Saturday, October 22, 2011

Temporary Turbulence in Skylanders? Re-install.

Personally, I reviewed Skylanders: Spyro's Adventure on the PC. Specifically, I tried it under Windows XP and Windows 7 on my dual-boot gaming machine / Media Center PC. The XP version played well, but reflections in some places were messed up - something I believe to be related to something to do with the graphics drivers and the new motherboard from the Media Center, but not very distracting, in any case. Most of my gameplay was on the Windows 7 version, which didn't have this issue (since I didn't have to install the drivers for the motherboard myself).

There was a bit of an initial take-off problem, when the game wouldn't launch; it would just crash on me when I tried to play the game. That problem turned out to be an issue that Skylanders has with a setting typically used for Media Centers. In case anyone else runs into this problem, I wrote up how to solve the Win7 Media Center / Skylanders: Spyro's Adventures problem.

What I did find, however, was that certain levels had a bug which caused the Spyro Portal to intermittently think that the collectible character figurine had been removed from the portal for a couple of seconds and then recognize it again and return me to the gameplay. The time between occurrences could be as long as about 45 seconds or as short as a second or less. This effect would interrupt even the in-game story dialogue, leaving me to throw in my own words at each pause, Mad-Libs-style, since I couldn't do much else. I encountered this issue on one challenge level and two story-levels in the game: Hobson's Choice, The Goo Factory and Battlefield, respectively. I talked back and forth with Activision to determine the problem, but, in the end, it turned out to be that something went wrong in the install of the game.

The Solution: Re-Install Skylanders: Spyro's Adventures

Eventually, at Activision's suggestion, I uninstalled the game using the Uninstall option on the Skylanders: Spyro's Adventure disc and choosing to not delete my saved games and then re-installed the game again. Once that was done, I tried the three levels that had given me problems earlier and had no problems whatsoever.

Skylanders: Spyro's Adventures versus Media Center PC - Fight!

Skylanders: Spyro's Adventures versus Media Center
So, my current gaming machine is using the motherboard (and Win7 OS) from my Media Center PC. Essentially, I upgraded the Media Center PC with the graphics card from my old gaming rig. When I first installed Skylanders: Spyro's Adventures, It wouldn't launch. I didn't even get the Activision animation video. Just a blank screen that said, "NGL" in the top-left corner, and an immediate crash upon trying to play the game. I resolved this problem, but it was quite a pain to figure it out.

As it turns out, the Media Center computer had been set up with large icons, to make it easy to see from across the room. The "Make it easier to read what's on your screen" setting apparently wreaks havoc on the Skylanders: Spyro's Adventure, however, and it will not launch when the icon size value is set to 150%. When I changed the icon size settings down to 100% (down from 150%), the game ran fine. I found that I was able to play with the settings on 100% or 125%, but not 150%.

How to solve the Win7 Media Center / Skylanders: Spyro's Adventures problem:

  1. In Win7, go to Control Panel > Appearance and Personalization > Display
  2. Under "Make it easier to read what's on your screen", my computer was set to "Larger - 150%". It worked when I changed the value to "Smaller - 100% (default)" or the 125% percent option.
Note: to those who find the description above to be a bit clunky, my apologies. It uses the words Skylanders, Spyro, Adventures, Win7, Windows 7, NGL, Activision, Media Center, Crash and Not Launch repetitively in hopes of making this solution easier to find.

Gaemstrom is dead... Long live Gaemstrom!

My gaming rig died on me several weeks back. That can be really inconvenient for those who play PC game, write, surf the web or develop software. Sadly, I do all of this and had deadlines to worry about, but wasn't in a position to throw a large wad of money at the problem...

Introducing, Gaemstrom 2.0:

I did a good bit of research into gaming rigs... buying vs. building, boxed PC vs. spec'ing one from a boutique gaming PC company, online vs. brick-n-mortar stores... and that will probably result in an article or two, at least. However, for the moment, I chose to cannibalize a non-gaming PC that I had in the house already... the family Media Center.

First off, it would be more accurate to say that I cannibalized my gaming rig to upgrade Media Center so it could play games, but, since there was more room in my gaming rig's PC case, everything was moved into the gaming rig case, so it looks like my old gaming rig, even though its insides are more Media Center than Gaemstrom 1.0.

