Saturday, August 7, 2010

Droptank Oscar, re-release (beta 2)


In the process of writing about Brendon Chung's work, I've been playing through a bunch of his old Half-Life 1 mods that inspired me so greatly, six years ago... And one in particular stuck out in my mind, and it proved extremely difficult to find. But I found it.

Droptank Oscar, a mechwarrior-styled Half-Life 1 mod with multiplayer co-op support, originally released by Brendon Chung in December 2003.

Through clever map scaling tricks, you're now a 9-story tall walking behemoth armed with gauss cannons, missile launchers and jump jets. (i.e. you walk extra slow, you have the Gauss Gun and a weird hacked RPG launcher permanently selected, and you can jump extra high -- nothing especially new, but strapped together with duct tape through sheer force of will? A transcendent example of how to hack things together as a modder and avoid trapping yourself.)

Wednesday, August 4, 2010

Sonic XL

(image / link stolen from Auntie Pixelante)
Sonic XL is an amazing Sonic ROM hack where collecting (onion) rings actually makes Sonic fatter, until you're so slow and fat that you can't even run fast enough through a loop. Rings become something dangerous and scary, but still vitally important to ensure your survival. It sure makes Sonic a helluva lot more methodical.

[To play Sonic XL, (1) download the Sega emulator Kega, then (2) load the .bin file over here.]

In many ways, Sonic was a really good choice for this hack. What if the same was applied to Mario, a much slower platformer about collection? It's not the same -- the loss in speed, a portly plumber merely getting fatter -- the effect would've been lost, I think.

Monday, August 2, 2010

Mod Auteurs: Brendon "Blender81" Chung (part 1)


"The secret to creativity is knowing how to hide your sources," said... someone... supposedly. That's how I feel about Brendon Chung -- I've stolen so much from him and I've worked hard to conceal it's from him.

Or didn't Picasso say something about how "good artists copy, great artists steal" or something to that effect? It's like Johnny Cash stealing "Hurt" from Nine Inch Nails or Jimi Hendrix stealing "All Along the Watchtower" from Bob Dylan. I'm going to make these methods mine.

My midnight pillages have focused on his sense of humor and techniques in creating setting and back story, all while not being terribly serious about it. Yes, Adam Foster creates a sense of place through his level layouts, but Brendon creates a sense of place with his wit.

First, like Adam, he had a pre-Half-Life 1 career making some Quake 2 levels or something. Whatever.

... Anyway, his first effort with HL1 was the obscure "1986," which Brendon doesn't even link to on his website. I almost forgot it ever existed, but I realize now it's pretty important to me for one crucial setpiece: (spoiler alert)

Thursday, July 29, 2010

Introduction to Starcraft and Heidegger (Part 1)


(This is a two-part essay on Starcraft II, why it is great, and its relation to Heidegger's writings on technology using Sirlin's excellent write-ups for a Starcraft class. It is aimed towards relative novices who don't really play Starcraft multiplayer.)

So one day, I was playing Starcraft II against some dude. We were both Protoss... and it wasn't going well for me.

He had all these "Stalker" spider-robot-things that shoot ranged lasers / can teleport short distances instantaneously. It was kind of hopeless for me: he shoots lasers at me, I run towards, he "blinks" away -- repeat.

This is micromanagement -- high-frequency, repetitive actions that require a high APM (actions per minute) to maximize a unit's flux, or ability to inflict damage.

He had to teleport away carefully, at just the right time, to maximize the laser-shooting while staying out of range of my units. If he teleported too late, my units would catch-up and kill his units. If he teleported away too soon, his units would barely have any time to acquire a target and fire.

In doing so, he was also kiting (as in, a kite) my units away from my base, as his Stalkers teleport further and further away and my army chases after them. It leaves my base utterly defenseless. He has a second army waiting. They charge up the ramp to my base...

Sunday, July 25, 2010

A rose by any other name...


So there was a recent Unity game revealed, "Pirates of New Horizons," and it looks pretty sweet but over at Mapcore we started being jerks and picking away at the awful, awkward-sounding title.

That got me thinking -- in contrast, "Sins of a Solar Empire" is one of the greatest video game titles ever. Here's why:

It just sounds awesome. The "S" of Sins and Solar together, the "aa" in "a" and "sol-A-r", and the "RR" in "Sola-R" and "Empi-R-e" -- in literature we call this effect "sibilance" (sss), "assonance" (vowels), and "consonance" (consonants) respectively. These combined effects make the title roll off the tongue nicely, at least with fluent American English speakers.

Thursday, July 22, 2010

The Oil Blue: how someone took all those silly panel puzzles from Resident Evil and made it interesting


What if someone took all those ludicrously involved and improbable mechanical maintenance panel puzzles from the Resident Evil series and turned it into a game? That'd be Vertigo Games' "The Oil Blue." And it's surprisingly good. (These impressions are based on the demo.)

The visual design? Purple gradients everywhere. Love it. The sound design? Buttons and panels have satisfying clicks to them. Fantastic. What about the gameplay? It's multi-tasking to the extreme. You have to press buttons to extract oil with various machines, all working at the same time.

The closest analogy I can think of? Oil drilling is like cooking a dinner for 10, as quickly as possible.

Wednesday, July 21, 2010

Inception

1) Fantastic movie.

2) I'm scared because it's going to dominate popular discourse on "levels" as psychological architecture. Before, it was an idea relatively unique to video games -- specifically, the awesomeness that was Psychonauts, complete with subconscious censors that try to kick you out, etc. -- but now? Psychonauts will be ripping off Inception. Radiator will be ripping off Inception. We are all now in its shadow.

And that scares me because, quite frankly, I don't think I can craft an experience as satisfying as that film.

Hell, now I feel like I'm ripping off Inception. I wonder why. Did it plant something in my brain?...

Friday, July 16, 2010

Dragon Age: Origins is the First Game About Gay Marriage + The Power of Mods


(I was waiting to see if the Escapist cared for an article pitch based on this blog post, but they didn't, so now I'm just going to ahead and post it.)

Dragon Age is the world's first commercial video game about gay marriage.

... and now with that incredibly misleading and generalizing hook, let me explain:

So I tricked Dragon Age: Origins into temporarily thinking my dude mage was female to trigger a gay romance with the dashing knight Alistair (and for anyone wanting to do the same, it works pretty seamlessly, just get the mod at Dragon Age Nexus) -- and the result was an oddly tragic playthrough with inadvertent commentary on gay marriage. (Inadvertent because I had to use a mod to get this reading of it.)

I mean, Dragon Age has plenty of other gay shit in it: lesbian dwarves, a threesome, two bisexual romance options, etc. And this is all the intentionally designed LGBT content that BioWare saw fit to implement, which isn't a complaint because this is probably as "progressive" a major commercial Western RPG has ever been. So kudos, BioWare.

But none of that "intentional" gay content compares to how rewarding I found Dragon Age when I hijacked Alistair's sexuality. So, this is how a gay romance with Alistair goes (minor spoilers await -- then you'll get another warning about major spoilers):