post, I completely forgot to mention all the card and board games I&#8217;ve played lately.  Card games in particular have completely taken over work, as all three of our in-house projects are more or less done at the moment and we&#8217;re all looking for something to do that doesn&#8217;t involve staring at a screen.  So from memory, some of the latest and greatest installments in our analog renissance are:</p>
<p><em>Unspeakable Words</em> &#8211; From James Ernest, he of more <a href="http://www.cheapass.com/">Cheapass Games</a> than you can throw a decent-sized table at, comes a word game as simple and fun and skidding down the slippery slope that leads to the gaping jaws of madness.  <em>Unspeakable Words</em> is no mere spelling game, see &#8211; it&#8217;s a spelling game with Elder Gods, sanity checks, and little Cthuhlu tokens representing how few of your marbles are left.  Each player has a hand full of letter cards, and each letter card is worth a number of points depending on how many angles it has.  On their turn, players use the letters in their hand to spell words that are at least three letters long and haven&#8217;t been used by another player.  Once the word is on the table, the point value of each card is added up to determine their score for the turn.  The first player to a hundred points wins.</p>
<p>The catch is that after a word is put down and the points totalled up, the player has to roll a twenty-sided die for a sanity check.  If the die roll is higher than the point value of their word, they&#8217;re fine.  If it&#8217;s lower, they lose a sanity point and stray ever closer to that which man was not meant to know.  Simple and addictive, it&#8217;s a fun little game that both rewards a well-rounded vocabulary while punishing those trying to show it off.  It&#8217;s twenty dollars new, but between the great card illustrations (each letter is accompanied by an Elder God) and thirty little Cthuhlu figures, the game&#8217;s practically paid for before you even get to play it.</p>
<p><em>Kung Fu Fighting</em> &#8211; Many card and board games encourage a bit of roleplaying to help enrich the play experience, but few reach into each player and coax it out themselves.  During a round of <em>Kung Fu Fighting</em> it&#8217;s all but impossible to avoid adopting the overblowing speaking style of the vocal dubbing greats or insult your opponents in the most round about ways (&#8220;Foolish is the monkey who tells the tiger he cannot have his meat&#8221; is quickly becoming a personal favorite put down).  In <em>Kung Fu Fighting</em>, each player takes on the role of a Kung Fu master equipped with all the requisite punches, kicks, stances, and weapons needed to avenge any fallen masters dead classmates you might have handy.  Each turn you can assume a stance, select a weapon, and launch one attack against another fighter.  While stances and weapons bring their own strengths and weaknesses to the party (the rock-paper-scissors balance to the stances is very nice indeed), the real power comes from the modifiers.  Why throw a punch when you could run up a wall to throw a Flying Invicible Magnificent Punch?  Just like in the movies, each modifier  has to be called out loud before you actually say what you&#8217;re doing, and just like in the movies the entire thing can be undone with a single well-played block card.  If there&#8217;s any issues with the game it&#8217;s that it can drag on a bit once down to the final two players, as you can all but guarantee your opponent has a few block cards put aside for that Flipping Flying Spinning Sword attack you&#8217;re counting on to finish things.  But really, when playing a game that lets you pit your Drunken stance against your friend&#8217;s Dragon while shouting about the lack of honor he brings to this dojo, who cares?</p>
<p><em>Munchkin</em> &#8211; I thought very long and hard about skipping the description here and going with &#8220;Look, just play it already&#8221;, but that would be doing the game a disservice.  For any and all either too perplexed or too put off by <em>Dungeons and Dragons</em> to ever try a game, here is <em>Munchkin</em>, a card game that sends up that most tried and true of roleplaying games without falling into the same traps as its subject matter.  Play is fiendishly simple &#8211; there are two types of cards, Doors and Treasures.  Players take turns kicking down Doors and facing what&#8217;s behind them &#8211; either a monster, a curse, or something else &#8211; and then either loot the room in the form of drawing Door cards into their hand or collecting Treasure for killing monsters.  Each time you kill a monster, you get to go up a level or two, and the first player to level 10 wins.</p>
