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	<title>Jeffool.com &#187; review</title>
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	<link>http://blog.jeffool.com</link>
	<description>Your digital jester, uninformed and uninformative, guaranteed.</description>
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		<title>Two quick notes:</title>
		<link>http://blog.jeffool.com/2008/12/11/two-quick-notes/</link>
		<comments>http://blog.jeffool.com/2008/12/11/two-quick-notes/#comments</comments>
		<pubDate>Thu, 11 Dec 2008 13:33:23 +0000</pubDate>
		<dc:creator>Jeffool</dc:creator>
				<category><![CDATA[game]]></category>
		<category><![CDATA[review]]></category>
		<category><![CDATA[zombies]]></category>

		<guid isPermaLink="false">http://blog.jeffool.com/?p=103</guid>
		<description><![CDATA[A) Fallout 3 is indeed the shit.  If you remotely enjoyed even the ideas of Morrowind or Oblivion, or just like post apocalyptic fiction, you really owe it to yourself to play this game.  The writing is so much better here (and more vulgar, admittedly, but it fits the fucked up world it [...]]]></description>
			<content:encoded><![CDATA[<p>A) <b>Fallout 3</b> is indeed the shit.  If you remotely enjoyed even the ideas of Morrowind or Oblivion, or just like post apocalyptic fiction, you really owe it to yourself to play this game.  The writing is so much better here (and more vulgar, admittedly, but it fits the fucked up world it takes place in.)</p>
<p>The Karma system makes the game a tease from hell for players like me.  I was absolutely a good guy in Oblivion, but I stole everything that wasn&#8217;t nailed down.  Everything.  I&#8217;m not even joking.  Every god damn thing.  But in this game, you lose karma.  Stealing makes me a bad guy, so, I can&#8217;t steal!  It&#8217;s horrible!  See, normally I treat Bethesda games like they&#8217;re _my_ world.  For me, they&#8217;re God games, in a sense.  I decide what&#8217;s right, and what belongs to me (everything,) but when it comes to others livelihood, I do my best to make everything great for all involved.  If you could Speechcraft the Dark Brotherhood in Oblivion to being good guys, I might&#8217;ve done those quests instead of killing them all.  But, in Fallout&#8217;s Wasteland, Bethesda reclaimed the role of judge, and I&#8217;m in their world, I cannot be the kind and just God I was in Tamriel.  Of course, I think the world is worse off, but regardless, I must abide by the rules of man.  No theft.</p>
<p>And the action?  The FPS can be difficult, but I imagine frantic shooting _would_ be difficult given that a ten foot tall green hulk looking guy is running at you.  That&#8217;s why God gave you VATS.  VATS is far better than bullet-time or any such device.  Instead of slowing everyone else down, it completely stops them while you spend &#8216;action points&#8217; to shoot your weapon at certain limbs, and it gives you a rough estimate of what a successful hit would take off.  And if you damage a certain limb enough, the enemy will drop their weapon (if an arm,) start to hobble (if a leg,) or become dazed and confused (if the head.)  Of course, continue to damage that limb, and it will gib, and they will die.</p>
<p>Of course, having played it on Xbox 360, I can&#8217;t help but think &#8220;God I wish I had a PC worth playing PC games on!&#8221;  The mods for that game will be amazing.  Period.</p>
<p>B) <b>Left 4 Dead</b>.  I&#8217;ve only played it offline, and even then just a few levels, but I was blown away.  I&#8217;m a hardcore &#8217;slow zombie only&#8217;-junkie, but damn does this game deliver.  I swear to you, the farmhouse standoff literally had my blood pumping.  After a brief juant through a corn field infested with zack (zombies,) you come up to a two-story farmhouse where you have to fend off attacking hordes of zombies while waiting for help in the form of a military transportation vehicle.</p>
<p>After much trying, I finally corralled the three AI bots to where I was hiding out; outside of a second story window on top of the porch ceiling.  Sure the zack still come, but there&#8217;s far fewer choke points for them to access you, so, it worked.  Then an AI partner shouted &#8220;There&#8217;s the truck!  I can see it!&#8221;  I turned around and saw the headlights cutting through the fog as the truck approached from a side of the building where I couldn&#8217;t see it.  They grew brighter and brighter until the truck stopped just in view.  We seemed to be at a slack point in zack, so we jumped off of the roof and ran for the truck&#8230;  And then a HUGE zombie &#8216;tank&#8217; (a Hulk looking zombie,) came out of nowhere and instantly creamed me and one of the teammates.  Out of commission, our only hope is to lie there and shoot while we wait for our teammates to come and heal us.  There I am, lying on the ground bleeding out, shooting like a madman, hoping my two teammates are able to take the Hulk&#8230;  And then another horde of zack pour out of nowhere and ravage me and my other downed teammate.  We never had a chance.</p>
<p>And then I realized my heart was thumping out of my chest.  I need to get the internet again.  And I need to get these amazing games.  Man, I need a secondary job.</p>
<p>Both of these firmly earn my approval.  (I think I&#8217;m going to have to create a logo; Jeffool&#8217;s Maharoof.)</p>
