Carolina Games Summit 2010

February 9, 2010

If you didn’t make it out to Carolina Games Summit this year, you should plan on being there next year.  It’s the premier video game conference in Eastern North Carolina–in fact, one of the biggest on the East Coast–and it’s right here in my hometown of Goldsboro, North Carolina at Wayne Community College, so you run the chance (or risk, whatever) of meeting me face-to-face.  I’ll even autograph your shoulder, free-of-charge.

While last year, I hung out as a gamer, this year I was there in an official capacity.  My employer, Wayne County Public Library sponsored a free-play room, giving those gamers who weren’t competing in one of the many, many tournaments a chance to just hang out and have fun.  Me and four of my friends (thanks Tim, Kentrell, Mel, and Nik) loaded up the library’s gaming equipment and hauled it out to the Summit.  We offered up Super Smash Bros. Melee, Rock Band 2, Street Fighter IV, and Wii Sports.  We also ran combat demos of Dungeons and Dragons, 4th edition.

A good number of the many, many people were surprised to find that a library does gaming programs.  You would think that I would tire of explaining the whys and hows, but on the contrary I love to!  Talking about how gaming promotes literacy and socialization and fulfills a community need is something I actually like to do.

Here are some pictures documenting the day.  Not many because, well, I was kind of working.

Luigi, playing Super Smash Bros. Melee, in our game room. Say again: Luigi playing Super Smash Bros. Melee in our game room. I think this pretty much made my day.

It is universally impossible to have a gaming conference without icy-cold caffeine sources (fun fact: gamers don’t drink coffee, because you have to wait for it to cool). This year, various flavors of Monster flowed like a raging river. My favorites: Assault (tastes like Hawaiian punch), M-80 (tastes like orange juice) and this beauty (tastes like AWESOME).

The Wayne County Public Library Free Play Room stayed busy all day. This is one of our busiest moments. We had all kinds of gamers come in, from the oldest to the youngest, from the most casual to the most hardcore. We offered five games for play: Super Smash Bros. Melee, Street Fighter IV, Rock Band 2, Wii Sports, and combat demos for Dungeons and Dragons 4th edition.

When it comes to sleep, us gamers have two rules: anything is a bed, and quiet is not necessary. This illustrates both of them, as I nap in the hallway just outside our game room.


Well…my Monday’s free.

January 26, 2010

I love gaming.  I’ve been a video gamer since birth and I’ve recently developed a love of tabletop gaming.  Well, I’ve always had a love for tabletop gaming, but only recently have I had the resources (re: money, and friends to play with) to pursue it more enthusiastically .

Therefore, I spend a good deal of time playing games, especially video games.  This, I must say, is a most excellent way to live.  There are downsides, however.  I get behind on my reading.  I get behind on my friends.  I get behind on one gaming community to catch up with another.  I never make any real progress in a role-playing game.  I lose sleep and gain caffeine intake.

Not to mention I agonize over what to play when, and sometimes end up just not playing anything at all just to avoid making the decision.

So it’s time to grow up and be a man and all that.  I’m doing something I’ve never done before: I’m making a schedule.

Not a terribly inflexible one: if my friends want to hang out on Tuesday, I’m not going to say “No can do: that’s Modern Warfare 2 night.”  Also, if I don’t feel like playing anything, I won’t.  But if I’m home (which is most nights) and in a gaming mood (which is all the time), I’m going to look at my gaming schedule and play what it tells me to.

If you’re curious, here goes:

Monday: Free Night.  No gaming, except for tabletop with friends.  This gives me a night to read or watch TV or go out or whatever.

Tuesday: Modern Warfare 2. It’s clan night (I run with 2old2pwn, off of the site 2old2play) and I’ve been slacking lately.  I really love this game and I’m tired of finding time for it.

Wednesday: World of Warcraft. I’ve recently gotten back in and I want to catch up with the old gang (The Crusty Blades) and finally get to FREAKIN’ NORTHREND already.  Plus, life is better with a weekly dose of Death Knight.  \m/

Thursday: Every other week, Halo 3.  Why?  BECAUSE I LOVE IT.  On the off weeks for Halo 3, I get to play any game I want–most likely Team Fortress 2 or the latest game I’ve added to my collection.

