Gamer

Holiday Guide 2008: The game room

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› culture@sfbg.com

The holidays have always been a time for toys. Back in the day, it was board games, baby dolls, and Rubik’s cubes. Then came Nintendo, Dance Dance Revolution, and The Sims. And now? The world of gaming is exploding, with something for everyone — from sci-fi-loving kids to sports-fanatic adults. Here are a few of our favorite new releases, which are sure to please everyone on your list (except maybe Grandpa):

Spore

Maxis (EA Sports); PC/Mac

"Playing God" just took on a whole new meaning. From Maxis, the people who brought you The Sims, comes the genre-defying Spore, a game designed for people who are tired of creating boring ol’ humans. In its captivating metaverse, gamers create a unicellular organism which must evolve into a social, cognizant creature. Explore the game’s expansive, interstellar landscape while developing a whole new species that can live and thrive in a brave new world. If that isn’t enough, it features ambient soundscapes by avant-garde composer and producer Brian Eno.

Pro Evolution Soccer 2009

Konami; PS3, Xbox 360, PSP, PS2, Wii, PC

The Pro Evolution Soccer series, also known as Winning Eleven, has long been the "Beautiful Games" best-kept gaming secret. While enjoying rampant global popularity, stateside it has long been the Don Swayze to Electronic Arts’ FIFA series’ Patrick Swayze. Its underwhelming sales in the United States are due to EA’s publicity machine and its name recognition. But PES 2009‘s staggering fluidity, graphics, and realism leaves FIFA‘s in the dust. While it features the international and club matches we expect, this year’s version exclusively features UEFA Champion’s League mode, which allows you to navigate through soccer’s preeminent club competition that decides the best team in Europe. A majestic sport demands a majestic game, and Pro Evolution Soccer ’09 best captures the nuances and gravity of the world’s most beloved sport.

World of Warcraft: Wrath of the Lich King

Blizzard Entertainment; PC/ Mac OS X

If you can control an insatiable appetite for the destruction of your social life during the 42 days between its release and St. Nick’s World Tour, No. 1 on your shopping list should be the latest installment of the soul-sucking, hypnotic genius of Blizzard Entertainment’s World of Warcraft. While its global fans’ limitless dedication risks the ire of parents, teachers, and psychologists (read: party poopers), who confuse persistence and attention to detail with addictive behaviors, Blizzard has simply achieved every video game maker’s wet dream. It’s crafted a game intriguing and enjoyable enough that both hardcore and weekend warriors want to get in on the action.

Shaun White Snowboarding

Ubisoft; PS3, Xbox 360, Wii, Nintendo DS, PSP, PS2, PC

Not since Tony Hawk has an athlete been able to seamlessly transition from extreme sports star to bona fide sports hero and A-list celebrity like Shaun "the Flying Tomato" White has. He’s appeared on countless magazines and talk shows, and is now pulling his own "Tony Hawk" by fronting a big-budget, mainstream video game franchise. While time will tell if Shaun White Snowboarding will be as successful as the Tony Hawk’s Pro Skater series, but early returns have been overwhelmingly positive. The game features four mountain settings — Alaska, the Alps, Japan, and Park City, Utah — with seemingly endless runs and backcountry trails to get lost on. The game flows well, and there are countless opportunities to do hair-raising tricks and twists. White wanted the game to capture the freedom that made him fall in love with snowboarding, and Ubisoft has captured that perfectly, constantly pushing the user to discover the road less traveled without the possibility of death by hypothermia.

Rock Band 2

Harmonix/ Pi Studios; PS3, Xbox 360 (PS2/Wii releasing December 2008)

I’ll be honest with you. There is nothing, but nothing, that can kill a night out quite like Rock Band. Speaking from experience, it usually strikes around 11 p.m., when you and your friends are, theoretically, having your last drinks and preparing to brave the San Francisco nightlife. You may have high hopes for the evening. Maybe you’ll find a cool new bar, meet some new people, or even engage in a hazy dalliance that hopefully leaves you disease- and child-free in the morning. Then, disaster strikes. Someone asks, "Hey, who wants to play a little Rock Band before we go out?" Three hours later, you are wasted, singing "Wanted Dead or Alive" at the top of your lungs, and surrounded by the same four mates you started the night with. Good-bye cool bar, new friends, and Ms. or Mr. Right (Now). The latest version promises even more lost evenings and new opportunities to show off that falsetto, with almost 100 songs from nearly every genre, including classic rock standards (Fleetwood Mac, the Who), a double helping of ’90s grunge (Pearl Jam, Alice in Chains), and ’80s metal jams (Ratt, Bon Jovi).

Mirror’s Edge

Electronic Arts; PS3, Xbox 360

First-person adventure games are the Auto-Tune (T-Pain Effect) of video games, with seemingly every major video game manufacturer using this über-realistic, up-close perspective. That said, Mirror’s Edge looks likely to revolutionize first-person shooters with its unparalleled gameplay. Players control Faith, the game’s tragic hero, on her quest to save her sister from a web of deceit woven by a corrupt communist government. The game’s gorgeous, illuminated metropolitan setting demonstrates its elite graphics, but the real attraction lies in Faith’s ambitious journey. While fighting is involved, the user must navigate the expansive urban labyrinth and find ways to infiltrate the totalitarian regime. Though it boasts more action (read: combat) than most RPG’s, Mirror’s Edge is not a game for the unreceptive, lazy gamer who simply wants to blow shit up. But if you like using your brain as well as your bullets, you will rejoice in its complex storyline, nuance, and overall gameplay.

NBA Live ’09

Electronic Arts; Xbox 360, Wii, PS3, PS2, PSP

Without the mighty Baron Davis, how are the hapless Warriors going to make the playoffs? Easy. Pick up a copy of EA’s new installment of the NBA Live juggernaut, make a few shrewd trades such as swapping Al Harrington and C.J. Watson for Carlos Boozer and Deron Williams (that’s fair, right?), start up your season, and voilà! The Warriors go 73-9, break the Bulls all-time record, cruise into the playoffs, and crush the overmatched Boston Celtics to bring the Bay Area their first title since 1975. Meanwhile, the villainous Utah Jazz are sent tumbling to an abysmal 5-77 mark (guess who’s still bitter about the ’07 playoffs?). Along the way, enjoy graphics clear enough to make out Kenyon Martin’s impressive array of neck tats, high-flying dunks more exciting than a moped ride with Monta Ellis, and gameplay so realistic that while playing as the Knicks, you’ll be too lazy to get back on defense. *

More Holiday Guide 2008.

Not unlike crack

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FIFA SOCCER 09

(Electronic Arts; Nintendo DS, PlayStation 2 and 3, Sony PSP, Windows Vista/XP, Xbox 360)

GAMER In the midst of all this excruciatingly important election business, I strive only to be a better-terrified, proverbially neo-American Joe, asking you, "O citizen, has there ever been a more convenient time to wed distraction — by an awesome bit of footy on the Xbox 360?"

Frayed knot. FIFA Soccer 09 complaints first: most of the situation-specific expressions used for play-by-play and color commentary are fucking irritating and/or redundant to the point of sounding just plain stupid, as in, "a great defensive tackle" or "defensive clear," when we know these maneuvers to be exclusively defensive by definition.

The occasional "goalie blowout" is a definite frustration as well. About once a game, your keeper will choose to ignore a cross that should be cursorily disrupted, either that or decide to come off his line without warning at exactly the wrong time. As for field play, the usual FIFA suspects: errant touches caused by the directional proximity of two or more passing targets, animations that force players to decelerate unnaturally, jive-ass one-on-one moves that remain woefully ineffective. ("Homemade cuts" are still the way to go if you’re trying to beat a defender with the dribble.)

Much applause: this year’s version plays heavy in comparison to a somewhat papery FIFA 08. The ball is weightier; the scale, appreciably larger. And while retaining its 08 intellect, 09 does well to beef up the player models and bring the default camera angle closer to the pitch. Inertia, momentum, and gravity are better woven into the feel of the game: jostle for good position only to time your jump poorly and whiff on your header. The "Create a Player" feature is nuanced and can get you pretty damn close to a reasonable Con McJain likeness if that’s what you’re into, freak.

For you Xbox Live fiends, they’ve set up some decent interactive modes, including an unwieldy but super-fun 10 vs. 10 online welter that devolves right quickly into "Kill That Cow." But you know, son, this is America, and we play how we plumb well please.

Still looking pretty hairy, isn’t it, Joe? Narrower, this chance, than it had ought to be.

Blunt “Force”

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Star Wars: The Force Unleashed

(Lucasarts; XBOX360, PS3, PS2, PSP, Wii, Nintendo DS)

GAMER Star Wars stories should start with yellow-lettered title crawls. This summer’s animated movie Star Wars: The Clone Wars thought it could do without, and it sucked. Star Wars: The Force Unleashed has a title crawl, which is good, because in addition to being a mega-hyped, third-person 3-D action game, it also contains some fascinating revelations about the history of the galaxy far, far away. The game is set between episodes III (Revenge of the Sith) and IV (A New Hope), and you play as Galen Marek, code name "Starkiller," who is Darth Vader’s secret Sith apprentice. Vader rescues Marek as an infant during the Great Jedi Purge; this affecting act of compassion concludes the game’s inspired intro level, which lets players control Vader as he lays waste to the Wookiee planet of Kashyyyk.

Starkiller soon grows into a powerful dark jedi. True to the title, the gameplay focuses on the numerous ways that the force can be unleashed to wreak destruction on anyone standing in his way. The game’s Havoc physics engine and Digital Molecular Matter animation system realize a world in which almost everything can bend, break, shatter, or be tossed across the room with the wave of a midichlorian-rich finger. Like any good jedi, Starkiller is a one-person army, and dispatching waves of enemies with lightsaber, lightning, and the power of "force grip" can be immensely entertaining.