Something Old...

I kept the old case, since it had more room and easily could accommodate the 850 watt power supply that my gaming rig had. The 850 watt may have fit in the Asus Media Center case, but I would have had to move the optical drive down a slot, at the very least. In the Asus Essentia case, this wasn't a small ordeal.

Also coming along for the upgrade was the XFX ATI Radeon HD 5750 graphics card. It's dated, now, of course, but I'm biding my time for an upgrade soon.

I also brought over my old hard drive, not merely as an extra drive, but as a dual boot drive. I can still summon my XP gaming rig from within this new Win7 Media Center PC, when needed. The trick, here, though, is that if I'm in XP when a TV show is supposed to start recording, the Win7 Media Center has no way to know - or do anything about it, since it's turned off. That means that I generally stay in Win7 and, when I need to venture back into XP, I check the recording schedule to make sure it's clear before going back into XP. Also, I have to make sure that I don't leave the machine in XP when I'm done.

Something New...

Since the motherboard had fried on my old machine, using the motherboard from the Media Center was essential. And, along with the motherboard came the CPU and memory.

Something Borrowed...

Well, I would have borrowed a power supply tester, had I been able to find someone who had one (and knew where it was). Since I couldn't borrow one, I picked up a power supply tester from a local PC shop for about twenty dollars or so. However, now that I've used it, I can put it into my tool chest for the next time I use  it, so it was still "borrowed" as far as the gaming PC is concerned; it's not like I installed the power supply tester in the machine.

...and Something Blue?

Um... I guess Media Center. The button is green, but the interface is OH-so-blue. Future upgrades include the addition of a Blu-ray player, but since this is intended to be a zero-dollar upgrade, that's something for later.

So, the stats of my new-ish test rig are:
  • Processor: AMD Athlon(tm) II X2 220 Processor 2.80 GHz
  • RAM: 4 GB dual-channel DDR3
  • Motherboard: ASUS
  • Power Supply: CoolerMaster 850watt
  • OS (dual boot):
    • Windows 7 Home Premium 64 bit
    • Windows XP Home Edition
  • Graphics:
    • ATI Radeon 3000 (on motherboard)
    • XFX ATI Radeon HD 5750 1GB graphics card
  • Monitors (dual monitor setup):
    • Gateway HD2201 21" HDMI Monitor
    • Sony SDM-HS73 Monitor
  • Hard Drives (dual hard drives - not RAIDed):
    • 1.5 TB Western Digital Caviar Green SATA Hard Drive
    • 750 GB Seagate Barracuda 7200.12 SATA 3Gb/sHard Drive
  • Gaming Mouse (swap back and forth):
    • Logitech Wireless Gaming Mouse G700
    • Logitech Gaming Mouse G300
  • Speakers:
    • Logitech Z313 2.1-CH PC multimedia speaker system
    • A30 Gaming Headset
  • Network Connectivity: Cable Modem
I'll try to get some benchmarks off the machine in the (near?) future, but for now, my Windows Experience score is a 5.9, and is indicating that my RAM's memory operations per second and my primary hard disk's data transfer rate are holding me back:

ComponentWhat is ratedSubscore
ProcessorCalculations per second6.3
Memory (RAM)Memory operations per second5.9
GraphicsDesktop performance for Windows Aero7.3
Gaming Graphics3D business and gaming graphics performance7.3
Primary Hard DiskDisk data transfer rate5.9

Thursday, October 13, 2011

What's in a Name? (I'm Just Sayin'...)

In Psibabe's conclusion to her upcoming review of Pirates of the Caribbean: On Stranger Tides, she observes:
"It is amazing that a movie series based simply on a theme park ride can continue to have so much steam, but Depp and company do it again."
-Psibabe, AKA Ashley Perkins
I think that's an interesting and valid observation. It seems like Hollywood is currently in the business of looking back at nostalgic things of our childhood and then building a movie around it. Don't get me wrong - I've enjoyed all of the Pirates of the Caribbean movies, but a theme park ride isn't the least that Hollywood has taken to make a movie. Case in point - Battleship. Mind you, they can go absolutely anywhere with this license, but it's a license for a game based on a board game that predates World War I. There aren't even any characters associated with the license... just ship-to-ship combat. It almost seems like movie companies should be able to do just as well creating completely new movies... Sadly, I'm not saying they would... I'm just saying it seems like they should be able to.

