Sunday, March 01, 2009

Soap Box



If there's one thing that I've picked up in the ~8 months since I started my freelancing, it's that you can't beat a good old fashioned boxed copy.
Despite various pundits trying to herald in the future of PC Gaming by bigging up the various digital platforms such as GamersGate, Steam, Impulse etc, as a reviewer, I prefer getting my games the traditional way.

Let me tell you why:

Empire: Total War, the next game in a series by English-based developer Creative Assembly (they're from Surrey, don'cha know), is due out on March 3rd/4th. Judging by videos, previews etc... This is without a doubt going to be the biggest and best game in the series, and could probably be a contender for Game of the Year. Amongst the triad of new technologies and developments being used in this title, SEGA (who own the publishing rights for Creative Assembly) have decided to make this game even more special by tying it to Valve's Steam platform.

For the uninitiated, Steam is one of the few 'pioneers' if you will of the Post-Digital Era. An independent company, Valve's Steam program serves as a hosting platform for scores of developers, and scores of titles. As well as acting as a marketplace where you can purchase PC games, Steam also hosts various multiplayer servers, videos and has its own budding online community. It also takes a slightly different approach to Digital Rights Management (DRM), and so is seen as a bit of a 'champion' of sorts. Of course, as is with all things, there's also a fair few people who hate the program with a passion, but there you go.

Back to Empire: If I were to say that I was excited about this game, then I would probably win the understatement of the year award. I know for some this would call into question my objectivity as a journalist, but to be quite honest, I'm more likely to be objective with a game I really like, as opposed to a game I really hate.

Working for an online publication as I do, it’s not uncommon for me to receive review code through digital distribution as opposed to a CD in the post. (Although, as it happens, I've received more games through the post then I have via the internet.) Whilst I do take a certain secret pleasure in receiving games through the post, especially when the publisher has been generous enough to provide a full retail copy, at the end of the day, I don't mind how I get my game, so long as I get it.

With Empire, it soon became apparent that SEGA was going to try and milk the whole Steam angle for all it was worth, and was forcing the majority of online publications, especially the 'not so big ones' like mine, to obtain their code from Steam. Fine, ok. I can deal with that. I would have preffered a nice shiny boxed copy, but whatever.



So rewind to last Wednesday. I was chatting to my editor, as we do, and eventually we get our serial code from Sega for our copy of Empire. Huzzah! Overflowing with anticipation, I eagerly open up Steam, go the Activation's section, and type in my code. Crash.

...Wait? What?

I re-open the program, type in the code again. Crash.

...Fuck.

No matter how many times I try, the Steam client always crashes whenever I type in the key. Which means I can't download Empire. Which means I can't play Empire... oh God.

As you can imagine, I was a tad distressed by these turn of events. The moment I had been waiting for had been snatched from me by some karmic twist of fate, and I could not play the game I'd been waiting many a -month for. After frantically informing my editor of the situation, we both desperately tried to find a solution to the problem, which to this day has yet to be found.

Although we now know what the cause of the problem is. A combination of a final release version being chosen, Steam's set-up for purchasing Empire online, and some sort of password algorithm (I'm a bit fuzzy over that bit), means that the Steam client can't find what it's looking for, and so shuts down in confusion and fear. Despite several emails to Sega, Valve, and whoever else we thought could help, the best we got was that they were 'working on it', and as the weekend approached, it was clear that I wouldn't be getting a review copy until Monday, at the earliest. Considering they're releasing it on Tuesday and Wednesday, it's quite possible that normal people are going to get to play this game before I do. Unprecedented, and totally unacceptable.

The only good point to come out of all this is that it happened to everyone else as well, as there are only 2/3 reviews actually online so far. Still, I'm over it now. Extremely disappointed, but over it. I know I'll be getting my hands on this game sooner or later, but the experience will be tainted ever so slightly.

And so we come back to the original point of this rant: the boxed copy. If SEGA had only stopped trying to be hip, or had made sure that the keys were set up properly, I wouldn't be here. Whilst I fully realise that digital distribution was probably the easiest way to get us our code, the fact that they didn't even check to see if it was working properly is embarrassing, and the fact that they didn't just send us out boxed copies as replacements is unfortunate.