<p>Were it that easy.  Along the way, you have to deal with your friends stabbing you in the back, cursing you, stealing your weapons or other loot, teaming up against you, throwing more monsters at you for you to fight, and generally being the most malicious bastards imaginable in the name of winning or at least making damn sure you don&#8217;t.  It&#8217;s a game where it&#8217;s never over when you think it is, where decisions made early on can come back to haunt you in unspeakable ways, and where there&#8217;s always something more ridiculous than whatever just happened waiting right around the corner.  On one hand, it cuts games like <em>D&amp;D</em> to the quick by boiling things down to their core elements (fighting monsters, getting loot, leveling up) and making their worst elements commonplace (killer GMs, inexplicably hard encounters, greedy players only interested in winning).  On the other, it makes you see why these games are so damn popular, emphasizing the group and discussion over all.  Hail <em>Munchkin</em> in all its brain-breaking backwards nonsense.</p>
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		<title>Games not ending in &#8220;shock&#8221;.</title>
		<link>http://expertologist.net/2007/09/09/games-not-ending-in-shock/</link>
		<comments>http://expertologist.net/2007/09/09/games-not-ending-in-shock/#comments</comments>
		<pubDate>Mon, 10 Sep 2007 04:27:17 +0000</pubDate>
		<dc:creator>chrislamb</dc:creator>
				<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://expertologist.net/?p=40</guid>
		<description><![CDATA[Coming down from Bioshock (about which thereâ€™s still a good bit to say, provided I ever get around to it), Iâ€™m starting to remember that there are, in fact, other games out there what need playing.  Not only that, but as Fall creeps up on us and the summer drought of top flight titles [...]]]></description>
			<content:encoded><![CDATA[<p>Coming down from <em>Bioshock</em> (about which thereâ€™s still a good bit to say, provided I ever get around to it), Iâ€™m starting to remember that there are, in fact, other games out there what need playing.  Not only that, but as Fall creeps up on us and the summer drought of top flight titles is starting to draw to a close, there are soon to be many, many, things that, if not worth buying outright, will at least deserve some attention.  Thank god for my status as a contractor at work making everything game related a tax write off, eh?</p>
<p>So with the holiday crush looming right around the corner and the dizzying concept of a good month or two where every week brings something new and interesting, I thought Iâ€™d hit on what Iâ€™m playing and what I think about it at the moment.  Yâ€™know, for science.</p>
<p><em>Metroid Prime 3:  Corruption</em> &#8211; Wii:  On one hand, more of the same if you spent any time with the previous two <em>Primeâ€™s</em> for the Game Cube.  On the other, it is <em>the</em> definitive shooter for the Wii, and the sort of game that could easily prove every bit as important to FPS games on the console as <em>Halo</em> did when it first arrived.  The controls are simply perfect â€“ no other console shooter on the market today (and letâ€™s go ahead and extend that through at least the beginning of the new year) has so deftly mimed the speed, grace, and maneuverability of the mouse-and-keyboard control set up, and as long as Microsoft and Sony stick with their traditional controllers itâ€™s hard to see this same experience ever being available on the traditionally more â€œhardcoreâ€ systems.  Nintendo have once again shown not only the potential that lies within their (pardon the pun) revolutionary controller but how well they understand it &#8211; <em>Corruption</em> offers up the most satisfying time on the Wii since, oh, <em>Wario Ware:  Smooth Moves.</em>  Thatâ€™s a bit of a double-edged sword though, of course, as amazing first-party games do little to assure the worries that enough third-party developers will ever come to grips with the motion-sensitive controls enough to keep store shelves full of great new games.  That said, there are a number of third-party games coming slated for the next few months and beyond that Iâ€™m looking forward to, and the optimistic vote says that this first year of the Wiiâ€™s existence has been one of growing pains for a lot of developers out there.</p>
<p>All praise for the controls aside, the gameplay really is more of the same, for better or worse â€“ lots of exploring, lots of backtracking, lots of puzzles to figure out and enemies needing to be killed in a certain way.  While the controls add an interesting flair and very little of their implementation here feels gimmicky, it only helps so much when the frustration begins to set in at another progress blocker requiring you to backtrack or another boss with convenient orbs covering his body to shoot.  Iâ€™m enjoying myself, but Iâ€™m also not spending as much time with it as I thought I would be.  Make of that what you will.</p>