Sunday, October 9, 2011

Initial Impressions: Spider-Man: Edge of Time DS

So, I'm currently reviewing Spider-Man: Edge of Time on the DS and the PS3. That's cool, since I'm a pretty big Spider-Man fan, but, typically, DS games (or any portable game for that matter) pale beside their console-cousins when a game is made for all current systems.

With Spider-Man: Edge of Time, however, I'm finding that I'm really enjoying playing the DS version. It seems like the game, while on a more limited system, really uses the system - and the game's premise - to its advantage.

Case-in-point, the story in Spider-Man: Edge of Time has you playing the part of the Amazing Spider-Man and Spider-Man 2099, mentally linked across time, trying to stop Sloan from meddling with time. The tampering has caused "Temporal Causality" - which, basically, means that either Spider-Man can cause changes in the environment of the other based on his actions. This is a major aspect of the gameplay on both versions I'm reviewing. However, only the DS version allows you to swap back and forth - at will - between the two. This aspect alone really adds interest to the gameplay, giving it elements similar to the sleeper hit The Adventures of Cookies & Cream, whereby each character has to take some action to allow the other to progress - which is really working for it in a big way.

Tuesday, July 12, 2011

So what's in an MMORPG?


I recently had the agonizing pleasure of reviewing Gods & Heroes: Rome Rising. I love the game; it's almost like it was made specifically for me... but, I'm not everyone, and there were some features that people tend to expect from an MMORPG that it doesn't have out the box. Mind you some of these are specifically mentioned as upcoming features in the FAQ on the game's official website, but they're not in the game at launch.


Specifically, Gods & Heroes currently has no PVP gameplay. You can't attack other players, period. You can play alone or you can work with friends (or strangers, for that matter) to go up against more powerful enemies and to conquer the dungeon areas, but you can't attack other players. In most MMORPGs, there are generally two sides (factions) and you select which side you are on when you create your character, then there is generally some provision for attacking other players from the other faction, and often even a "duel" option that allows players to challenge other players to a fight, on an "opt-in" basis. Some games have specific servers set up for PVP gameplay, which essentially means that you've opted in by creating a character on that server. Gods & Heroes doesn't offer any sort of PVP gameplay, even though one of the character classes in the game is Gladiator. Since the "bad guys" faction are NPCs and all players are Romans, I don't see how Faction PVP could be easily worked into the game, but I can imagine the gladiator arenas being brought into play, which could be a nice way to handle duels.


Also missing from Gods & Heroes is any crafting or harvesting, although both are planned post-launch features, and Magnolia bushes can already be found and the act of harvesting them can be performed (although I don't think you actually gain anything from it, just yet). When I play games that have crafting and harvesting, I will do a decent amount of it, but I don't typically make it my focus, so I can't say I missed it much.


So, the question comes down to what exactly is needed for an MMORPG these days? IS PVP gameplay a must-have? Does a game HAVE to have factions? Are crafting and harvesting important MMORPG activities or just ways to keep easily bored players busy? If I can get new items and armor from enemy drops and/or by buying it from vendors, how important is it that someone in Colorado can make a tunic for me, when it comes down to it?


This is just questions, without any real answers, but it seems to me that a lot of "neat" features that have sprouted in MMORPGS have gotten swept up into the common recipe, without necessarily deserving a permanent place as a staple of the genre.


As for Gods & Heroes: Rome Rising, what has been delivered so far (at launch) seems like it has very little focus on the online aspects. It seems like it could have been a perfectly good RPG, without being an MMO. As it is, the value of the game for a player who likes Gods & Heroes with just its current features is reduced by the fact that you have to pay a monthly fee and the fact that, should the game not prove to be popular enough and the servers get turned off, then you can't continue to play the PVE parts, because the game requires a backend server to run.

So, thoughts? Is PVP a must-have for an MMORPG? And what of crafting? harvesting / mining? auctions?

Friday, June 10, 2011

Decompression Day... Mostly...

