Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

Saturday, June 25, 2011

Stability in the IPL

Stability in the IPL
By Mark O’Beirne

eSports is back in favour and with a new flavour: Starcraft 2. Unfortunately, that brings a wave of players, teams, tournaments and cowboys that try to hijack a good thing. In the past, eSports fans and audiences have seen organisations that set their sights too high and fell short on their promises. Their eyes were bigger than their bellies, as the expression goes. Is the IGN Pro League (IPL) just another flash in the pan? Will we see a rumoured five year plan turn into just two seasons?
           
The cynical could say that IGN has money to burn. After all, it is an organisation that comes under Rupert Murdoch’s umbrella. However, that is a double-edged sword. On the one hand, the backing is there to challenge any area that IGN desires. However, Mr Murdoch is a businessman. At the end of the day, if a venture isn’t going to be profitable or doesn’t fit, it will be cut.
           
In spite of this, the first season of the IGN Pro League focused on getting the basics right. The FAQ was upfront with interested visitors. The promise for 2011 was that $110,000 had been allocated to the league. However, just $5,000 was awarded in Season One. Immediately it was acknowledged that to go above this barrier would require more discussion with Blizzard, and that negotiations were underway for future seasons.
           
The ‘Best of the West’ tournament was focused. Sixteen of the best North American Starcraft 2 players were contacted and invited to take part. IGN acknowledged that eSports in America had not yet taken off and tried to rectify this. Money would be one approach but as stated, IGN looked beyond this. The announcement itself contained one very important word: “sustainable”. Instantly, it was recognised that, while IGN could make a short term splash, it is more beneficial to make an impact in the long term.
           
The IGN Pro League promised a polished viewing experience. Spectators have come to expect more and more over the years. Free streams run by volunteers and passionate fans are expected to be lag-free with perfect commentary and professional quality. Within the Starcraft scene, there are other elephants in the room, so to speak. GOMtv set the bar with coverage of the Korean scene. The Major League Gaming (MLG) circuit picked up Starcraft 2 and has become proficient at coverage. The North American Star League (NASL) started recently too, and would be regarded as the IPL’s closest rival. Naturally, IGN had a lot to live up to.
           
IGN’s presentation style almost acts as a tribute to GOMtv and the Korean tournaments. The wonderful hand-drawn player portraits are reminiscent of the usage of player pictures used as part of the opening sequences for Korean broadcasts. IGN is meticulous to include details about players including recent performances and what spectators may have to watch for in terms of playing style. The prelude to games is very spectator friendly with the player details, the map portrait and other subtle elements, such as the player’s name matching the colour that they will be represented by in-game.
           
Many tournaments and broadcasters focus on the event itself and then lose track of what is important. The first season of the IPL has come to a close and with the second season looming, it is vital to continue the hard work. Some tournaments omit the latter rounds in brackets or are found lacking in video uploads. However, for those that could not watch the tournament as it occurred, the IPL site itself is viewer friendly. Player profiles, including performance details, full brackets and a comprehensive video on demand section serve to inform and entertain.
           
IGN is gearing up for the launch of Season Two. The prize fund has increased to a whopping $50,000. This may raise a few eyebrows as eSports fans have seen previous organisations expand too fast and promise the sun, moon and stars. However, IGN appears to have stability in mind.

It must also be recognised that IGN has a team of dedicated and knowledgeable commentators on board. One in particular must be highlighted, not only for his talent but for his dedication to eSports. DJ Wheat has been on the scene longer than he would care to remember. He has been stung in the past, and has seen organisations close their doors despite the promise of longevity. One series recently made the promise of a five year plan that was cut short. If IGN are doing something wrong, the right team of advisors is in place to guide things back on track.

IGN has recognised that Korea is catered for, while Europeans are allowed to compete so long as they fulfil the American criteria. There are plenty of tournaments for Europeans. IGN has spotted a gap in the market and has identified where other organisations have fallen down. With a focus on the spectator as well as the spectacle, the future is promising for the IPL.

Tuesday, May 3, 2011

Not-quite-review Review of The Fancy Pants Adventures


To be honest, I'm not quite sure what to make of The Fancy Pants Adventures. I first got a look at it at the EA Showcase and it seemed like a lot of fun. Then again, I played for about 20 minutes with four players and only touched on the story mode. Instead, we saw challenge rooms and alternative modes such as King of the Hill.

