Gamer

Hail to the Chief

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GAMER They say you have to go away in order to make a comeback. To be fair, the Halo series never really “went away,” having released two non-numbered titles and an HD remake in the four years since Halo 3, but those entries lacked the presence of the iconic Master Chief and, compared with the pop-culture phenomenon that was Halo 3, they didn’t exactly set the gaming community on fire.

Perhaps fearful of diminishing returns, series creator Bungie left the franchise in 2010 and Halo 4 (343 Industries/Microsoft; Xbox 360) was left to a new developer, 343 Industries. I’m not sure anyone expected the first-time company to knock it out of the park on their first try, but Halo 4 is a unmistakable grand slam — both a love letter to the franchise’s legacy and a re-introduction to a beloved character that once appeared as fundamentally one-note.

Fittingly, Halo 4 picks up four years after the events of Halo 3. Master Chief is awakened from cryo-sleep by sidekick computer A.I. Cortana and, fearing an attack from villainous alien race the Covenant, the pair set off on a quest that once again endangers Earth and the future of humanity. The first entry in a new trilogy of games, Halo 4‘s story favors mystery over the hollow exposition of past titles, and the relationship between Master Chief and Cortana suggests a truer sense of humanity for the man behind the mask.

Pacing is also revamped, and the game is always barreling towards something new and exciting, as players shuffle from spaceship to alien planet and back again, on the run from a new alien-machine hybrid race called Prometheans. Even when you’re required to perform the same action multiple times, mundane acts like flipping switches rarely play out the same way twice thanks to some impressive artificial intelligence and smart level design. Frankly, it’s surprising that the trusty Halo formula can still be put to such joyous effect; the single player campaign is the most satisfying since the series debuted in 2001.

If you’ve played the multiplayer of the past few entries, you’re largely prepared for the wealth of intuitive maps and game types, solid matchmaking, level editor and ability to save and edit videos of your online escapades. You have new armor and a few new special abilities — like a portable turret — but game play remains easy to learn and challenging to master.

In a field where conventional military shooters top the list each month, it’s exciting to have an invincible space marine blasting up the charts again. After years of releasing games that were essentially two sides of the same space-coin, Halo 4 takes the series back to basics: Master Chief and a whole lot of firepower. Everybody loves a comeback.

Good. But revolutionary?

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‘Assassin’s Creed III’

(Ubisoft Montreal/Ubisoft)

Xbox 360, PS3, PC

GAMER Assassin’s Creed III spans decades, from the earliest seeds of the American Revolution and on through some of the most notable events of the war, like the Boston Tea Party and Paul Revere’s midnight ride. Such momentous happenings act as backdrops in a story chronicling the life of Connor, a half-Native American and assassin in a secret society dedicated to upholding the tenets of free will. It’s a lofty premise, and one the Assassin’s Creed franchise has rightly earned with a successful run of past games that combine science fiction, history lessons and parkour neck stabbing. And AC III mostly delivers.

AC III is a true sequel, not a cash grab or copy-and-paste of AC II, behavior that many gamers have accused developer Ubisoft of committing with their non-numbered sequels Brotherhood and Revelations. Attention to historical accuracy of the layouts of colonial Boston and New York is impressive, the new free-running through trees is fluid and natural, and, once you get into the real battles, you encounter a surprising number of on-screen characters. Purely on a performance level, AC III is a big step up for the series, but the epic scope means players aren’t allowed to jump into the fray right away; it’ll likely be hours before you get to play as the guy on the front of the box. If you can go with the flow, you’ll find it’s one of a number of interesting risks the Creed franchise is taking with its latest installment.

Following the introduction, a bold narrative feint that introduces players to the most loathsome villain in the series thus far, players are drawn through wilderness and battleground on the hunt for revenge. Compared to Ezio Auditore, protagonist of the past few Creed games, Connor lacks charisma and acts with a clichéd sense of nobility that, in the face of the Revolution’s complex matters, seems to make him too simple a character. Greater emphasis on non-player characters has the simultaneous effects of giving the campaign a grander scope than ever before and causing you to feel less like the protagonist than a supporting participant in others’ stories.

Previous Creed games maintained an appealing balance between offering campaign missions with linear tasks and providing players with a true opportunity for exploration and discovery by allowing them to tour these lost cities on their own. Ironically, AC III’s grand outlook leaves little wiggle room for true freedom, and those accustomed to spending hours dilly-dallying between missions are likely to be disappointed that few sequences allow them to deviate from the mission at hand.

It’s not all bad, and sometimes a guiding force is good to have in a game this large. AC III offers so much content that you can confidently anticipate playing it until next year. Hunting animals, collecting Ben Franklin’s almanac pages, creating useful items, naval battling, assassinating naughty citizens, liberating areas of town — there’s more stuff to do than ever before, and it’s rare that you’re forced to do anything outside of the main narrative that you don’t enjoy.

As the conclusion to a five-game story arc, AC III carries a lot of narrative baggage, and the bold moves taken in telling Connor’s story will likely limit the broader appeal that curious new fans hoped for. But, in a game this large, maybe you don’t care why you are assassinating redcoats, only that you can do so with consistent flair. Finding the formula for a successful video game is tricky these days, and many developers fear the risks of continuing to innovate once they’ve found a proven recipe. The risks taken here lead to both successes and failures, but kudos to Ubisoft for not being afraid to try new things.

 

‘Assassin’s Creed III: Liberation’ (Ubisoft Sofia/Ubisoft)

PlayStation Vita

With another all-new protagonist in debutante and secret assassin Aveline de Grandpré, Assassin’s Creed III: Liberation is set within the same time period as Assassin’s Creed III, but in New Orleans. Moving play from AC III to the PlayStation Vita exclusive, the technical downgrade is difficult to overlook, but Liberation is no less ambitious and laudably attempts to stuff most of what makes the console series work into a handheld experience.

Fitting all that content leaves little room for story, and Liberation drops the science fiction angle for a straightforward re-enactment of a series of important moments in Aveline’s life. Orphaned and brought into the Assassin order at a young age, Aveline is capable of selecting among different “personas” in order to disguise herself, at times as a slave, at other times as a high-class lady. The lady disguise is likely to be a stickler in many a Creed fans’ craw, as the dress restricts the character’s ability to climb buildings or fight, leaving Aveline with the less appealing abilities of charming men and infiltrating restricted areas. Without a deeper story, the Liberation package feels slight at times, but having a little Assassin’s Creed in your hands is impressive, and the venue change allows Ubisoft to prove its formula works outside of the original narrative.

Overkill

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Resident Evil 6

(Capcom)

Xbox 360, PS3, PC

GAMER Capcom really wants you to like Resident Evil 6. The Japanese developer has been turning out entries since 1996 in the survival horror franchise that has spawned countless films, games, books, and theme park attractions, and with each success came an increase in fans. Resident Evil 6 suggests Capcom has listened to each and every one of its fans, and instead of using fan feedback to make an informed decision about what type of game players want, they simply shrugged and stuffed four games into one.

Resident Evil 6 offers four separate story campaigns, each designed to appeal to a different kind of player. For fans of the original games, fan favorite Leon Kennedy gets top billing in a campaign with a tense atmosphere and sense of exploration. Resident Evil 5‘s Chris Redfield heads a combat-heavy campaign focusing on action and gunplay. New character Jake Muller takes on a story that plays like a mixture of the first two, and the unlockable final campaign stars a bizarrely deracialized Ada Wong as she solves puzzles.

Booting up the Leon campaign reveals mechanics and pacing that are baffling. Levels are designed to be played with a partner, but there are moments when one player performs a task while the other stands around with nothing to do. Quicktime events exist solely to make players jam on the sticks and buttons at inopportune times and lead mostly to cheap deaths. Melee combat is so overpowered it makes more sense to kick zombies to death rather than waste ammunition lining up a shot from a pistol. And the game is relentless with explosions and breakneck action sequences.

The schizophrenic design decisions start to fall into place when you begin Chris’ war-shooter themed campaign. The focus on guns, overpowered melee moves, and arena levels are specifically designed to enhance an action experience but have been applied across the board to campaigns that don’t support the play style. Understandably, it’s impossible to change the fundamental design of each campaign without ballooning the developers’ budget, but my response to that would be not to make four different campaigns. Longtime fans of the series were never going to accept Resident Evil 6. It makes the controversially action-packed fifth entry look like Citizen Kane and it’s a far cry from the slow, solitary experiences that made the franchise a hit. But even separating the game from its baggage, the game stumbles in simple mechanics, pacing, and level design. When a single failed release can sink a development company it may seem justifiable to want to focus-group your game, but in dividing their resources Capcom really just made four different bad games. 

Parsley, sage, rosemary, and timewarp

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marke@sfbg.com

CULTURE For any of you (guilty!) who have a kneejerk gag-reflex reaction upon hearing the words “Renaissance Faire,” but can’t quite pinpoint the source of your disdain, author Rachel Lee Rubin breaks it down for you three ways: fear of men in tights, fear of voluptuous women squeezed into revealing outfits, and fear of being engulfed by nerd culture. That third category of Renaiphobia includes my own personal terror, being approached by a merry fool and loudly addressed in “castle talk,” that peculiar grammatical melange which embodieth the thithermost in Faire-y frippery. (I would also add another fear: that of hepatitis A, which my husband’s high school friend contracted from a woefully undercooked giant turkey leg.)