Well, it's Friday, the day after E3 ended, and everyone's still got stories to post, but tomorrow we all head back halfway across the country, from L.A. to LA and start to return to the normal, 361-days-of-the-year routine.

Yesterday, as soon as the show was over, we started to relax a bit. We met for dinner with a couple of SVGA/Baton Rouge IGDA alumni, Joel Gonzales and Kyle Prestenback (aka ==Boy, Game Vortex alumnus). Andrew Horwitz, also an SVGA/Baton Rouge IGDA/Game Vortex alumnus (Snow Chainz), was supposed to join us, but things didn't work out.



Today, however, on the precipice of our transcontinental voyage, we're taking a moment to chill a bit. Today we are kicking back at Universal Hollywood, and tonight, we celebrate another successful E3 with a Dinner at Bucca di Beppo... a great place for a group, given their family-sized portions... and a restaurant that can't be found in Louisiana.

Tuesday, June 7, 2011

Hey, Mr. DJ...

It looks like E3 exhibitors are making a desparate attempt to single-handedly keep DJs employed in LA this week. NOS has DJs at each of their tents outside of E3... Bethesda has DJ Michael Basic right now... and the For Fiesta Social Club had DJ Shy today... there's more, but that's all I can think of at the moment...

No complaints, mind you, but now I REALLY want to break out DJ Hero 2...


Saturday, June 4, 2011

More on 3D Gaming on the NGP...

So, I recently wrote an article on Game Vortex on Sony's patent on interactive occlusion based on head tracking and what effect this is likely to have on the NGP, but going into the minute details seemed a bit much for the average reader. So, if you missed that story, check it out first. If you want more information, continue on below.

How It Works...


The problem with typical stereoptic 3D imaging methods is that they are heavily reliant on binocular vision... and, for that matter, even position and alignment of one's eyes. If you tilt your head off of dead center ever so slightly, the effect suffers. Furthermore, the 3D images you see in these entertainment media are tied to a camera that is not directly tied to the viewer, so even though the 3D view has a sweet spot from which an observer should view it, the 3D image will be the same regardless of the position from which you view it. This can allow for the appropriate unique views for the left and right eye, but doesn't allow for interactive occlusion, the effect of changing your viewpoint a bit and seeing one object getting partially or completely hidden by a closer object. This occlusion is a natural part of how people determine the relative depth of objects.

Given a single viewer, however, there are ways to reproduce this interactive occlusion in an interactive entertainment product, such as a game. By capturing positional information about where the viewer is looking from, the in-game camera can be tied to the viewer's actual viewing position. Then, when you look left, right up or down, the image shifts so that you're peering around a close object to see an object that's further away. The result is that things can appear to be deep inside of a "box" whose glass top is the screen of the NGP.

The first time I saw this effect, it was done using a Wii-mote as a camera positioned on top of a monitor, pointing toward the viewer and a pair of glasses with two L.E.D.s, one mounted on either side, to provide positional information. This creates a very convincing effect, but required that the user wear glasses or a headband of something similar with mounted lights to provide tracking information. By replacing these position tracking elements with facial tracking, the system only requires the built-in camera; no external hardware is required. I would expect to see this used in several Sony first party titles, and, most likely, made into part of a developer toolkit library, to make it an easy-to-drop-in feature available to developers creating games and applications for the NGP.

Citations:


Thursday, February 10, 2011

LittleBigPlanet: To Infinity and Beyond...

So, I just got done writing my review of LittleBigPlanet 2.



It is truly an amazing game...



LBP2 allows you to tweak gameplay enough that you can now make levels of a variety of types of genres. Want to make a side-scroller? Go ahead. An old school Space Invaders type game? It's not only possible, but part of one of the levels in "Cosmos" (in the main storyline) actually features this game mechanic at one point. You can ride on things, manipulate gravity, make set pieces invisible, make your own music... and make it interactive... all without having to know anything about programming.

The Community is coming out with some cool things. I am impressed with some of the things I'm seeing and hope to make some levels, myself, and do an article on the experience at some point in the future.