Friday: A little something I like to call “Lonely Friday.”  It’s single-player games night.  Why?  To give me a break from having to sociable, even if it’s online.  This also alternates with Any Game night.

Weekends: Just let it happen.

Now, am I going to be a slave to this schedule?  No.  It’s just there as a guideline, so I don’t have to fuss “What to play?  What to play?”  If I want to play Modern Warfare 2 on Thursday or Left 4 Dead on Friday, I’m going to.  If I do miss gaming one night, having the schedule there will make it easier to play catch up.

The only two things I won’t compromise on?  Monday and Wednesday.  You need a break from gaming and the only way to accomplish what I wish to in WoW is with discipline.  The only thing that will preempt these nights are real life.

Yes, there is a life outside of video games.  Shocking, I know.  :)


The Dungeon Master’s Creed

January 19, 2010

I will be Dungeon Master for my D&D group’s next game, and so far I rather enjoy it, even though we’re not yet beyond the planning stages.  In addition to being a rules moderator, it’s much like being a level designer.  Coming up with the encounters for players is more fun than work (I was expecting the opposite), and it allows you to most fully explore the game.  Plus, you have a perfect excuse to make several different characters to play as, when you do get a chance to play.  “I’m a Dungeon Master: I need to be the most knowledgeable.”

I decided to do a few things with my group that may or may not have precedence.  I decided to just let them have any item they wanted for 1GP, right off the bat.  Anything costing 1 gold was free.  It just seems like such an insignificant amount, I thought I’d just let them have it.  I also assigned a Party Leader (that’s right–assigned one) and a Tactical Leader.

Should the group start wasting time, or should too many arguments pop up, I silence the table and ask the Party Leader what the party wishes to do.  How they handle this responsibility–be it a simple vote or dictatorial mandate–is up to them.  I was sure to assign the most level-headed and responsible person in the group this role (this person also being the only female; take from that what you may).

The Tactical Leader has a more complex role, one may even argue a more important role, but the Party Leader can overrule their decisions.  The Tactical Leader has three responsibilities.  First, they make sure that their party mates are properly executing combat maneuvers, adding their requisite modifiers and such.  This probably means that the Tactical Leader will end up being the primary combat strategist.  Second, they are in charge of all rule look-ups during combat; should anybody want to challenge me, it must be done through the Tactical Leader.  Finally, should things fall apart during combat, the Tactical Leader pulls it together, deciding objectives and prioritizing targets.  I assigned Tactical Leadership to the best pure gamer of the group, the one with the most keen strategical mind.  I doubt the Party Leader will ever move to overrule him.

Now, on to the subject of this post.  I know that Dungeons and Dragons is just a game, but it’s a game with a long-standing tradition.  I think that tradition should be honored, and I think that the role of Dungeon Master is one of which to be proud; the Dungeon Master has the biggest responsibility of anyone else at the table–to make sure that everybody has a good time.  As a gamer, that’s not something to be taken lightly.  Such a position should be approached with a sense of decorum and humility.

So I, in my near-sleep, wrote out this Creed.

I am cold and unfeeling.
I am an invisible hand.
I am authority.
I am blind to prejudice or bias.
I know and respect the Game.
I am humble.
I am Dungeon Master.

I even went so far as to elaborate on each line, telling exactly what it means.  I’m sure you can hash it out on your own though; it’s not that poetic of a creed.  But, it is something, and I wouldn’t mind Wizards of the Coast adapting it as something to which career Dungeon Masters–the type that prefer Dungeon Mastery to playing, like I think I do–adhere.  I think I shall have it professionally printed on some nice paper and have it plastered on the back of my DM Screen.

Right beside the sign that says “Abandon all illusions of safety” and “Will allow re-rolls for pizza.”


Jump on In, the Fragging’s Fine: How to Make the FPS a newbie-friendly genre

January 7, 2010

I don’t like Nintendo anymore.   They turned their back on me, the Constant Gamer who has kept them alive through dark times (oh, the Gamecube).   They went from making some of the most imaginative, engrossing games ever to making shovelware and Soccer Mom toys.