<p>Game of the year?  I honestly don&#8217;t care to pick.</p>
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		<title>Five Albums You Should Download (Legally)</title>
		<link>http://blog.jeffool.com/2008/07/26/five-albums-you-should-download-legally/</link>
		<comments>http://blog.jeffool.com/2008/07/26/five-albums-you-should-download-legally/#comments</comments>
		<pubDate>Sun, 27 Jul 2008 03:01:26 +0000</pubDate>
		<dc:creator>Jeffool</dc:creator>
				<category><![CDATA[Free]]></category>
		<category><![CDATA[Music]]></category>
		<category><![CDATA[review]]></category>

		<guid isPermaLink="false">http://blog.jeffool.com/?p=95</guid>
		<description><![CDATA[Everything that can be copied freely, will.  And for some of the better stuff, it&#8217;s even legal.  For instance: Five free albums you should download:
-AmpLive&#8217;s album &#8220;Rainydayz&#8221;
Freely at: http://www.onesevensevensix.com/amplive/
I apparently missed the fan outcry that surrounded this album (you can read about it on the link,) but whatever process it took to get [...]]]></description>
			<content:encoded><![CDATA[<p>Everything that can be copied freely, will.  And for some of the better stuff, it&#8217;s even legal.  For instance: Five free albums you should download:</p>
<p>-<strong>AmpLive</strong>&#8217;s album &#8220;<strong>Rainydayz</strong>&#8221;<br />
Freely at: <a href="http://www.onesevensevensix.com/amplive/">http://www.onesevensevensix.com/amplive/</a><br />
I apparently missed the fan outcry that surrounded this album (you can read about it on the link,) but whatever process it took to get it hosted freely on the net, then I&#8217;m glad it happened.  The remix of Radiohead&#8217;s In Rainbows, with four of the seven songs featuring hip-hop vocals, could have been horrendously bad, but AmpLive never approaches that territory, and instead keeps is surprisingly fresh all throughout.  There are a few effects such as &#8217;stuttering drums&#8217; that you just really don&#8217;t associate with Radiohead, but you can only smirk at them, given how great the album is as a whole.  Normally when a rock album is remixed by a DJ, it becomes &#8220;a rap album with rock samples and the original singer is nowhere to be found.&#8221;  And to that we all typically roll our eyes, right?  Right.  Well, of the seven tracks on the album, four have other artists&#8217; vocals, three don&#8217;t.  Of those seven albums, Thom Yorke is noticeably sampled on six of them.  Of those six, he&#8217;s the sole voice on three, and heavily featured on another.  If rock albums are to ever be remixed with rappers over then, then AmpLive has just written the blueprint on how to do it.  The rappers, singers, and music aren&#8217;t card board cut-outs to be glued where he sees fit, but instruments in themselves to be guided by his turntable, mixing board, and creativity, to create on cohesive song.<br />
Best tracks: 2, 4, 7, 8</p>
<p>-<strong>NIN</strong>&#8217;s album &#8220;<strong>The Slip</strong>&#8221;<br />
Freely here:  <a href="http://theslip.nin.com/">http://theslip.nin.com/</a><br />
The Slip is Trent Reznor&#8217;s first full album since he told his record label &#8216;fuck off&#8217;, and decided he wanted to do things &#8216;his way&#8217;.  As such, he gives the exemplary NIN experience: a story within an album that reeks of personal complication and near-futile struggle, only, this is different.  If The Downward Spiral was the story of a person coming apart and failing, and The Fragile was an attempted rebuilding that ended in failure and realization at the fragility of the attempt, then The Slip is the realization that it&#8217;s not strength and overpowering that gains freedom, but simply agility and speed to keep other&#8217;s hands off of you; slipping away.  And that&#8217;s exactly what Reznor did when he finally got out of his contract, and with that new found freedom, this album slips into a more comfortable pair of shoes as he realizes that the opposite of the pain previously felt isn&#8217;t happiness, but absence of feeling.  And it (seems to) show that he&#8217;s come to realize his role in all of this, ending strongly on Demon Seed.  And it&#8217;s a comfortable one too, as it plays almost like a greatest hits album that you&#8217;ve never heard before.<br />
Best songs: 2 (though the vocal echo is a tad annoying,) 3 (noisecore, but it grew on me,) 5, 7 (Ahhh Clara, forever with us, forever not.)</p>
<p>-<strong>100 dBs</strong>&#8217;s album &#8220;<strong>Aphex Twin Mashups</strong>&#8221;<br />
Freely at: <a href="http://www.100dbs.com/mixes/aphex/">http://www.100dbs.com/mixes/aphex/</a><br />
DJ 100dBs (one hundred decibels,) mixes a work of techno-rap genius.  Discontent that his every-day average hip-hop-head friends can&#8217;t appreciate finer techno works of Aphex Twin, he takes to task of mixing Richard James with lyrics that we all know well (assuming you&#8217;re into hiphop.)  The result isn&#8217;t a molesting of Aphex, as some may imagine, but instead hip-hop that belongs on the soundtrack for The Fifth Element, or an equally hip futuristic film.  Also, he has tons of other mixes for free here: http://www.100dbs.com/mixes/<br />
Best songs: 2, 6, 8, 10</p>
<p>-<strong>Harvey Danger</strong>&#8217;s album <strong>Little by Little&#8230;</strong><br />