When it’s firing on all cylinders, the game is a joy, but it is frequently marred by reprehensible design decisions. Targeting with force grip is infuriatingly finicky, and the boss fights tend to culminate in cheesy "press the correct button when it flashes on the screen" mechanics. Action set pieces, like wrangling a crashing Star Destroyer using the force, might have sounded great on paper, but they end up as exercises in frustration. In contrast to Half-Life 2 and Portal, which gave gamers intuitive tools to transform the game environment before letting their creativity run wild, The Force Unleashed relies on boring, familiar force puzzles.

While most video games shoehorn lackluster plots around top-quality gameplay, The Force Unleashed is the rare game that does the opposite. The story, by project lead Haden Blackman — see our interview with him on the Pixel Vision blog — is engrossing, with cleverly developed characters and real pathos, and Battlestar Galactica vet Sam Witwer brings Starkiller to life with bar-raising motion-capture chops. Unfortunately, playing The Force Unleashed will be an experience familiar to all modern Star Wars fans: one that involves taking the good with the bad.

Colorful, brutish, and short

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Sid Meier’s Civilization: Revolution

(2K Games; Xbox 360, PlayStation 3, Nintendo DS)

GAMER Reviewing games means reviewing a lot of sequels. Mainstays like Final Fantasy (Square Enix) remind us that game publishers are the only people besides porn makers willing to append "XIII" to anything, and this fall’s Madden ’09 (Electronic Arts) proves that gamers are willing to buy the same product once a year, 20 times. Still, repeat installments allow game designers to refine their original creation, often on a much bigger budget. A game’s best elements can be emphasized and streamlined, its worst overhauled or jettisoned, its complexity more fully realized.

There is no series in which retooling is more apparent than Sid Meier’s Civilization (Microprose), which first appeared for the PC in 16 colors in 1991. Bearing the tagline "Build an empire to stand the test of time," the game did just that, allowing Meier an opportunity to refine his creation in four official sequels and numerous spin-offs. Each game has expanded on Civilization‘s timeless turn-based gameplay, which kicks off in 4000 BC with a band of nomadic settlers and spans the breadth of human history. Sid Meier’s Civilization: Revolution is the franchise’s first foray into the lucrative console market, foreign territory to most strategy titles due to the difficulty of micromanaging a global empire with a cumbersome gamepad. As an adaptation, the game performs impeccably, tackling a complicated interface with aplomb and introducing subtle changes that make the gameplay more action-packed and less time-consuming without altering its totemic core mechanics.

A cartoony, isometrically viewed 3-D makeover and brief in-game battle animations nod to the graphical prowess of modern consoles, and the game introduces a robust online multiplayer component that seeks to solve Civs perennial quandary: how to make a game that lasts three hours on the short end a viable player vs. player enterprise. Though finding a game using the built-in system was quick and painless, waiting for my opponents to finish their turns was not, and it seemed that the inclusion of a chess-style timer in the early stages would become a curse when managing a far-flung empire in the end.

Credit is due to Meier for pushing himself as a designer — transutf8g a beloved, epic computer franchise into a digestible, fast-paced console title is no easy task. One hopes his efforts will win Civ new fans, but in striving to make an accessible game, Meier has elided one of Civilization‘s cornerstone enjoyments: the correlation between the scale of the experience and the time it takes to play a game. There is simply no other franchise that allows you to launch a SCUD missile at Tenochtitlan because Montezuma made the mistake of destroying your iron mine, 5,000 years ago. 

Ninja binge

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NINJA GAIDEN II

(Tecmo/Microsoft Game Studios; Xbox 360)

GAMER It was 1988 when the original Ninja Gaiden began emptying the coin-purses of arcade addicts with its relentless difficulty and catchy soundtrack. Twenty years and roughly eight installments later, the series should be winning prizes for consistency. In the new Ninja Gaiden II, the player once again takes command of über-ninja Ryu Hayabusa and his trusty Dragon Sword, wading shuriken-first into a merciless onslaught.

The 1989 NES port reputedly introduced cinematic cut-scenes to the console medium, though unfortunately the visual innovation was paired with decidedly lackluster plotting. Nineteen years have elapsed, yet it’s no different this time around: a coalition of malefactors has teamed up to awaken an unspeakably powerful evil, and it’s up to you to stop them.

Despite this creative stagnation, gamers and developers keep coming back to Ninja Gaiden for one thing: the combat system, which has been consistently satisfying and incredibly hard in every version. In 1999 a Tecmo developer named Tomonobu Itagaki marshaled "Team Ninja" and began work on the first modern, 3-D iteration of Ninja Gaiden, which was released on the original Xbox and PlayStation 2 in 2004.

Itagaki’s initial combination of state-of-the-art graphics and unforgiving difficulty resulted in what has been hailed by many as the greatest action game of all time. And while it often makes you want to smash your controller against the wall, mastering the fluid, frenetic combat is eventually quite satisfying. Breaking with longstanding action-game tradition, the number of enemies is precipitously reduced, with a commensurate increase in cunning and deadliness on the part of Ryu’s adversaries. Rather than beating impossible odds with frantic button-mashing, the player is forced to actually get good at the game.

For better or worse, Ninja Gaiden II picks up roughly where its predecessor left off, bringing back familiar weapons and combo attacks as well as Ryu’s traditional enemies in the form of the malevolent Black Spider Ninja Clan. The graphics engine is snazzy and modern, and the health bar system has been made more merciful by Ryu’s ability to automatically regenerate some health after the conclusion of a fight.

One new feature sets the game apart from forerunners: the gore. While the 2004 version made it possible to dispatch enemies with a well-executed decapitation, the sequel ups the dismemberment ante like an amputee fetishist. Even first-time players will find themselves lopping off legs and arms with alacrity. It wouldn’t be Ninja Gaiden without a frustrating catch, however: desperate de-limbed opponents become serious threats as they resort to ever-more-suicidal attacks. Close in on one and hit the Y button, though, and Ryu will perform an "obliteration technique," a choreographed slice-and-dice that precipitates a cinematic camera angle and veritable tidal wave of viscera.

Itagaki has finally caved to an "easy" difficulty level, and beginners or even experienced gamers will be grateful for the "path of the acolyte." Despite this and other sanity-saving measures, like the addition of automatic save points before boss battles, the game can still be enraging. Ranged attackers know where you’re going to be before you do, and the third-person camera remains uncooperative. One boss even explodes after you defeat him, killing you instantly until you figure out the thoroughly asinine solution.

There’s really no point in complaining. Fiendish difficulty will always be the order of the ninja day, and the "game over" screen might as well be replaced by a picture of Itagaki’s smug, stunna-shaded face. By the time you ascend Mount Fuji to do battle with the final boss, however, the sense of accomplishment is huge. For those looking to master the best melee combat modern gaming has to offer, Ninja Gaiden II is the only serious choice. For those looking to acquire a frustration-induced medical condition, it’s also a great option.

What the hell

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(Capcom; PlayStation 3, Xbox 360)

GAMER Video games are often pilloried for expressing a particularly juvenile kind of male fantasy, where chain-mail thongs and Kevlar corsets comprise the latest in bulletproof lingerie and mindless, balletic violence is the order of the day. Despite the efforts of more high-minded game designers, every so often a game comes along that confirms the worst of these stereotypes. Devil May Cry 4 is exactly this game. The latest in the wildly successful Capcom franchise abounds with lovingly rendered cleavage, in which cup size is dwarfed only by the polygon count, huge phallus-substitute swords the size of stepladders, and inanely macho dialogue. Players assume control of Nero, an apprentice slayer who replaces Dante, the hero of the first three installments. The plot is effectively nonsense and its function is identical to that of a porn movie, with the sex swapped out for violence. It establishes who will be fighting, where they will be fighting, and the various configurations they will fight in — and then gets the hell out of the way.

Game play is built around a satisfying beat-’em-up system that harks back to classic arcade side-scrollers. Using his monstrous sword, his trusty pistol, and a magically imbued left arm known as the Devil Bringer, Nero unleashes all sorts of punishment on waves of enemies. Stringing together attacks without taking damage allows you to build "combos," which the game grades on a scale that is undoubtedly familiar to its core player-base: eighth-graders. The most pedestrian pwnage will earn you a "D," for "deadly." More complicated attacking will allow you to garner "C" for "carnage," "B" for "brutal," and "A" for "atomic," all the way up to SSS (higher than A), which stands, of course, for "super sick style."

The combat system is abetted by the game’s purposely cartoonish physics, which are tweaked so that firing your gun or using your sword after jumping actually enables you to stay in the air longer than you otherwise would have. This kind of jumping is escapist fun. Unfortunately the game also relies on another kind of video game acrobatics, the dreaded "jumping puzzle." Occasionally Nero will have to perform a series of choreographed leaps to continue his quest, while the game ratchets up the annoyance level mercilessly by adding time limits and enemies that spawn every time you screw up.

These challenges are further complicated by Devil May Cry 4‘s frustrating camera system. Although a freely roaming perspective has been de rigueur in 3-D games for some time, Capcom decided to stick with a fixed viewpoint during most of the game, obscuring important items and areas in order to pimp the game’s admittedly lush environments. When the angle does change, it is often an infuriating 180-degree shift, so that the joystick direction you were just using to move forward now moves you backward, making basic actions like walking through doors disorienting in the extreme. Devil May Cry veterans disappointed in the new protagonist will be happy to learn that Dante appears as a player character about halfway through the game, along with his arsenal of weapons. Once Dante appears, however, the player is inexplicably forced to play through the same levels he or she just completed as Nero, except in reverse order.

This kind of backward-looking regression sums up Devil May Cry 4‘s flaws. Working in a medium that is getting ever more sophisticated, Capcom has made a game that cloaks yesterday’s tired, game play in today’s fancy graphics and hopes no one notices. I, for one, will not stand for this kind of … hey! Check out the rack on that Dominatrix Ninja from Hell!

