Dark Souls II: Beams and Washes

The vibe of Dark Souls, enhanced by the dreary color pallet and ambient lighting of each named area, is no doubt characteristic. It plays an active role in the psychology of the game – successfully in some areas where light affects gameplay, and not so much in others where the environment is just an afterthought. I want to see Dark Souls II to be all the more oppressive and stressful, and this can be done in part by maintaining a strong sense of environment in every staged area of the game. Adroit use of light will accomplish just that. So, I have some suggestions.

To begin I shall briefly cover some of the staged areas of Dark Souls where light successfully played an active part in the environment and thus affecting gameplay – with the hope that the vibe of the sequel can follow suit.

Firstly, Lost Izalith. Down, down, down, down, down. The world of Dark Souls’ Lordran is not a sprawling vista stretching from horizon to horizon; It is topographical, and Lost Izalith is at the bottom. It is a cavernous area flooded with lava. Your only safe way of traversal is on gnarly tree roots and scattered debris. This wouldn’t be so bad if the lava wasn’t so blinding..

LD4bZ

Yes. In a brilliant artistic gesture, Dark Souls chooses to blind you to a degree with lava light in the deepest area of the game. The blindness is skillfully akin to the sunglare of a setting sun. The effect is not crippling but impeding enough that, as seen in the above photo, roots and the craggy feet of 20-foot horned monsters can be difficult to immediately discern. Cruel.

The other area of mention is probably the most infamous in the entire game: Tomb of the Giants. The use of lighting here is successful because… there is none. Without the skull lantern, which needs to be equipped thus denying you a shield or 2nd weapon, you are a rat scrambling in the dark. The terrain of TOG is like a Pakistani cave system (because I’ve been in so many): sharp turns, sudden drops, dead ends. All the while the area is populated with some of the hardest-hitting enemies in the game. Should you choose to go without the skull lantern – and maintain some sort of defense in this dark dreadful place – the faint, jittery glow of these skeleton monsters are the only indication that you’re not alone. Equip the lantern, and you can move forward, though sometimes players may much prefer the dark:

So, for every area of successful lighting – for every Lost Izalith, Tomb of the Giants, New Londo Ruins (I’ll include Depths, though it would sort of go against my better judgment) – there are other areas that are not quite up to par. Duke’s Archives is the main offender, while Catacombs had the potential and will get by with only a misdemeanor. Though I praise the area for its interactivity, Duke’s Archives is nothing more than a box with uniform midday lighting. It is butt. I would gladly exchange rotating stairways for a dim place with halos of light given off by a grid of hanging lanterns. The midday lighting conflicts with the presence of the luminous attacks of the Summoners that are placed throughout. The Archive’s main halls are big enough that, were they not completely lit, the Summoners’ charged attacks would be the only sure points of orientation. And that’s totally cruel – Dark Souls cruel. Perhaps, another idea, the vaulted ceiling could be a source of light – the only source of light – throwing down heavy shadows.

Duke's Archives: Blaaaaahhhhhh

Duke’s Archives: Blaaaaahhhhhh

 

 

 

 

 

 

 

 

Outdoor areas such as Undead Burg and Anor Londo are a welcome relief from the claustrophobic, dungeon crawling ones. This is wrong; The only place of relief and rest should be the two meter radius around a lit bonfire. To change this wrongdoing, I suggest giving the outdoor active weather systems that can affect character movement. Thus, during a rain shower, taking shelter under an archway or extended bridge would bring sure-footing but would also surely attract enemies seeking the same strategy. Likewise, a gray and dreary sky is neat but quickly becomes familiar and easy to be complacent with. Perhaps shifting shades of gray, a shadow cast by something so large that it even casts through an overcast sky.

In summary (read: tl;dr) I’d like to see more use of direct light, sometimes trailing off to light more of the area, sometimes acting as an immediate dynamic of the gameplay. Dark Souls II should do without the easy ambient washes like Duke’s Archives and Anor Londo and create areas that are distinct in the shadows and glow that are their makeup. This will lend itself to the psychology of the environment, affect the gameplay and thus maintain the universal oppressive vibe that I long for in Dark Souls II.