Freely at: <a href="http://www.harveydanger.com/downloads/">http://www.harveydanger.com/downloads/</a><br />
Before it was cool to do so, Harvey Danger knew that giving away their album for free would not &#8216;make them worthless,&#8217; but in actually &#8216;get them more fans&#8217;.  Seems kinda obvious now, huh?  But after a few years of hiatus they were back at it in 2005 and in September they gave away Little by Little (even though a physical copy was on the shelf.)  The result?  According to the Wiki: &#8220;Within two months of release, the album had been downloaded 100,000 times, while the first pressing of physical copies (packaged with a disc of bonus material) had nearly sold out.&#8221; </p>
<p>And amazingly, if you&#8217;re the kind of person who actually read blogs, like this, I think you&#8217;ll agree that it&#8217;s really stood the test of time.<br />
Best songs: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10.</p>
<p>-<strong>DJ Z-Trip &#038; Radar</strong>&#8217;s album <strong>Live at the Future Primitive Sound Session Vol. 2</strong><br />
Freely (<strong>DIRECTLY</strong>) at: <a href="http://djztrip.unknownvariable.com/audio/ztrip_fpv2.zip">http://djztrip.unknownvariable.com/audio/ztrip_fpv2.zip</a><br />
From the first time I heard DJ Z-Trip I&#8217;ve been unable to pick my jaw up&#8211; No, wait, that&#8217;s not true.  Not unable.  UNWILLING.  If history says nothing else about Z-Trip, it should be &#8220;He is the man with the golden ear.&#8221;  Given any two sounds, I&#8217;ve no doubt he could figure out the way to optimally fit them together like an audial jigsaw puzzle that when completes shows a sonic picture of pure kickass.  Now, this isn&#8217;t to slight Radar.  DJ Radar is the turntablist who created sheet music for turntables.  Yes, sheet music.  He has since produced &#8220;Concerto for Turntable,&#8221; which he performed (along with an orchestra) at Carnegie Hall.</p>
<p>But this recording was done live, and as the liner notes say (something to the effect of (mine&#8217;s in a closet):) &#8220;Two men, five turn tables, and forty years of music.&#8221;</p>
<p>This is the album you want to own.  Well, this and DJ Z-Trip and DJ P&#8217;s Uneasy Listening, which can also be found on DJ Z-Trip&#8217;s download page here: <a href="http://www.djztrip.com/downloads.html">http://www.djztrip.com/downloads.html</a><br />
Along with a remix of Mamma Said Knock You Out, Prince&#8217;s Kiss (with Murs,) Murs&#8217; Beginning of the End Remix/Sampler, and tons more.  Seriously.  They&#8217;re good.  They&#8217;re god damn good.  They&#8217;re that good, and they&#8217;re free.  And you should download them all.</p>
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		<title>Urban Dead: The MMO I love.</title>
		<link>http://blog.jeffool.com/2008/03/04/urban-dead-the-mmo-i-love/</link>
		<comments>http://blog.jeffool.com/2008/03/04/urban-dead-the-mmo-i-love/#comments</comments>
		<pubDate>Tue, 04 Mar 2008 07:47:19 +0000</pubDate>
		<dc:creator>Jeffool</dc:creator>
				<category><![CDATA[MMO]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[review]]></category>
		<category><![CDATA[zombies]]></category>

		<guid isPermaLink="false">http://blog.jeffool.com/2008/03/04/urban-dead-the-mmo-i-love/</guid>
		<description><![CDATA[Despite all of my problems with them, I&#8217;ve found one.  Oh Urban Dead, how I love thee!
The zombie apocalypse has come to the city of Malton, and right now ~40000 players are waging war against each other to end it, one way or the other.  Here, let me give you the quick rundown [...]]]></description>
			<content:encoded><![CDATA[<p>Despite all of my problems with them, I&#8217;ve found one.  Oh <a href="http://www.urbandead.com">Urban Dead</a>, how I love thee!</p>
<p>The zombie apocalypse has come to the city of Malton, and right now ~40000 players are waging war against each other to end it, one way or the other.  Here, let me give you the quick rundown of the free browser-based game.</p>
<p>Players accrue one action point(AP) every half hour, capping at 50.  Survivors use these points to move across the city, search for items, attack zombies, and barricade buildings.  Zombies attack barricades, smash buildings, and attack survivors.  Seems simple enough, doesn&#8217;t it?  It&#8217;s all done with a web interface an minimal graphics (though there is a Firefox graphical addon.)  Different actions cost varying amounts of AP, and when you run out you collapse, so it&#8217;s important to make sure you always have enough to get back inside a building.</p>
<p>You level up every 100xp, and then turn around and use those points as currency to buy abilities, human or zombie.</p>
<p>Guilds, you ask?  Well, groups are completely unnecessary for a casual player, but for me they play a large role in UD and that&#8217;s what I&#8217;m loving about it the most.  I&#8217;m playing with a group of people who all jumped in at once and are starting to get pretty organized.  Over a hundred members of a forum I frequent jumped in at once as Survivors, and some of the scarier zombie groups took notice and wished us luck, so that really makes the chest swell with pride.  (Also, it worries us that we&#8217;ll be targeted and made an example of, while we&#8217;re still all at low levels.)  We&#8217;ve made our forums password-protected to keep spies at bay, and closed admissions to &#8216;unknown persons&#8217;, but things are shaping up nicely.</p>