Driving reign

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Rockstar Games/Take-Two Interactive (XBOX360, PS3)

GAMER Since its April 29 release, more than 6 million copies of Grand Theft Auto IV have been purchased. While Take-Two Interactive is still taking contractor bids on Scrooge McDuck–style cash swimming pools, the gaming press has worked itself into a frenzy, bestowing five-star reviews and expostuutf8g on how GTA IV will revolutionize gaming, culture, and possibly the world.

This hyperbole exemplifies gaming’s innate pathologies. Since their inception, video games have been portrayed as the puerile inferior to other entertainment media, and game designers, players, and critics have long coveted a seat at the table alongside the realist novel and the feature film. When a game as ambitious as GTA IV is released, advocates are quick to frame it as the "future of the medium," a kind of messianic product that will show those old-media Luddites what they’re missing.

GTA IV is not video Jesus. Still, by any reasonable standard, it’s an incredible game, taking the hallowed legacy of the previous GTA games, striving to be bigger and better, and mostly succeeding. At this late date, weeks after its debut, describing it as "only" the next Grand Theft Auto game can seem like very faint praise. Then again, criticizing the game using the metric of its hype is like getting a Benz for your 16th birthday and complaining that you didn’t get a Batmobile.

The GTA series is credited with inventing the "sandbox" game, which drops the player into a vast interactive world with little or no agenda. Complete the missions that drive the story forward — or don’t. Murder passersby until the police have to call in the National Guard — or don’t. Furnished with the power of today’s consoles, Rockstar Games has created a staggering sandbox, recreating New York City’s five boroughs (and a miniaturized New Jersey) in such loving, exhaustive detail that it’s hard to list all the coolness concisely. There’s a working subway system, multiple hours of fake, satirical television — one could go on forever.

In addition to the huge strides the game makes in environmental design and artificial intelligence, it also delivers the latest in interactive storytelling. You play Niko Bellic, a veteran of Balkan strife who disembarks in Liberty City hoping to escape his past and embrace the American lifestyle his previously arrived cousin Roman has touted as luxuriant and easy. Of course, it is not, and Niko is inexorably drawn into the criminal underworld he tried to leave behind.

While it doesn’t quite deliver the reinvention of the immigrant narrative parsed by some reviewers, the game provides an engrossing tale, full of three-dimensional characters (in both senses of the phrase), magnificent action sequences, and deft plot twists. The voice acting is superb and extensive; many conversations have alternate versions, expecting you to get killed and end up listening to them twice. The character animations — in a sense the game’s other kind of acting — convincingly capture the most esoteric gestures, down to the shudder of a crime boss as a line of Colombia’s finest explodes into his sinus.

The save system is still frustrating, and the prospect of replaying a long, violent confrontation after failing right at its end is often almost too much to bear. Despite GTA IV‘s unfettered gameplay, the missions are still very conventional and leave little room for creative problem-solving. Sure, there are a number of red pill–blue pill dilemmas. But in a game that allows you as much freedom as GTA, having to stick to the plan in each attempt becomes annoying. The new multiplayer mode provides a panoply of game types, ranging from traditional death-match and racing modes to cops-and-robbers high jinks that exploit what’s best about the game. Unfortunately the interface is confusing and finicky, and the online player-base seems to still be enmeshed in the game’s vast single-player story.

Grand Theft Auto IV is not without its faults. It may not establish video games as a serious medium. But if you want to have 300-odd hours of fun, there’s no better way to spend $60.

Obligatory video game outrage

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› annalee@techsploitation.com

TECHSPLOITATION At this point, the outraged response to the latest installment in the Grand Theft Auto series of video games, GTA4, is pretty much obligatory. Mothers Against Drunk Driving is lobbying to get the video game rated "adults only" (effectively killing it in the US market, where major console manufacturers won’t support AO games) because there’s one scene in the game where you have the option to drive drunk. Apparently none of the good ladies of MADD have ever played GTA, since if they had they might have discovered that when you try to drive drunk, the video game informs you that you should take a cab. If you do drive, the cops immediately chase you down. Which is exactly the sort of move you’d expect from this sly, fun game, which hit stores last week.

GTA, made by edgy Rockstar Games, is basically a driving game franchise packed inside an intriguing, disturbing, elaborate urban world where you become a character whose life options are all connected to the ability to drive around in various cities. Usually you’re some kind of bad guy or shady character. Think of it as the video game equivalent of a TV show like The Wire or an urban gangster flick. What has made GTA so popular among gamers is the way it combines the fun of a driving game with the sprawling possibilities of gamer choice. And I think that’s what nongamers find so confusing — and therefore threatening — about it.

When you jump into a car in GTA, you aren’t rated on your driving skill. You don’t have to stay on a predetermined track. Sure, you have to complete a mission, but you can choose to just drive around insanely, exploring the big worlds of the GTA games, beating up cops and murdering people at random if you want. You can take drugs and get superspeedy or ram a truck into a building.

GTA4 is set inside an alternate version of New York City and takes the player even further into a world of narrative choices. You play a character named Niko, a Serbian war vet who comes to Liberty City to get revenge — or to make peace with his past. Along with several other characters, he’s just trying to get by in a huge city, but gets sucked into a world of crime and murder along the way. As you get deeper into the game, you realize that your interactions with characters are just as important as running your car missions. You can’t get anywhere without making friends, connections, and plunging deeper into Niko’s troubled past.

If GTA4 were a movie, it would have been directed by Martin Scorsese or David O. Russell, and we’d all be ooohing and aaahhing over its dark, ironic vision of immigrant life in a world at war with itself. But because GTA4 is a video game, where players are in the driver’s seat, so to speak, it freaks people out. Earlier installments of GTA-inspired feminist and cultural-conservative outrage (you have the option to kill prostitutes!), and concern over moral turpitude from Hillary Clinton (you can beat cops to death! Or anybody!).

And yet there are other video games out there, like the family-friendly role-playing game The Sims, where players can torture people to death in ways far more disturbing than those in GTA. I was just talking to a friend who told me gleefully how he’d taken one of his Sims characters, stuck him in a VR headset, and walled him into a room that only contained an espresso machine. The character kept drinking coffee and playing the headset, pissing in the corners of the room and crying until he died. Other players have reported that you can stick a bunch of characters in the swimming pool, remove the ladder, and drown them. Then you can decorate your yard with their tombstones. That’s not the point of the game, but people can do it.

The reason these horrible things can happen in The Sims is exactly the same reason they happen in GTA: these are cutting-edge video games defined by player freedom rather than locking the player into a prescribed narrative loop where veering off the racetrack means "lose" rather than "find a new adventure." When you give players the option to explore their fantasies, you’re going to get some dark stuff. Yes, it’s disturbing. But it’s also the foundation of great art.

Annalee Newitz (annalee@techsploitation.com) is a surly media nerd who has just started playing GTA4 but has already read all the spoilers for it.

This is you driving on drugs

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Endless Ocean: Dive, Discover, Dream

(Nintendo Wii)

GAMER I thought I was looking for some new, nonmayhem-oriented games, and someone recommended Endless Ocean. I read the box and said, "Hmmm. A game where you swim around and look at pretty fish. Yeah. I could do that."

Endless Ocean is a game about scuba diving: you play a young marine biologist tasked with helping to catalog the inhabitants of an imaginary coral reef. Your job is to explore the underwater landscape, to collect artifacts, and to observe as many new and different types of fish as you can, all while listening to a calming synthpop soundtrack. In other words, Endless Ocean is Valium on a disc — which has both good and bad implications.

First off, I’d really like to commend Arika for developing a game that obviously wasn’t destined to sell a gazillion copies. Although it involves the latest in a trilogy, it really brings something unique to the console game repertoire: the ability to delve into environments for their own sake, at your own pace. I stared captivated at the screen, late into the night, using my Wiimote to swim under coral and to follow fish, trying to get as close to the fish as I could in order to see the details of their bodies. Endless Ocean has one of the most user-friendly swimming controls of any game I’ve played. Usually swimming in a console game is an unholy pain. It’s still a bit awkward with Endless Ocean, but oddly enough, it lends realism to the game: steering yourself in an environment that is denser than normal with a giant tank on your back is awkward.

Endless Ocean‘s greatest failure is that it’s not realistic enough. I wished many times while playing the game that my Wii was a PS3 with a Wiimote so I could swim easily and have the detailed fish. I wanted to see their fins and scales. But the Wii just doesn’t support the high-resolution graphics that would allow this. They do a lot with what they have, but it isn’t enough.

Part of the game mechanic is that you gather information about the fish by "befriending them." In the language of videogames and toddlers, this means "poking them." The fish just keep swimming their scripted loops: they don’t care and they’re not real fish. I even used my underwater pen to tag the reef near one with an anarchy sign. Not even a dirty look.

Fish are not the astrophysicists of the animal kingdom. It can’t be hard to write fish artificial intelligence. They should at least swim off when you try to poke them. I feel that with an actionless game like this, the enjoyment needs to come either from being able to admire the environment like artwork or from being able to interact with it. The aim to create realism with all the detail that this implies is just unrealistic on the Wii, and the world’s responses to your overtures are dull rather than compelling.

Does it suck?

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Castlevania: The Dracula X Chronicles

(Konami; Sony PSP)

GAMER I have a friend who only likes really, really hard games — the kind in which fast-moving, shooting things spawn more fast-moving, shooting things at an exponential rate. When he said Castlevania: The Dracula X Chronicles is hard, I didn’t laugh and call him a sissy.

Dracula X is actually a remake of a game for PC that came out in Japan in 1993, where it was concisely titled Demon Castle Dracula X: Rondo of Blood. It hailed from the end of the era when the purpose of a game was to devour as many quarters as possible. In both games you play Richter, a vampire killer. Dracula has kidnapped some hot, nubile females, and your job is to whip and beat your way through armies of his demonic minions in order to rescue them from secret rooms in his 2-D, side-scrolling castle.