“Part of Renaissance Faire culture is inextricably intertwined with this adjacent culture of Renaissance Faire haters,” Rubin told me over the phone from her office in Cambridge, Mass. “I spent so much time among the trolls on Internet message boards, it really hurt my feelings!”

The fascinating, forthcoming Well-Met: Renaissance Faires and the American Counterculture (NYU Press, release date November 19), a study of the phenomenon and its political and cultural echoes by Rubin — a professor of American Studies at the University of Massachusetts, Boston — just might temper any Renaissance indigestion. Its deep and compelling tale of the Faire’s reach, much of it emanating from a specifically Californian aesthetic of soft-golden attitudes and ecstatic liberal expression, certainly had me revisiting some of my own preconceptions, even yearning to be part of the revelry. Somebody polish me a codpiece!

Next year will mark the 50th anniversary of the Faire. (This year’s monthlong Northern California Renaissance Faire in Hollister winds down Sat/13-Sun/14). Amazingly, Well-Met is the first comprehensive historical and anthropological study of the festival, although an official 50th jubilee commemorative album is set to be published next year (www.rpf50book.com).

The Faire’s tale begins with a young Laurel Canyon teacher’s quest to teach her charges at the local community center the history of theater, including the Italian Renaissance form of commedia dell’arte, the rowdy, harlequin-speckled, lute-sountracked populist traveling-theater tradition, a mixed-up version of which the Faire would soon become most identified with. But Phyllis Patterson’s idea of putting on a community festival, dubbed the Renaissance Pleasure Faire, soon became a flashpoint for several cultural and political currents of the time, not least the blacklisting of Hollywood professionals by the House Un-American Activities Committee (with all that out-of-work talent, the first Ren Faire served as both a showbiz bonanza and a backlash to Communist witch hunts); a turning away from mass-produced goods and the harmful effects of global commercialism (with an emphasis on handmade crafts and local community); and the incubation stage of the hippie, including the Faire’s soft-focus, wild-and-free English pastoral style of clothing, soon found donned by top pop minstrels, from the Byrds and the Monkees to the Beatles and the Isley Brothers.

“Even now, the spectre of the long-haired hippie looms in many older conservative minds. And he — it is always a he — belongs to the aesthetic of the Renaissance Faire, guitar in one hand, flower in the other,” Rubin told me.

Also involved in the Faire’s history was the reinvention of theater — the New Vaudeville, including such bigtimers as Firesign Theater, the Flying Karamazov Brothers, Pickle Family Circus, and Bill Irwin — plus the explosion of public community radio (LA’s KPFK and our own KPFA owe much of their golden years to the Faire), and a revisionist historical movement in education. Rubin traces the New Left political movement’s break with the Old Left to the Faire’s liberating effect. But mostly the Faire operated as America’s freak magnet, the most visible manifestation of the counterculture emerging from the conformist 1950s — and a safe space for outsiders of all types.

“Again and again, people told me how the Faire made them feel safe,” Rubin said. “Vietnam veterans told me it was only at Faire that they felt welcome back in the country. There was a huge gay and lesbian presence from the beginning, and the bawdiness encouraged there attracted different sexual expressions. Class difference, too, could be left behind. The costuming echoed that of the masquerade, where a certain amount of anonymity — a shedding of the self at the gates, which is a very important ritual at the Faire — opened up new possibilities.

“The central paradox of the Faire is that it allows you to be more yourself while being someone else.”

Another paradox is the overwhelming anachronism of the Faire — starting with those emblematic turkey legs and continuing through the revealing custom-made chain mail “wench wear” that’s lately become all the rage among female Faire regulars (“playtrons” in castle talk). Somehow, reimagining the historical past makes the Faire more authentic.

“The inspiration to write this book actually came when I took an English friend to one of the fairs,” Rubin said with a laugh. “He was horrified: ‘what have you done to my country’s history?’ And yes, it’s called the Renaissance Faire, but it’s really the idealization of probably 10 years of the whole historical period, in England, and only very select parts of that. But the central notion of the festival is play — even a play on the meaning of ‘renaissance’ itself. It’s almost like steampunk’s relationship with the Victorian era. Except that steampunk starts with one historical period and imagines the future, whereas the Renaissance Faire imagines the past.”

And of course the one constant of every historical endeavor is change. The Faire is now a national institution with a broader appeal than ever. After functioning as an artistic haven in the 1960s and a working class escape in the late ’70s and ’80s (the titillating “freakfest” alternative to Six Flags’ “redneck Disneyland”), it’s lately settled into the role of suburban theme party and gamer-nerd paradise. But that’s changing as well.

“The video game role-players are still there, but the faire doesn’t seem to resonate as much with the current tech crowd, which may be more attracted to material gain than fantasy escapism,” Rubin said. And many regular playtrons are dismayed at what they see as the Disneyfication of the Faire. “Even as a suburban and working class phenomenon, the Faire always functioned as an alternative narrative to everyday life. But now we’re seeing more ‘handmade crafts’ manufactured in China and attempts to corporatize the Faire on larger levels. There has always been an argument about authenticity among playtrons, but now there are more contemporary forces affecting the Faire.”

Yet the original spirit of transformation and togetherness persists. For Well-Met, Rubin visited dozens of Faires across the country, not only documenting several intriguing regional differences but also talking to dedicated playtrons about their personal experiences at the Faire. What emerges is a candid family portrait, full of self-aware whimsy, goofy charm, and awkward situations. (Rubin speaks with playtrons of color about the faire’s often ethnically challenged demographics and writes about the widening of the Faire’s aesthetics to include Islamic World elements, in acknowledgment of the actual Renaissance’s roots.)

Also persistent: the wilder, bawdy side, especially on the last day of many Faires, when parents are warned and much of the self-censorship vanishes, like mead from a sterling goblet gripped by hairy Hobbit knuckles. Profane insults and hilariously vulgarish displays fill the fairgrounds. Will that be the case on Sun/14 at the NorCal Ren Faire? Squeeze yourself into corset and tights and come findeth out.

NORTHERN CALIFORNIA RENAISSANCE FAIRE

Sat/13- Sun/14, $25–$35 (Kids under 12 free), 10am-6pm

Casa de Fruita

10031 Pacheco Pass Hwy, Hollister

www.norcalrenfaire.com

A non-game Gamer review: Astro A50 deadphones

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Guardian video game reviewer Peter Galvin tests out technology designed to enhance the gaming experience. Product was provided for review purposes.

Someone once labeled current gaming headset star Astro Gaming the “Beats of gaming,” referring to the enormously successful Beats by Dre product line of consumer headsets. It’s a comparison Astro itself seems eager to encourage and, while aligning your company with such a ubiquitous brand name makes sense financially, more discerning audiophiles are quick to point out that most of the cash you shell out for a pair of Beats is for name-brand style rather than for sound.

However, Astro Gaming seems to be looking to the Beats phenomenon more as a guide to positioning itself at the top of the industry for premium gaming headphones. The market isn’t exactly teeming with game-specific headsets, so when I say the new Astro A50 (Astro Gaming, $299) headphones are some of the best money can buy in this category it doesn’t automatically mean they’re mind-blowing. It does suggest that Astro’s first big release in three years is conclusively about looking towards the future rather than playing catch-up.

A local San Francisco company, Astro has made a name for itself by selling headsets solely on its own website, and, with the release of the A50, it hopes to expand the web store into a downtown retail space. Gaming is in the process of legitimizing itself for mature players and Astro wants a place in that richer realm, not just for posterity’s sake but because we’re talking about a market that’s growing every day. As the average age of game players rises (currently somewhere between 30 and 35 years old), the industry has seen a rise in gamers and tech enthusiasts with considerably deeper pockets.

Linchpin to Astro’s success is the A50.The wireless A50 headset offers a 5.8 GHz upgrade to the A40s, the best currently on the consumer market. If you like having friends over to play, one base station supports up to 4 voice streams, and all with zero compression. Physically, the sets are heavier, so more padding makes them somewhat bulky. But the size helps comfort and noise reduction, on both sides of the velvety cups, and quality metal parts mean they don’t look or feel like cheap toys.

Set-up is simple. Plug the base station into your console (or audio tuner, and pass-through the TV, which allows you to watch movies and TV with the headset) and you’re synched and set. The set is fully rechargeable, a nice feature, though it charges via USB, so if it’s plugged into your TV or console, it won’t charge while those are off. The idea is that these headphones work right out of the box, offer few problems, and, outside of initial tinkering to get them just how you want them, you might not need to touch anything ever again.

As for sound, the set features a high number of volume stops, Dolby Digital 7.1 “surround” sound and 3 different, customizable sound modes. The faux-surround sound does a pretty good job of mimicking real surround speakers and the attached microphone turns on and off automatically when you bring it into position. There’s a lot of power in the set, a good sense of space, and I didn’t notice any distortion. The most important aspect is the quality of the wireless, something that can be tough to nail in a room increasingly packed with wireless devices. I have a lot of wireless junk, all running at the same time in the same room, and didn’t hear a single pop or click from my A50s, a problem that plagued my old Turtle Beach set.