<p>Yes, there are spies out there, and that&#8217;s why the players are truly the highlight of this game.  Aside from the gang at Evil Avatar that I&#8217;ve joined, there&#8217;s the <a href="http://wiki.urbandead.com/index.php/Channel_4_News_Team">Channel 4 News Team</a> to consider.  I mean, <a href="http://wiki.urbandead.com/index.php/User:Ron_Burgundy">Ron Burgundy</a> isn&#8217;t going to take a zombie apocalypse lying down.  Hell, he wouldn&#8217;t even take the regular apocalypse lying down, unless he were on horse tranquilizers.  Also, you&#8217;ve got the <a href="http://wiki.urbandead.com/index.php/Drama_Club">Drama Club</a> showing us all what true professionals they are, keeping the classics alive in the face of undeath.</p>
<p>Urban Dead isn&#8217;t exactly passive gaming, as it requires about five minutes (tops) of interaction on the part of the player, but keeping coordinated with your group and planning that move can easily take half an hour if you&#8217;re serious about it.  If you can spare the time, I highly recommend joining up with pals (or mine, or another group,) and help take back Malton!</p>
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		<title>Massively Effective Storytelling</title>
		<link>http://blog.jeffool.com/2007/11/29/massively-effective-storytelling/</link>
		<comments>http://blog.jeffool.com/2007/11/29/massively-effective-storytelling/#comments</comments>
		<pubDate>Thu, 29 Nov 2007 06:25:09 +0000</pubDate>
		<dc:creator>Jeffool</dc:creator>
				<category><![CDATA[Gaming's future]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[review]]></category>

		<guid isPermaLink="false">http://blog.jeffool.com/2007/11/29/massively-effective-storytelling/</guid>
		<description><![CDATA[So, I beat Mass Effect yesterday.  I think it&#8217;s important to note that I&#8217;m someone who has to check every nook and cranny, making sure that I have every weapon and item around.  This game almost fucking killed me in that respect with its shitty item menus and rules.  BioWare, rap the [...]]]></description>
			<content:encoded><![CDATA[<p>So, I beat Mass Effect yesterday.  I think it&#8217;s important to note that I&#8217;m someone who has to check every nook and cranny, making sure that I have every weapon and item around.  This game almost fucking killed me in that respect with its shitty item menus and rules.  BioWare, rap the knuckles of your GUI designer (and/or the guy who did the item design,) hard, so they&#8217;ll understand the pain of my fingers after having to delete hundreds of items.  But the meat is, of course, the story and player interaction with it.</p>
<p>I&#8217;m NOT saying it&#8217;s a bad game!  In fact, I thoroughly enjoyed it!  I thought the  story they told was very well done, if reminiscent of the Fifth Element.  I  think many of the sidequests had wonderfully memorable characters in their motivations, mannerisms, script, and voice acting.  I can only imagine the poor bastard that pulled his hair out making sure all the actors got their lines right.  (He should buy some Propecia from Morlan&#8217;s famous shop!  (I found his nervous confusion one of the most insanely genius bits of voice acting in the game for some reason.  Probably particularly because of his race&#8217;s traits.))  But now that I&#8217;ve sucked up for a paragraph, what I AM saying is that the five points of conversation didn&#8217;t feel like they were utilized to their full extent.</p>
<p>Actually, there were two complaints.  First is a very minor complaint, that there were some choices that I felt didn&#8217;t reflect the spirit of what the actual dialogue ended up being.  It&#8217;s no big deal as, in retrospect I understood where they were going with the choice, but I wasn&#8217;t always sure what was going to be said.  I would&#8217;ve liked to have seen everything I would&#8217;ve said in each reply choice.</p>
<p>Secondly, and most importantly, the &#8216;extra good&#8217; choices (and I assume the &#8216;extra bad&#8217;, as I just restarted to play that tree,) only served to get free stuff or cement your opinions over others, meaning I use it every time it pops up, otherwise I choose &#8216;normal good&#8217;.  This pretty much only makes two of the choices relevant.  I chose a &#8216;negative&#8217; choice, literally, less than half a dozen times (because they were too funny to pass up,) and the middle choice even less!</p>
<p>I&#8217;d like to see them tackle their next game differently, rather than good/bad plotlines.  I&#8217;d much prefer to see them offer different character traits to coat your positive or negative responses with.  I&#8217;m still imagining a system similar to what they have, but pared down to mostly either positive/negative responses with the player choosing his attitude in the delivery.  Give the player the ability to say things stoically, comically, menacingly, politely, or earnestly (between the prior two.)  It&#8217;d even be mappable to the same wheel they used, just have each area represent the demeanor, and two different buttons (A/B, or left/right bumper) stand for the positive or negative response.  You can still get the good/evil bit, but you get more control of the character&#8217;s&#8230;  Character, I guess, as well.</p>