<p><em>Picross DS</em> &#8211; DS:  A simple yet fun puzzle game, and pretty much exactly what Iâ€™ve been in the mood for lately whenever I pick up my DS (actually, what I want is another <em>Rocket Slime</em>, but puzzles are usually another itch that needs scratching).  Each puzzle is made up of a grid with numbers along the top and left sides.  These numbers tell you how many squares within their row or column need to be filled in to create that puzzleâ€™s image.  Itâ€™s a wonderful logic puzzle and bastard addictive, and that it reminds me of the third <em>Indiana Jones</em> movieâ€™s Jehovah-Starts-With-An-I bit only helps.</p>
<p><em>Clubhouse Games</em> â€“ DS:  I was expecting a collection of simple board and card games, which this certainly is.  But itâ€™s also bowling, darts, and a number of other unexpected games each implemented with simple yet graceful use of the touch screen.  A number of titles are locked when you first start playing, encouraging you to try things youâ€™ve never heard of or might not otherwise be excited over, and several games have secret modes or skins that can only be accessed by winning a set number of times.  Toss in online play and itâ€™s the perfect companion for a long trip â€“ not-quite-mindless fun thatâ€™s constantly egging you in to one more round.</p>
<p><em>Skate.</em> &#8211; Xbox 360 (demo):  Iâ€™ve never really liked the <em>Tony Hawk</em> games, though I appreciate the idea behind them â€“ lots of people want to skateboard, but not everybody has the skill/patience/lack of a job or other responsibilities it takes to learn, so yeah, thereâ€™s definitely a place for a skating sim.  Perhaps itâ€™s that my sucking in real life tends to transfer to any time spent with <em>Tony Hawk</em>, or maybe itâ€™s Neversoftâ€™s apparent inability to do anything other than churn out skating games and make me lose interest in <em>Guitar Hero III</em>, but something always put me off about the series and, because thereâ€™s no real alternatives, skating games in general.</p>
<p>But then thereâ€™s the demo for EAâ€™s <em>Skate.</em>, which in the hour I played it (the demo has a time limit on it, presumably to keep you from screwing around forever in free play mode) managed to turn a good portion of my sucking into something that, while not yet mad skillz, could possibly get there one day.  The tutorial mode is incredibly easy going, with the narrator (who only eventually lapses into annoying hip speak rather than drowning in it from the start) walking you through the basic moves and emphasizing the importance of timing when doing tricks.  Itâ€™s here where <em>Skate.</em> really shines, as you soon begin to see how even the most complicated tricks are done by flowing in and out of the same moves you learned at the beginning of the game.  One control stick moves the board, one moves your body, and the triggers handle your arms.  There are the usual time trials and stunt challenges and such, but thereâ€™s also lots of opportunities to just, yâ€™know, skate.  And it turns out thatâ€™s all Iâ€™m really looking for in a skating game.</p>
<p><em>Medal of Honor:  Airborne</em> &#8211; Xbox 360 (demo):  The tired andâ€¦ tired <em>Medal of Honor</em> series gets a rather dramatic overhaul here: instead the usual linear slog through war-torn Europe, <em>Airborne</em> sees you leaping out of a plane and parachuting into the middle of a battle already in progress.  Each battle has a number of things that need doing, and you can choose which to go after first by where you decide to land.  The idea here is itâ€™s your battle, and you can fight it the way you want to, by aiming for the green smoke that indicates an area with lots of friendly forces or dropping right into the heat of battle.  Itâ€™s a good idea in a game that seems to have lots of them &#8211; thereâ€™s an interesting system in place where you become better with weapons as you use them, which leads to faster loading times, better accuracy, and other skill bonuses â€“ but at the end of the day, youâ€™re playing another WW2 game, fighting another bunch of Nazis for the same handful of towns and villages youâ€™ve probably saved a dozen times before.  It really feels like the age of WW2 games is coming to an end â€“ even <em>Call of Duty</em> is making the leap into the modern age, for godâ€™s sake â€“ and itâ€™s hard to tell whatâ€™s the greater shame here:  that <em>Medal of Honor:  Airborne</em> will be largely overlooked as just another Nazi-em-up, or that EA decided to make it one in the first place.  For all itâ€™s gameplay twists, I just canâ€™t get excited about another bunch of Nazis waiting around for me to machine gun them down.  And maybe thatâ€™s the greatest shame of all.</p>
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		<title>Bioshock:  The Downer Ending</title>
		<link>http://expertologist.net/2007/08/31/bioshock-the-downer-ending/</link>
		<comments>http://expertologist.net/2007/08/31/bioshock-the-downer-ending/#comments</comments>
		<pubDate>Fri, 31 Aug 2007 05:25:26 +0000</pubDate>
		<dc:creator>chrislamb</dc:creator>
				<category><![CDATA[Bioshock]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://expertologist.net/?p=39</guid>
		<description><![CDATA[Finished.  Thoughts and spoilers below.