Doing More With Less: What I’d Like to Feel in Dark Souls II

I am not wont to making top-10, top-5, top-x lists. Nor am I comfortable being forced to decide on a ‘all time favorite whatever‘. My interests are far too wide and my attention is far too short. But if you pressed a talon to my jugular and prompted me to pick a personal “Game of the Year” for 2012 I would, without even flinching, declare it to be Dark Souls. I shall not delve into the reasons but suffice it to say that the dank, musty world of Lordrain and the demanding gameplay therein had consistently drawn me deeper and deeper and deeper – more so than any game had since perhaps Diablo 2 (I must have a thing for dank, musty places). Therefore, the few details, snapshots and demo videos of Dark Souls II that are seeping out of FROM Software’s studios are filling me with an odd mix of excitement and anxiety: Excitement in that a sequel is now all too real; anxiety in that I hope it doesn’t – for lack of a better word – suck. In fact, these few details and snapshots gave me pause for reflection, specifically concerning the atmosphere and environment of the first Dark Souls – the vibe – and ways in which they can be improved in order for the sequel to be all the more devastating.

Part of the masochistic appeal of Dark Souls is all those inconvenient spaces one must battle the enemy. The first thing that comes to mind is the Capra Demon boss battle. This gladiatorial event is not fought in a spacious arena; The 10-foot, dual-meat-cleaver-wielding, goatskull demon (and his two vicious bloodhounds) is fought in a narrow, cramped courtyard in the Lower Undead Burg. Another instance is fighting a black knight on a spiral staircase in The Perish; or an armored boar in the entrance hallway to the Duke’s Archives; or those two Anor Londo archers flanking your narrow path – on a buttress –  up to a 2-foot ledge on the side of the castle. These are examples of immediate gameplay design within the named staged area – and the sequel should not alter these.

I suggest that the designers take a step back and assess the composition of these named staged areas, the aesthetics, and the potential vibe these elements can create. I am not calling for a more lavish spacious place to battle – do not confuse my idea of environment as a place with greater graphical detail. The environment I am envisioning is a dynamic, foreboding place that enhances the ever-present sense of danger. And Dark Souls achieved this in specific areas of Lordrain; in other places however areas feel flat. For Dark Souls II to achieve a universal sense of oppression and danger I propose over the next few posts the adroit use of two very basic elements: light and sound. Keep the inconvenient battle places the way they are, enhance the environments, and you’ll have one intense and exhaustive sequel that will not only stand tall over its predecessor but find itself in top-x lists for years to come.

DS2

EVE Online: A Rookie’s Perspective

The essentials of this affair lay deep under the surface, beyond my reach and beyond my power of meddling.
                        – ‘Heart of Darkness’, Joseph Conrad
 

Now four months in, I find myself at a compelling point in my experience with EVE online. I am above complete ignorance but also still enough of a whelp that I must remember my place – my rank- in this indifferent universe bristling with pilots of mixed motivations and alignments. Nonetheless, I am finding myself a little more situated within New Eden, making my way around with a little more grace, and am beginning to perceive the workings within and without, though my untrained eyes may still misunderstand or overlook things.

When pondering the immensity in which I now find myself, I feel like someone listening in to Marlow, the primary yarn-spinner of ‘Heart of Darkness’, whom at the onset it is said: …and to him the meaning of an episode was not inside like a kernel but outside, enveloping the tale which brought it out only as a glow brings out a haze. The linguistic design of Joseph Conrad and the programing design of EVE Online developer CCP Games share a likeness in that both created a place that is somewhat enigmatic but still definite – we may not immediately understand the essentials of this place, nor the higher workings, but so long as we are here let us do with it what we can and increase herein.

To an extent this is how my rookie mind perceives the fundamental mechanics of EVE online. To label the game as endless is a bit of a misnomer; it would carry the context of something that has a solid beginning and a centralized, climactic ending that is forever out of reach. Let us then label the universe of EVE – if label we must – as a singular levitating entity that could care less if you’re in it or not. The purpose – the meaning – therefore exists in all those glowing nebulous hazes dotted with planets and streaked with asteroid belts, and other celestial bodies rich in resources. Yes. EVE is a naturalistic experience. Indeed, as Marlow begins his descent into the African jungle he muses: I wondered whether the stillness on the face of the immensity looking at us two were meant as an appeal or as a menace. The affairs of an EVE pilot are self-made, even when they unfold under the self-made affairs of tens-of-thousands of other pilots; the universe does nothing more than provide the space, time and resources. No favors.