<p>Sure I just raised their work only by&#8230;  Well, five orders of magnitude&#8230;  But this is my blog and I can make up crazy shit if I want.  Hell, I&#8217;d be happy with threat, polite, and earnest, raising it by only one order of magnitude.</p>
<p>Other small things about ME:</p>
<p>The ability to actually alter the narrative of the game is exactly where I want to see games evolve in their future.  One day we&#8217;ll reach a point where commercial games take all actions into effect, not just those it prompts the player with.  Like <a href="http://www.interactivestory.net/">Facade</a>, only with a big budget&#8230;  And probably guns.</p>
<p>Skipping through conversations I&#8217;ve already read is a horrible pain, as I&#8217;d inevitably click a conversation choice I didn&#8217;t want when trying to skip exposition.</p>
<p>While I wouldn&#8217;t have minded it if there was no voice acting, it was done phenomenally well.  Also done well?  Their focus on good filter use over polygons.  I can ever forgive the pop-up because most of it looked so good.  I was even able to watch my brother play often, as it was a pleasure to watch.</p>
<p>Williams&#8217; incessant racism was crazy.  Unfortunately, her being so damn good with a gun made me keep her around anyway.  *sigh*  Women.  There&#8217;s always something.</p>
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		<title>Katie Couric isn&#8217;t wrong, just not right.</title>
		<link>http://blog.jeffool.com/2007/11/01/73/</link>
		<comments>http://blog.jeffool.com/2007/11/01/73/#comments</comments>
		<pubDate>Thu, 01 Nov 2007 19:01:24 +0000</pubDate>
		<dc:creator>Jeffool</dc:creator>
				<category><![CDATA[Gaming's future]]></category>
		<category><![CDATA[Real Life]]></category>
		<category><![CDATA[Wii]]></category>
		<category><![CDATA[review]]></category>

		<guid isPermaLink="false">http://blog.jeffool.com/2007/11/01/73/</guid>
		<description><![CDATA[Apparently Katie Couric doesn&#8217;t like Manhunt 2.  She was obviously displeased with the idea that the murder was realistically portrayed with knives, glass shards, and other realistic killing devices (as opposed to sci-fi shooters, I guess?) And she particularly didn&#8217;t like the idea of combining this with the Wii&#8217;s control method.  She warns [...]]]></description>
			<content:encoded><![CDATA[<p>Apparently Katie Couric doesn&#8217;t like <a href="http://www.cbsnews.com/sections/i_video/main500251.shtml?id=3432308n">Manhunt 2</a>.  She was obviously displeased with the idea that the murder was realistically portrayed with knives, glass shards, and other realistic killing devices (as opposed to sci-fi shooters, I guess?) And she particularly didn&#8217;t like the idea of combining this with the Wii&#8217;s control method.  She warns it could not only be dangerous to your kids, but to others as well, indicating it could make the more easily-impressionable kids run out and kill people.  Though she read the piece as a toothless parental suggestion with no bile, she came across as having the same level of disgust as she did on her opinion piece of General Mukasey&#8217;s possible OK-ing, despite his refusing to rule out torture (waterboarding.)  Hey, at least she mentions you have to be seventeen to buy it, even if she does point out &#8217;some retailers sell it to kids anyway&#8217;.</p>
<p>My problem is that she targets the game, and the method of input.  I disagree with the priorities of people that consider particular games like Manhunt 2, or movies like Saw, to be problems, but not aspects of the culture in general.  My problem isn&#8217;t the existence of games where you can kill others (in this case, it&#8217;s even self-defense!)  Hell, I don&#8217;t even care if someone does make Murder Simulator 2020.  My complaint is the culture of gaming (game developers and gamers themselves,) that is so dependent on violence as content that it&#8217;s largely retarded growth into other areas that games could gain from.  And of course this is because after graphics, physics are the next easiest part of programming to improve on.  Games are just advancing along the path of least resistance.</p>
<p>Y&#8217;know, I just hope that in the end, games <i>can</i> drive people to kill, to love, to loathe, to orgasm, and to regret.  Not due of repetition and warping of the player&#8217;s sense of &#8216;normalcy&#8217;, but because of passion and persuasiveness.  Because after playing the game, the player actually cares enough to act, in some way.  Of course, I&#8217;d rather players try to <i>save</i> the world&#8230;</p>
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		<title>Cannibalistic Media</title>
		<link>http://blog.jeffool.com/2007/10/17/cannibalistic-media/</link>
		<comments>http://blog.jeffool.com/2007/10/17/cannibalistic-media/#comments</comments>
		<pubDate>Wed, 17 Oct 2007 04:53:26 +0000</pubDate>
		<dc:creator>Jeffool</dc:creator>
				<category><![CDATA[review]]></category>
		<category><![CDATA[zombies]]></category>

		<guid isPermaLink="false">http://blog.jeffool.com/2007/10/17/cannibalistic-media/</guid>
		<description><![CDATA[There&#8217;s little theme to this, other than I&#8217;m unhappy with how most games handle zombies.  It&#8217;s mostly a dump of three separate posts I never bothered finishing.