It&#8217;s strange when a game that excels on so many levels ends on a misstep.  After a week of spending some of each night in Rapture&#8217;s wonderfully crafted world, for things to finally come to a head in the form of a by-the-numbers, &#8220;wear the boss down, force him [...]]]></description>
			<content:encoded><![CDATA[<p>Finished.  Thoughts and spoilers below.</p>
<p><span id="more-39"></span></p>
<p>It&#8217;s strange when a game that excels on so many levels ends on a misstep.  After a week of spending some of each night in Rapture&#8217;s wonderfully crafted world, for things to finally come to a head in the form of a by-the-numbers, &#8220;wear the boss down, force him to recharge, hit him when he recharges, repeat&#8221; boss fight is a tremendous curveball &#8211; you don&#8217;t expect a game that so expertly defies so many videogame conventions to end on one of the biggest ever, and rightfully so.  It doesn&#8217;t take away from the rest of the experience, or from the horrifying journey of self discovery (and more than a little self mutiliation) that makes up the last fourth before the big fight, though, and as generic boss fights go it was a good one &#8211; I even got to use the l33t hacker skills that saw me through so much of Rapture&#8217;s challenges one last time.  That said, it was still just a generic boss fight, and it&#8217;s presence in <em>Bioshock</em> is genuinely puzzling.</p>
<p>The denouement immediately after was wonderful, though, and completely in keeping with the rest of the game&#8217;s dark sense of justice.</p>
<p>There&#8217;s at least more than one ending to <em>Bioshock</em>, and which one you get depends largely on how you handle the Little Sisters.  To answer the question I sorta-kinda stepped around in my first post on the game: I harvested all but two of them, trading any hope they might have had at being normal again for the maximum amount of ADAM.  The two Little Sisters I spared lucked out due to morbid curiousity a brief flutter of guilt after the game&#8217;s big moment, respectively, and I like to think they&#8217;ll remember me fondly for that.  The downer ending I received says different.  I&#8217;ve no complaints, though &#8211; I knew what I was getting in to from the beginning, and sealed my fate with that first push of the &#8220;X&#8221; button with only the tiniest bit of regret.</p>
<p>The final verdict?  Game of The Year, hands down.  Quite possibly Game of The Next Several Years, as it&#8217;ll probably be a good long while before anybody comes out with its equal.  It&#8217;s not perfect &#8211; there are a few jarring moments story-wise, and while they&#8217;re eventually explained (mostly) some exposition from the voice on the other end of your radio wouldn&#8217;t have hurt.  The hacking mini-game is something you&#8217;ll either love, put up with, or hate.  It struck me as odd at first, but the more time I spent turning Rapture&#8217;s various security devices into my own robot guards of death the more I grew to like it.  There are a few other things that could probably be picked at if you wanted to be well and truly annoying, but why would you?  It&#8217;s a brilliant game, the sort that, in a perfect world, would silence all &#8220;games are art/not art&#8221; arguments once and for all.  It makes me proud of the industry I work in and a little embarassed at the same time, and I hope it leaves a lot of other developers with the same feeling.  Should all games be <em>Bioshock?</em>  God, no.  But in its wake there&#8217;s no excuses not take chances, to build on mechanics players are familiar with in exciting new directions.  For all it&#8217;s art, this isn&#8217;t an &#8220;art game&#8221; like <em>Rez</em> or <em>Shadow of the Colossus</em> &#8211; it&#8217;s a shooter.  The story is there if you want to engage with it, the consequences of your choices there to be weighed if you want to consider them, but if none of that interests you then hey, you still get to shoot stuff and brain folks with a wrench.</p>