Increased knowledge and ability is the motivating – nay, the compulsory – force that prompts me to log in daily. New tactics to apply, new keyboard shortcuts use, a new attempt to work around a particular problem or a new fitting to balance a ship’s weakness. There is a reoccurring realization that something can be accomplished, but done so without the need to grind or level up. Indeed, the universe is abundant enough. If you find yourself grinding I posit that 1) You’re moving too fast, 2) you’re not being creative enough, and 3) you need to practice six sigma – EVE Online is just as much game as it is MetaGame.

CCP Games just reported a record-breaking 500,000 Eve subscribers. When I log in, the game has reported anywhere between 22,000 to 62,000 players currently online at that time. These are the people who fulfill my buy orders for Upgraded 1mn MicroWarp Drives. These are the people who undersell my batch of Combat Scanner Probes. These are players who fight with other players for wormhole space, stage sieges, gank, coordinate fleet attacks, reprocess, refine, buy, sell, and operate in corporate hierarchies far beyond my meddling rookie mind. Marlow confesses: Nowhere did we stop long enough to get a particularized impression, but the general sense of vague and oppressive wonder grew upon me. I am just one pilot in a universe of 500,000. I am my own. I am responsible. So, grow a pair, make a plan, and get out there.

Deus Ex: Human Revolutions take-down-a-thon

After months of researching and planning for my new computer build, and after the excitement of beginning the building process and software setup last month, and, just today, having finally acquired a sleek new Dell monitor and Gigabyte graphics card I’m ready to game like a baus. Therefore, it only makes sense to turn my back to the computer and reach for my PS3 controller to satisfy an itch I’ve had to begin a new Deus Ex: Human Revolution game. And this time there shall be no distance kills – no firearms at all – for I shall eliminate every immediate threat with a brutal Adam Jensen takedown. I think this mechanic is way awesome and never became boring or repetitive. Each cut scene is a brutal exhibition of nondiscrimination; Adam Jensen is no respecter of persons.  My decision may or may not have been influenced by the following video.

The shoulder tap approach is my favorite…

Buttonmashing YouTube channel!

Dude, we could post individual and group ‘Let’s Play’s. Do some serious vlogging, reviews, rants, raves, tutorials. Music videos… Let’s do it!

And by ‘Let’s do it!’ I really mean for you set it up, research capture software, cameras – do all that footwork – and then tell me how to do it. kthxbye

We’ve Got a Heartbeat!

It is with excitement, relief, and a slight sense of pride that this post has been composed and posted from my new computer. What was originally a collection of pieces parts in their own respective packaging is now a functional - albeit neutered (…temporarily. I shall explain.) – rig that makes me giggle just to look at. I am very grateful for the generosity of my parents for shouldering the greater burden of cost. I had originally thought Indy’s Bullet wouldn’t be built until well after the 2013 tax season. So it came as a delightful surprise when last week at Thanksgiving Pops pulled me aside saying, ‘Let’s go shopping tomorrow’. Indeed! Wandering around MicroCenter with Papa Bear and a shopping cart for close to two hours on Black Friday 2012 will forever be a fond memory. Awesome. Now, on to some pictures.

In the end, the main objective of the trip to MicroCenter was to purchase the necessary parts to get up and running. A graphics card can wait. Another hard drive can be added. RAM can easily be swapped. My dad kept me grounded in the decision-making process. Pictured here is not a barebones rig, though.  Despite the absence of a GPU, the i5 and P8Z77 are a slammin combo. It’s been close to a week now and I am continually amazed at how well this rig can pull its own weight. I may not even bother buying a separate graphics card after all. The previous sentence is a lie.

Installing the CPU was the most nerve-wrecking part. There’s a whole lotta pins that have to fit exactly into a whole lotta slots. I’ve got jittery fingers to begin with, and knowing this made me all the more nervous. One minor slip – one bent pin – and   I would have wept for a week. Seeing as how we’re now a week later and I can listen to a Paul Simon CD through headphones while a demo of Crusader Kings II downloads and updating USB 3.0 drivers all simultaneously testifies that I did not screw anything up. Awesome sauce.

Yojimboz and xJonesicusx were there, too. They did stuff.