So, Cannibalistic Media.  No, this isn&#8217;t about my disregard if my favorite comic or game is ruined when made into a movie; good or bad.  Screw [...]]]></description>
			<content:encoded><![CDATA[<p>There&#8217;s little theme to this, other than I&#8217;m unhappy with how most games handle zombies.  It&#8217;s mostly a dump of three separate posts I never bothered finishing.</p>
<p>So, Cannibalistic Media.  No, this isn&#8217;t about my disregard if my favorite comic or game is ruined when made into a movie; good or bad.  Screw films.  This is about something far more controversial, yet less talked about: zombies in games, and how game developers are ruining zombies with their adaptation of the zombie menace.  Why the double standard?  Simple.  I care about games.  Movies?  Not as much.</p>
<p>And I love zombies.  We all do.  They&#8217;re us, and we&#8217;re the ultimate villain, mindless machines of consumption, bottomless stomachs, followers, etc. etc. etc. blah blah blah.  You know all that.  But what you may or may not think about is the use of zombies in games versus other mediums.  Traditionally when talking of zombies, we think film, as in George Romero, right?  (Possibly Shaun of the Dead, but it&#8217;s inspired by Romero&#8217;s Night of the Living Dead and following films.)  Even zombie movies without zombies (Signs, 28 Days Later,) do a better job than games of making their &#8216;zombies&#8217; something to fear.  So the question is begged, where do game developers go wrong in making &#8220;zombie games?&#8221;</p>
<p>Games make zombies cheap targets, and some games exploit that.  The closest any game has come to using zombies as something to fear is Resident Evil, and even then only when you were worried about running out of ammo because, let&#8217;s face it, otherwise you were never really worried about a zombie killing you.  Dead Rising tries to overcome this hurdle by letting zombies do what they do best, organize better than any union me and my fellow twenty-somethings will ever see in our lifetimes.  By traveling in hordes, Dead Rising&#8217;s zombies properly overcome their weakness of slow movement by using the classic tactic of ensuring there&#8217;s a zombie almost everywhere you go, therefore they don&#8217;t have to travel fast.  It&#8217;s just enough to evoke a tiny bit of dread when you have to jump on a platform unreachable to zombies just to chug some milk and get some health back, and then you look over the sea of rotting flesh you have to contend with to reach your real destination&#8230;  But the problem with Dead Rising is the mass killing of zombies by its Mall-of-America-Made-Rambo, Frank West.  Zombies themselves don&#8217;t present much of a problem for the player, and that&#8217;s by design, making killing zombies is as easy as hitting the attack button until they die, or when finesse is added, a few extra buttons for sake comedy or gore.</p>
<p>For another example of zombie gameplay that almost works, Halo 3&#8217;s implementation of Infection gameplay (created by gamers as a metagame in Halo 2&#8217;s multiplayer,) succeeds in a few places after a little fine tuning.  Without radars, players often have to fight one zombie for his life, while another zombie comes from behind and takes a slice of the player, or with proper fine tuning, players have radar, but any time a zombie is near, the players radars are swarmed with red dots, indicating zombies everywhere, helping to add to suspense.  By working together a group of players can hold off the initial zombie for some time, but eventually someone gets too cocky with a boring game of &#8216;everyone slaughter the green guy,&#8217; and they slip, becoming a zombie themselves.  As the tide turns, players begin to die and turn into zombies, and eventually you reach the end game of the zombies hunting for the last survivor.  Of course, the games inevitably end when either the last player alive survives a time limit, or is killed by the zombies.</p>
<p>The element of players working together, when it happens, is probably the purest element of a zombie game put to play, but again it lacks numbers of zombies needed to make it worthwhile, and the ability to not fight, when the player knows he&#8217;s going to lose.  The player doesn&#8217;t have the ability to plan at all, as the Infection mode is just a afterthought in the game.  Looking at these examples, what we&#8217;re playing now aren&#8217;t &#8220;zombie games&#8221; as in a correlation to other zombie fiction, but &#8220;games that feature zombies.&#8221;</p>
<p>A game about surviving a zombie apocalypse cannot be based on combat.  The aforementioned zombieless zombie movies do a better job than games that feature zombies because the movies&#8217; faux-zombies present a constant threat that is rarely imminent.  Even when the threat is imminent, it&#8217;s not the threat of &#8216;a&#8217; zombie.  Anyone can avoid a few zombies they can see from across the room, but being surprised by a zombie calls for a different tactic.  The more zombies there are, the harder time protagonists typically have unless they either make a plan, or have help.  There we touch on three key factors in beating zombies that are directly relatable to gameplay elements: Evasion, Intelligence, and Teamwork.</p>
<p>Evasion is key in that zombies, generally slow and stupid, are their most effective when in large numbers and constantly pressing the protagonist(s).  If the protagonist is constantly killing zombies with abandon while up close to them, then why should they fear the zombies?  They obviously pose no threat.  So zombies should be tough to kill unless players are attacking from a distance or have very strong weaponry (explosives, mass-attacking weapons such as flame throwers, etc,) and even then sheer numbers should make surviving against the zombies for an extended time (on equal ground) a difficult task.  Any time the protagonist fights zombies, he needs to be aware that the fight could cost him his life.</p>
<p>Protagonists also need to be able to gauge the chances of their survival for not only narrative purposes, but to honestly have a chance of survival.  Protagonists will need to be able to determine when methods of brute force will obviously not work, and they will need to figure out alternate methods to achieve their goals.  Jumping into battle and constantly dieing until you think to look around defeats the purpose of trying not to die.  In this respect the save system in *Dead Rising* &#8216;almost&#8217; made sense.  Sure people complain about it, but compare the fun in playing from your save point in *Dead Rising* to the cheapness you felt when you realized dying in *Bioshock* carried such little penalty.  The ability to resolve situations where attack means certain death is a very important point of difference between humans and zombies.  I know some gamers just like to run and gun, but that&#8217;s not what a &#8216;zombie game&#8217; should be.  That&#8217;s for &#8216;games that feature zombies&#8217;.</p>