You can only get hit a few times before you die, and almost everything deals damage. If you die three times, you have to start the level again, which is hair-pullingly frustrating if the thing killing you is at the end. You can unlock the ability to play one of the women, the spirited Maria, who has more powerful attacks than Richter but less life and takes more damage.

Your character gets one main weapon and one subweapon. The number of the subweapon’s uses depends on how many hearts you have collected by beating up the scenery. One of Maria’s subweapons is a cat. That’s right — you can hurl cats at your enemies! "Look! It’s a giant floating skull! Kitty bonzai!"

The graphics are pretty highly improved over the original: the game has been redone with excellent 3-D cut scenes and 3-D-rendered sprites. It looks better than most of the other things I’ve seen on the PSP. Most of the music consists of disco remixes of songs from various games in the Castlevania series. It took me a while to get used to it, and it kind of hampers one’s immersion in the game. The reason that I decided to check out Castlevania: The Dracula X Chronicles is that it comes with both the original Rondo of Blood — in English — and the well-loved Castlevania: Symphony of the Night, which came out in 1997 for the PlayStation and the Sega Saturn.

Konami has made no changes to Symphony of the Night, which is good for fans of the original, and the quirks that were there in 1997 are still present. The new version handles the difference in shape between a TV screen and a PSP screen with vertical letterboxing, which struck me as both a bit cheap and a lot annoying. But the player adapts to it fairly easily. One suspects that Konami included the old games as a gimmick to sell copies of the Rondo remake, but having spent a good 20 hours replaying Symphony of the Night, I’m not going to complain too much.

In short, Castlevania: The Dracula X Chronicles is a pretty decent remake of Rondo of Blood. Its downfall is that it’s frustratingly hard compared to other platformers today. But the inclusion of Symphony of the Night makes the game well worth the money — if you have the cockroachlike persistence to battle through Rondo of Blood to the point where you unlock it!

Rip, role-play, and burn

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Jeanne D’Arc

(Sony, PSP)

GAMER I had the fortune of winning a PSP in a contest a few weeks ago, and in my hunt for an inaugural game for the system, I spotted Jeanne D’Arc on a shelf in a local toy store. Because the cover sports an awesome girl with a sword and because no one does medieval European history like the Japanese, I picked it up.

Jeanne D’Arc is historical fantasy with a plot that seems a little too familiar. The Level-5-developed title has a lot of the elements of your average Japanese role-playing game: a heroine whose home is put to the torch by agents of a diabolical figure (in this case Henry VI of England) under the influence of a demon summoned by the real villain, who is a sorcerer. Jeanne and her childhood friends set off to fight back, spurred by Jeanne’s discovery of a magical, demon-vanquishing armlet. They are accompanied by a cute animal companion, required in all Japanese RPGs: a giant purple toad. The rough placement of the story within the framework of a well-known legend is what rescues the plot from being completely pedestrian.

The game, a tactical strategy RPG in the style of Final Fantasy Tactics with few deviations from the formula, has a map of locations through which the player travels. Most of them have battles, though some also have shops and plot-revealing cut scenes. On entering a battle, the player chooses various characters with different abilities and arranges them on a large grid. The player and the computer take turns moving all of their characters and making them attack or use an item in their inventory. Think of a chess game in which all of the pieces have big swords and bigger hair. Jeanne D’Arc adds a few little power-ups — such as squares where your attacks have a greater impact — but these don’t affect game play much.

One thing I really liked about the game is that each character has a backstory. You aren’t controlling a bunch of nameless soldiers. Your characters are also fairly customizable. Usually each character in an RPG is locked into a career path for the benefit of the story, and usually the healer is a demure woman. This irks me. Jeanne D’Arc let me create a butch male healer who swoops to the rescue whenever one of my little chess pieces is hurting.

Jeanne D’Arc is nothing new, but it’s fun, and the development of the minor characters involves the player in a way that’s refreshing for a tactical RPG. The quality of the graphics and sound are exceptional for a handheld game; I found myself humming the fight tune in the shower, so I guess the music’s more memorable than most. That said, if the narrative keeps following history, it’s going to be a bummer to see a character I’ve developed for 40 hours get burned at the stake at the end. Oh well.

Say Halo to my little friend

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Halo 3

(Microsoft; Xbox 360)

GAMER I have a confession to make: I don’t like first-person shooters. Most of the ones I’ve played share the following objective: "Shoot the marines-aliens-terrorists-mutants and escape from the bunker–prison–top-secret facility–warehouse full of crates." I find this a bit boring. I therefore believe myself uniquely suited to hack my way through the dense jungle of Microsoft-sponsored hype with a flaming machete. Lest you discount the following as being biased, I’ve gotten my FPS-playing friend Glenn Song to cover me and augment my experience with his.

In the Bungie-developed Halo 3 you play a futuristic marine named Master Chief whose mission is to destroy worlds reminiscent of Larry Niven’s Ringworld. Why? These worlds are the key to setting a killer parasite loose on the universe. I’m down with anything that showcases killer parasites. Humanity is working against an alliance of religious-zealot aliens called the Covenant. Halo 3 avoids reducing the story to cliché by maintaining a linear plot but keeping narrative revelations relevant so that they don’t interrupt game play, and by allowing free play over small areas.

The graphics are stunningly good. Even the crates are well textured. The environments are amazingly lush and realistic. The soundtrack is very well done as well, although I think it sometimes borders on melodramatic.

Both Song and I had big problems with the user interface of the game. It took me several minutes just to figure out which buttons to click to start a single-player game, and it took even longer to figure out how to play a level cooperatively with another player. The menus are all nondescript and not really labeled intuitively.

Several times while playing, I felt like throwing the controller in disgust and making this review. Really. Short. That’s because I couldn’t target any of the small, fast-moving enemies. Almost all console shooters are like this, but most console games also have a feature that allows you to lock onto your target. Halo 3 does not. The levels sometimes seem rather lazily designed. The mission on the second level involves going from point A to point B and then back to point A again. It’s monotonous on one level, but subsequent levels also seem to have a lot of backtracking.

Multiplayer is where Halo 3 really shines. There are a variety of minigames along with the traditional body-count competitions, and the games are populated with 11-year-olds up way past their bedtimes. The variety of exotic weapons and complicated terrains makes for pure, exciting mayhem.

As soon as I signed into a game, some kid asked, "Hey, are you really a girl?" I would like to say I beat the snot out of the little whippersnapper, but the reality is that I got killed in the first 30 seconds. Then I got respawned and chased a guy named Tastyporkchop around with a gun that shoots needles.

When cute animals attack

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(Nintendo; Nintendo DS)

GAMER Continuing my current tendency to gravitate toward games involving cute animals, I recently became addicted to the latest Pokémon installment, Pokémon Diamond. Pokémon Pearl is the same game with some different Pokémon.

My first Pokémon experience came during a long road trip in 2000, when I got hooked on Pokémon Gold. I made myself popular with every grade school kid on the block because I was an adult who knew that Pikachu evolves into Raichu.

In the Pokémon games, you grind to level-up your small army of cute creatures in turn-based battles against random Pokémon who hang out in grassy areas. You also capture new Pokémon. Pokémon are stored in small spheres and are released to fight, after which they get sucked back into their Pokéballs. And you thought non-free-range chickens have it bad.

There’s a plot, something about stopping a team of gangsters called Team Galactic from using the powers of Pokémon for evil, and you shame them into submission by using your small, cute animals to rough up their small, cute animals. You use the same technique to earn badges at the gyms scattered throughout the game’s world.

These titles are all about the exploring and the collection. You collect Pokémon, Pokémon battle techniques, and gym badges. So if you like to play collection games, Pokémon will take over your life.

What’s different between these installments and the one I played when I first got hooked on Pokémon in 2000? About 100 colors. I’m just eyeballing it. Also, a new online mode allows you to trade Pokémon with other users. To be honest, I haven’t gotten the chance to use this, but I’ve heard from one of my coworkers that it is "full of dumb kids who want to trade their level 100 Geodudes for my ultrarare Mewtwo!"

These two are the first non-spin-off Pokémon games on the Nintendo DS, and the series is well served by the platform. Being able to choose moves for my Pokémon by touching the screen is natural. That said, the game could have done a lot more with the hardware. I would like to see the Pokémon world or the battles in 3-D, like in Animal Crossing: Wild World, as opposed to the top-down view. The battles have surprisingly minimal effects and animation. This was OK on the Game Boy Color but seems a bit cheap on the DS. The series hasn’t changed much at all, and that’s good, because the game play is as fun and addicting as ever. But it’s bad in the sense that the latest installments in the series have almost nothing new to offer.

Second nightlife

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It may sound cliché, but there’s no other way to put it: my nightlife sucks. With two shitty day jobs and a barely blossoming career as a freelance journalist, it’s nearly impossible for me to find enough time or money to enjoy this city after dark. It hasn’t always been this way: I used to spend my evenings gleefully cross-eyed, rubbing knees with random hedonists, pushers, and hell-raisers. I used to go skateboarding in night goggles and camp nude in the Tenderloin. Goddamn it, I used to have it all!

I’ve thus far managed to maintain sanity by telling myself that hard work produces success, but my self-imposed exile to the sunlit hours is rapidly taking its toll. Gray hair, bedroom alcoholism, and soul-crushing anxiety shouldn’t affect me for another 10 years or so. Yet here I barely stand at the ripe age of 28, a boring fucking wreck. In order to salvage some of my formerly wild personality — and rather than shoot myself or seek expensive therapy — I decided recently to take the plunge into the comprehensive virtual world of Second Life. Might as well throw down with some wart-nosed trolls and weirdo Wizards of Nardo, right? Pass the magick toad grog, Tinker Bell. Yep, I’m just that desperate.

A LITTLE HELP HERE?