 

So, funny n00b story: We learned that 2-pin molex no likey 4-pin molex the hard way. The faceplate of the MSI case HAD (note the tense usage) a separate USB charger slot. Fried that sucker like we was havin’ it for supper. We were getting all headlong and just started connecting stuff to the PSU – This 2-pin case connector just didn’t seem to want to go into the 4-pin of the PSU – maybe if we push harder… On first bootup the abundance of smoke looked pretty groovy being lit by the case’s deep blue LEDs. We tried to patch up the lead and try a different connector but yielded the same smoldering result. So now there’s an orange USB slot on the faceplate looking all eager and useful. This ultimately could have just been a problem of plug compatibly between case and PSU. We searched fervently for a provided adapter but to no avail.

Despite the folly of n00bishness, the end product didn’t turn out too shabby. I removed all four of the tool-less 3.25″ drive bays to help air flow as well as providing extra space for unused PSU cables. I intend to pick up an aftermarket CPU cooler in the future. My only concern at this point is whether or not the GPU will have sufficient length clearance – there’s a whole lot going on in that tight little area…

Here’s a closeup shot of the concerned area. I kept the SSD in one of the bays, attached some Velcro on the back of the bay, and stuck it to the bottom of the 5.25″ bay area. This way I’m only using one SATA power cable for both the optical drive and SSD. I gotta tell ya: SSD’s are great! All that initial driver updating was a breeze when the windows boot screen doesn’t even have a chance to finish its animation before the desktop loads. Golly. And my new Hearts of Iron III campaign loads in a fraction of the time compared to what I’m used to. Good times.

Planning a PC Build Before the End of the World

For over a decade now I have had an itching desire to construct myself a gaming PC – burning, even, probably from all that itching. Indeed, a computer that would facilitate ultra graphic settings; where I don’t even have to consider a game’s system requirements or even recommendation because the rig would be so slammin’. I’ve had my fair share of personal computers, be they gifted or shared or hand-me-downed, and am forever grateful for my time with them. And they weren’t utilized just for gaming. I taught myself the basics of HTML4, maintained a couple of websites, and dabbled in Photoshop, Visual Basic. A Compaq Presario was, amongst other things, my tap into the wonders of mIRC where I discovered a whole musical genre that I will take to my grave. This here HP Pavilion laptop, now 5 years old and running strong, has facilitated just about every computational task our family has ever needed… except running Black & White 2 or Medieval II: Total War or DreamFall. So, for as useful and pragmatic as these confangled doohickeys are for pretty much every facet of life, my main desire has always been to use them to game, though I haven’t always been able to be indiscriminate to system requirements.

But for whatever reasons I’ve never actually given myself the opportunity to build one. So, leave it to recent case of envy for my little brother’s ad hoc rig to help motivate me to get this project in gear. Plus, the world is ending in a month so why not go out with a bang? I’ve spent the last couple of months reading up and shopping around, and if more than anything else this has been a fun research project. The power and price of personal computing these days is enticing. What follows, then, is a glance at my thought processes towards what I want, what I can get and finding the happy space in between. Nothing has yet been purchased; this is all theoretical.

As a quick illustration to what I want my new computer to be, please watch the following clip:


Bam. Right there. Indy’s reaction. Love it.

I continue to read about these maxed out $5000 gaming systems – donning black and red color schemes, looking menacing, swinging weapons garishly to and fro -  and, although I do not doubt their superior computing power, I know there’s a more practical and economical way of freaking playing StarCraft 2. For this reason, my new system will assume the moniker ‘Indy’s Bullet’. Indy’s Bullet will be tight, precise and will get the job done. It will be forward-compatible. And it will be built from the following parts: (*NOTE: I’m still learning, please correct and/or suggest where necessary)

CPU – Intel i5 3750K

Motherboard – ASUS P8Z77-V PRO (no Thunderbolt)

I am listing these two main components together because I will be purchasing them at MicroCenter, thusly introducing a major variable to the construction of Indy’s Bullet. MicroCenter is within reasonable distance of me. Purchasing as much as I can from this at-a-loss retailer would only be wise. MC has a combo deal where they will automatically knock off $50 from the price of a motherboard with the purchase of a CPU. Plus, such a close proximity would be extremely advantageous should any part be defective and a plan of action for returns need to go into effect, which I am accepting as a very real possibility.

As per the Intel vs. AMD debate: I’m going with Intel because of reasons… And that’ll be the end of that. Plus, MicroCenter sells these babies at close to $40-$50 less than online stores. Win/Win so far. I’m choosing this model because 1) Ivy Bridge supports PCI-e 3.0, which is necessary for GPU(s), 2) i7 will just be overkill and 3) it is unlocked, and I find this appealing because I want to tinker with overclocking. And overclocking wouldn’t be possible if my motherboard is shoddy.