The Fancy Pants Adventures does not seem designed for playing single player, which makes it difficult to review and also difficult to pin down. As a 2D platformer, it looks well but it isn't overly challenging. There are bundles of collectibles but it's like collecting rewards from cereal boxes; it comes down to dumb luck and persistance.


The only reason to play on your own is to get the extra "squiggles" and go for the 100% completion or rewards. However, the levels are designed for multiplayer. Some squiggles are unobtainable unless you work with other people to reach higher platforms. So, while you get to explore more at your leisure in single player, you may not be able to get to places that you find.

This is where the game falls down. It can be a blast playing four player locally. There are some excellent game modes. But, if playing with the wrong crowd, it comes across as a boring title. If you can get the mix of co-operation and competition right, it works out brilliantly. But considering that you need to assist one another to get some squiggles, if people take the competitive element too far then the wheels come off the chariot.


I picked it up instantly when it came out after my impressions at the showcase. My friends haven't been won over so it may only get played locally for short bursts of time. On top of that, it hasn't quite gripped me enough to play through of my own accord.

Monday, May 2, 2011

Review: Unpleasant Horse



The more observant will instantly spot that Unpleasant Horse doesn't quite fall in line with what is expected from Popcap. That is why "4th & Battery" has been created; to act as an indie label to cater for Popcap's strange or marginal ideas. 

The protagonist is the Unpleasant Horse, complete with skull tattoos and a dark mane. But when viewing the title screen, look beyond the fluffy pink background into the sad eyes of the horses beyond and you get an inkling of what is to come.

The initial tutorial is brilliant in a sadistic, dark way. The basic mechanics are explained simply - touch the screen to jump to a cloud, or make a leap of faith if you are that way inclined. Then the line of, "Oh look! A pritty pony!! Let's go say hi" pops up. At this point Unpleasant Horse lives up to its name.

You see, the objective is to leap from cloud to cloud, and occasionally weighing down flying ponies so that they drop into a sea of sawblades. All of these actions gain points, with extra awarded for linking ponies, mega jumps, or dismounting just before you get devoured yourself.


The artwork is well done with subtle animations. Players will almost feel bad for those ponies being brought to their deaths as they weep before disappearing in a torrent of blood and gore. Their wings flap in desperation as they try to avoid the inevitable but it is of no use. Clouds darken with your presence and lightening flashes.

The game mechanics are implemented well and work fluidly. Combos are rewarding to chain and provide a challenge, while style points push the player to drop closer and closer to their own demise before leaping away from the clutch of the saw blades.. Bird feathers allow for an extra hop which can extend the chaos. However, there is never a need to move on. This is one point where the game falls down as it provides less of a challenge and more of a test of patience.

If the player can wait for an appetising screen, they can make great progress and rack up the points. Popcap have capped the number of feathers a player can hold at five. This means that there could be an end at some point as players eventually lose their run of luck, and cannot get an extended jump. An online leaderboard could have been an added touch.. Unless you are competitive and strive for perfection, or are sharing your iPad or iPhone with others, the game does lose its appeal.

Unpleasant Horse is an interesting change of direction for Popcap. It would traditionally be associated with colourful, family friendly games. At a push, the exception may be Plants vs Zombies, but even that can appeal to all. However, the cartoonish gore and game theme may be enough to put many players off. The background metal music is not for everyone, and the scream of horses mixed with the rev of saw blades may cause some to lose their appetite.

Players can certainly have plenty of fun with Unpleasant Horse. It is free so everyone should play it a couple of times at least. The various extras for scoring points reward a blend of creativity, daring and luck. Unpleasant Horse is a great way to kill some spare time. Overall, Popcap has put together a fluid, fun little game. However, it loses out in terms of long lasting appeal unless the competitive spirit is ever present.


Price: Free
From: App Store
Developer: 4th & Battery (by Popcap)

Thursday, April 28, 2011

Portal 2 Review



By Mark O'Beirne
If you liked Portal, you will love Portal 2. If you didn’t like Portal, you should check out your local psychiatrist; there’s clearly something deeper that needs to be ironed out. Perhaps, you have been the subject of a series of test chambers, risking life and limb in the past.

Portal 2 is a more rounded and developed game than its predecessor. For example, players are introduced to the founder of the Aperture Science Computer-Aided Enrichment Centre. Players get a peek at how Aperture operates, the characters that make up the corporate machine and the intense rivalry with Black Mesa. Portal 2 simply seems to have more depth and substance to it.