One wireless snafu deserves mentioning: Microsoft has an exclusive deal with Tritton headsets for wireless chat, and all non-Tritton headsets require you to plug the headset into your controller. This lack of direct Xbox support may disappoint some users, but it’s not Astro’s fault and comes with the territory.
Like past products, the A50 also sports detachable and customizable “tags.” The area of plastic that covers each ear is removable and replaceable with new tags that sport game logos, characters or original art. The customizable aspect of the headphones implies Astro intends the A50s to A) last, and B) be shown off.

You might say if it ain’t broke why fix it, but with three years since the Astro A40 debut, it was not unreasonable to expect something of a revolution. Perhaps the A50 isn’t for the truly discerning audiophile, but it is a refinement of everything Astro has become synonymous with: style, comfort, flexibility, and customization. As long as they continue to include quality in that list, Astro’s likely to come out on top.

Nite Trax: Re-enter Kingdom

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You can’t talk contemporary American bass music without starting right off at Kingdom, a.k.a. LA’s Ezra Rubin. (He appears here Sat/22 at the Lights Down Low party at Public Works, in a bananas lineup that includes Kim Ann Foxman, Miracles Club, jozif, and MikeQ.)

Two years ago, his bounce-rave masterpiece “Mindreader” and the low-creeping, R&Bleepy That Mystic EP popped the top of critics’ lists and club faves, and injected some mad energy into the scene on these shores. That was followed by last year’s acclaimed Dreama EP, which blueprinted some interesting bass possibilities, swinging from cinematic vogue-warps to post-grime gamer spaciness.

Kingdom also provided a crucial link between London’s fantastic label-club Night Slugs scene, in which he came up in the late ’00s, and the somewhat scattered US bass scene that operated outside the Diploshere. His Fade to Mind touring collective and label, launched with Prince William, became a focal point for underground American fractal-bass musicmakers like Nguzunguzu and Total Freedom who could hype a club through their disparate styles, but didn’t mind getting a little arty about it.

Although Kingdom seems to tour constantly and has appeared here a few times over the last couple years, it’s been a minute since he released any new material. I wanted to catch up with him over email about what he’s got cooking, and his feelings about the current direction of the American bass music scene. Also, who cuts his hair?

SFBG That FadeFM live set you dropped in July hit me as a bit darker than expected. We’re all eagerly awaiting the follow-up to the Dreama EP — are you being drawn in a darker or harder direction, and might your future output reflect that? Can you give us any news about upcoming releases?

KIngdom The new tracks I’m working on are just more extreme! I’ll be releasing two projects through Fade to Mind this fall. My new solo tracks are darker and more minimal than my previous releases, and on the other end, the second project will be more melodic than any of my previous work, and will feature vocals from Fade to Mind’s first official vocalist, Kelela Mizanekristos. Can’t wait for the world to hear our first song together!

SFBG The Night Slugs scene maintains its high level of quality, but its been kicking around for what seems like an Internet eternity — a lot of other bass labels have faded in the meantime. What’s the current environment for the Night Slugs (and your own personal) sound — do you find it’s still considered “underground”? Has a different generation taken to it?

KIngdom I think it’s timeless and will always weave in and out of what resonates with a certain type of music fan. Everyone in the whole Fade to Mind-Night Slugs continuum is producing different types music, music that is true to who they are, so regardless of passing trends the music stays true to itself and its maker.

SFBG How has the experience of being a part of the Fade to Mind collective and label been? It’s been pretty amazing to watch artists like Nguzunguzu and MikeQ gain some fame in the broader hip hop and dance worlds …

Kingdom Part of? I created the label, alongside Prince William, and its the best feeling in the world to see them doing so well. MikeQ and Nguzunguzu are also close friends from before the label existed, so that makes it even more rewarding.

SFBG How do you feel about the “trap” moniker being attached to a lot of trippy bass music these days, including music that’s only peripherally influenced by the original Houston trap scene? I’m finding a lot of Night Slugs joints being tagged with the trap genre label, and wondering if that might help wider audiences grasp what the sound is in the dubstep-EDM pop world of these United States…. which may be a blessing or a curse.

Kingdom Many members of the collective have been listening to southern rap music forever and drawing influence from it. When people try to ride any microgenre it makes us all cringe, especially one so terribly and insultingly named. Girl Unit really pioneered the sound a couple years back, but he gave it his own twist and made sure it was produced impeccably. Most of the stuff being made now has no production value and you can tell by listening that it’s made by former hard electro and dubstep producers.

SFBG I think a big part of your image is your great (and consistent) look — can you give us some drop on any labels or designers you favor? Who cuts your hair?

Kingdom Haha! I mainly support my friends who run their own labels like Cassette Playa, Hood By Air, Telfar, and Gerlan Jeans. Aside from that I just hunt through garbage really. As for my hair, that’s a trade secret, but I by no means invented this hair cut.

SFBG You released your own genius twist on a vogue ha track with “Stalker Ha” — and I’m sure you’ve witnessed the rise of vogue beats to the fore of cutting-edge bass music. Can you tell me a bit about the genesis of that track, and how much influence vogue beats have had over you productions?

Kingdom I wanted to make a scary and cinematic “Ha” beat. The original bootleg demo I made had Missy’s rap verse from Monica’s song “Knock Knock” which is about a dude bugging her and trying to come up to her house begging her to take him back, so it fit with the stalker vibe of the song. For the final version I stripped out the rap. Vogue beats have been an influence on my music forever, it’s crazy raw energetic music, but also off-kilter and jagged in its own way.

SFBG The last time I saw you was in October 2010, you were playing Mustache Mondays in LA. And I was kind of blown away at how great the combination of a mostly gay freak crowd and your beats was. Do you find yourself playing many queer-oriented parties outside of NYC or LA? If so, how has the reaction been?

Kingdom I haven’t been booked at many queer events recently, mostly straight clubs, and mixed events, too. I find I get a good reaction from both scenes!

SFBG Who are you listening to a lot right now?

Kingdom R&B is always on my playlist, loving the resurgence of a lot of my favorites. Brandy has new material out right now, Missy just dropped two new singles with Timbaland, Ciara’s new song “Sorry” is an anthem, and the new Jeremih mixtape is crazy. Also listening to Beek and Divoli Severe from MikeQ’s Qweenbeat label a lot, as well as the masters we just got back for the next Fade to Mind release, which consists of five new compositions by Fatima Al Qadiri.

Shoot to thrill

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FALL ARTS At some point in the last 30 years game publishers decided that releasing in the summer was financial suicide. Maybe these publishers were under the mistaken impression that everyone is out enjoying the sun and, I don’t know, hiking? But as those of us who also enjoy gaming will tell you, you make time for video games.

So it’s been a pleasure to see the fall gaming season inch ever earlier into August, where it can leverage gamers’ anticipation about autumn releases and avoid being subjected to the intense scrutiny of a more competitive schedule. Two games released last week teeter on that precipice and officially ring in what looks to be another big season of gaming.

Darksiders II is a tad rough but an immense undertaking for a still-unproven license. Playing as Death himself, you must undo the end of the world and save your brother, one of the Four Horsemen of the Apocalypse. Dabbling in light heaven-hell mythology, the art style of Darksiders II is vigorously heavy metal, but it’s the game play homages to Zelda, God of War, and even Portal that make this epic game a pleasure. Dungeons and puzzles are faintly familiar but that’s part of the charm, and the series’ new RPG elements and abundance of treasure chests make the game irresistibly fun to play.

Similarly rugged, Sleeping Dogs sometimes struggles to match the fluidity and detail of Rockstar’s best efforts, like Grand Theft Auto and Red Dead Redemption, but it’s also not nearly as self-serious and has one of the best open-world environments the genre has seen. In this sandbox game set in Hong Kong, you play an undercover cop working his way up the ranks of the triads, playing both sides of the law. In terms of sheer delight, few games this year can match the unique experience of cruising through a neon city listening to traditional Chinese string music while vendors call to you to try their pork buns. And then running them over with your SUV.

Of course, the months of true autumn are still where you’ll find the big titles, and it’s impossible to list upcoming games without acknowledging that there is another Call of Duty game coming out this November, and it will undoubtedly sell more copies than any other game in 2012. The first sequel from odd-year, back-up developer Treyarch, Call of Duty: Black Ops II occurs partly in the Cold War era and partly in the near future, where the PRC have taken control of US revolutionary drone warfare technology and are using it against us.

In lieu of a new Battlefield game, publisher Electronic Arts hopes a new Medal of Honor will fill the shooter-sized hole in their schedule this year, but Medal of Honor Warfighter seems unlikely to compete with Black Ops, considering the player reaction to its 2010 prequel.

No, the Call of Duty franchise’s nearest competitor this year is 343 Studios’ Halo 4. It’s been five years since the last numbered entry in the Halo series and a new developer aims to repeat the mammoth sales of Halo 3 (a game with such crossover appeal that I picked up my copy at 7-11) with another blockbuster. Halo 4 will once again star iconic space soldier Master Chief, and promises a renewed focus on exploration and discovery over straightforward alien bombast.

http://www.youtube.com/watch?v=Ca3Y8Ws3plI

Fan favorite Resident Evil has slowly evolved from its deliberately-paced survival horror roots into an action series — resulting in both uproar and increased sales. And we all know which result matters more to publishers. But in an effort to satisfy fans new and old, Resident Evil 6 has two protagonists, and for all intents and purposes two separate storylines. One plays it slow and scary while the other delivers on the explosions and firefights that likely mean big sales this October.