With all the hype surrounding Second Life and its maker, Linden Labs, you’d think the game would be a fairly simple thing to pick up. Not so, my friend. The first obstacle I ran into was of the technical variety. After installing SL and choosing a sly code name (Justyn Jewell, natch), I thought I was good to go, but my poor old Dell crashed whenever I tried to wiggle my virtual buttocks. My friend Tony, a notorious group gamer at Stanford, hates it when I call him with computer questions but was surprisingly enthused about the opportunity to share his SL wisdom. He even agreed to come over that very night and lend me his vacationing roommate’s brand-new MacBook Pro until she got back. Score.

First lesson: customizing an avatar. Perversely, I chose the Boy Next Door body template and then altered its features to match my own. After some meticulous tweaking, Justyn Jewell was no longer your average joe. He was a tragically good-looking skinny white dude with slick brown hair and sleek black shoes. I also gave him a handlebar mustache, because I’m up-to-the-minute like that.

Tony spent the next few hours teaching me the basics. When he left that night, I was able to walk, fly, teleport, take a piss, and hold brief conversations. I was still having trouble picking things up, touching people, and not walking into corners, but it was too early to worry about socially acceptable advanced maneuvers. For a man who hadn’t touched a video game since Mario Bros. III, simply stumbling through SL’s intricate landscape felt like enough. Getting beyond that was going to be a bumpy road, but Tony promised to come back and teach me some more when the time was right.

AVATAR, AWAY!


My first few weeks with Second Life were just what I needed. Whenever my brain grew weary from writing another puff piece about the latest hair-removal technique ("Experience the smooth, toning pleasures of La Cage Aux Follicles"), I would log on and select one of the thousands of clubs from the Popular Place menu. Immediately, I’d shoot to an island dedicated to house, techno, hard rock, hip-hop, or what have you. Each venue was full of kitted-out avatars who acted as though they were at a real party. "Woo-hoo!" they would say. And "This party is sooo amazing!" I knew it was all fake, but I was getting a visceral thrill watching my doppelgänger mingle with squirrel people, virtual heshers, cocky shot-callers, and impossibly elfin ravers.

The possibilities kept me endlessly occupied. I started out mainly going to standard Ibiza-like situations but soon wound up frequenting a hip-hop club called Insatiable, where people ground to slightly less-than-cutting-edge tunes by Ludacris and Fat Joe. I tried to spice things up by talking to people wherever I went, but my standard greeting, "Whacha gonna do with all that ass, all that ass inside them virtual jeans?," was often met with a cold shoulder or yawn — even at Club Insatiable! The reason was obvious. While nearly everyone else had wild hairdos, tattoos, designer outfits, and sparkling electro-bling, I was still in stock attire, a boring newbie who didn’t know shit. It was time to get some gear.

Perusing boutiques in SL made me realize just how Vegas-like this virtual world can be. Everything is for sale. Shirts, pants, drinks, cars, body parts … Most items struck me as rather excessively priced or ephemeral, but a few choice pieces had me reaching for my Linden dollars, the coin of the realm.

One of my first stops was a store called Dicks and Pussies, where I somehow managed to score a free T — skintight, red and white, with the name of the store emblazoned across the chest. It was fine for walking around in an adult boutique, but I couldn’t figure out how to get the damn thing off. What would they say at Club Insatiable? In the hopes of finding a better free shirt, I teleported to a few other stores, but no luck. I was stuck looking like a freebie-grubbing douche bag until Tony could help me. Luckily, we had made a date for that night.

CLICK ON THE BLUE ONE


By 10 p.m., Tony and I were in an alcohol-fueled Second Life frenzy. After scoring some more Linden dollars, we flew around to goofy places like Hedonistic Isle, where you can gamble, listen to streaming audio, and lounge in lawn chairs. There were volleyball courts, bonfires, and beach toys all over the place, but I had other plans. Talking, dancing, and roasting electronic marshmallows were great and all, but what kind of nightlife would be complete without one-night stands?

I felt I had to act. "Hey Tony," I said. "How do you have sex in this place?" Tony stopped tapping at his keyboard and looked me dead in the eye. "I’m not exactly sure," he said. "Why don’t we find out?" I took a sip of my third real Jack and Coke and said, "Follow me."

Besides complimentary dorkwear, Dicks and Pussies has everything your perverted avatar could ever want. For less than a thousand Lindens (about $3) you can get a gigantic schlong with veins or a vagina with hyperrealistic stretch action. There were electric toys, erotic hairstyles, and even peekaboo lingerie. "All right, dude, I’ll buy you a vagina and myself a dick, but you have to show me how to put them on and work them," I said. "Fuck it, why not?" Tony said after a slight pause. That’s all I needed.

Within seconds Tony was wetting things with his brand-new vagina, and I was setting the flesh tones on my penis. "All right, man," I said. "How do you work these things?" I thought we would have to purchase some animation codes or something, but Tony knew a shortcut. Next to the showroom floor was a bedchamber with little balls hovering all over the place. Tony walked up to one and said, "Come on, dude, I’ll click on the pink ball. All you gotta do is click on the blue one, and we’ll be off."

Within seconds Justyn Jewell was balls deep in Tony’s avatar. Hilarious. Tony and I spent the rest of the night drinking and taking screen shots as our avatars explored each other’s software.

I passed out sometime around 2 a.m. and awoke the next morning to a pissed-off girlfriend. "What’s wrong, baby?" I asked. She refused to speak to me for an hour or so and then finally said, "I heard you last night. That was sort of weird that you fucked Tony."

I was immediately assaulted by a flurry of flashbacks: the sound of ice clinking in glasses, the sight of my avatar in the throes of passion, the giggles, the grunts … "Don’t say it like that," I said. "I didn’t fuck Tony. He was just, like, showing me how to have sex so I could buy some later." She stared at her coffee for a full minute and then said, "Well, I don’t know why you have to have sex at all. Is something wrong?"

The more I tried to explain that Second Life was just an entertaining outlet for when I was too busy to take her out, the worse it sounded. Why was I obsessed with that particular aspect of the game, anyway? And why, of all people, did I pick my friend Tony to experiment with? I waited until my girlfriend was in the shower before looking at the screen shots from the night before. Jesus Christ, what a pervert. Thanks a lot, Linden Labs! Now I have two shitty lives to deal with.

www.secondlife.com

Myth mash

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God of War II

(Sony Computer Entertainment; PlayStation 2)

GAMER The sequel to the best game of 2005 may not be the best game of 2007, but that’s only because Shadow of the Colossus ruined all games for all time by boiling adventuring nerdery down to an unheard-of, almost new-age minimalism. That game ruled. There is nothing minimal about God of War II: it’s actually gorier, with even more expansive cut scenes than before, seamless game play, and volcanic brutality.

Your guy, Kratos, decides to go after Zeus and along the way encounters such old pals as Gorgons, minotaurs, and Cyclopes, with some new creeps thrown in, such as a hammer-wielding berserker who is really fun to decapitate. You also meet up with — and kill — Perseus, free the Phoenix, and rip off Icarus’s wings. Practically every well-known myth is represented. They release the kraken, for crying out loud! Fun, fun, fun.

More of God of War II relies on instantaneous button sequences followed by merciless button mashing than its predecessor, which is OK if you’re part of this new generation of alien children born grappling PlayStation 2 controllers. But for the old, motor skill–deteriorated rest of us, it can be a living hell. Just lifting gates can be murder. You certainly get the feeling that the makers of the game had this in mind when they designed it. There was a lot of me muttering, "You dicks," at the TV. In fact, on the bonus making-of documentary that came with the first game, the main creator, David Jaffe, made a few comments about being bummed that some superhard levels had to be cut. This time around, the makers seem to have thrown every possible thing in there to make beating level bosses a nightmare, but somehow they don’t make the difficulty too much to bear. As tough as some of the levels were, I was never overwhelmed with frustration, a daily occurrence for me with God of War I. I said, "What the hell? I can’t beat this guy," a couple times, but then all of a sudden, the guy was dead, and I wasn’t even sure what I did.

If anything, the game is too short, with more puzzles than fighting, yet you don’t think of that while playing because you’re having too much fun. And admittedly, it’s not that easy. I did throw and break one of my controllers at one point. It’s just over kinda quick. The problem is, it’s so fun being Kratos, any ending is gonna be a letdown. There just isn’t another character in video games who kills with his ferocity — and variety of methods. The guy kills everybody. (Mike McGuirk)

Mi viva loca

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Viva Pinata

(Microsoft; Xbox 360)

GAMER When I grabbed Viva Piñata at the store, I hoped the game would inspire my Xbox 360 to a greatness beyond its current status as a sleek, expensive bookend that plays DVDs. Viva Pinata’s premise might be described as Pokemon: Capitalist Edition — you are a pinata farmer in charge of creating a garden that will attract a multitude of brightly colored pinatas, which you will have to tend and breed in a totally G-rated way. You make money from selling the rarer, more valuable piñatas.

I’ll be honest: my interest in this game was piqued when someone told me you could whack the Whirm pinatas with a shovel and feed their candy viscera to the Sparrowmint pinatas. We need more of that sort of content in children’s games.

The game play is most reminiscent of SimCity: you must satisfy the requirements of your potential citizens to entice them to move in and stay. Once your population gets large, chaos ensues. You plow your garden, and once you have nice soil, a Whirm pinata moves in. These are soon followed by Sparrowmints. But why doesn’t my bird pinata eat my worm pinata? After about five tries, my Sparrowmint flew off toward my worm and ate it. This lack of responsiveness sadly plagues Viva Pinata. Actions fail and give you no indication why. At other times the game generates an ominous err-err noise and doesn’t indicate why it made the sound or refocus on the problem piñata. You have to search over your large garden of piñatas to find the one that was poisoned or got in a fight.

When your pinatas inevitably start fighting, you’ll find there’s no way to break them up except to whack or spray them. Your pinatas sicken if they lose a fight, get wet, or are smacked. If you don’t build fences, you’ll spend most of your time calling the doctor, yet building fences is nearly impossible. The analog control is terrible — it will fail to fence areas such as untilled land but won’t tell you why. Getting your pinatas behind the fence is another trial — there aren’t any gates, and the game doesn’t pause while you’re fencing. You have to herd them into the area you want to fence, and half the time they wander off while you’re building.