That doesn’t mean I don’t respect what they’re doing.  They may have turned their back on me, but they–and all of the other developers making casual games–are keeping video-gaming alive by bringing in new players with easy-to-learn, easy-to-master games that are far less intimidating than a sprawling RPG or a twitch-reflex platformer.  I wish they would find a better sense of balance (indeed: a sense of balance at all), but–as any comics reader will tell you–if the only demographic you try to appeal to is the 18-35 year-old male, you will sink and sink quickly.  You see, in  a post-Watchmen world, comics publishers attempted to push grim, gritty and dark onto audiences; less kids read comics, sales suffered, and before you know it Marvel is going bankrupt.  I don’t want the same thing to happen to video games.

With that being said, I don’t want to see the hardcore gamers–the ones who are more comfortable with a mouse-and-keyboard or a 12-button pad than their own shoes–totally left behind.  I want the casual games because they attract new players and big money (money then spent on the AAA titles), but I don’t want the casual gamers to stay casual gamers.  I want them to move up, to bigger and better things.

And what better way than with the first-person shooter.

The FPS is the standard-bearer for video games; they are what people associate with the medium.  Say “video games” to somebody in the mid-90s, they thought of Super Mario Bros. and Sonic the Hedgehog.  Say it now, they think of Doom, Halo, Half-Life, and Call of Duty.  It makes sense that somebody who picks up a controller for the first time will eventually play a first-person shooter.  There is one problem, however: multiplayer.  Multiplayer in most FPS games are fiercely competitive and almost totally reliant on fast reflexes and split-second tactical decisions.  For those of us who cut our teeth on Duke Nukem 3D–even Goldeneye–this is no big thing; for those of us who didn’t even know that video games were fun until Guitar Hero, this makes for zero fun time, which is a shame since playing with and against your friends (even a random bunch of strangers) is one of video gaming’s time-honored traditions.

So how can developers make an FPS game–particularly a multiplayer FPS game–fun and welcoming for beginners?

I have a few ideas.

1.  Aim Assist. One of the things that makes single-player Modern Warfare 2 so much fun is the aim assist mechanic.  Get your crosshairs kinda-sorta near the bad guy, press the button to aim down your sights, and there you go–a nice red dot painted right over the enemy’s chest.  Hit the fire button and he’s down; let go of your aim button and pop to the next one.  This makes single-player firefights fast, intense, and most important–manageable.  You don’t have to be an expert shot; you just have to be adequate.  In multiplayer mode, however, this aim assist is gone.  You need to have pinpoint precision to hit the enemy.  This awards skill and encourages practice, but it’s also frustrating for beginners.  Bring aim assist to multiplayer (they somewhat already did in Section 8, with a lock-on perk you could add to your loadout) to better balance out inherent skill.  Want to play without it?  There’s a hardcore playlist/server for that.

2.  Do away with stats. It’s humiliating to look at a 103-349 kill/death ratio.  It’s frustrating to see that you place 4th or worse in every deathmatch game you play.  So don’t remind us of it.  Bungie does a fine job of keeping in-game stats to a minimum on Halo 3, while allowing players to see their in-depth coverage online at Bungie.net.  I suggest going one step further.  No stats in game at all.  If you care enough to track your progress, then go to the developer’s website.  If you just want to play for fun, then you can do so: without a constant reminder of how much you suck.

3.  Keep the leveling in the RPGs, or at least make it worth my time. The EXP system in Halo 3 is a joke.  You only earn 1 experience point when you are either on a winning team or in the top three of a lone wolf game, and when you do earn an experience point it gets you…what?  An achievement?  Another stat to brag about?  Give me new weapons, new abilities, or more health when I grind away enough kills, time, and various other challenges.  Don’t just say “Yeah, ya did it.  YAY!”  Modern Warfare 2 does a good job of this, but it could do a better job by giving you even more and streamlining its unlocks: don’t make me have to get 100 headshots just to unlock a new paint job for my gun, and I shouldn’t have to repeat the same challenge over and over again to unlock the same attachments for each new weapon.  Once I unlock the ACOG scope, I should have it unlocked for every weapon, so tie it to XP and not challenges (the challenges–scoring a certain number of headshots, for example, could simply reward bonus XP).