Another series that developed a new identity based on fan feedback, Assassins Creed III brings the time-traveling franchise to the USA during the American Revolution. Playing as a Native American assassin, you hobnob with the likes of George Washington and Thomas Jefferson in a dynamic recreation of 18th century Boston and New York. You’ll probably also murder a lot of redcoats. Like Call of Duty, Assassins Creed has a new entry each year, and its dependable quality is its greatest asset.

Then there are games whose futures are less certain. New IP Dishonored looks to take BioShock’s steampunk aesthetic one generation earlier, into the Victorian era, with a stealthy first-person-shooter soaked in atmosphere. Borderlands 2 takes its predecessor’s successful basic characteristics — a boatload of loot, focus on cooperation and tongue in cheek humor — and ratchets them up to 11. Also, releasing in the typically untouchable month of December, Far Cry 3 explores an entire tropical island, complete with psychedelic mushrooms and a very nasty pirate villain.

All of the above for the new season, without even touching Nintendo’s new Wii U. We know it’s coming, but no release date, price, or game lineup yet. It wouldn’t surprise me to learn that Nintendo’s slow approach to starting the next generation of hardware may be a case of wanting to fully size up the competition before committing. With games like these, it’s never been clearer that people crave good games above new hardware.

Same time next year

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GAMER There was a moment when it seemed this year’s Electronic Entertainment Expo (better known as E3) would be the most exciting since way back in 2006, the year Wii and PlayStation 3 premiered. This January, rumors swirled around Sony and Microsoft, that they were developing next generation consoles, and perhaps looking to premiere them alongside Nintendo’s big Wii U reveal.

But Microsoft’s decision instead was to coast on their current success as market leader, and Sony chose to concentrate on setting themselves apart in an increasingly multi-platform marketplace by focusing on peripherals and exclusives. So, at least one more year for this generation of gaming, making E3 2012 pretty interchangeable with 2011.

Nintendo’s presentation played it safe with first-party games that were either already known (Pikmin 3) or practically indistinguishable from past installments (New Super Mario Bros. 2), and left innovation for new Wii U software to third party developers. Playing nice with outside development teams will go a long way towards winning back the “hardcore” crowd Nintendo desperately craves but the dearth of exciting games evoked too-fresh memories of last year’s disastrous 3DS launch.

Speaking on the Wii U at an investor presentation prior to E3, Nintendo president Satoru Iwata stated “There is always a limit to our internal resources … if I said that an overwhelmingly rich software lineup would be prepared from day one, it would be too much of a promise to make.” Attendees at Nintendo’s conference would have been wise to heed that warning, as an initially excited crowd grew more restless with each announcement that wasn’t a hi-definition Zelda or Metroid game.

On the other side of the coin, Microsoft opened with a guaranteed bread-winner for the Xbox and their only exclusive blockbuster releasing this year, Halo 4. Coupled with the annual release of Call of Duty, the Xbox is in a safe spot, and Microsoft was smart to concentrate the rest of their show on apps and an application they’re calling SmartGlass, even if doing so created some disappointment in the crowd. An experiment in tablet crosstalk, SmartGlass is just one example of the “second-screen” gameplay all three publishers appear keen on for 2013.

Last of the “big three” publishers, Sony attempted to entice consumers into supporting the low-selling PlayStation Move and the new PSVita handheld, but their exclusive titles remained the most compelling reason to own a PlayStation. A new project from Quantic Dream, Beyond: Two Souls improves on Heavy Rain‘s cinematic storytelling, and Naughty Dog’s post-apocalyptic survival piece The Last of Us wowed audiences with gruesome one-on-one combat. Sony also featured the Expo’s biggest failure: way too much time devoted to a buggy and simplistic augmented reality book, Wonderbook, based on the Harry Potter franchise.

Concentrating on games over peripherals, Ubisoft had arguably this year’s best showing. New action/stealth IP WATCH_DOGS, about a hacker who can control the power of a city’s technology, had many declaring it E3’s biggest surprise, and Ubisoft also delivered strong demos for Splinter Cell: Blacklist, Assassin’s Creed III, Far Cry 3, and Rayman Legends, the last of which harnessed the possibilities of the Wii U in ways even Nintendo couldn’t match.

On the E3 show floor, the Tomb Raider series’ reboot is emotionally engrossing and includes a more robust upgrade system than the game it most closely resembles, Uncharted. Where Uncharted is known for strong story and characters, Tomb Raider competes with a terrifying sense of helplessness and mature storytelling. Making its debut at E3, Star Wars 1313 also made a lot of promises about being first to set a “mature” game in the Star Wars universe. It’ll be interesting to see if LucasArts uses that freedom as a tableau to create a truly interesting story, or if it becomes a bar to hit in terms of language and violence. Either way, 1313 features some of the most realistic motion capture I’ve ever seen, and lighting and animation that rivals entries in the film series. If there was a constant among the big E3 games, it was the year 2013. Publishers are tired of getting beat up each fall by Call of Duty‘s annual release and have relocated to next spring. Most titles demoed at E3 have been slotted for 2013’s first quarter, which currently looks as stuffed with games as November usually does. It’ll be interesting to see who stands their ground and who makes one last push to the barren summer months. If 2013 looks to be an exciting time to be a gamer, in 2012 it remains business as usual. 

Bullet blender

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Max Payne 3

(Rockstar Games/Take-Two Interactive)

Xbox 360, PS3, PC

GAMER There will be fans who complain that Rockstar Games doesn’t “get” Max Payne. Remedy Entertainment, a Finnish developer that has since moved on to the Alan Wake franchise, developed the action-noir series’ first two titles, and Rockstar picked up the ball in much the same way they revived Red Dead a few years back. The truth is there may be no company better suited to reimagining Max Payne; Rockstar and Remedy share a fascination and fetishization with the old cop movies, comic books, and cinematic style that inspired the series.

After the deaths of his wife and child in the first game, Max has given up. Holed up in a dingy bar in Jersey, he’s drinking himself to death when an old police academy buddy suggests private security work in São Paulo, Brazil. The suntanned change of scenery is pleasant, and the authentic music, un-subtitled Portuguese and po-faced grime of the dangerous favelas is typical Rockstar distillation of what makes Brazil “cool” to outsiders.

The wife of a wealthy aristocrat is kidnapped, and Max sets out to retrieve her from the corrupt cops and drug lords of Sao Paolo’s streets and slums. It’s got a Man on Fire (2004) vibe, one the developers encourage by incorporating Tony Scott-esque editing tricks like double exposures and scrolling key words of dialogue across the screen as characters speak them.

If one element will divide old fans from new, it’s a certain self-seriousness, something scoffed at by the original Max Payne. There’s a joke about gaming in the aughts and how every developer seemed to turn their protagonist into alcoholic, bearded scumbags, but at least Max embodies these traits thematically. The game’s grizzled noir clichés aren’t overtly tongue-in-cheek and aside from some superficial commentary about the divide between rich and poor in a predominately poor city, this is a game about slow-motion bullets and it’s hard to take too seriously.

Max Payne invented “bullet time” gaming, where the game world slows down as you dive through the air, picking off multiple enemies in slow-motion, and the mechanics haven’t changed. Basically, (1) keep moving, (2) keep shooting, and (3) kill thousands of people. Level design is inspired — though flashbacks to New York feel like a consolation to fans unhappy with the change of setting — and rock band HEALTH delivers a moody score that’s equal parts Jan Hammer and Japanese taiko drums.

There’s something quietly retro about a game that isn’t anything more than shooting a ton of bad guys. It’s a simple pleasure, and Max Payne 3 feeds that monster. But Rockstar Games aren’t known for “simple”; when they took over Red Dead Redemption they transformed a game about gunslinger showdowns into an epic open-world western. Part of me hoped for something revolutionary to happen here, and the final product looks quaint compared with the caliber of Rockstar’s past releases, but there’s no denying Max Payne 3 is a uniquely stylish take on Latin American crime.

Extra points

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emilysavage@sfbg.com

MUSIC If the triumphant theme to 1986-released video game The Legend of Zelda sends a knowing shiver down your spine; if you’ve ever spent hours obsessively clicking homemade remixes and covers of the soundtrack on Youtube (oh hey Deadmau5); there’s finally a highbrow spot for you among the upper crust: “The Legend of Zelda™: Symphony of the Goddesses Tour” is making its exultant, geeked out way to Davies Symphony Hall this week.

It features two hours of the theme from that first game — originally created by legendary Nintendo composer Koji Kondo — and themes from subsequent games in the Zelda franchise, up through 2011’s Skyward Sword for Wii, in a complete four-movement symphony, orchestrated and arranged by Chad Seiter.

Back to lowbrow YouTube for a moment. This comment on Zelda perfectly sums it up: “There is only ONE tune,? ONE game that unites all other gamers together and defines who we are. Here we have the pinnacle version of that tune.” Hyperbolic? Certainly, but you get the point. People freak out about the music of Zelda.