Yes. I have spent more time researching motherboards than I have any other component. After a great deal of pondering I’ve decided on the P8Z77- PRO because, compared to competing mid-level mobos, this board is more about focused performance than bells & whistles. Indeed, I do not need freaking six USB 3.0 ports. Although, it does come with a Wi-Fi antennae – Asus touting that Indy’s Bullet could also serve as a wireless router ( for what it’s worth this is appealing as our current wireless router is crap). But, back to performance: can overclock memory to 2800; two SATA 6gb/s; two PCI-e 3.0. It has a back-up BIOS, which is good in case I royally screw something up while overclocking. The P8Z77-PRO also has independent fan control, appealing to gamer and tree-hugger alike. And it has this new VirtuMVP technology which, if I understand correctly, will also help with power consumption and contribute to longevity of the GPU.

GPU – Gigabyte GV-N670C-2GD NVIDIA GeForce GTX 670 2048MB GDDR5 PCIe 3.0 x16

Translation: Bottom of the top tier of video cards, or top of the middle tier video cards. I am intentionally rounding down on all other computer components to finance this powerful tool. I am choosing NVIDIA because, more than anything, I’ve just been hearing too many scary stories about Radeon cards, especially when it comes to tweaking. There’s also a 4GB model for about $50 more, but I don’t know enough yet  about the ins/outs of GPUs to determine whether or not this would be worth the extra money. The 2GB model is reported to be nearly-silent, stable and efficient. Me Gusta.

Memory – G.SKILL Sniper Series 8GB (2 x 4GB) 240-Pin DDR3 SDRAM DDR3 1866

I must confess that the memory component is one that I’m still fairly ignorant to. But, nonetheless I am confident with my decision with the G. Skill Sniper Series. It’s got a good speed with a reasonable latency. It does not have flashy heat spreaders like Corsair sticks, which could very well get in the way of an after market CPU cooler. Plus, the Sniper Series is compatible with the P8Z77 – minor detail. And 8GB is plenty – PLENTY – for a gaming/enthusiast build; any more and you’re just playing with yourself.

Storage – Intel 330 Series 2.5″ 180GB SATA6Gb/s Solid State Drive(SSD)

Intel has been bringing the hammer down on other SSD manufacturers by creating capable drives at competitive prices. Despite their smaller capacity, SSDs are appealing to me because I simply do not need an abundance of HD space: I uninstall games as soon as I complete or grow bored with them; I do not plan on storing dozens of HD movies. The only media I foresee taking up any moderate amount of space will be audio files – And even then it won’t be that much because 90% of my music are stored on these circular plastic compact discs, or ‘CDs’ for short, that I keep in binders out of the reach of my kids; an even smaller more exclusive group are on larger discs made of wax, which, in the biz, we call ‘vinyls’. Snarkyness aside, a SSD would be right at home in Indy’s Bullet, and with prices dropping by the week there’s no reason in the world to go with a mechanical drive.

Monitor – *undecided brand* 24” Widescreen 1920 x 1080

I had originally thought about aiming towards a true color 1200 resolution but quickly came to my senses. For five years I’ve been using a laptop with a resolution that doesn’t even reach beyond 1280 x 800 (gaming with even less). Therefore a new 24” standard HD monitor will have plenty of WOW! factor. And I think 24” is the sweet spot because 27” is just a migraine waiting to happen.

Power Supply -

Still researching these. Probably Corsair. 700, maybe 750 Watt. That GPU wants at least 550 – the hog.

Case -

No more than $100. USB 3.0 headers. Front headphone jack. Nothing too gaudy or flashy so as to not be a temptation for my kids and their curious button-pressing fingers. It can’t be more than 22” tall in order to fit under my desk; I refuse to put my desktop on my desktop. I like what NZXT does.

This isn’t ugly.

 OS -

Windows 7. Eff Windows 8.

When all is said and done I feel that this is a very reasonable, well-planned build. Indy’s Bullet will play the RTS games that I long for, as well as facilitate any programming or audio editing/mixing that may come my way. All hail the PC.