4.  Follow the Megaman Rule. You know; the one where you’re invincible for a brief time after you get hit and also after you respawn.  I can’t count the number of times that I’ve been chain-killed by some dupe who was lucky enough to be standing on my spawn point in any number of FPS games, and I’m not that bad of player (I’m not ready for Major League Gaming, but never-the-less).  I can only imagine how a total newb would feel.  Equally frustrating is when you win, or at least escape, a tough firefight only to go down with some dude’s lucky shot.  If I take some damage and escape to cover, give me a few seconds where I’m untouchable.  When I die, give me some breathing room.  Give me a chance to get back into the game before you snatch me away from it again.

There’s no quick and dirty way of making an FPS–or any game–friendly to new gamers.  It’s one of the challenges facing the industry now: how to bring in more customers.  Unfortunately, the answer usually involved alienating the old customers.  Make something that veteran gamers love–the FPS–friendly to newbs and we can all meet on common ground.


It’s Almost Free Video Game Day!

December 19, 2009

What’s that you ask?  It’s the day of the year where gamers everywhere tell their friends and family the games they want, and their friends and family buy those games for them.  Most people simply know this day as Christmas.

This year was a bit of a slow year for gaming.  Yes, Uncharted 2 birthed its own religion and there is not a single RPG nerd in the world that won’t shut up about how great Dragon Age: Origins is (I’ll be picking it up for PC next year), but for the most part 2009 was a bit…slow.  There were some good games out this year, but not the AAA year that last year was (which, by the way, was the best year for gaming since 1998).

If my family loves me as much as they say they do, I’ll be getting Borderlands and Left 4 Dead 2, both for 360.  And with some Christmas money, I’ll be getting a new processor and mobo for my PC.  You see, I kind of…broke…my processor while making a good-hearted attempt to clear it of dust (PROTIP: Don’t think you can remove the cooling unit without pulling the processor with it), so I might as well upgrade.  I’m also picking up Windows 7 64-bit.  Yes, this means two clean installs in a year, but hey: what else am I gonna do but start Half-Life 2 and of Dawn of War II–again.

While I’m looking forward to my new games, I’m still heavily engrossed in Assassin’s Creed II.  It has its faults, mainly somewhat sloppy and imprecise controls, but it is a visual feast and offers up a fairly compelling story.  Not to mention all of the hidden stuff to find that doesn’t feel just like side quests; they actually feel integral to the plot, a method of deeper understanding and discovery, the equivalent of reading between the lines of a novel.  And of course, Modern Warfare 2 remains addictive, despite me rarely playing it lately given my attachment to AC2.

The real question, however: what does 2010 hold for us?  There are some good-looking games ahead: Aliens vs. Predator, BioShock 2, the sequel to Batman: Arkham Asylum (here’s hoping), Halo: Reach, Mass Effect 2 (not my cup o’ tea, but a big game none-the-less), God of War III, the next expansion to World of Warcraft, and Splinter Cell: Conviction–and that’s just off the top of my head.   For me, it also holds a PS3.  Yes, I’m finally getting one.  The cheapest one I can find, only to play Uncharted 2 and the God of War series (and possibly DC Universe Online).  You see, I don’t hate Sony after all.  Well, I do.  But I also hate Microsoft, despite the fact they have a far superior product overall (I’m not just talking about what’s under the hood, Sony fanboys).

What, you didn’t expect the Christmas spirit to grab hold of me did you?

Actually, it has.  Merry Christmas everybody, if I don’t speak to you before.  :)


Magi Quest: How I got *this* close to cosplaying Harry Potter.

December 10, 2009

I recently took a trip with my family to Great Wolf Lodge in Concord, North Carolina.  I found the whole experience far superior to any trip I’ve ever taken to any Disney park, particularly because I wasn’t constantly assaulted with Disney cheer the whole time I was on vacation, and I would gladly return.