The inspiration for this momentous high-low culture mashup sprang from the 25th anniversary of the Zelda franchise and a longtime gamer/producer. Jason Michael Paul had been producing video game-inspired concerts since the early Aughts, including “Dear Friends — Music from Final Fantasy” in 2004, and “Play! A Video Game Symphony” in 2006.

Nintendo, for its part, was planning some unique releases to coincide with both the anniversary and the Skyward Sword release — anniversary concerts and a symphonic CD.

Music director Seiter took the short motifs and expanded the themes for the orchestra. Throughout the symphony, video projections of Princess Zelda and Link flash behind the classical musicians, matching up with key orchestral moments and providing the full live Zelda experience. Fans should be jumping in their seats.

“THE LEGEND OF ZELDA™: SYMPHONY OF THE GODDESSES TOUR”

Weds/28, 8 p.m., $45–$125

Davies Symphony Hall

201 Van Ness , SF

www.zelda-symphony.com

www.sfwmpac.org

Gamer: Sony PlayStation Vita top picks (and games to skip)

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Read Peter Galvin’s review of the Sony PlayStation Vita in this week’s Gamer column.

Most of the Vita’s launch games exist to show off what the system can do. Mini games, short races, puzzlers; a lot of this initially sounds like phone gaming. But, even with all of Sony’s efforts to ape the success of Apple’s app store, don’t discount the Vita’s sticks and buttons, a fundamental that phone gaming has yet to overcome. Real games have buttons, people.

Little Deviants
This mini-game collection came as a pack-in with early orders of the Vita and seems specifically designed to show off the system’s novelties. Think WiiSports, but instead of a remote, you have touch screen games and “augmented reality” that uses the rear camera to allow you to shoot aliens in your house. Each game is fairly one-note and, for all but children, the novelty will grow old fast.

Uncharted: Golden Abyss
For everyone who thinks their phones can play games, play Golden Abyss. While this third-person shooter may stack less favorably against its console brethren, as a handheld title it’s simply stunning. An Uncharted adventure with very few concessions, Golden Abyss is closest to a home experience you’re likely to get on a handheld.

Super Stardust Delta
A score-attack twin-stick shooter where you wipe out asteroids as a tiny spaceship, Stardust has been a fixture on the PlayStation, and this handheld version might be the prettiest and most addicting entry yet.

Escape Plan
Early shoo-in for most unique downloadable title in the launch, Escape Plan has a gloomy black-and-white aesthetic that recalls Limbo and early Tim Burton. Basically a point-and-click adventure game, Escape Plan probably tries to do too much, but its distinct style is worth a look.

WipEout 2048
The best racing game at launch, WipEout offers a lot of content, a great sense of speed and a steady increase in difficulty — and it means you can skip the depressingly shallow ModNation Racers: Road Trip and Asphalt Injection.

Hot Shots Golf: World Invitational
This entry in the Hot Shots Golf series is largely uninterested in the Vita’s touch-screen, but golf mechanics are tight and short rounds create an addicting “just one more hole” experience that would seem to go against the sport’s generally calming nature.

Lumines Electric Symphony
Lumines may be the most addictive puzzle game. The Tetris-esque gameplay seems simple, but Lumines is more of an audio-visual experience that challenges you to beat your own — and the world’s — high scores to some pretty rave-y electronic music. Wear headphones!

Rayman Origins
Rayman Origins may be a port, but it’s a port of a full length console game and remains one of the best platformers of this generation. Even without co-op play, the colorful and fast-paced stages are masterfully designed and it’s nice to have them on the go.

Viva la Vita

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GAMER News of the Vita’s death in Japan has been greatly exaggerated. Sony’s new handheld console arrived on Japanese shores last November, with meager sales compared to 2005’s PSP and even fewer than the much-ballyhooed Nintendo 3DS launch last spring. Analysts were quick to point to the 3DS’s disappointing launch as the beginning of the end for dedicated handheld systems, and Sony’s comparatively low sales had many pundits patting themselves on the back.

But, unlike Nintendo, Sony seems to have learned that software is as important as hardware. Where the 3DS launched with a sparse game library and hoped to sell units on name recognition and a 3D gimmick, the Vita has arrived with one of the best all-around software launches in recent history. That the hardware is no slouch either indicates we’re looking at a winner — if gamers are willing to carry around another gadget.

The Vita is a system for tech geeks. It’s got gimmicks and novelties — front and rear cameras, tilt control, and a rear touch pad — but it’s the more traditional elements that drive them home. The system is comfortable to hold and has a beautiful OLED front touch-screen. It’s quick as a whip, and best of all it’s aesthetically pleasing. It’s no accident the Vita looks more like an iPhone than a plastic Speak & Spell. (Yes, that’s a dig at the 3DS.)

http://www.youtube.com/watch?v=WfBFx051pWM

Additionally, it’s a real surprise to see Sony at the forefront of the impending digital revolution. Not only is every Vita game available on a cartridge, it’s also available for download — often at a lower price. Flexible pricing is something Sony seems interested in across the board, and it’s a development the industry has needed for a while; helping smaller games release at prices related to their stance in the marketplace makes sense.

Early sales reports for the Vita’s Western launch currently remain low, but the problem is not with the system. The Vita is slicker and quicker than its big brother, the PlayStation 3, and with the right publishers and a steady pace it could be the handheld we’ve all been waiting for. Buying the Vita now means banking on the system’s potential. Its launch lineup is full of games that are undeniably fun to play, but one could argue they are mere previews of the bigger-and-better experiences the Vita can offer. Whether or not we see those experiences is in the hands of a public that just might be OK with 99-cent iPhone games and 10-minute time-wasters.

Check out Peter Galvin’s Vita game reviews over at Pixel Vision.

The bottom of the top

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YEAR IN GAMER One of the most exciting release windows in recent memory, this year’s fall gaming onslaught is officially behind us. And while most gamers are quick to rank the marquee experiences — battling dragons (The Elder Scrolls V: Skyrim), thwarting diabolical clowns (Batman: Arkham City), and riding giant birds in a green tunic (The Legend of Zelda: The Skyward Sword), it’s only when you approach the bottom half of a critic’s top 10 that the real debate begins.

So let’s skip ahead, past Uncharted 3 and Portal 2, which round out the established top five games of the year, and delve into the bottom half of the top 10. Any one of the following games might have taken home top honors in years past. As it stands, you may have overlooked one or two. And that’s what Christmas is for.

6. Rayman Origins

2D platforming in 2011 takes place in one of two venues: the games marketplace, like PSN or XBLA, or on your phone. Rayman Origins‘ greatest disadvantage is that it looks like something you can get on your phone for a buck but it costs full price. Don’t be fooled, a dollar will never get you as much content as you’ll find in Rayman, with its more than 60 levels of hand-drawn animation, four-player co-op, and star limbless thingamajig. Rayman isn’t just a re-skinned Mario; it’s a brighter, sillier and more rhythm-based experience than the Italian plumber, with a similar level of polish.

7. Dark Souls

It feels strange to be recommending a game that I’m often too afraid to play. Dark Souls is a brutal action RPG wherein you play a sort of zombie that most enemies can kill with a single hit. Save points are sparse and taking a break respawns any enemies that you might have killed already. (If you’re an old-school gamer, you’re screaming “all games used to be like this!”) Dark Souls employs an amazing level design that intricately connects its diverse dungeons and features a unique multiplayer system that allows other players to either leave tips for you or invade your game and make life even harder. You know that snotty friend who says today’s games are too easy or too much like movies? Get him this game.

8. L.A. Noire

Dismissed by some as a hackneyed attempt to marry Rockstar Games’ Grand Theft Auto with a point and click adventure, L.A. Noire may not be the perfect joining of genres we all hoped it would be, but it’s a wonderful homage for aficionados of 1940s crime movies. A sordid tale of an ex-Marine turned policeman rising through the ranks of the LAPD, L.A. Noire is well paced and acted, with a fully fleshed-out story — which can be hard to find in video games. Though it ultimately made more headlines for the developers’ harsh working environment, L.A. Noire remains a unique and expansive take on an under-represented genre.

9. Driver San Francisco Do you like driving fast cars but find yourself overwhelmed with the intricacies of real-life simulations? More racing games are contextualizing their in-game courses with a bit of drama and back story, and Driver San Francisco takes the cake when it comes to unique storytelling. You play an SF cop in a coma who can enter the bodies of other drivers on the road and drive like a maniac without consequence. He uses this amazing power to help teenagers win street races, freak out driver’s ed instructors and save the city from a terrorist attack that may or may not exist at all. Driver SF is less than polished, and local residents will notice some discrepancies in the city’s geography, but for pure entertainment few games take risks like these.

10. Super Mario 3D Land

After a bit of an embarrassing year for Nintendo, and the 3DS in particular, Super Mario 3D Land marks the first game to make the troubled console truly worth owning. A jump-in-and-play good time, Mario 3D highlights both the 2D platforming of New Super Mario Bros. and the fluid 3D exploration of Mario Galaxy, creating something that’s more than a throwback, it’s a refinement of everything that makes the 25-year franchise so popular. It’s not innovative enough to be worth buying a 3DS for, but early adopters finally have a game to call their own.

