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FEATURED VOXPOP Starling
E3: PC or rather about the lack of it
By Starling
Posted on 06/15/13
E3 2013 has been very silent for me. There's tons of media, but most of it buzzes past my ears without them catching the important keyword that my ears are fine tuned to receive: "PC" or "Personal Computer". Microsoft, Sony, EA and Ubisoft have all shown their cards...

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RPGs: The Cliche Male Protagonist
Posted on Saturday, November 3 2007 @ 22:20:36 Eastern

As to why male protagonists in RPGs have become cliche, I find that the gameplay in RPGs restricts the main character more than anything else. It's still about a character who defeats monsters for experience, gains money to buy better and better weapons and armor, defeats progressively more difficult bosses, gains access to more places for exploration - you get the drill. There's little room for a character other than a young male protagonist that follows the traditional male hero archetype to tell the story with how the gameplay traditionally progresses.

One reason why Hayao Miyazaki uses female heroines, with the exception of Princess Mononoke, is his affirmation that they allow for more emotional development than a male one. The development of masculinity from boyhood to manhood is rigidly classical, so trying to tack on some emotional richness usually ends up failing. And in an industry where male protagonists rule, the gameplay has only had to cater to those male story arcs. Even silent protagonists have a Clint Eastwood quality, where silence not only allows the player to enter the shell of the main character more easily, but can remain unemotional in the face of danger and war - stemming from the fact that men are more easily emotionally flooded than women. Silence (and pithy) is a natural defense that men can identify with more easily than talky and whiny.

I find it fascinating that Suikoden III works a large part because of Chris, a woman in a knightly role but still is feminine without being overtly sexified. Without her, the story would have had been led by two male archetypes, Hugo (boyhood into manhood) and Geddoe (the silent type). This isn't to say that Hugo's and Geddoe's story arcs were generic, because they were developed quite well (the manga is great, by the way). It's just that the addition of the other gender, along with the drama of warring factions and experiencing different points of view, turns what might have been a common story on its side.

Now, I'm not saying that adding a woman will solve the problem. It's that our ideas on the male action hero and how we want that male hero to be confines the story and its emotional depth - and all of that is encompassed by how the gameplay is structured in a way that tracks classical male development. Trying to tell the story of the "serious" yet more passive, gentler, romantic, or melodramatic male - that of Bill Murray's character in Groundhog Day or Tom Hank's character in Sleepless in Seattle - through the predominantly active male protagonist in a video game is near impossible without being sappy and unbelievable.


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Karaoke Not In Vocal Range
Posted on Sunday, October 14 2007 @ 02:55:15 Eastern

As part of Chinese culture, after dinner my friends and I sometimes (not often) head out to a karaoke bar. And several times, I was surprised to find one function that I now wish was in Karaoke Revolution, SingStar, and Rock Band: pitch adjustment. Some karaoke machines allow the singer to change the song's key - notes, melody, and all - to a lower one (by pressing a 'flat' button) or a higher one (by pressing a 'sharp' button).

Looking at the list of songs on Rock Band, I want to sing many of them, but I can't because I'm comfortably a baritone. To sing higher notes in, say, the chorus for Nine Inch Nail's "The Hand That Feeds" and Foo Fighter's "Learn To Fly" - or how about The Hives, Jet, and OK GO in general - I have to go into falsetto. And that's not good to hear.

It would be nice to have some way to adjust the song's key, so that it fits within everyone's vocal range, because hey, it's one thing that's mostly out of our control - and by that, I mean we have to smoke or something to change it. For Rock Band, changing the key for the guitar shouldn't be a problem for anyone - and the drums don't have a key, really. If singing a song will damage my voice and make the rest of my band players fail, then that song probably isn't going to be sung at all. I might sing poorly, but at least give me a fair chance to sing it in the first place.



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On Being First To Beat The Most Difficult Song in Guitar Hero III
Posted on Friday, October 5 2007 @ 19:52:51 Eastern

The Duke jammed out a manifesto on GameRevolution about it, so I'll just give some personal commentary of the feat. I'm not going to brag or prattle or show you some chakra skills. Instead, I'll start how most stories start -- at the beginning.

Activision held a press event for Guitar Hero III at the Clift Hotel in San Francisco, and being only three and a half weeks fresh in my editor shoes, I was still quite a n00b, though I tried not to let that get to me as much as it did at the EA Gamers Day event. In fact, I had a short chat with Brad Shoemaker from GameSpot, and so I felt redeemed from the awkward moment we had during the EA event.

The showcase was separated into two rooms: one for the Xbox 360 version and one for the Wii and PS3. I walked passed the open bar (free drinks!), went to the Xbox 360 room and every station was rightfully taken, so I walked past the bar again, and headed for the other room.

There, no one was playing at the very first station, so I decided to take up the spot. I immediately went into "Free Play" mode and tried my hand at the Expert songs on the last few tiers, just to see how much more difficult it was. I was able to four-star "3's and 7's" by Queens of the Stone Age and "The Number of the Beast" by Iron Maiden on my first try. Some people were watching me as I played it, commented on how crazy I was, and then challenged me to do "Raining Blood" by Slayer.

I failed, mostly because I activated star power in the wrong place. The small crowd left and I began to chill out on "One" by Metallica. Passed that quite calmly.