The way Steampunk ought to be: or, a ‘Clockwork Empires’ preview

Steampunk as a form of literature is contrived and stupid. Steampunk as an aesthetic, as a style, is fantastic and attractive. Although the gnarly mechanisms, clankity gizmos and outlandish outfits have origins in the literature, it has not been until recently that visual artists have taken the concept of Steampunk to the next level.The new millennium finds Steampunk just beyond the border of what is familiar. Now that our world operates silently in the aether, the sensations associated with late 19th century technology, in all its industrial grandeur, is compelling because it is recognizable, and yet, just antiquated enough to warrant a sort of mythological wonder. This is a heady visual world that operates more soundly in personal sketchpads, comic books, movies, and video games…

INDEED! To be released in 2013 for the PC and Mac

Clockwork Empires is being developed by Gaslamp Games. The game is being defined as an imperialistic city-building RTS. There is no set release date, not even an estimated quarter. So, I’m left to use some good old fashioned imagination. I’m picturing something akin to SimCity, Majesty, and perhaps Sid Meier’s Civ games – minus the turn-taking.  All of these with Steampunk characteristics in artwork and gameplay. Being that I have zero (0) artistic ability in all things visual I will relish the opportunity to build and fine-tune, however garishly, my own Steampunk-esqe city, to utilize gears and copper tubing. I will expand the empire for the glory of the Queen! Indeed, developers have mentioned that the game map will place itself outside the comfort of established cities into a fantastical, wild world inhabited by monstrous unknowns – true to the mentality of the days of yore. But in Clockwork Empires the monsters are real, and more often than not will assume the hideous form of human ambition.

pcgamer.com

The player must plan, build and micromanage: Yes, yes and yes. Each citizen in your burgeoning outpost has plans and ambitions of his own. Therefore, you cannot directly command. Instead, you must influence; thus, making this imperialistic arrangement all the more cutthroat. One must be resourceful, industrious – both being primary attributes that I visualize in a Steampunk universe. And let us not overlook the artistic intent. Steampunk is more effective when it is seen and not read about. I am made giddy by the promise that I will have a palate abundant with styles and artistic control over many elements of the game. I imagine playing dress up while mustachioed engineers in overalls outfit my zeppelins with hand-cranked railguns. rata-tat-tat-tat-tat-tat-tat-tat-tat-tat-tat-tat-tat-tat-tat Jolly good, Guvna!

As a literature, Steampunk is nothing more than a crappy off-shoot of what cyberpunk meant to represent, and represented well. Where cyberpunk was reactionary to the emerging ubiquity of the hyper-reality of the ’80s, Steampunk attained mainstream attention simply as a reaction to cyberpunk just because it, well, could – as if it had nothing better to do. Relative to its techno-noir contemporary, Steampunk offers nothing more in content than a shoddy attempt to rebuild our virtual world using late 19th century technology; A place where optical cables are copper tubes, and prosthetic limbs are constructed of old pocket-watch parts. This is not literature. It is misplaced imagination. With an opportunity like Clockwork Empires I can don the gown of Steampunk and realize my own strange and fascinating world far more effectively than any assembly of words and punctuation marks. So SHUT UP AND TAKE MY MONEY!

File Under: Movies

Joysitq.com recently reported that CBS Movies has picked up the rights from Square Enix to create a Deus Ex cinematic feature presentation. CBS asserts that they will be working closely with developer Edios Montreal to ensure that the movie stay true to the vibe of Deus Ex: Human Revolution. This news fills me with giddy anticipation as I am a fan of both the original Deus Ex and the aforementioned Human Revolution. More than anything, I look forward to see how the art direction will be translated into motion picture since this is significant characteristic of the game – a visual vibe that appeals to me greatly.

The next day Joystiq.com reported that a God of War screenplay has been written – and re-written – by writers whose style would perfectly match a God of War movie. The production details are still hazy. Likewise, a co-producer that will be working on Deus Ex is also responsible for the movie based on the Edios’s Hitman. It is also worth noting that the soundtrack for the motion picture Mortal Kombat is pretty much the greatest soundtrack ever; I remember Super Mario Bros. losing my adolescent interest about 45 minutes into it; Mortal Kombat 2 held my attention but only because Sonia wore a very complimenting form-fitting white tank top; Doom; Tomb Raider; etc.