The new (open) world order

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YEAR IN GAMER In 2010, year-end awards were dominated by one game: Red Dead Redemption. Published by Rockstar Games, the title was a sweeping, epic Western in the best American tradition. Using a proprietary game engine, Rockstar stitched together a giant swath of imaginary frontier, a teeming open world that seems to leap straight from the imagination of John Ford or Sergio Leone.

Now that 2011 is nearly done, it’s clear that Red Dead Redemption‘s success was merely a sign of things to come. Rival publishers must have watched contentedly as the game’s accolades stacked up. They were about to make 2011 the year of the open world game, ushering in a glut of go-where-you-want, do-what-you-want, slay-who-you-want titles that would dominate both discourse and sales.

Rockstar themselves were the first to get in on the action, taking a second bite at the apple in May with L.A. Noire. Developed by now-shuttered Australian studio Team Bondi, the game takes place in a meticulously recreated version of late-40s Los Angeles. Like Red Dead Redemption, Team Bondi’s title is an engrossing pastiche of classic cinema, drawing on the tropes, mopes, and molls of vintage noir. While critics rightly complained that the game’s open world offered little except the opportunity to drive around and sightsee, the simulated city’s presence added atmosphere and heft to an already immersive game.

Explore L.A. Noire‘s carefully art-directed metropolis, and the most dangerous thing you’re likely to encounter is fast-talking dame with nothing to lose. Not so in Dark Souls, an October release by iconoclastic Japanese studio From Software. From’s open world is a foreboding, twisted take on fantasy gothic, full of decaying grandeur, uncanny creatures, and fetid environs. Players must creep forward against their better judgment, dreading whatever horror lurks around the next corner. Though the game’s uncompromising difficulty acts as a deterrent, Dark Souls‘ labyrinthine, deadly world and endless creativity are well worth the frustration.

In Batman: Arkham City, British developers Rocksteady Games put Batman in his place: perched on the roof of some crumbling Gotham pile. The game’s titular open world is a vast outdoor prison, an entire urban zip code done up in hyperbolic neon-noir, then filled with psychopaths and super-villains. While he’s not using Rocksteady’s impressive, flowing combat system to put the hurt on Gotham’s criminal underclass, Batman can deploy gadgets like the Batclaw to swoop around. Though Arkham City mostly serves as a backdrop for a fairly linear narrative, but there are also dozens of collectible, lime-green “Riddler Trophies” scattered around, giving gamers an incentive to explore every inch of the game’s open world.

For sheer size and scope, you can’t top The Elder Scrolls V: Skyrim, released in November by Maryland-based Bethesda Game Studios. Bethesda have made open worlds something of a specialty in recent years, and Skyrim is the company’s most ambitious effort to date. Set in a frigid, arctic landscape, the game showcases natural beauty on a grand scale, rendering icy peaks, swampy tundras, and furtive wildlife darting among snow-dappled pines. Players will spend hours completing hundreds of quests, scaling the world’s highest heights and descending into the bowels of its darkest dungeons. Though the game makes it easy to follow a floating arrow directly to you current goal, Skyrim’s best moments are often the product of getting hopelessly lost.

When it comes to the sheer joy of exploring an open world, Minecraft reigns supreme. Created on a lark by Swedish programmer Markus Persson, the game randomly generates a gargantuan new environment every time you tell it to. Comprised entirely of chunky, Lego-like blocks, the world can be altered at will — dedicated players have spent hours moving blocks one-by-one to create replicas of things like the USS Enterprise. Minecraft is an impressive indie success story — first released in its alpha version in 2009, the game now boasts nearly 242 million logins per month.

What lessons will open world games learn from the class of 2011? Will 2012’s vast gaming environments be welcoming or forbidding? Will players be given long lists of collectibles to hunt, or simply asked to explore for its own sake? Dec. 20, thousands of people logged into Star Wars: The Old Republic for the first time, a big-budget MMORPG from local publishers LucasArts and Electronic Arts. Not content with the vast worlds already available to them, these intrepid gamers opted for an entire galaxy — a galaxy far, far away.

The Performant: Revenge of the nerds

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Gaiman and Palmer, the Bay Area Science Festival, and a live game of Frogger

Nerd might still be a four-letter word in high school locker rooms (assuming these are still high school locker rooms to be found), but there’s really never been a better time in history to be an adult nerd. No matter if your inclinations lie in language, linux, or the laws of thermodynamics, a nerdish life lived well is truly the best revenge for all those real or imagined slings and arrows of awkward youth.

Epitomizing this truism, geek-elite power couple Neil Gaiman and Amanda Palmer launched a joint mini-tour across the West Coast entitled simply “An Evening with Neil Gaimna and Amanda Palmer,” which turned out to be exactly that, no more and no less.


Though shades of goth tinge both artists’ output, their overall aesthetic is more playful than grim. Neil Gaiman, a prolific writer in many mediums, will perhaps always be best known for his long-running graphic novel series The Sandman, while Amanda Palmer, first hit international acclaim as co-founder of the antique punk/Weimer cabaret act The Dresden Dolls. During a pleasurably meandering three-hour evening at the Brava Theatre (two days before their appearance at The Palace of Fine Arts), the two performed bits of their own work—Neil reading from his 2006 collection of short stories Fragile Things, she playing the ukulele and piano with her singular panache. The songs that they performed together were naturally the highlights. Who knew that Neil Gaiman had a torch singer tucked within his black garb and quiet English reserve? He also penned the lyrics for some of the more notable tunes, including a lovelorn lament “I Google You,” plus one of opening act The Jane Austen Argument’s tunes: “Holes.”

It was a brainiac weekend all around, thanks to the Bay Area Science Festival, which hosted a plethora of walking tours, lectures, exhibitions, and hands-on activities for all. Ducking into my friendly neighborhood Sci-Fi/Fantasy/Horror fiction bookshop, Borderlands, I got an earful from science fiction authors Scott Sigler, Mira Grant, and Jeff Carlson about the “Science of Science Fiction,” primarily about how much research goes into being able to create with a mostly scientific justification for “melting faces” and “zombification”.

Last but not least, the Come Out and Play Festival, wrapped up a week’s worth of street games with an intensely-packed weekend of battle-scaled dodgeball, cardboard tube fighting, city-wide scavenger hunts, and labyrinths. In Everett Middle School’s vast playground, about forty adults plus a handful of kids, showed up to play a few rousing rounds of Field Frogger, a completely analog twist on the classic arcade game of yore. Participants playing “froggers” sat on giant yoga balls and bounced through an obstacle course of banner-carrying “cars,” “turtles,” and ”logs.” By the end of the morning, there were six froggers hopping through the roads and rivers at the same time, which gave the playing field more of an appearance of a collision course than in the original Konami version, combining innovation with chaos and homage with humor.

http://www.youtube.com/watch?v=zDgqJjht2vQ

Three is the so-so number

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GAMER Take a look at your favorite games from the past few years and you’ll find most were released not only on one system, but on two or three. The days of platform exclusivity are waning, and all these multi-platform releases mean console exclusives like Resistance 3 are increasingly important to manufacturers interested in maintaining their position in the industry.

Sony’s Resistance saga traces the path of a space virus sent to Earth to turn humans into alien-beings called the Chimera. The first two games follow Nathan Hale, a soldier who battles the virus across Europe, and eventually America. Resistance 3 kicks off where the second game ended (Resistance 2 spoiler warning): virus-stricken Hale is shot dead by his second-in-command Joseph Capelli.

Capelli is a more interesting protagonist than his predecessor, and killing off the main character allows developer Insomniac Games to create a more compelling story that deviates from the military action of the first two titles, but it also robs the story of its building tension, and the final product doesn’t have the oomph needed for an epic end to a purported trilogy.

Visually, Resistance 3 boasts some impressive animations and lots of detail. Little things, like trees bent backwards and street signs trembling during a windswept shootout on small-town Main Street, create an uncanny atmosphere that is not unlike Half Life 2 — a game that the cross-country trek of Resistance 3 evokes in more than just atmosphere.

Where Resistance 2 had a more modern shooter attitude (maximum of two guns, regenerative health), the third entry flips the switch in a positively old-school way. Health is distributed via health packs and you can carry a vast and devastating weapons arsenal for the duration of the campaign. Much like Insomniac’s other series Ratchet & Clank, the devil is in the arsenal.

Weapons are introduced at an alarming pace, each with primary and secondary fire, doubling the number of options. Even the earliest of weapons, like the Bullseye (shoots around corners) and the Auger (shoots through walls) are designed to create diverse combat experiences, and a limited ammo supply encourages you to try them all.

Three years of polish has done wonders for Resistance 3, but it’s hard to believe this is the end Insomniac had in mind. Despite its Sony exclusivity, consumer hype is not where it needs to be and Insomniac recently indicated that they are ready to move on. On paper, Resistance 3 is easy to recommend: it’s atmospheric, varied, and has a ton of content when you factor in above-average multiplayer, 3D and Move support. But in a sea of options, it’s hard not to be wary of the sinking ship. 

Reprogramming the hardware

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MUSIC Technology can be so existentially mystifying. One minute you’re a kid in the back seat of your parents’ car with thumbs aimed and eyes glued to the screen of your modern handheld gaming console, the next you’re on stage with blinding lights and an audience, smashing into a modified old-school Gameboy on a snare drum. One second you’re doubled over in bed with the stomach flu, the next you’re in a box on Google+, simultaneously interviewing two band members from their respective Bay Area cities.