After about two days of playing this game, I got frustrated and sold it. The controls were awkward and unintuitive — reprehensible in an adult game but inexcusable in a kids’ one. The game play felt buggy and broken. Since this is the only real children’s title for Xbox 360, I can’t completely dis it. But your kids, being smarter and more patient than both you and me, will probably enjoy it a lot more than you will. (Kea Johnston)

Princess party

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The Legend of Zelda: The Twilight Princess

(Nintendo; GameCube, Wii)

GAMER Every Christmas as a child, I’d dream not about sugarplums but about Nintendo. I mentioned it to Santa at the mall, but alas, there was never one under the tree. So I made friends and used them for their consoles. Sadly, none of them were into The Legend of Zelda, so I did not grow up following the series like many of my generation. Twilight Princess is the first game I’ve played in the series — and for us Zelda initiates, it’s not a bad place to start.

You begin as an elf named Link who lives in a tree house in a quiet village in the land of Hyrule. The peace is destroyed when the children are kidnapped first by monkeys and then by something far more sinister.

Twilight Princess manages to engage the player pretty quickly. Link himself has the personality of a houseplant. But once you are drawn into the twilight world, which happens quickly, you meet your comrade: Midna, a creepily cute snaggletoothed imp. In the twilight world you become a wolf, and like an unruly child, Midna wants to ride on your back. Thankfully, he pulls his own weight with special attacks. The plot progression is well-timed so players feel like they are controlling the story without losing track of the final goal, to liberate Hyrule.

Hyrule is a fairly open world. You can roam much of a large map that opens up further over time. You can fish and hunt bugs, though there are really only two types of rewards for exploring and collecting: money and heart containers. The predictability and general meagerness of the rewards take the fun out of collecting and exploring, and interactions with the world itself are pretty much limited to throwing things. That’s not to say this isn’t rewarding in itself: once the tutorial was over, I started hurling pumpkins at nearby children. Oh yes, I was supposed to be helping the shopkeeper find her cat so she’d sell me a slingshot, which brings me to the thing that distinguishes this — and, I’ve heard, the Zelda series — from other role-playing games: the puzzles.

Most involve figuring out how to reach a goal by combining your limited tools with surrounding objects. Many battles require more thought than reflex: one sequence requires you to kill three demons — the caveat being that if one is left standing, it will resurrect its companions. Neither the puzzles nor battles are terribly difficult, but they are integrated perfectly.

Twilight Princess’s game play is well paced and very fun, and next to that, sound and graphics are pretty much just icing on the cake. I played the Wii version, and it’s no secret that its graphics aren’t as sharp or detailed as those on the PS3 or Xbox 360. However, stylistically the game is beautiful. The soundtrack is unobtrusive.

In short, Twilight Princess is the most fun I’ve had on the Wii so far. There has been a severe lack of fun puzzles in gaming since the adventure game genre died out about a decade ago. Zelda fills this void with brainteasers that are challenging but not hard. (Kea Johnston)

We could be heroes

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Justice League Heroes

(Warner Bros. Interactive Entertainment; PS2, Xbox, PSP, Nintendo DS)

GAMER The best game to feature comic book heroes to date is Marvel vs. Capcom. Here we have heroes from the DC universe gathered together as the mighty Justice League, ready to stomp the guts out of fiends doing dirt. Pretty colors, special moves, funny dialogue, and a solid two-player mode combine for an entertaining gaming experience, but it’s not quite as fun as reading the comic books.

The story for Justice League Heroes was written by Dwayne McDuffie, who worked on the excellent Cartoon Network show Justice League Unlimited. He did a great job creating a story arc and added some genuinely funny material. The basic story: The Justice League has possession of a meteor. The meteor is communicating with Braniac, who is doing major damage all over the place. So the Justice League goes to work, and as you might expect, they get the job done. But then there’s a twist. Surprise is a nice game feature.

JLH was developed by Snowblind Studios, which is also responsible for Baldur’s Gate: Dark Alliance. Like Dark Alliance, JLH is a dungeon crawler, a format typically reserved for D&D-type games with ogres, wizards, and other magical critters. Throughout the game, you play as various Justice League heroes: Superman, Batman, the Flash, Wonder Woman, Zatanna, Green Lantern, and Martian Manhunter are all in effect, and more characters and costumes can be unlocked during the game. The costumes actually influence each character’s abilities and special moves, which adds to the game’s replayability. In general, the heroes go out two at a time. You get to switch from one to the next by pressing a button, and whichever hero you’re not controlling will fight by your side with the help of fairly good AI. Unlockable characters include Aquaman and Hawkgirl. The two-player mode works well and makes the game move right along, because any time you die, the other player can revive you.

Game play is solid if somewhat simple. Hand-to-hand fights are best handled with button mashing, but special moves, like Batman summoning a swarm of bats, add dazzling cinematic effects. Each character has a mega and a super-mega attack mode. You can make the heroes who can fly do so by jumping and tapping a button. Unfortunately, they only fly a few feet off the ground. When you hit the button after jumping with heroes who can’t fly, they do a flip in the air or sort of glide slowly to the ground. The environment is destructible, so you can wing lampposts at villains.

Overall the game is fast paced and will probably hold your attention, thanks to a good story, funny one-liners, and a sweeping orchestral soundtrack. But comic book enthusiasts and nonnerds alike, beware: this game is so-so — so use your awesome judgment. Of course, it’ll be worth playing for mega–comic book fans, because any chance to interact with and even control one’s heroes is worth taking. Casual gamers will also enjoy the two-player mode, and fashion fiends will love the costume options. (Nate Denver)

Les goofballs

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› superego@sfbg.com

SUPER EGO How many calories in a Quaalude? Who’s the secretary of the interior? The sexy nurse’s tits pop out of her too-snug latex uniform, a lewd sneer twisting her face, and my mind begins to wander gloriously — up past the ass-licking performance artiste, his cheesy beret slipping sideways as he rapidly splashes acrylic down a huge vertical canvas; over the heads of the middle-aged guys dressed as pirates, ecstatically frugging to a bebop reverb saxophone solo; quick left at the grope-a-clown booth; and through the ceiling of DNA Lounge, into a nighttime of odd ruminations. This is probably dangerous. As leapfrogging fire twirlers quickly suck the oxygen from the club, I realize that I’d simply die if my last, strangulated thought was: wow, the more we upload exotic animals onto digital film, the more they seem to disappear from the earth.

Ladies and gentleman, a bohemian rhapsody.

Appropriate, since me and Hunky Beau are at Bohemian Carnival, the breathtaking, burner-inflected monthly hosted by Boenobo the Klown, ringmaster of local audio headtrippers Gooferman, and Mike Gaines, director of the erotically acrobatic Vau de Vire Society. You want trapezes? They’ll give you trapezes.

Through a series of regular off-the-wall club nights, DNA Lounge has transformed itself into a weekend costume party — goth kids in Doom-era gamer kilts one night, mashup sluts in Santa suits another — and Bohemian Carnival hews to that theme: it looks like Costumes on Haight exploded in here. I’ve never been a fan of store-bought transgression — I’m allergic to polymer pink bobs and rainbow boas, or rainboas. Still, hey, it’s probably really hard for straight people to get freaky and still look cool, so go for it! At least it’s not a bunch of prissy gays in $400 jeans or North Beach guys in swirly shirts with moulding mud-stained collars. Thank goddess for cheap dyna.

The whole vaudeville-circus club thing — a stunning contortionist here, a bearded lady go-go dancer there, bared cleavage everywhere — has blown up big-time. One might even posit that its moment has passed as an underground trend (the $15 cover charge at DNA could be evidence of this if the night weren’t such an expensive-looking spectacle), but since it all sprang from two of our native mainstays, Burning Man and burlesque, it’s not tanking any time soon in San Francisco — and I’m glad for that, ’cause it’s kind of freakin’ fascinating.

Sure, as the carefully staged bacchanal spins before me and the day-job techies get wild, there are the usual thoughts to fixate on: How Burning Man drops the spirituality and focuses on the crudely sexual when translated into a night club. How stereotypes of gender and race — if not necessarily class — collapse and re-form in a swirl of burlesquing desire. How people with amazing muscular tricks can finally find an appreciative audience. How flammable my dress was…. But there are some surprises here too. Imagine my shocked tingle when, on entering, I was greeted by an extended slam-poetic freestyle from MC Jamie De Wolf, hooted on from the sidelines by a crew of suburban-looking gangsters. Has hip-hop — albeit white hip-hop (an upcoming Bohemian Carnival features heartthrob beat-boxer Kid Beyond) — finally entered the Burning Man vocabulary? And a bubbly house set by DJ Smoove brought quite a bit more soul to the dance floor than I ever thought possible at such events. Nice.

Another surprise: more Las Vegas connections on the 11th Street corridor. While uppity clubs like Loft 11 unabashedly pimp Vegas show–style rock nights, Bohemian Carnival’s concept sprang from the legendary 2005 Vegoose Festival, where Boenobo and Gaines hosted VdV’s Twisted Cabaret for 80,000 people. Vegas, hip-hop, house — I guess I should have known. Burning Man’s prime notion is to filter the far-flung fabulosities of pop culture through X-ray goofy glasses; clubs like Bohemian Carnival reduce them to a steamy spot of light. Well, goof on, say I. *

BOHEMIAN CARNIVAL

Third Sat., 9 p.m.–4 a.m., $15

DNA Lounge

375 11th St., SF

www.bohemiancarnival.net

www.dnalounge.com

www.gooferman.com

www.vaudeviresociety.com

www.djsmoove.net

>

His world or yours?