<p>The most important difference is the ability to work together.  Sure zombies gather around people and chase them, but that&#8217;s hardly conscious teamwork, it&#8217;s happenstance at best.  (Let&#8217;s not get started on smart zombies from movies like Land of the Dead.)</p>
<p>Knowing that zombies don&#8217;t work together, are not smart, but can easily overpower a protagonist in most situations are the exact reasons that zombie fiction is so popular.  To apply the typical game mechanic of killing numerous enemies to zombies, anything that makes zombies unique is lost.  By sheer force of unstoppable will until a precise death, and numbers that alone should make them unbeatable, zombies captured the public imagination.  By making them goombas, video games have made them boring.</p>
<p>Players should fear zombies.  Players should fear death.</p>
<p>The obvious question is, how do you go about addressing these differences if one were to make a &#8216;zombie game&#8217; with the more traditional zombie roles in place, and what kind of game would that be?  Let&#8217;s partake in a mental exercise.</p>
<p>First, let&#8217;s assume that we&#8217;re dealing with, at most, two types of zombies.  I&#8217;m sticking to fast and slow types, both only killable when the brain is injured.  A key factor in making players fear death, is making death a truly bad thing.  I&#8217;m against the school of thought that a player shouldn&#8217;t die, I just think that a careful player, acclimated to your world, should be given reasonable cues to see dangerous situations, and be able to differetiate between danger and certain doom.  If they still act like they&#8217;re Mario with a star, well, let them die.  That&#8217;s okay.  What&#8217;s important in making a zombie game is that proper fear of zombies is maintained while the only methods of success are by using the three key factors.</p>
<p>While I enjoy a good rampage as much as the next person, my main assertion that zombie games can not be based on combat with zombies is one I stick by.  *Dead Rising* provided many slapstick gimmicky laughs, but at the end of the day if I want to rampage, I stick *Grand Theft Auto* in, or possibly even *Oblivion*.  By making zombies disposable bad guys, rather than a near-unbeatable multi-bodied entity for consumption of flesh, we get rid of the very reason for making them zombies.  There is no fear, or worry, or even dread&#8230;  You simply pick up your shotgun and run.  Zombies as a group shouldn&#8217;t be so easily stopped, or even stoppable at all when numbers add up, and that&#8217;s what Bungie taught us with their adoption of proper zombie gameplay in *Halo 3* under the name Infection.  For people to indefinitely hold off zombies for any extended period of time is impossible.  Eventually a player slips, and the zombie scores a victim.  Soon, a few more are converted, and eventually the tide turns with zombies outnumbering and killing the humans.</p>
<p>Thinking.</p>
<p>Rushing into a fight like you&#8217;re Rambo trying to save downtrodden Taliban P.O.W.s is pretty much &#8216;out&#8217;, in most cases.  That&#8217;s not to say a mad dash for safety isn&#8217;t an option, just probably not the safest one, and it&#8217;s important for players to be able to gauge if that&#8217;s a plausible action or not.  If the typical player is wrongly convinced that the only option for survival is running and gunning you&#8217;ve either made a few bad decisions in game or level design, both by allowing that to be seen as the most likely possible solution, and by allowing it to be a completable task.</p>
<p>The Caveat:  I&#8217;m no dummy.  Now&#8217;s a good time to point out that hardcore players will insist on doing everything their own way.  If that includes killing all of your zombies, and they&#8217;re able to do it, it&#8217;s okay to reward badasses, just make sure they truly earned that reward.  Killing &#8216;a&#8217; zombie is as easy as shooting him in the head.  Killing a dozen surrounding your character with a machete should either be a miracle on damn clever playing.</p>
<p>Also, I’m largely against allowing a player to control a zombie after converting from a human, as this no doubt leads to people intentionally dieing.  Isn&#8217;t it better to just allow that express action, to let player(s) be a zombie, rather than to set up a game for multiple humans and have it botched by meta-gameplay?</p>
<p>But regardless of what you decide to do post-death, eventually players will die, and expect their characters to become zombies.  How do you handle that?  My opinion:</p>
<p>Player to Zombie Conversion Possibilities:<br />
1.  Instant conversion:<br />
1a. &#8216;One bite converts&#8217; zombies, players instantly convert on death.<br />
1b.  Zombie attacks/bites do damage amounts, players instantly convert on death.<br />
2.  Extended conversion:<br />
2a.  After a player is bitten (or dies) they are given a time limit during which they still retain control of their body.  Over time the player (due to stress factors, availability of the easy kill, or other factors,) loses control, attacking other humans until they are completely a zombie.<br />
2b.  Players have two health meters, a &#8216;current health&#8217;, which determine their life (and/or a host of other stats,) and a &#8216;max health&#8217; (the total amount of health they can possibly have in their peak form.)  Typical injuries affect current health, while zombie bites affect both.  &#8216;Max health&#8217; could theoretically be raised to normal levels by a &#8216;zombie cure&#8217; while the player is still alive.  The player turns into a zombie when their &#8216;current health&#8217; is depleted.</p>
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		<title>The first rule of &#8220;skate.&#8221; club?</title>
		<link>http://blog.jeffool.com/2007/08/25/the-first-rule-of-skate-club/</link>
		<comments>http://blog.jeffool.com/2007/08/25/the-first-rule-of-skate-club/#comments</comments>
		<pubDate>Sun, 26 Aug 2007 02:51:54 +0000</pubDate>
		<dc:creator>Jeffool</dc:creator>
				<category><![CDATA[Demo]]></category>
		<category><![CDATA[Electronic Arts]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[review]]></category>

		<guid isPermaLink="false">http://blog.jeffool.com/2007/08/25/the-first-rule-of-skate-club/</guid>
		<description><![CDATA[Okay, there is no &#8220;skate. club,&#8221; but there should be.