I will say this though, in their defence: all of this I have deduced from talking to other people, or working it out on my own. Perhaps there was a more reasonable explanation for what happened, but Sega haven't exactly been talkative since this the initial event. That's public relations for you.

At the end of the day though, nothing beats a boxed copy of a game... Apart from maybe the Royal Mail.


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Sunday, January 25, 2009

Resume: Games Journalism

Hello,

My name is Joe Robinson and I'm looking for paid freelance work to add to my portfolio. My ultimate aim is break into the videogames journalism industry and nab a full-time position somewhere amongst the leading names in this profession.

For now though, I'm content with working at home on a part-time basis. I am capable of performing a variety of roles including news, reviews and features. I am currently based in Bournemouth, UK.

Platforms owned

* Xbox 360
* Nintendo Wii
* Gaming orientated PC (custom built) + Laptop (Specs available on request)

Experience

Since the beginning of summer, I have been freelancing for a number of different websites, and have already built up an extensive portfolio. However, I'm always looking for more work as i need as much experience as possible.

Games TM

For two weeks at the beginning of October, I did a work placement at one of the UK's leading multi-format magazines - Games TM. During my time, I helped out with a variety of tasks, and got several items published in Issues 76 and 77 of the magazine. These included a two-page 'Discuss' feature on Digital Rights Management, and a one-page review of Trackmania (DS). Due to Games TM's credit policy, my name is not directly attributed on the articles, but Rick Porter (the editor of Games Tm) can confirm my involvement.

(Note: Due to a printing error, my name is not actually in the contributors section for Issue 76, but it is there in Issue 77. Again, the Editor can confirm all of this.)

strategyinformer.com

This is the main website that I freelance for, and they currently pay me on per-article basis plus extras if the situation calls for it. I won't disclose the amount publicly, but if you wish to hire me you will have to at least match this rate. Here is a selection of articles that I have written for them:

Review: Enemy Territory: Quake Wars (360)

Review: Dreamlords - The Reawakening (PC)

Preview: Lego Batman (360)

Interview: Pete Hines & Fallout 3

Preview: Fallout 3 (Multi)

Review: Unreal Tournament III (360)

Interview: Denis Dyack & Too Human

Review: Too Human (360)

Review: Fable II (360)

Review: Mount & Blade (PC)

News sample

xbox360achievements.org

x360a.org was the other main website I worked for, however it is on a voluntary basis. I mainly helped them with their daily news coverage, whilst also doing the odd review for them. I have since left, but here is a sample of the work I did for them:

Review: Sid Meier's Civilization: Revolution (360)

News sample 1

News sample 2

News sample 3

Other Past Work

I used to write for a number of smaller websites to gain practice and experience. I no longer work for these websites now, as my situation has forced me to concentrate on my paid work, but here are some samples:

Review: Sins of a Solar Empire (PC)

Preview: Dungeon Hero (Multi)

News sample

Feature: The Joys of Having a Girlfriend Gamer: Love and War

News sample

E3 2008

During this year's E3 Media and Business Conference, I helped various websites with their E3 coverage by watching/reading the live feeds that were available.

Some examples include:

Gameslave: Nintendo Press Conference Round-Up

Strategy Informer: Yoichi Wada announces FF XIII for 360

Strategy Informer: Xbox Live Update Announcement

Leipzig GDC 2008

This year I also attended the Leipzig Games Convention on behalf of Strategy Informer and x360a. I was there for a total of seven days, and I was present for the whole convention from Wednesday (which was the press only day) through to Sunday and gave coverage through out. Some of the work that came out of Leipzig included:

Feature: Leipzig GC '08 - First Impressions

Interview: EVE Online

Preview: Empire - Total War

Report: Age of Conan

Preview: Call of Duty - World at War

Preview: Hearts of Iron III

Preview: Alpha Protocol

Preview: Aion - Tower of Eternity

Preview: Rise of the Argonauts

Extra Information

In September of this year (2008), I shall be entering the third and final year of my Journalism Degree. By Summer of 2009, I shall have a BA(Hons) in Multi-Media Journalism. I should also be fully NCTJ qualified.