<p>Irrational have a lot to be proud of.  A company couldn&#8217;t ask for a finer swan song, and (in a just world) its universal acclaim and robust sales should help ensure that their new life as 2K-Boston/Australia will provide them with the support they need to pursue future projects without taking away any of the freedom they need to get there.  In the meantime, there&#8217;s always more of Rapture to see, alternate endings to discover, and different play styles to try.  I have <em>Metroid Prime 3:  Corruption</em> waiting in the wings as the perfect shooty pallet cleanser, and then it&#8217;s back to Rapture for another go.</p>
<p>I genuinely can&#8217;t wait.</p>
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		<title>Bioshock:  Can&#8217;t Stand Up For Falling Down</title>
		<link>http://expertologist.net/2007/08/26/bioshock-cant-stand-up-for-falling-down/</link>
		<comments>http://expertologist.net/2007/08/26/bioshock-cant-stand-up-for-falling-down/#comments</comments>
		<pubDate>Sun, 26 Aug 2007 23:44:13 +0000</pubDate>
		<dc:creator>chrislamb</dc:creator>
				<category><![CDATA[Bioshock]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://expertologist.net/?p=36</guid>
		<description><![CDATA[A much smaller entry this time on a no less wonderful moment found in the game.  More after the jump.

You spend a lot of time in Bioshock looking for things to keep you alive.  The most useful items for this are pretty obvious:  first aid kits fill your health bar, and EVE [...]]]></description>
			<content:encoded><![CDATA[<p>A much smaller entry this time on a no less wonderful moment found in the game.  More after the jump.</p>
<p><span id="more-36"></span><br />
You spend a lot of time in <em>Bioshock</em> looking for things to keep you alive.  The most useful items for this are pretty obvious:  first aid kits fill your health bar, and EVE hypos give you more juice for using Plasmids.  But there&#8217;s more to it than that &#8211; in a lovely stroke of world building, the developers have filled Rapture&#8217;s ruins with all manner of other things to help you along.  Bags of chips, cakes, and bread fill your health while candy bars and coffee up your EVE levels.  Cigarettes take away from your health but boost your EVE, while any of the many bottles of liquor lying around cost you a small bit of the Plasmid juice in exchange for health and game world going wobbly for a bit.  Drink enough and you can become very, very drunk, stumbling into walls and debris as the room swims around you.  Combined with the loss of EVE, it&#8217;s a nice bit of balance to keep players from freely imbibing their way to full health meters as they make their way through the game.  Or rather, it was.</p>
<p>While running through the caberet-gone-mad area known as Fort Frolic, I stumbled on to a Plasmid called Booze Hound.  With Booze Hound equipped, your body learns to process alcohol better, meaning you gain EVE instead of losing it.  You can still get drunk, which leaves you extremely vulnerable if any Splicers show up, but who cares?  You can still get drunk.</p>
<p>And that&#8217;s why, when I was low on health and EVE, I ran for one of Rapture&#8217;s bars.  Reprogramming the nearby security system to attack any one that wasn&#8217;t me, I settled in to the bar&#8217;s well-stocked storage room and started grabbing bottles.  Somewhere Bobby Darin played on a record player, and from a small window I could watch fish swim past a lonely corpse on the ocean floor.  Even with the occasional sound of gun fire as some poor Splicer stumbled in front of one of my security cameras, it was the most relaxing time I&#8217;d had since coming to the city.</p>
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