I feel the need to preface this by saying that I loved the Tony Hawk Pro Skater games. LOVED. Of course, being as I loved them, I didn&#8217;t care for THUG, and didn’t play THAW or Project 8. Pointing out my love of THPS (and rebuke [...]]]></description>
			<content:encoded><![CDATA[<p>Okay, there is no &#8220;skate. club,&#8221; but there should be.</p>
<p>I feel the need to preface this by saying that I loved the Tony Hawk Pro Skater games. LOVED. Of course, being as I loved them, I didn&#8217;t care for THUG, and didn’t play THAW or Project 8. Pointing out my love of THPS (and rebuke of its later iterations) is required because I feel like I&#8217;m cheating on it&#8217;s spirit by enjoying the skate. demo so much.</p>
<p>The game by EA Black Box (Black Box Games) has a demo on Xbox Live. I was impressed that someone, even EA, would challenge Tony Hawk for this crown. I was even more impressed by the fact that this game may just do it. I think the new control method presented in Skate is far more intuitive. While it has some problems, it seems likely that they will disappear with more time playing the game, like timing exactly when I should stop pushing and prepare for my ollie, or occasionally tweaking my board doesn’t go where I expect it leaving me feeling like I’m button-mashing.</p>
<p>What I loved was the presentation of the game; you&#8217;re a new guy learning to skate at the skate park, and that the entire purpose is to put together your own tape. Even the gameplay camera seemed to be through the lens of a viewfinder, though that would’ve worked better if it were explicitely stated. Maybe establishing a &#8216;friend&#8217; carrying the camera and speaking to you, shouting words of encouragement/mock as he skates behind you, recording and instructing you?</p>
<p>I&#8217;m nit picking there, but it comes from the fact that I really enjoyed that in-game tutors explain things in mostly in-game terms.  They tell you why the given instructions work as a skater, in addition to explaining how it works on an Xbox controller. I enjoyed it so much I think they could’ve taken it a bit farther and not had the in-game tutors explain how to manipulate the controllers at all, rather solely using in-game explanations like “put pressure on the back of your board, and then pull up quickly, causing the board to go airborne.”</p>
<p>When they introduced a new skater, a short “In your face! I drink Mountain Dew and eat Doritos!” style clip is shown, and while I didn’t mind a small clip to show him skating (it could&#8217;ve been used to add character,) I do think they squandered a tiny bit of goodwill by taking it overboard. Showcasing that skater’s board brand surprised me, his wheel brand puzzled me, but his shoe brand? Instantly annoyed me. Watch any skate show and they’ll occasionally mention who the guy’s skating with, but his shoes? Come on, we&#8217;ll never hear Sal Masekela say “Those Nikes are really holding him back this year!”</p>
<p>The tape editor that lets you creat your own &#8217;skate tape&#8217; is a great thing, even if it isn’t what I’d call the most user-friendly thing in the world. More than once I found myself confused as to what the hell button I had just pushed, but I’d imagine most problems with it would be cleared up simply by spending more with it. I love that making tapes is apparently “what it’s all about,” but I do have one major complaint against it. There is no movable camera; you&#8217;re able to cycle through a few fixed views, and this hurts the feature. I’m not sure if the decision to not include free-range was by design (nah,) or technical (my guess, they were running out of time,) but I think the decision was wrong. In the real world tapes are often not only about kick-ass tricks you pull in crazy-ass locations, but about the way you show them to people. A movable camera is truly missed.</p>
<p>Overall I was very impressed. The new control scheme is exactly what was needed in a skateboarding game and they pulled it off (largely) just how you’d imagine it would work. Sure it’s not easy, but it shouldn’t be easy. It’s challenging in a correctly-fun way. In fact, I’ll go so far as to call it the Guitar Hero of skateboarding. Skate was built from the ground-up to to emulate skating as best possible with a controller, rather than being a video game first with a skating context added later. Proving Ground may have the big name behind it, but that doesn’t guarantee anything after playing this demo.</p>
<p>If this game were not published by EA, I would be buying it on the demo alone.  Yes, I&#8217;m one of those people who sticks to a boycott.  I suppose it&#8217;s time I reevaluate my years-old position as I already know I&#8217;ll be buying Spore&#8230;  I mean, we haven&#8217;t had any more EA Spouse-ish stories for some time&#8230;  Though, <a href="http://www.joystiq.com/2007/08/17/ea-gives-no-mea-culpa-on-wiki-controversy/">EA were dicks about removing that from their Wikipedia page</a>&#8230;</p>
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