One of the many attraction this resort offers is a game called Magi Quest, something my little brother had played during a previous visit that he insisted I give a go.  For a ridiculously large amount of money, one can buy a plastic wand (in all fairness, the wands come in various styles and varying prices: I chose to get the $20 deluxe Dragon Warrior wand, but I could have gone with a $12 Classic Wand) and activate a 4-day pass to the Magi Quest game.  With your price of admission, you get a quest book.  Hidden (or rather, scattered, as everything is quite in plain sight) are several items that interact with your wand: statues, pictures, video screens, and the like.  To start play, you visit a station called the Trees of Wisdom, where you wave your wand at a video screen and choose a quest to go on.  Your quest book gives you hints as to where certain items are found; you wave your wand at them and you get credit for finding them.  Find all of the quest items, and you get a rune: the runes you use on more complex quests called adventures.  Of course, for each quest, you get gold and XP.

Sound familiar?  It’s every RPG you’ve ever played, video or tabletop.  Sure, it’s dressed up in a family-friendly coating and is nowhere near as complex as World of Warcraft.  There is no PvP element (at least that I know of), but there is the addictive “just one more” element of questing, some light puzzle-solving, and the sense of inhabiting another character’s skin; one can even buy costumes and cosmetic add-ons to their wand, should children want the full experience (or should their parents not mind looking too ridiculous).  Structurally, it’s the same as any MMO: there is a quest giver (the Trees of Wisdom), items you have to collect (you wave your wand at them and they are added to your inventory, which you can access at special stations), and even bosses (more on that later).

There was a decent amount of variety to the quests.  There was a timed event, where players had 30 seconds to run from one point to another.  There was one quest where players had to find an item, return to a waypoint to “drop off” the item, and then find the next one on the list, stopping at the waypoint each time.  There were a few quests that involved a fair amount of gold farming and even a few Easter eggs throughout the resort; items that didn’t affect the game but reacted to your wand anyway.  My brother and I (along with a very helpful little guy) took on a dragon, using freezing spells to stun him and an ice arrow to deal damage to him.  We took him down and exchanged high-fives.

It wasn’t the most elegantly designed game, and there were more than a few technological flubs in its execution (Heaven help you should and another player wave your wand at the same item at the same time; you’ll have no idea who picked it up).  But it was fun running around the hotel, solving riddles in your quest book, and feeling a sense of accomplishment.  It was a good way to spend down-time, and when you saw a confused looking family flipping through a quest book it easily became second nature to say “What are you looking for?  Can I help you?”  In short, it had all the great things about gaming and it serves as a testament to just how ubiquitous our favorite hobby is now.  I suggest gamers of all ages give Magi Quest a try should they find themselves vacationing somewhere that offers it as an attraction.


“What’s that? Game-Breaking Glitch? Yeah, you’re just gonna have to suck that up.”

December 6, 2009

Sony fanboys: they’re a dedicated lot.  They love to belittle Valve for not being able to program for the Playstation 3 (they can, they just choose not to); they love to talk about how they have had features like Twitter and Facebook since day one (through the use of a web browser); and they love to talk about how their online service is free (crappy download speeds and unstable servers included with the price of admission).  They ignore the invasive Terms of Service that strip you of your copyrights on user-created content and pretend that Sony loves their customers like a mother loves her child, and they want only sunshine and brightness and cookies for them all.  Meanwhile, they have built this mythology about the terrible, horrible tyrannies of Microsoft, and how you have to pay $50 a year–A YEAR!–to be able to play with your friends online and have early access to demos, downloadable content, and digitally-distributed games if you own an Xbox 360.

Well, news flash Sony lovers: sometimes, Sony does things worse than Microsoft.

There’s a game-breaking glitch in Modern Warfare 2 that allows players to explode a Javelin missile after they die.  The resultant blast radius is such that you could easily take out 5-6 players on the opposite team by exploiting said glitch.  Infinity Ward, of course, is hard at work on patching this.  Why?  It upsets the balance of the game.  It allows one player to dominate a game by simply running around and absorbing bullets (even those Marathon-Lightweight-Commando guys have to flip their knife out to get a kill, and they don’t explode when you kill them), letting them rack up killstreaks quicker and have their team (or themselves) sprint to the win.  It forces other gamers to have to play in such a way that they are unreasonably handicapped and quickly creates a game environment of which nobody wants to be a part.