It’s enough to melt your mind, and we haven’t even begun to discuss those Gameboy modifications. Chiptune or 8-bit music is nothing new — nerded out musicians have been tinkering with the sounds on gaming consoles since the products hit the shelves in the 1980s — but now the music has the distinction of being both technologically advanced by some standards, and vintage, given its nostalgic sound.

Plus, in these financially-strapped times, it’s an economical way of creating music. “You don’t need anything fancy to make it,” says drummer-synth programmer Matt Payne. “The equipment is dirt cheap and it’s so accessible.”

Chiptune community outreach is big for him, Payne adds from his home in Oakland, holding up a mutant Gameboy with a blinking fuzzed out screen. He and musician-@GAMER magazine associate editor Lizzie Cuevas make up Bay Area-based 8-bit band the Glowing Stars. Cuevas, joining us in the Google+ video chatroom from her office in Daly City, agrees that once people see a live chiptune band, they’re usually inspired to try out the technology themselves. “We always have people who come up at shows and ask, ‘how do you do it?'”

The duo has demonstrated just how they do that at the Maker Faire and Pulse Wave SF — a friendly monthly gathering for chiptune bands. Up next, they play the free CONVERGENCE International Alternative Music and Arts Festival at the Japantown Peace Plaza.

Cuevas and Payne met in 2005, each playing in different punk bands. Payne joined Cuevas’ band (Sputterdoll), which broke up a few years ago. “We knew we wanted to do something video game related, we just didn’t know exactly what,” says Cuevas.

Payne had futzed with a program called LSDJ (LittleSound DJ) when it first came out, but hadn’t been serious about it initially, he says. “There’s a learning curve, it’s one of those easy to learn, difficult to master things.” With the new band starting up in 2010, he began gathering Gameboys and filling them with his own sounds. Given Cuevas’ affinity for early Weezer, the music they make is poppy, but it also has that nostalgic synthesized MIDI sound.

“There’s a misconception about it, that we’re using samples from video game somehow or that we’re doing something using actual songs from video games,” says Payne. “But what we’re actually doing is basically stripping down the console to a little sound making computer and getting it to play back our music.”

The process works like this: Cuevas writes the first skeleton of a song on guitar then sends it to Payne. He then programs it using LSDJ and loads it onto the Gameboy for that 8-bit transformation. They ping it back and forth, adding layers to the song. Payne also just started making music with a Sega Genesis — you can make chiptune on any console — so that might come into play soon.

Live, Cuevas sings and play distorted guitar, and sometimes taps a fresh Gameboy, like in the song “Bounce Bounce” where she solos over the final instrumental part. Payne plays drums and, occasionally, picks up the keytar. He also keeps his modded Gameboy on his snare, which has only once caused significant damage.

“I hit it with the drum stick — it made a loud, awful noise,” he says.

Cuevas smiles and replies, “I think you lost a chunk of your Gameboy.”

 

CONVERGENCE FESTIVAL

The Glowing Stars

With the Bran Flakes, Planet Booty, Teenage Sweater

Sun/4, 12-5 p.m., free

Japantown Peace Plaza Post Street Between Webster and Laguna, SF www.convergencefest.com

Sequel smackdown

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GAMER Though video game sequels abound every season, fall 2011 plays host to an unusual profusion. Three is indisputably the magic number, though five and a pair of un-numbered twos make a strong case. Decide for yourself which game deserves your dollars by delving into the details below.

Shooter wars In terms of sheer seismic impact, it’s hard to match Call of Duty: Modern Warfare 3, which hits store shelves Nov. 8. Successor to Call of Duty: Black Ops — literally the best-selling video game in the history of world — Modern Warfare 3 is the 2011 iteration in a once-yearly parade of market-dominating games released by publishers Activision. Defined, for better or worse, by its frenetic gameplay and rabid fans, Call of Duty‘s vast popularity has resulted in uncanny levels of cultural saturation. It’s the video game of choice for people who only own one video game.

This appeal to the lowest common denominator has been tacitly criticized by the team behind Battlefield 3, another hyper-realistic military shooter from rival publishers Electronic Arts. Released exactly a fortnight earlier than its megalithic competitor (Oct. 24), Battlefield 3 will point to a less puberty-addled player base and the excitement of pilotable vehicles (tanks, helicopters, etc.) as its main selling points.

Though the chivalric code of video game public relations prevents these two giant franchises from really laying into each other, the gaming intelligentsia expects a consumerist cage match come late October. By the time the first-week sales numbers are compared, they’ll be baying for blood.

Open worlds Evaluated superficially, The Elder Scrolls V: Skyrim seems like a parody of itself. Every gaming stereotype is represented, starting with the portentous title. Screenshots reveal barbarians swathed in fur, casting wary glances at the dragons wheeling overhead.

But despite its conventional high fantasy trappings, Skyrim (Nov. 11) represents the sophisticated, forward-thinking apex of modern RPG design. Its new Creation Engine allows surprising flexibility — the A.I. modifies quests on the fly to test a player’s strengths and weaknesses, and to showcase the content that player might be missing. The aforementioned dragons are given license to roam, appearing randomly to ruin your day at the expense of choreographed, scripted sequences.

Speaking of ruined days, no game will kill you quite as dead as Dark Souls. The follow-up to the cult Japanese import Demon’s Souls will expand on its predecessor’s distinctively punishing gameplay, turning players loose in an ominous open world filled with booby traps and seemingly invincible monsters. It will take unwavering concentration and an iron will to succeed when the game releases Oct. 4.

Gamers who prefer a more modern open world are gearing up for Batman: Arkham City (Oct. 18.), sequel to 2009’s surprise smash Arkham Asylum. Escaping the confines of the comics world’s most recognizable prison, Arkham City will allow the Caped Crusader freedom to explore a wide swath of dystopian Gotham, putting paid to recognizable Batman adversaries like the Penguin, Bane, Two-Face, Catwoman, the Riddler, and the Joker.

Arkham Asylum won players over with its fluid, timing-based combat system, which will return improved, able to pit Batman against 27 heavily-muscled henchmen at once without breaking a technological sweat. Fisticuffs aside, Arkham City will also allow you to swoop down off buildings with only an inky-black cape to break your fall — who wouldn’t want to try that?

Trilogies completed Like Batman, Uncharted protagonist Nathan Drake is no stranger to precipitous heights. The wisecracking Indiana Jones homage returns Nov. 1 in Uncharted 3: Drake’s Deception, rounding out a trilogy of cinematic, visually stunning adventure titles.

Clambering up priceless ancient architecture while dispatching baddies with bullets and bon mots, Drake will take advantage of huge investments in motion capture and hardware optimization that will make Uncharted 3 one of the most realistic looking games ever. You can also expect it to set new benchmarks for video game writing and voice acting — traditional strengths of the series.

Gears of War 3 might not boast the same level of insouciant wit, but its graphical and gameplay bona fides are second to none. Due out Sept. 20, the new game from influential studio Epic Games (famed for their extensively licensed Unreal 3 engine) aims to wrap up the story of hydrant-shaped marine Marcus Fenix, who first growled his way onto consoles in 2006. The plot is conventional stuff — find your missing father; save the world — but Epic’s satisfying cover-based shooting mechanics and popular multiplayer modes will attract customers in droves.

The joy of joysticks

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GAMER On a sunny Sunday afternoon in late June, the crush of body-painted, thonged masses surged down Market Street, a trail of gold confetti, empty bottles, and promotional debris in its wake. Downtown was full to bursting with what seemed like everyone in the Bay Area celebrating Pride. But only a few blocks away, a very different scene was unfolding.

South Town Arcade is easy to miss. Tucked into a corner at the mouth of the Stockton Tunnel, its vivid green awning is all that stands out from the other small doorways at the periphery of Union Square. If you’re serious about video game arcades, South Town is a godsend: the cabinets are all sit-down, Japanese “candy cabs” with ultra-precise parts. And there is no shortage of skilled competition.

This particular day, the arcade was a locus of activity. Much like the teeming blocks nearby, South Town was packed with people, although not nearly as uncomfortably. About two dozen men and a handful of women were talking amicably, sketching in notebooks, or glued to a screen in rapt attention.

Every now and then a group of girls in thigh-high fringed moccasins and tie-dye tank tops, or someone in heels without pants, wandered past. It was a little surreal, but no one at South Town seemed to notice. Everyone was too absorbed with Super Street Fighter IV: Arcade Edition (which I was assured is the end-all, be-all of cabinet games these days) tournament that had been underway since noon. When contestants were evenly matched and a good game was in the works, everyone crowded around, enrapt as Hadoukens, as the sounds of two digital characters pummeling each other mixed with the emanations of around a dozen other cabinets and the eight-bit coming over the stereo. The tension was palpable, but you definitely couldn’t hear a pin drop.

There were cheers throughout the matches as someone landed a combo or dodged a sweep, and discussions in between as players and audience members (though basically everyone in the audience was also in the tournament) dissected what went right or wrong. There was a sense of community and camaraderie, something that Simon Truong, who runs the arcade along with Arturo Angulo and Cameron Berkenpas, points out is at the very heart of South Town.