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Scarface: The World Is Yours

(Vivendi Universal; Windows XP, PlayStation 2, Xbox, Sony PSP)

GAMER One nice thing about Scarface: The World Is Yours is that although it is a first-person shooter–adventure game, there is no sewer level. It doesn’t matter what the story line is: at some point, dude is going into a sewer and tromping through ankle-deep water with rats skittering around.

Scarface doesn’t bother with that. It’s more interested in having you sell cocaine and brutally murder people, like a good game should do. You peddle so much coke that it’s really astonishing the game hasn’t offended nutty Christian groups. Maybe the makers were able to get around objections because your character, Cuban drug lord and world-class cusser Tony Montana, never kills innocent people. If you point your gun at a civilian, you find yourself saying, "Not in my game plan, bro," or the best one, "I kill one and I go straight to hell." In each case, the gun will not fire.

The game is still unspeakably violent. The story picks up right before the part in the movie Scarface when Ángel Salazar’s killer sneaks up behind Montana and airs him out. Instead of this happening, however, you direct Montana through an epic bloodbath in order to survive, so he can regain his spot at the top. Along the way, Grand Theft Auto: San Andreas’s formula is perfected, the makers take character interaction to a new level, and you end up playing a game that could go on forever.

The scope and game play are very much like those of GTA: San Andreas, but everything’s been streamlined. Montana doesn’t have to fucking work out, eat, and shit, and there is no repetitive dating scheme. Instead, you just sell coke and kill, drive around really fast, spend millions of dollars on useless items, and pick up women.

Interacting with the peripheral people is really fun too. Montana has some standard dialogue, but once in a while an actual unique conversation will occur. When talking to pretty women, he says predictable things, but when he pulls similar pickup moves on elderly women (who give "are you nuts?"–type responses), it’s really funny. He orders his lackeys around like Don Rickles on an f-bomb rampage. When he steals a car, he utters any number of one-liners, from "Um, this is Miami undercover police — I need your car" to "You can keep the puta — I just want the car." And on top of being hilarious, the character is almost perfectly voiced by a guy named Andre Sogliuzzo, reportedly handpicked by Al Pacino for the job. James Woods, Elliot Gould, and many other actors appear.

You have the option to play as three characters other than Montana: the driver, the enforcer, and the assassin. You steal cars, bust heads, or eliminate government officials for big paydays. These missions are inexhaustible. So are Tony’s drug dealing and delivery missions, all of which are chosen from a menu. It’s nuts. This means you are free to select what to do and when you want to do it, but more important, it means there is no real end to the game ever. Even after the extensive story line is completed, there are an endless number of rival gangs for you to tangle with. Once you have defeated all the big bad guys, you sell coke and collect money. It’s like a locked groove.

Sometimes these movie-themed games are really crappy rush jobs. But it is obvious from the very start that the folks behind Scarface not only love the movie — an important factor — but also were interested in making what is potentially the best game of the past year. (Mike McGuirk)

Left Behind: Eternal Forces

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GAMER It’s no secret. We’re in the end times, and at the clarion’s call when all of God’s children are raptured into heaven, we’ll be left to deal with the Antichrist — who, by the way, has a job at the United Nations and is working like the devil to see that people get college educations to further support the dark lord and his satanic machinations (which, of course, include sexual equality). Hail, Satan!

Unfortunately, in the recently released Left Behind: Eternal Forces — based on the best-selling series by Tim LaHaye and Jerry Jenkins, in which a handful of heroes is left to save humanity after the rapture — you only get to play as the "good guys," the Tribulation Force, whose mission is to foil the nefarious Global Community peacekeeper forces. Actually, you can play for Satan, but first you’ll need to convince a couple of your friends to load this crappy game onto their computers to play with you. Go ahead. Ask them. See what they say once you explain what the game is about. Unless they are 70-year-old evangelists or the parents of babbling blond, banal gospel or country music stars, your friends will laugh at you. I’m no expert, but I think former UN ambassador John Bolton might like this game’s premise.

As for me, I found it childish and ridiculous. And as a video game, it was like playing Pong in a dark swamp. In the time it took me to maneuver my character up the street in order to convert a couple people for "Trib force," I could have easily hijacked a truck or a BMX bike, robbed a police station, and beaten a shopkeeper senseless — all while dressed as Dennis Rodman — while playing Grand Theft Auto: San Andreas. The point the developers of this game are trying to make is that immoral video games like GTA and other shoot-’em-ups, such as SOCOM and Halo, offer no positive messages. That said, I’m not quite sure what moral messages there are in this game. It was so hard to play that I never really got a good feel for the potential it might have. At certain points of the game, secret clues appear, except they’re not actually clues but scriptural passages about the end times or some half-assed tirade calling evolution a satanic plot. Whenever your character is activated, he or she will say "Praise the Lord" or "Laying straight paths" before going off to save humanity. When the players run low on spiritual energy, their comments are more like "What now?" or "I could really use a sandwich."

Inside the package was a short video by its makers and the authors of the book series the game is based on. There’s also commentary from other influential evangelical leaders, including Dr. Jack Hayford, the president of the Foursquare Church, who comments that this game is "every bit as much fun as kids perceive other stuff."

Really? Whose kids?

When I was a kid, my evangelical grandparents gave me music they hoped would counter my newfound love of heavy metal. But Stryper and metal missionaries Bloodgood can’t touch Iron Maiden and Metallica, and if parents think their kids will find this game more fun than others on the market, they really should get out more often. Given the choice of playing as a Navy SEAL (as in SOCOM) or some sweater-vested geek trying to convert New York City, I would much rather be the former.

In the promotional video, a gamer named Grant says the game is so unique he "just can’t stop playing it. My eyes are getting so tired, ’cause I’m having so much fun that I might fall asleep on my computer."

Here’s a suggestion if you want to keep Grant from falling asleep and drooling in his keyboard: you have to make it easier to play. I had to keep rebooting my computer in order to get the game to move at all. When I finally did get to play, my character was killed by an evil, college-educated, rock music gang — which poisoned me. That’s right. Gangs in New York have college educations and spend their time poisoning people. I know the developers are trying to keep the level of violence down, but the soldiers get to shoot each other. Are they trying to teach their children that gangs don’t use guns? Has there been an upsurge in gang-related poisonings lately?

I found trying to convert people (which is the main point of the game) to be a soul-crushingly boring waste of time. There is no way teens will flock to this game (unless they feel an obligation to play the gift grandma got them so nobody’s feelings get hurt).

If you see this title at your local store, do not buy it, even if you think it’s funny. I promise you it is not. It must be left behind. (James Woodard)

Stunted growth?

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(Activision; Xbox 360, PlayStation2)
GAMER The latest incarnation of the greatest skateboard video game series ever is here, and it’s a mixed bag. Wait, have any skateboard video games besides this one made it past part one? Anyway, the Xbox 360 version will both please and infuriate fans of the series, just like life. Players who are new to the game will be better off picking up an old copy of Tony Hawk’s Pro Skater 3 or 4, because that’s when this franchise peaked.
One of the major differences between the early Tony Hawk games and the newer ones is that there’s an involved story now. The early versions were more focused on digital shredding, while the new versions have a bunch of silly dialogue and some variation of a rags-to-riches story. The story this time: Tony Hawk is assembling a skate team that will be eight skaters deep. He’s searching for the top skaters to fill the spots. You start out ranked 200th and have to skate hard to make the top eight. When you get there, a skateboard shoots out of the Xbox 360 disc drive. It’s incredible and dangerous.
The controls, as always with this franchise, are consistent and responsive. Fans of the Hawk games will feel right at home and will be ripping immediately. Players new to the game won’t have trouble figuring out which button makes you ollie and which makes you grind. There is, however, one glaring update to the control scheme, and that is how a manual is performed. Ever since the manual was introduced in THPS2, players have had to quickly tap down-up or up-down to get into a wheelie position. Now all you have to do is press a button, and voilà — you’re manualing. The old up-down still works, but the automatic manual button takes the fun out of the combo game. Manuals, reverts, and spine transfers link tricks together for huge points and enjoyable challenges. Now you don’t even have to revert out of a transition to initiate or continue a combo. Curses. This single development in the game will make THPS fans want to break the disk in two, and you should too. But if you decide not to break it, you’ll be rewarded with some amusing junk.
Progression through the game is achieved by the completion of challenges. All the usual suspects are present — grind hella far, launch hella high, do hella tough tricks — but there’s one new sexy challenge: Nail the Trick. To do this you must click the analog sticks, at which point the camera zooms in on your board and time slows way down. Each stick controls a foot, and you have to do lots of incredible tricks. It’s kinda neat. It looks similar to the intro of Girl skate video Yeah Right.
As you’d expect on a next-generation system, the graphics are solid. But who cares — graphics have looked amazing since the Dreamcast came out in 1999. Until we’re controlling what appear to be real humans, games all have about the same level of niceness when it comes to looks. New bail animations and sound effects do make a great update.
Lots of guests are incorporated, such as skaters Bob Burnquist, Paul Rodriguez Jr., Ryan Sheckler, and leading man Jason Lee. Lee, of My Name Is Earl fame, was once a pro skateboarder and a great one at that. If you don’t believe me, go buy Spike Jonze’s 1991 short, Video Days, and buckle up for brain-exploding skating. The guests love talking about tricks and sometimes pass along tips to help you progress though the game. They are pretty nice guys.
The Xbox Live online experience is hella amazing. You play online with people, which is nice when you don’t feel like playing against computers or when you don’t feel like actually going outside and skating. But just go outside and skate, for goodness’ sake. (Nate Denver)