In the meantime, Microsoft is banning players who exploit the glitch.  It’s not a perma-ban, but it’s a ban.  It’s something.  It’s a punishment for being a bully who is exploiting something the developers didn’t intend to happen.

Sony is, of course, doing jack about it.

True, it is the fault of the developer for the glitch, and not the company managing the online community.  But that’s just it: Sony is managing the online community.  It’s their job to make sure that the players on PSN are playing fair and not cheating.  This is cheating.  Of course, PS3 fanboys will be quick to praise Sony for holding Infinity Ward responsible, but come on: they’ve just told everybody on PSN that cheating is okay, so long as you’re exploiting a loophole in the game to do it.  Is that really fair to those who are not exploiting said loophole?  Is it fair that, until Infinity Ward fixes this, players will rack up wins, kills, and XP at the expense of everyone else?  Is it fair that some gamers won’t even want to play the game they paid for on the console they paid for because they don’t want to get ganked by glitcher?  Infinity Ward is doing their part to set this right, but they don’t have the power to hold the glitchers accountable: that power lies with Sony and Microsoft, and only one of them is doing their job.

But then again, online play on PS3 is free, so who is to complain, right?  By the way, those of you that bought the collector’s edition of Dragon Age:Origins on PS3: how is that MP3 soundtrack working out for you?


Soldiers, Assassins, and (possibly) Dragons

December 3, 2009

My gaming habits, as of late:

Modern Warfare 2 really is a great game, but I wouldn’t recommend it to everybody.  If you don’t have a competitive streak, then you will not fully enjoy this game.  Yes, the single-player campaign is like playing a Michael Bay movie and the Special Ops missions provide some great, short-burst entertainment, but let’s all be honest: if you bought this game, you bought it for multiplayer.  If you do not approach it with an athletic mindset, you will die many times and you will get frustrated.  I don’t think this is all the fault of the gamer: Infinity Ward should really pump some of that $550 million they scored during the game’s first five days into improving their matchmaking and tighten up the disparity between player’s levels.  If you are at level 20 and you get thrown into a match with all level 40+, chances are you are not going to win even if you are an awesome gamer–and if you’re playing team games, you won’t feel as part of the team because you’ll spend most of your time dying (or staying out of the way so that you don’t cause your team to lose).  I do have to admit that, given the rate at which you unlock weapons, attachments, and perks, there is much better balancing in this game than its predecessor but there is still much room for improvement (and IW can start with taking killstreaks out of all but objective games; in deathmatch, they absolutely ruin the chance of a player or team lagging behind to catch up).

This past week, I needed a break from Modern Warfare 2–partly because, despite my natural competitive nature, I wanted something that didn’t feel like work.  I picked up Assassin’s Creed II after reading many positive reviews of it, all of them saying it was a vast improvement over the original.  I did not like the first Assassin’s Creed.  While it had an engaging narrative, it did not have engaging delivery after the first couple of hours.  Nothing defined “wash, rinse, repeat” like the adventures of Altair.  The sequel, however, is exactly the game I wanted to play the first time: a genuinely fun adventure with a good story and likable characters.  The real hook of this game is how well it conveys the sense of its setting:  the Renaissance Italy of Assassin’s Creed II is a beautiful place full of romance, mystery, and danger.  Ubisoft missed a golden opportunity to convey the gritty, brutal realities of the Dark Ages in the original game, but this one makes its time and place come alive.  Not being a fan of open world games, this is one of the few environments I want to explore.  A word to the wise, however: if you never finished Assassin’s Creed, read up on the plot of the original before diving into this one.