“We wanted to build a community. Playing online is fine, but it’s totally different when you can actually see your opponent. You could, you know, talk shit if you want,” he said, laughing. “But mostly, the people who play in our arcade, if they lose, they talk. They figure out, how can I beat you with the same moves? They give each other tips — so basically everybody can up their level of play and represent San Francisco and Northern California. We need better players out here to represent the area.”

It seems to be working. With little or no advertising, South Town Arcade has seen the number of customers balloon in the six weeks since it opened. Some players sit down when the doors open and only leave when they close for the night, six to nine hours later. As I sat feeding my tip money into Metal Slug between tourney matches — the coin slot basically a vacuum at first, but less so as an hour of play began to hone my meager skills — I could only imagine what that amount of time playing Street Fighter IV could do for your game.

Watching Pavo Miskic, a lanky San Mateo resident, shoot his hand across the buttons before a match, it became clear to me that practice helps. But until South Town opened, the only places in the Bay Area for Miskic to get his hours in were limited to Golflands in Sunnyvale and Milpitas, and to the student centers at San Francisco and San Jose State universities. “San Francisco hasn’t really had that much of a scene for [Street Fighter IV],” Miskic says. “[South Town] is gonna help. Until then everyone was playing mostly in the San Jose area.”

After braving Pride parade traffic and finally making it to South Town, Miskic emerged six hours later as tournament champion, despite arriving late and taking a default loss. As he stepped outside to speak with me, a girl handed him a congratulatory portrait she had drawn of Balrog, his character of choice in the day’s matches. Inside, even though the tournament was over, no one seemed ready to leave. A small circle began gathering around the Street Fighter II cabinet.

“I’ll add that I’m really bad at this game,” Miskic said. “I consider myself terrible. That’s the thing that I like about it, though. Because there’s always a constant challenge between the old-school people and the new-school people coming up, once you’re around the community for long enough, people will get used to you. You’ll make friends in it. People will help each other out.” 

SOUTH TOWN ARCADE

447 Stockton, SF.

www.southtownarcade.com

 

The Duke abides: Gamer takes on “Duke Nukem Forever”

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Duke Nukem Forever
Xbox 360, PS3, PC
(3D Realms / Triptych Games / Gearbox Software / 2K Games)

Duke Nukem Forever is an exploration of myth and ego, a commentary on celebrity-obsessed culture…

Oh, who are we kidding? Duke Nukem is a steroid-popping meathead who loves beer, blow jobs and blasting aliens. DNF is a direct sequel to Duke Nukem 3D, a PC game that debuted in 1996 – in those dying days of action movie excess, nu-metal and witty one-liners – and the sequel does not stray far from its roots.

That it took 15 years to release a sequel makes DNF the oldest video game joke in the industry. Following numerous delays, funding issues and company closures, its imminent release is a moment being watched by many gamers with cautious anticipation: Will the game enjoy the same success it might have had in the 90s? Or has the world changed too much, lending this joke a pitiful punchline?
Somehow, both of these things have happened. DNF successfully channels the crass humor of the original game, which was full of strip clubs and naughty curses, and it benefits from employing the same voice actor, Jon St. John. But the world has changed: it is still capable of containing a character as radical as Duke but the celebrated Duke gameplay is a tad past its sell-by date.

Following the events of Duke Nukem 3D, Duke is enjoying the good life in Las Vegas, where seemingly everything is Duke-branded, from burger joints (Duke Burger) to strip cubs (Duke Nukem’s Titty City.) As Duke is on his way to a late night talk show appearance, aliens attack once again and steal all of Earth’s women. It’s hard to tell whether, at some point in the game’s development, there was ever more to the story. Here it acts as a thin framework to drive the action across Vegas towards the Hoover Dam.

I was only half-joking by describing DNF as an exploration of myth and ego. Certainly, the game makes no great statements on matters of fame and narcissism, but the developers have fumbled the character’s celebrity into a game mechanic where your health is called “Ego” and performing tasks like signing autographs and admiring yourself in the mirror increase your Ego bar permanently. Yes, the first thing you do in the game is press the right trigger to “Piss” in a urinal.

While this jibes with the humor of the original game, it is also suspiciously pandering. There’s a strong disconnect between newly conceived gameplay and whatever was conceptualized over the course of 15 years. Fifteen years is a long time and Duke Nukem 3D wins no awards for its mechanics in today’s modern playground, but DNF more or less sticks to its guns. If you missed circle-strafing enemies, you’re going to have a blast with this.

Likewise, the platforming sections that interrupted the original game’s carnage can’t hold a candle to the type of sure-fingered control we enjoy today. Its inclusion here brought a smile of recognition and a frown of frustration when I couldn’t make jumps that I should have. Let’s not even bring up the fact that it takes over a minute to load a level after you die. How is that possible in 2011?

It’s hard to say what it would have taken to please everyone waiting for Duke Nukem Forever. In adhering to outdated mechanics you frustrate new players, and by updating everything you wind up with a relic of the ’90s in a world where Duke doesn’t belong. DNF straddles the line. It’s funny in a 12-year-old potty humor kind of way, and the Duke character survives his awakening into the 21st century. But 15 years of anticipation overshadows anything less than a home run and DNF is not a home run. If you are a card-carrying member of the cult of Duke, DNF often brings back the ridiculous feeling of playing that game, warts and all. I found myself excusing its failures whenever possible.

Gamer road trip: E3 report!

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If last week’s E3 press conferences in Los Angeles are any indication, game consoles are no longer just about games. The Electronic Entertainment Expo, the year’s biggest video game industry event, lavishly presented gamers with a sneak peek at the most-anticipated titles and hardware goodies looking to lighten wallets later this year. But as more blockbuster game franchises are released simultaneously on the Wii, PlayStation, and Xbox, it’s become imperative for their parent companies to differentiate themselves — and traditional gaming has begun to take a back seat to this broad experimentation.

Along those lines, Microsoft attempted to guide itself out of the corner it had painted itself into following the huge sales of Kinect, the camera device that quickly became the fastest-selling consumer electronic of all time. Microsoft has been lacking significant game releases for Kinect owners, making this year’s release slate integral to satisfying the new and unexpectedly large consumer base. An upcoming Xbox interface allowing users to control other entertainment like Netflix and live TV by voice seemed to be a hit, as was the announcement of Kinect controls for traditional games like Mass Effect 3 and Ghost Recon: Future Soldier. Microsoft undoubtedly launched Kinect to compete with the draw of Nintendo’s family-friendly Wii, and the device’s appeal to the more serious gamer is a delicate maneuver that these franchises could help accomplish.

In the PlayStation camp, Sony made a speedy apology for the PlayStation Network outage that has battered its reputation for the past two months and piggybacked its return with announcements for bundles, deals, and partnerships offering consumers considerable content for their respective price points. Presenting these products as “gifts” to consumers was an interesting approach to mitigating ire over the network snafu. All business, Sony’s presentation was the least titillating but perhaps most solid of the conferences.

No more beating around the bush: the biggest question going into E3 2011 was “What is Nintendo’s new console?” Leaked information that pointed to a new, more powerful console was confirmed when Nintendo announced the Wii U, a console with a touchscreen controller capable of streaming games to your hands — with or without a television screen. Actual game announcements were left to the newly-launched 3DS and surprises were scarce: tried-and-true franchises Mario Kart, Starfox, and The Legend of Zelda. While the possibilities for Wii U initially seem vast, the console’s true nature — and that of its “revolutionary” controller — remains nebulous. There’s the potential for an HD system to recapture Nintendo’s diminishing hardcore audience, but right now the Wii U looks like another stab at cornering families and casual players.

Third-party publishers care less about console revolutions and more about good ol’ fashioned video games. Electronic Arts stuck to its guns, offering concrete gameplay footage and loud (loud!) speakers that shook the Orpheum Theatre with Battlefield 3 explosions. The Battlefield franchise is looking to take Call of Duty head-on this year, and time will tell if players favor authenticity over that series’ scripted bombast. Either way, Battlefield 3 is one pretty game. EA also made a strong go at providing social networking experiences that augment traditional play, and offered them all for free — perhaps a dig at Activision’s recent announcement it will offer paid subscriptions to a similar Call of Duty social experience.

Inside the Los Angeles Convention Center, many newly-announced games were playable or shown in demo form. Highlights: Uncharted 3‘s two gameplay demos both boasted a top-tier knack for exciting set-pieces and storytelling, and it is the first game to truly suggest the power 3-D can add to the gameplay experience. BioShock Infinite was unmatched in attention to detail with its departure to a city-in-the-clouds backdrop. And Mass Effect 3 finally gave gamers a glimpse of Earth’s destruction in a short demo that demonstrated massive carnage and a surprisingly-affecting level finale. There were tears in a few eyes, folks.

E3 2011 was less about this or that game, and more about the process of evolving your traditional game console into an entertainment center where you surf the Web, watch movies, and even take the experience on the go. Nintendo was eager to suggest the new home applications its controller might afford, and Microsoft and Sony focused on expanding new possibilities for their current hardware through Kinect and Sony’s motion device, PlayStation Move. As more and more of the public identify as gamers, this is the playing field expanding to allow for different types of game experiences. Even so, games like Battlefield 3, Uncharted 3, and Mass Effect 3 suggest traditional gaming is more than up to the competition a broader user base might bring.