As of late, big production studios have been harnessing the latest advancements in cinema production and flaunting them (rightfully so) with movies based on comic book characters. These movies have personally held only marginal interest because I am not necessarily the world’s most enthusiastic comic book/superhero reader. So, it’s nice to see that the video game realm, of which I am much more vested, get some Hollywood attention. Although, admittedly, many of these game-to-movie efforts have only produced sub-par results.  But that can all change…

Upon reflection, it blows my mind right out the sides of my skull that there has not been a METROID: The Movie. Not even pre-production efforts, or rough drafts of screenplays; not even the faintest whiff of rumors on message boards. This is wrong. If there is any video game series/franchise in the history of gaming in the entire universe that could redeem not only past game-to-movie failures but of mankind’s shortcomings as a whole it would be Metroid. And I say this not just because I think Super Metroid is the greatest game ever but because, if handled properly, the game’s unique characteristics are as such and malleable enough to translate into different mediums. To an extent this is what makes the PRIME series so successful. Retro Studios recognized what made the original Metroid games awesome and translated the game into a FPS that isn’t stupid. Despite the changed POV the games stayed true to the characteristics of the original Metorids; characteristics that modern cinema production would greatly compliment.

Think about it:

- A foxy protagonist who is like a cross between Laura Croft and Lt. Ripley. Indeed! An interstellar amazon warrior woman sealed within a wicked cool space suit fitted with all the fixins to capture her bounty. I propose (and I will conveniently ignore anyone who thinks otherwise) that the role of Samus be filled by Laura Prepon. She’s got the eyes, and the physique. Her voice is a little manish, but that’s OK because Samus doesn’t talk.

 

Photo and airbrushing courtesy of: MAXIM magazine

 

I can see it. Can you?

 

 

 

 

 

 

 

 

 

 

 

 

 

 

- Flying neon energy-sucking parasites that, once they’ve latched on, only get angrier and more vicious the more you struggle to shake them loose;

- Teams of technologically advanced space pirates who are addicted to a rare radioactive mineral and will do anything necessary to obtain it;

- Huge, ominous caverns, lit by winged luminescent octopods, that undoubtedly house little alcoves and nooks in where powerups are attained;

- Ruins of an extinct noble alien civilization situated in a snowy canyon under a sapphire sky

- Haunted spaceships, eons after crash landing, that are home to indigenous creatures and flora both beautiful and deadly…

Basically, the game has an overall perfect melding of futuristic technology, extraterrestrial geography, and alien biology. Put in the right hands, the cinematic production of these locations and characters would catch the attention of anybody with a set of eyeballs and even a rudimentary understanding of what makes stuff awesome. The movie’s vibe will operate more on spatial terms in a minimalist fashion than it would in bombastic revelry – that is, until a boss fight. Metroid would be a more unique piece of cinema and one that I would welcome with open arms. And don’t even get me started on what should be on the Soundtrack; that’s a pandora’s box that should not be opened right now.

Shining Light onto Dark Souls

Nick is a new contributor to ButtonMashing.com. He’s thrilled that Tony – out of a whim of inspiration or folly – gave him a login ID and password to the site. He prefers to use 3rd person when introducing himself, even though he blatantly abuses 1st person in the proceeding post which functions in part as a personal introduction. He thinks that using 3rd person is a method to avoid narcissism, but pretending to be someone else introducing yourself seems pretty frikkin’ narcissistic to me – and now I’ve gone and confused myself, not even sure where I’m going with this anymore. So, let’s just talk about video games.   

PLAY DARK SOULS, THEY SAID! IT’LL BE FUN, THEY SAID!

 

 

With Dark Souls the power is truly with the player;  a pure, ‘ol timey power that seems to have been eclipsed with technological achievements and expectations. The game has been out for almost a year now, and a review at this point would be moot. I aim for this to be more of an editorial, a good ‘ol fashioned blog post about a fantastic game. Likewise, Dark Souls developer FromSoftware has announced a PC edition to be released sometime late summer, as well as additional console DLC available later this year – and the rumor mill is buzzing oh-so-fervidly about a possible sequel in the making, which may or may not have been confirmed. Therefore, I deem this post as a relevant opportunity to accomplish two things: 1) Bring the game back to the surface; bring it to the attention of gamers who might have overlooked its release or have been spooked by the game’s menacing pathos, 1.5) To debase and reorient the reputation that Dark Souls has earned within the internet community, and 2) To introduce myself as a gamer through my experience of playing Dark Souls.