There is one more game that I’m on the fence about, and that’s Dragon Age: Origins.  I have heard nothing but good things about it, but from my knowledge of the game (which does not include first-hand experience), it seems that I would just be playing all of the other BioWare games all over again.  After all, once again you’re a part of an elite unit who has to save the world from a threat older than time itself; you choose from a variety of origins and your actions affect how others treat you (meaning shop keepers will charge you more if you’re an ass); and–this is my favorite–you have to micro-manage your allies’ weapons and armor.  It’s that last one that sets me off the most.  Seriously, my party mates are grown-ups: can’t they manage their own armor and weapons?  Doesn’t the wizard know when we’ve picked up a bigger, better wand or staff?  When I play a single-player RPG, I want to play as ONE character at a time, not several.  With all that being said, I’m a sucker for fantasy RPGs and will probably pick this one up, especially if my D&D group never gets things rolling again, if only to not look like the lamest geek on the block anymore because I didn’t play the biggest RPG of the year.  And being the lamest geek on the block is a pretty bad thing to be.


No Russian

November 12, 2009

WARNING: MODERN WARFARE 2 SINGLE-PLAYER CAMPAIGN SPOILERS AHEAD.

The screen is black.  All you hear is the unzipping of duffel bags, the clicks of weapons being loaded and cocked, and the ding of an elevator.  When the scene comes into focus, you find yourself in that elevator, surrounded by men dressed in suits, wearing body armor and carrying heavy machine guns.  One of them, a young man with black hair and pale skin, looks at you and says “Remember, no Russian.”  You only now realize that you are holding a gun.

The elevator dings again and the doors open.  The men calmly file out; you follow them.  The scene is easy to recognize: an airport.  Tired-looking travelers stand in line, waiting to get through security.  The familiar sounds of an airport are everywhere: chatter, the echo of an announcement over the PA system, the distant exhale of a jet engine.

One of the travelers notices you and the men you are with.  They get the attention of the person next to them, and soon everyone is looking at you.  They look confused and scared, but they don’t run; before they even have the chance, you are holding your trigger down, tearing them to shreds with machine gun fire.

It all gets worse from there.

Every serious gamer in the country has probably finished the single-player campaign in Modern Warfare 2 as of now, so it’s a good time to address the level “No Russian,” wherein the player-character–a United States soldier infiltrating a Russian terrorist organization–participates in a terrorist attack.  The character does so not out of any hatred, political agenda, or blind vengeance; they are working to gain the trust of their enemy so that they may learn of their actions and ultimately save more lives.  So no: the game does not have you “playing as a terrorist,” as some critics have decried: you’re playing as a loyal American pretending to be a terrorist for intelligence-gathering purposes.  There is a very specific narrative reason why this level exists.  Not for shock value, but to advance the plot of the game’s story–and to advance it in a meaningful way.

Sure, Infinity Ward could have told this narrative segment by way of a cutscene, telling the player about the atrocities they committed in the name of the greater good instead of having them commit them personally, but what kind of impact would have that had?  None, whatsoever.  Instead, you step behind the gun and see the carnage first-hand.  You hear the screams, you see the wounded desperately crawl for safety, you see the confused straggler fall to their knees and throw their hands into the air and beg for mercy–and then watch as one of your comrades deny them that mercy.  Or, knowing that you must do what must be done, pull the trigger yourself.

This level brings us closer to the actual carnage of a terrorist attack than anything else ever has, and it does so from the most terrifying point-of-view possible: that of the attacker.  It’s a brutally honest experience, and dares the gamer to confront a harsh reality often overlooked in fiction.

We love to talk about heroism, and we should love to talk about heroism.  But we often ignore the evils that inspire that heroism.  We’ll gladly talk about the tragedies of September 11th, 2001 but we like to keep the screams and the blood at a comfortable distance.   There is no shortage of talk about our noble causes in Iraq and Afghanistan, but the closest we come to the carnage in the streets is an occasional update on our death toll or a picture of a bombed-out neighborhood from time-to-time.  Why this is, I don’t know.  Fear, more than likely.  We know there are monsters out there and we want to kill the monsters, but we don’t want to know all the dirty things those monsters do.

In Modern Warfare 2, you–for a brief time, and indirectly, but nevertheless–become the monster.  And afterward, you realize just how bad the bad guys are.