Turf’s up

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› a&eletters@sfbg.com
First nicknamed the Rolling 20s in the ’70s, then the Twomps in the ’80s, the group of East Oakland avenues below MacArthur and between 19th and Fruitvale avenues received its present designation, the Murder Dubs, in the early ’90s, when a neighborhood hustler named P-Dub began a lethal reign of terror in an effort to control the local drug trade. Naturally, this didn’t endear him to the community, which locked its collective doors to him the night his number came up, leaving him to be gunned down in the street by pursuers circa 1994.
Yet despite this violent legacy, the vibe in the Dubs seems remarkably friendly, at least in the company of its most famous son, 23-year-old MC and producer Beeda Weeda. Head of the sprawling Pushin’ the Beat (PTB) camp — whose roster includes a half-dozen talented producers, as well as rappers like Lil Al the Gamer and veteran crew Under Survalance — Beeda is on familiar terms with most of the neighborhood, though this doesn’t prevent a nearby group of kids from treating him like a star.
“Are you really Beeda Weeda?” one boy asks. “My name’s Beeda Weeda too!” A girl asks for his autograph. “Go get some paper,” the rapper answers, and the kids race home for supplies, allowing us to finish our photo shoot before Beeda poses with his fans and surrenders his signature.
Far from letting it go to his head, Beeda Weeda seems merely amused at his newfound celebrity.
“People see you on TV and they think you rich and famous,” he says with a laugh, referring to his video for “Turf’s Up,” which has been in heavy rotation on VJ-TV (Oakland cable channel 78) for several months, in addition to receiving more than 70,000 plays on YouTube. There’s a vast gulf separating local access from MTV. Still, Beeda has already made inroads into MTV terrain, not the least of which is his contribution to E-40 and Keak Da Sneak’s “Tell Me When to Go” video.
Beeda explains, “40 heard about me and knew I was still in the mix in the town. He didn’t even know I did music when we first hooked up. They wanted to get the elements of the street, the whole sideshow thing, so I helped him do the casting in terms of the cars, the locations, things like that.”
Drawing on their extensive neighborhood network, Beeda Weeda and PTB’s in-house video guru, J-Mo, would end up exerting a considerable influence on the image of hyphy in the national consciousness, due to the video’s success on MTV. The experience also netted PTB some of the unused footage, not to mention high-profile cameos by E-40 and Lil Jon, for its “Turf’s Up” video. More recently, Beeda and West Oakland partner J-Stalin were filmed together in the studio working on their upcoming album, for a segment of an as-yet-untitled MTV reality show following cub reporters for Rolling Stone. (MTV exec Ryan Cunningham confirmed nothing save that the segment was likely to air. Presumably, some sort of Rolling Stone article will run.) At the time of our photo shoot, Beeda’s solo debut, Turfology 101, was about a week away from its Aug. 29 street date and had already been reviewed in the latest issue of Scratch. Released on Souls of Mischief–Hieroglyphics member Tajai’s Clear Label Records and distributed through Hiero/Fontana/Universal, Turfology has just enough major-label clout behind it to get itself noticed even on a NY magazine’s New York–centric radar.
He may not quite be famous yet, but as Beeda Weeda is forced to acknowledge, “My name’s starting to ring bells.”
WHAT’S THAT SOUND?
Some rap names are chosen; others, given. In this case, Beeda Weeda is the rapper’s childhood nickname, derived from his association with Peeda Weeda. “He was like my OG when I was a little kid,” Beeda says. In 1992, at age 15, Peeda was shot by the Oakland Police Department and left paraplegic, one of many victims of the neighborhood’s most violent period.
As the ’90s wore on and Beeda entered his teens, he began making tracks, inspired by neighborhood musicians who would eventually form the core of the PTB production squad. “Most of them are older than me,” he says. “They were into music before me, so I was looking up to them. We got Big Vito, GB, LG, Tre, Miggz, and G-Lite.”
“My partner from the neighborhood, J-Boog, was rapping, and I started making beats,” Beeda continues. “But I didn’t start getting serious until I did a track called ‘Hard Hitters’ for a little group I put together called Dying 2 Live. It came out on an actual CD.”
While “Hard Hitters” didn’t cause much of a ripple in Bay Area hip-hop’s late-’90s commercial doldrums, it was sufficient to establish Beeda Weeda as a neighborhood beatmaker, attracting the attention of up-and-coming rapper Lil Al.
“We hooked up, and I started slanging beats to him,” Beeda says. “He was, like, ‘Man, let’s be a group,’ so that’s when I started really writing. We put out a whole album, all original music, and pushed it in the streets. We pressed it up ourselves. Did all the artwork. I damn near engineered, produced, and mixed the whole thang. It was called Just an Introduction by Lil Al and Beeda Weeda.” Released on their own Young Black Entrepreneurs label in 2002, Just an Introduction would quickly sell out its 500-copy run and make the pair’s reputation in the streets as young rappers.
“At the same time,” Beeda confesses, “we wasn’t really eating off the music, so we had to do other things to make money. Bro got caught up in some bullshit, had to do a little time.” With Lil Al in prison, plans to press a more professionally packaged Introduction were abruptly shelved as Beeda was forced to evolve into a solo act.
“ROLLING MURDER”
“I did a few songs, and I was just pushing it through the Dubs,” Beeda continues. “My music has a lot to do with my environment, certain situations that happen to me or my people. I was basically just making music for me and my niggas.”
Such a local focus, crucial to the Turfology concept, is what gives the album its distinctive flavor. Granted, it mightn’t be to everyone’s taste: Scratch’s generally positive review faults PTB’s use of “the synthesizer,” which makes me wonder how the writer imagines hip-hop is made in the hood. If there’s sense to this remark, it’s in the fact that Beeda and company don’t hide the instrument’s “synthness.” They push big chords composed of the most unearthly sounds right in your face.
As for the suggestion that Turfology at times “sounds like one overlong track,” I can only guess the reviewer is accustomed to the 16-tracks-that-have-nothing-to-do-with-each-other formula of most rap discs. Turfology has a sonic coherence sorely lacking in contemporary hip-hop, the stuff that makes for classic albums. The PTB producers are clearly riffing off each other rather than chasing the hyphy train, yet they don’t sound like they’re in a vacuum. The in-house tracks on Turfology blend seamlessly with beats by young North Oakland producer Jamon Dru of Ticket Face, Charlie O of the Hard Labor camp, and East Oakland’s Mekanix.
“Their music is real current and authentic,” says Clear Label Records head Tajai during a session for the upcoming Souls of Mischief album.
Tajai heard some of Beeda’s demos by chance in a friend’s car and immediately got in touch with PTB. Having dropped several of his own solo albums and collaborations, Tajai was looking to expand his roster with other artists. Along with Baby Jaymes and R&B singer Chris Marisol — both of whom are scheduled to release albums next year — Beeda Weeda and PTB made Clear Label suddenly one of the hottest imprints in the Bay. Tajai dismisses the notion that a hood rapper like Beeda is incongruous with Hiero’s “backpacker image.” “Hiero is from East Oakland. Beeda’s a real serious artist and student of rap in general, and I want Clear Label to be a forum for that kind of artist.”
DO YOUR HOMEWORK
In the months since signing with Clear Label and preparing for Turfology to drop, Beeda has busily maintained his buzz on the mixtape circuit. “Tajai gives us the avenues, but as far as promoting, we do that on our own. Since I’m a new artist, we did The Orientation, had DJ Backside mixing it. That had about 12 songs on there and two originals. The game out here is so saturated. I was, like, ‘Let’s give them away.’ So we started passing ’em out in different cities; next thing you know, my name started ringing.”
At the end of May, Beeda dropped a second mixtape, Homework, mixed by the Demolition Men and consisting of PTB originals. A classic in its own right, Homework, with its organ-driven title track by Jamon Dru, is still banging all over Oakland, unlikely to be silenced even by Turfology’s release.
As we wrap our discussion, the PTB house in the Dubs is virtually empty, prior to being sold. The organization is getting too big to stay in the hood, and the camp is shopping for an industrial space.
“I love this place,” Beeda says. “When our studio was outside the hood for a while, I used to find myself driving out for no reason. I just missed it.” Clearly, the MC is connected to his community, and even if PTB has to relocate, it’s clear that he and his crew have no intention of leaving it behind. SFBG
www.myspace.com/beedaweeda

{Empty title}

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Playing with his balls
MLB 06: The Show
(Sony; Sony PSP)
GAMER This was supposed to be a review of the FIFA World Cup game, but I hate soccer. So instead I am covering this totally awesome baseball game. The Show is something like the 10th generation of these games from Sony. So if you’ve been keeping up, there are few changes in the playing of the game itself. Instead there are some cool new features.
First of all, when custom-creating a player, you can load in personal photos and put your own face or someone else’s on the player’s head. Or maybe you would like your player to have a giant beaver instead of a face. The possibilities are endless.
There is also a rivalry mode in which you can track the jillions of stats from games you play against a chosen friend. I have no friends, so I have not tried this particular feature. But if I had the Show back in 2002 when my friend and I were locked in a mortal, daily war with Dreamcast World Series Baseball 2K1 (Pedro Martinez on the cover — also the best baseball video game ever made), this function would have come in handy. I don’t know that I’ve ever been as angry at a person as when my “friend” — Guardian hack and self-defense nut Jason Boronski — incessantly ran up the score with something he called “chaos on the base paths,” a.k.a. cheating. One time during a very tense seventh inning when the wheels just came off and the Cheater made an impressive nine-run comeback, a deadly silence fell on the room. Staring straight at the TV, playing the game out in smoldering, angry silence, I waited for the last straw so I could throw my controller as hard as I could — at the wall, at the screen, at Boronski’s face. I honestly didn’t know where it was going. I just knew I was approaching total madness. Boronski’s response: “I’m actually afraid of you right now.” Good times, good times.
The makers of the Show have added a really amazing number of cuts to the play — including batter walk ups and pitcher reactions. I used to click right through these, but the other day my shortstop, Alex Gonzalez, hit a three-run homer and the cut showed him walking into the dugout where he was totally ignored by his teammates who customarily would be congratuutf8g him. These irreal video beings were messing with his mind! Incredible. Now I watch all the cutaways to see how much more exciting my life can be. Thank you, game makers.
You do have to be a baseball fan to enjoy this game fully. Just a warning. (Mike McGuirk)