LittleBigPlanet 2 could really be a "game changer" (pardon the pun). How can a "tweaker" be satisfied with a typical tweaker game when a precedent has been made for a game that lets you make your own whole games with in-game editing tools without downloading anything extra... and all on a console? I won't be surprised to see the next wave of game designers referencing LittleBigPlanet 2 in some future interviews, when asked where they got their start.

There's a lot of creative power in LBP 2, and it's made as accessible as one could possibly hope. The game also allows you to use DLC from LittleBigPlanet. And, to top it all off, it includes Sackboy's Prehistoric Moves on the disc. All these, combined with the fact that I can't see anything wrong with the game at all... and the fact that LBP2 is a major improvement over LittleBigPlanet, which, itself, received a 100% has lead me to award LittleBigPlanet 2 an unprecedented 101%. I don't know if my editor will let that stay, or if it will get 'normalized' down to 100%, but, just in case, I wanted to state, for the record, that LittleBigPlanet 2 is nothing less than stellar and should be a must-buy for anyone with an Internet connection and a PS3 who thinks they might be interested in making games.

Thursday, January 27, 2011

R2-GV is on the way...

Some of you may have noticed that we have an astromech on staff... R2-G5 (or R2-GV... the name may have been lost in translation...) Well, until now, he was actually a program running on some present day hardware, waiting until we rediscovered the needed technology to produce an appropriate body for him.

I'm happy to say that last night my COM-8B frame came in and, an hour or two later, I had a full-sized frame ready for me to build R2-G5's body around. I have included pictures here some pictures of the frame itself, as well as one with the dome and radar eye propped in place to give a better idea of what it will look like when it all comes together...





Saturday, January 22, 2011

Modding Gratuitous Space Battles

I am a gamer, a tinkerer and a programmer. This led me to dabble in game development (I started my own game development company, but that hasn't gone anywhere... where does the time go?) and to try my hand at modding videogames. While some major videogame companies will create a game and then make editing tools available so players can make their own maps, scenarios or what-not, my favorite games to mod are often games by indie developers which don't have game editing tools, but do little to nothing to obscure their art assets and other interesting files. I enjoy spelunking through the files to find out what makes a game tick and then changing those files to customize the game.

I recently reviewed Gratuitous Space Battles: Collector's Edition, and enjoyed it quite a bit. In fact, I asked Psibabe to request it for me after seeing an banner ad for it and checking the game out. The idea of creating my own space ships and then pitting fleets of them against a rival fleet seemed like it would be fun, and the fact that you have to predetermine your tactics before the battle begins, by giving your units "Orders" only sweetened the deal, in my eyes. However, I was a little bit disappointed to find that I was only able to outfit my own ships from the included hulls; I couldn't design ships that looked like whatever I wanted.

This was quickly alleviated, however, when I poked around the files. I was quickly able to locate where backgrounds were kept, and just as quickly able to use Google to locate some amazing deep space photography I could use as backgrounds. I was able to find where the name randomizers were located and very quickly able to follow the format of the name choice list to make my own, adding in one for Star Wars names, Klingon Names, the elements, and US Battleships. The existing randomizers could be modified just as easily.

I also located the images for the ships. These came in three flavors: the ship itself, the ship with battle damage, and a burnt-out hull. A few minutes on Google and I had found a good top-down image of the Millennium Falcon. I cropped, rotated, cleaned up and scaled the image to match that of an existing Crusier (the Rebels' Minotaur) and created my own damaged and burnt-out hull versions. I then replaced the files for one of the ships with my own versions (and moved the original copies into a different folder structure for safe keeping) and voila! The Minotaur hull now looked uncannily like a Corellian freighter that any scruffy-lookin' nerf herder might own.