Of course, Infinity Ward gives you the option to skip this level–without penalty–altogether, before the game even begins no less.  And if you start playing it and find it too intense, skipping the mission on the fly is just a few button presses away: pause the game and choose “Skip Mission.”  That’s not to say the rest of the game isn’t populated with brutal combat that does not apologize, but at least it’s against people who shoot back.

It must be said, also, that for all the terror that this game depicts, there are true moments of hope and glory in there as well.  Late in the game, you (as a different player-character) and your squad of Army Rangers have to fight across Washington, DC after an atmospheric nuclear detonation renders all electronic systems dead.  Stripped of your most sophisticated equipment, you must battle through a destroyed office building against invading Russian forces, engaging in firefights in the dark.  You eventually push through to the White House lawn, where you soon learn that the Air Force is going to start bombing the city unless they see green flares on the roofs of buildings, signifying that Washington is still in friendly hands.  In a desperate race against time, you fight to take back the White House; you finally make it to the roof and pop your green flares as planes that were meant to bomb the city straight to Hell fly harmlessly overhead.  As you look around, you see green smoke on the roofs of several buildings, and you realize that America still holds the Capitol, that it has not fallen, even in the face of insurmountable odds.

I don’t know about you, but for me it was a pretty stirringly patriotic moment.


Halo is the New Star Wars

November 7, 2009

Halo Waypoint was released in the past week.  You’ll find it in the Game Marketplace on Xbox Live, but it’s not so much a game as it is a service.  From one place, you can track your progress on Halo series achievements, see how many of your friends are playing a Halo game, and view all kinds of interviews, including full episodes from the upcoming Halo Legends DVD.

People love to pick on the Halo franchise, and admittedly, for good reason.  The games come across as mindless bullet slingers, and with Halo merchandise available in all forms from action figures to WETA statues to Mega Blocks to men’s underwear, it can be easy to get sick of the franchise.  Unfortunately for those who don’t delve into the games and the fiction surrounding them, there is a wealth of complexity in the Halo universe.  The games have surprising complexity in their mechanics, the multiplayer is active and intense (it’s easy to see why so many gamers picked up Halo 3 just for multiplayer), and–in the novels and comic books–one finds deep examinations of the nature of heroism and a gut-checking view of warfare from a grunt’s point-of-view.  It’s deep stuff, really; you just have to give it a chance.

After all, Halo is not the first franchise to be everywhere at all times.  You might recall a huge entertainment franchise that was kind of a big deal for thirty years, until its creator all but destroyed it for some untold reason: Star Wars.  At the height of its popularity (meaning: before it became a kids franchise–not that that’s a bad thing, just saying), Star Wars was everywhere.  Toys, video games, approximately 1 bazillion books and comics, and oh yeah–the movies.  There were those as well; let’s not forget about those.  Nobody seemed to care though.  There were those who liked Star Wars and those who didn’t, but nobody really complained about the omnipresence of the franchise.  People who didn’t like Star Wars knew that it was popular and just kind of lived with it.

Yet, Halo having the same amount of exposure and influence seem to be a problem with people; enough that the overexposure of the franchise is a common topic on the blogs and forums I frequent.  It’s not an invalid complaint: Halo is everywhere nowadays, and there is a great deal of risk in that.  It could get watered down and stretched thin.  But is it really there yet?  Is it really worth complaining about it being milked?

After all, gamers should be excited about the popularity and fandom of Halo.  After all, it is quite an achivement.  Most of the major entertainment franchises out there were kicked off by a big, splashy movie or a long-running TV or comic book series.  Halo is only eight years old and has yet to see the silver screen.  Bungie and Microsoft gave birth to a consistent fictional universe that people love to explore, and they did it with a video game.  Halo is indeed the new Star Wars, in more ways than one.  It’s the big sci-fi franchise for the nerds who think they’re cool and it was launched with this great new media called video games.  It’s going to be here for a long, long time.  Big fan or not, if you’re a video gamer you should be happy about that.

Now if you’ll excuse me, I’m going to go back to welding my handmade replica of a BR55HB SR Battle Rifle to go with my Master Chief costume.