This past January I procured a PS3 rather compulsively and with very little detriment to personal finances. I am, by nature, a PC gamer, and given that I have a background steeped almost exclusively in dated RTS games the purchase of a PS3 was to be my first foray into modern, hi-def gaming. Indeed, between January and the end of April 2012 I played through Portal 2, Uncharted 2, Deus Ex: Human Revolutions, and played a good 30 hours into Kingdoms of Amalur: Reckoning. I worked my way through each of these games lumped in the comfort of a plush recliner, in the reclined position so that sometimes I would shift focus to my awesome moccasins and think about how awesome they are and how comfortable I am and how enjoyable the games are played in the reclined position and how buying a PS3 to serve as the ultimate leisure device was the smartest thing that I could have possibly done.

As a point of contrast: May 2012 through the present, 97% of my experience with Dark Souls has been spent in an upright position, feet firmly on the floor, controller rigidly held, elbows bruising my quadriceps, pupils dilated and focused intensely on the television. I may even play with my mouth agape. Now, many conclusions can be drawn from this exercise of comparing Dark Souls with the aforementioned games – of which I will confidently lump together with most other contemporary titles. I’d like to, however, come straight to the point: Believe the hype that surrounds this game. You may have to dig a little bit but once you catch a glimpse of the cult of players it is impossible to stay on the fringe. Get caught up in the hype (I did) – but do not be misled by players who have failed. Dark Souls is not notoriously, unmercifully difficult; it is demanding. And this is the key; this is where the power is handed to the player. PLAYER POWER! What you get out of this RPG is equivalent to what you put into it. Many players will not meet the game’s high level of expectation, and they fail, blaming everything and everyone but themselves. As for myself, the average gamer fairly inexperienced with HD 3rd person RPG: I went in flabby and proud (ignorant); I came out chiseled and humbled. It is this process of transformation that I found gratifying; a gamer transformation that most other modern, hi-def games simply do not facilitate. It is a transformation that is earned, and treasured with reverence.

It was once asked of me, and asked in a rather haughty tone: can you change difficulty level mid-game? As if to suggest that this is a favorable and strong suit of gameplay mechanics. This question came whilst I was mid-way through my own grueling journey of Dark Souls. Battered, emboldened, a little wiser, but still tasting blood from the previous night’s round of battles I could not help but let out a chortle of pity for my inquisitor. There is but one “difficulty level” in Dark Souls, and that level is called SURVIVAL! The game is designed so that the player is constantly required to stick his neck out. On the first run through your precious jugular is at the mercy of not the enemies but your own aptitude, which is waxed stronger death by death by death. Dark Souls will pit you face to face with monstrous uncertainty. There is a constant sense of immediacy. Your HP is so, so very precious. Keep your resolve, be measured in your actions and you’ll make it through without too many frustrated flings of the controller. But the second you get cocky or ham-fisted Dark Souls will #^@& you running…

 

Learn to love this

I assert that optimum player power and control can only come in purposeful playing. This is not a game to be played for hours at a time. Gameplay operates on a bell-curve. When you are in-tune there is a natural progression of warm-up and apex. Sometimes there is a gradual downward slope but it is often trumped by sudden quits (not rage quits, because you’re better than that), moments when you wisely walk away with integrity intact and faculties still operable. This measured approach compliments the design of Dark Souls, on many fronts, because it is a game that reveals all aspects of itself piece by piece – and perhaps not fully in the first play through. The story does not evolve in a linear fashion, through chatty dialog or an abundance of decision prompts – a false approach to player power. The jaded NPC’s speak succinctly, often cryptically. They inhabit a world whose story is directly connected to the mechanics of the gameplay not narrative. Take multiplayer for example; it is not just an added feature – it is a functional part of the fabric of reality. Each player is inexorably tapped into the games of others’ and one may choose his own level of involvement. The player power you exert does not entirely become scripted code that triggers events further in the game (character alignment? psh). In a world that is as binary as survival/demise, the power within is your livelihood.

I first watched this video when I was well into my first playthrough of Dark Souls, and I have watched it many times since. Not only is it a fantastic video but it is true to the game’s immense presence. I watch with wonder and pride. But mostly, the video fills me with validation that my efforts – my successes and failures – are mine. Indeed, there are others playing in realm of Lordrain, others like you, but this journey is yours… and yours alone. I love the short bonfire scene at 1:05, with the knight turning from safety, drawing the attention of others, and thrusting his fist confidently into the air – as if to suggest, ‘I’m going in’. Yes. This game is the great equalizer; it levels the gameplaying field and empowers the player through its imposed limitations. Dark Souls relies on the player for it to succeed as a gaming experience – and there is no grater power that can be given.