One thing you should note about me is that when I play Guitar Hero, I'm rather stoic - especially if I'm concentrating and totally in the zone. I don't even see what I'm doing as amazing, since I do it all the time, and I know I can improve. So whenever someone gives me praise, I'm respectful and humble about it. I play Guitar Hero to challenge myself, and though it's cool to impress people with it, I'm pretty zen about it. Besides, GameSpot's Slunks playing Jordan on Expert (pretty much) without looking at the freakin' screen is the most godly thing I've seen yet. One thing that sets me apart from most is that I can usually get through any song in one or two tries - which is good at events like these that last only for about three hours.

So let me not be modest on my achievement any more than it needs to be.

And before I go further, a note to whoever plans these Guitar Hero III events for Activision:

Please do not serve buttered popcorn. They are anti-fret.

After clearing most of the difficult Expert songs, including "Raining Blood", Mike C - the lead designer for the Wii - heard that I was pretty good and had me play an Wi-Fi face-off with another person. I said okay and just let things come, but I felt bad, because the other dude play was playing on Medium. Maybe Mike C saw that I wasn't comfortable with it. Whatever the case, I was challenged by him to get through the most difficult song in the game: "Through The Fire And Flames" by Dragonforce.

I tried it and failed twice. The beginning solo is ridiculous, consisting of just waves of two-note hammer-ons. Mike C tried to relieve me of some embarrassment, commenting that the beta testers had to use an elastic band around for the green button just to get through that section.

But I was determined. And so on the third try, I was able to get through the opener and tear my way through the song. Pull-offs and hammer-ons are easier in Guitar Hero III, which helped me get through the solos (wait... what am I talking about?... the entire song is a solo), but that only made RedOctane feel fine making the notes as insane as possible. As the crowd gathered around me, I got somewhat nervous, though truthfully, I was mostly angry with myself. Star power kept on activating when I didn't want it to, because I held the guitar a bit higher than I usually did. And thus, my downfall... only 90% complete.

Needless to say, I was steaming behind all the wows. Sure, completing 90% on Dragonforce is a feat in itself, but I knew I could, you know, beat the darn thing. I would not my ninja teachers down.

I went into the shadows and practiced on the PS3. And every time, I would get owned and re-owned by the opening section. The buttons aren't as snappy as the ones on the Wii, but I knew it wasn't a complaint that held much water. So I went back to the Wii version and started anew.

On my first try (fourth attempt), I got through the opener and felt like this was the one. The crowd started to gather around me again, and I got into the zone. I didn't care what barrage of shuriken-like notes came at me. I would complete it, and I did. At the end, I had the kind of moment which all Guitar Heroes dream about: praise on a job well done on a job you know is well done.

Here's proof.

So now, I wait for the next person to beat "Through The Fire And Flames" with four, no five, stars. If that person is not already a ScoreHero. As delivered by Neil Wood, Public Relations officer for Activison, I was honored to be (reportedly) challenged by one of the ScoreHeroes at the event. I declined the offer at the time, since I'm not a competitive person by nature. But until Slunks beats it backwards (no pressure, dude), I will be glad to accept it, if any such offer comes my way again.

I mean, just a little Guitar Hero never hurt anyone, right?



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"Being" First To Beat The Most Difficult Song in Guitar Hero III
Posted on Friday, October 5 2007 @ 19:52:29 Eastern

Duke Ferris jammed out a manifesto on GameRevolution about it, so I'm just give some personal commentary of the feat. I'm not going to brag or prattle or show you some chakra skills. Instead, I'll start how most stories start -- at ...   read more...

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Judging The Online Experience Before The Release Date?
Posted on Monday, September 24 2007 @ 19:14:37 Eastern

Yep, one of the harsh realities of reviewing is that games with expansive online multiplayer experiences can\'t be comfortably reviewed in full before their release date. There just isn\'t enough of an online community yet to judge them, so most r...   read more...

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Describe the key.
Posted on Saturday, September 8 2007 @ 14:21:11 Eastern

"A friend of mine asked me these questions while I was in Japan a few years ago, and now I'm asking them to all of you. Make sure you answer them all in order, and do so before reading any other replies, including those from me. It's also bes...   read more...

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What I Can't Consume
Posted on Saturday, August 25 2007 @ 03:33:46 Eastern

Is it wrong that I am more interested in what Rockstar cut from the original Manhunt 2 to have the ESRB finally slap an M rating on it instead of the fact that we "adults" can actually buy it in retail stores now?

To be released ...   read more...

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Oh, Jack.
Posted on Monday, August 20 2007 @ 20:21:17 Eastern

According to Joystiq, Jack Thompson filed the following complaint against Bioshock ads: "Take-Two... is aggressively marketing its newest Mature-rated video game to kids under 17 years of age... On this Friday's night's 8 pm Eastern time airi...   read more...

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Wiki Needs A Fixi (Addendum 1)
Posted on Saturday, August 18 2007 @ 16:07:41 Eastern

Edit: Family Guy link added.

With so many companies obviously "augmenting" their Wikipedia entries for some self-tooting, Wikipedia needs to rectify this edit-fest - and fast. What\'s the point of trying to be an encyclopedia whe...   read more...

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Why Does E3 Have A Problem With Me?
Posted on Friday, August 17 2007 @ 18:54:55 Eastern

I do not understand why E3 chose to close its doors to the public in order to keep the focus on the games. If the games are truly the heart of the convention (which, they are), then the producers could have gotten rid of the glitz and glamor meant so...   read more...

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