The Aperture Science facility has changed since the first title. It has been overrun by decay and mother nature herself. The main character from Portal, Chell, is back after being woken from a cryogenic freeze. After being guided to where GLaDOS lies, dormant but alive, Chell and a side kick robot by the name of Wheatley attempt to escape. Unfortunately, they wake GLaDOS who is surprisingly pleased to see Chell…considering their shared history. This forces Chell down the route of a series of tests in a crumbling environment, with a number of twists and turns along the way.

It would have been easy to follow up Portal with more of the same, but there is a concentrated effort to add more while staying true to the original. Unlike the first which was essentially a series of tests, there is more of a storyline present…interlinked with a series of tests.


Players have more at their disposal, or challenging them this time around. Along with portals, players must make use of three different gels that are sprayed around certain parts of the facility. These change the dynamics of the game as they can propel the player, make them bounce higher, or allow them to place portals on surfaces that it would not have been possible to previously.

At its core, Portal 2 is very faithful to its legacy. Humour is present in abundance with quips and comments from GLaDOS and Wheatley. Meanwhile, Cave Johnson chimes in with pre-recorded messages from time to time that are certain to make players chuckle while pondering the ethical greyness of the facility. Even the early tutorial gives an inclination of the tone that is present throughout the game. All that can be said without spoiling it is that it is a more refreshing and enjoyable tutorial segment than usual.

The scripting in Portal 2 is excellent and carries both the story and the dialogue well. However, it is voice acting performances from Ellen McLain (GLaDOS), Stephen Merchant (Wheatley) and J.K. Simmons (Cave Johnson) that round off this performance perfectly. The scripting suits them, and appears to have been meticulously crafted for them.


The puzzles are similar in style to Portal. Players must get from one place to another through the use of cubes, buttons, portals and gels. Exploration is also encouraged where possible. The “Rat Man” is back with his scrawls that tell a tale. Achievements are often ignored in reviews, and with good reason. However, the achievements list shows that players can do quite a bit. From messing with the way Aperture conducts its business to disobeying certain instructions from GLaDOS; there is more to the game than may meet the eye.


Portal was often a solitary experience. This is not the case with Portal 2 thanks to the added Co-operative mode. Despite controlling two robots by the names of P-Bot and Atlas, players are still treated to insights, comments and remarks from GLaDOS. Players are required to work together to get through the environment. This can be done on- or off-line. Once again, there is plenty of depth. The robots able to interact such as playing Rock-Paper-Scissors, while GLaDOS will interject if the player waves in front of a camera and so on.

Portal was a good game, but it is the depth that makes Portal 2 a great game. Everything seems more real as there is a background in place. Everything has a history. The humour runs throughout the game, which is certainly needed in what could otherwise be a sterile test environment. While the graphics haven’t become more elaborate since the first rendition, the gameplay has made progress in leaps and bounds. Portal 2 has been out for a week; therefore you should own it by now.

Wednesday, April 27, 2011

George Hook on gaming

Where were the illogical arguments? Where were the sweeping generalisations? George Hook's discussion on gaming was a disgrace. There was nothing to be angry about! Now I've all this pent up annoyance that I had brought to the surface, because you have to be prepared. But there is nowhere for it to go.

I have to say, the radio show was a breath of fresh air. He admitted that he wasn't a gamer in any way, and treated it like a discussion. In reality, there was quite a bit of explanation. When he put some of the general fears to the experts, he allowed them to voice their opinion and use actual research that has been conducted.

Yes, there are idiots in the world. People who get sucked into the world of games (or some other activity) and forget to take care of themselves or others. Those people have problems. It should not be used as a barometer or standard for all gamers.

Popcap's representative, Cathy Orr, came across very well. She had a variety of facts and statistics to utilise, and really knew her stuff. It helps that Popcap are loved by most gamers. They don't seem to put a foot wrong! I also appreciated that she put across the point of "everything in moderation". I, and many other gamers, manage to do other stuff with our lives but we do like to game.

Going to dock her points because, while she made reference to how some people like to watch TV, she didn't use a line mentioning how people use their Sky+ box and then watch those shows all night. Golden opportunity that people are presented with so rarely.

While it wasn't the deepest discussion, it avoided pointless arguments, etc. Many others could take note that this is how you approach the subject of gaming (I'm looking at you Joe Duffy or Panorama).