This was all well and good, but this ship simply putted around the battlefield. I expected a bit more speed from the Falcon, so I copied and edited one of the Cruiser engines. I started with the top notch engine and from there, added a zero to the end of the speed value, bumping it up a level of magnitude. I saved that with a new name (I christened it the "Infinity Drive") and loaded the game up to give it a test. It was there, it looked just like the engine I'd copied it from (I didn't change the icon), and... it was locked. Nice. The game keeps track of what you've gotten access to and if anything new shows up, it's locked until you buy it with "Honor" (a "currency" gained by winning battles decidedly). This wasn't a problem, as I had already cloned and modified a level, upping my budget but not modifying the enemy forces, resulting in a major victory and enough spending cash to finish unlocking whatever I had left to unlock at the time. So, after buying my engine, I swap it into my Millennium Falcon and give it a spin. It's faster. (Duh - about 10 times faster) But, somehow... it's still not quite got the "oomph" I wanted. No problem; I exit the game, add another zero at the end, save my engine and return for another shot. This time, the Falcons (betcha can't deploy just one) are out-pacing the fighters. I gave a few of them orders to "Keep Moving" and let them loose on a much larger opposing force and watched gleefully as everything that shot at them missed woefully. My fleet of Falcons were pretty much spinning like tops, but they were making swiss cheese (you know, the kind with holes) out of the enemy.

That's where I stopped. For now. I had finished my review, and as a game reviewer, I rarely get to revisit even my old favorites. However, I think I might look into creating an expansion pack for Gratuitous Space Battles... or, perhaps, an editor of some sort. It would be a nice game dev-ish programming project. Oh, and, no... don't expect to see me come out with a Star Wars expansion pack... I believe in licenses. What you roll up and mod for your own enjoyment is one thing, but selling - or even giving away - someone else's intellectual property is just wrong. I am sure that (if they decided to) Lucas Arts could make a much better Star Wars expansion pack for Gratuitous Space Battles than I could.

At any rate, it was really interesting to see how dynamically coded Gratuitous Space Battles is. Getting a level to show up in the level list is a matter of making a level configuration file and putting it in the correct folder. Adding a random name generator is as simple as duplicating the format with your own list and saving it in the right place - the name that shows in the game is the filename of the random name file. Simplicity itself. The backgrounds are easy to simply drop in. The ships images are easy to add, and, once in place, some animations (such as the particle effects on the damaged ships and the parts of the broken hull rotating aimlessly - and separately) are simply taken care of behind the scenes. The engine I made showing up to be bought is another example... this game has a lot of automation in putting gaming assets in to play. This makes it really easy to mod - for the player community or, for that matter, for the developers.

For the joy of playing and ease of modding Gratuitous Space Battles, I say "Kudos" to Positech Games!

Friday, January 21, 2011

A Collector's Dilemma...

I like TRON. I really, really like TRON. I loved the original movie, with its interesting visuals and its pioneering use of computer graphics. I like its original marketing ploy of releasing a videogame (arcade) and a movie simultaneously. I also enjoyed the game itself. I even played "TRON Discs" for "real" with friends back in high school, in a game I made up that involves a tennis court and Frisbee...

And, anyone who knows me knows that I'm a bit of a collector, as well. I was started early, with Hot Wheels, stamps and rocks. I then went on to collect comic books (primarily Spider-Man), up until the point in history where Marvel and DC had what I like to call "The Clone Wars" and the public was "blessed" with more versions of Spider-Man and Superman than, well, anyone wanted.

For all of these reasons and more, I was quite excited to review PDP's TRON Collector's Edition Wireless Controller when it came in for review. I had seen these controllers at E3 2010 and was anxiously awaiting a review unit. What I hadn't realized, at the time, was that these controllers are limited to 20,000 units per console... and that they bear a metal plate on the back which shows their number. This makes it that much more collectible. And, as collectors know, everything that's collectible is more valuable if it's unopened... and I have to review it.

I only paused for a brief moment, mind you, but I had to stare at the box for a bit before I opened it, considering the value that I would be instantly diminishing. It was, however, only after I opened it that I found out that it is actually numbered. Which is an interesting (and unfortunate) thing... if you actually want to add this to a collection, you can either have it in unopened condition... OR you can know what number you have.

My TRON Collector's Edition Wireless Controller is numbered 00111 of 20000... which I was especially tickled over, since 00111 could also be a valid binary number and it is TRON, after all. Which led me to an interesting realization: There are only 31 such units out there (well, possibly 32, if they zero-index the collection and stop at 19999).... which is pretty cool, in my opinion.

And to anyone out there who plans to pick one of these up purely as a still-in-the-box collector's item... I put mine through the paces to review it, so I just made yours slightly more valuable. You're welcome. Mine will probably come to rest in the GameVorplex display cases... lit-up, if I can manage it.