Other skills include:

* Editorial Experience & Website design/management - I am Online Editor for my university's student news website,
The Wire
* Experience with Photoshop, Dreamweaver & InDesign (Examples available on request)
* NCTJ approved 80 wpm shorthand
* Experience with several multi-media devices including video cameras and voice recorders. (Sample Podcast available on request)
* Knowledge of Media Law & a variety of media theories

I also have a full valid UK's Drivers license, as well as a discount rail card and I am willing to travel. I consider myself to be friendly, and capable of working together with other people in a team.

All of this information can be provided in a formal CV, which is available on request.

Contact Details

Email: joe-robinson@tiscali.co.uk
Mobile: 07879640305
PM: Feel free to PM me on this forum, as I check regularly

If you need any more information, do not hesitate to ask. I look forward to hearing from you.

Joe Robinson
Freelance Journalist

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Friday, May 23, 2008

Noses at the Ready...

Because I can.

On a serious note, I do intend to review this game at some point, since I have it and have played it enough to be able to review it. The words are escaping me at the moment. Watch this space.

I also completed the story mode on GTA IV. A bit underwhelming but oh well. I pretty much just get to free roam now, complete any side missions I haven't done. Got no new games to play though...a part of me feels empty.

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Thursday, May 22, 2008

GTA IV Review

“Life is complicated.”
- Niko Bellic

Never has such a short sentence summed up a game that is so morally questionable, yet so diverse and ambiguous, so perfectly. Life is complicated, and no one’s life is more complicated then that of Niko Bellic – protagonist to Rockstars’ new game: Grand Theft Auto IV.

Morally ambiguous as ever, the critically acclaimed developer has taken the series to the next chapter by officially crowning their latest release as the fourth GTA. (As opposed to Vice City and San Andreas, which are considered ‘spin-offs’ of the third game.) Returning to Liberty City, GTA IV has you take over the life of Niko Bellic, a Serbian with a dark past and the desire to make a new life for himself in America.

From the moment you step off the boat, you can tell there’s something different about this game. The rain falling down around you, the street lights desperately trying to hold the darkness at bay, even the people going about their business… for the first time, Liberty City feels alive.

This sense of realism is a feat not many can achieve, and whilst Rockstar come close, they don’t quite manage it with perfect execution. Like the previous GTA games, IV carries with it some bugs, some oddities, and those little things that can sometimes ruin the experience for you. The controls can also seem a bit ‘fiddly’ at times, especially with the new ‘cover & shoot’ combat system that’s been added. But if you look past this, if you ignore the hype and just enjoy the game for what it is, then you’re guaranteed a worthwhile experience.

One of its high points is the story, the character of Niko Bellic. Unlike previous GTA titles, Niko’s story revolves around the irony of his situation; that of a man who wants to do good, who doesn’t want to be controlled by others, yet inevitably finds himself reacting to other peoples actions. Previous characters, whilst being well-rounded, have often come up short when trying to factor in the sociopathic behaviour that comes as a result of the players actions.

Niko himself is a troubled man; he fought in the Bosnian war, he’s killed, smuggled and traded people and illegal wares…and now he’s on the run, and looking for a new life in the ‘land of opportunity’. The game starts you off in the ‘working-class’ district of Liberty City, Dukes & Hove Beach, where he lives with his cousin Roman who moved to America years before.

As you progress through the game, you meet new people, not all of them good. Despite his reformist dreams, Niko finds himself time and again do other people’s dirty work, and he makes more then a few enemies. As you slowly fight your way up through the districts of Liberty City, you’re confronted with betrayal, jealousy, friendship, love, and hope.

The physical world of GTA IV is smaller then that of the last game and other little things like the use of planes have also been dropped. This is because Rockstar have tried to shift the entire focus of the game; instead of just randomly walking around and blowing stuff up which was the favourite hobby of most GTA players, you actually get engaged in the story and what it has to offer.

Graphically, GTA IV is stunning, equally on par with the likes of BioWare’s Mass Effect, or even Creative Assembly’s Viking. As mentioned earlier, Rockstar have really brought Liberty City to life in this game. The pedestrians now act in a more realistic manner, they stand around and talk, they react to the environment, and even the weather. Other tweaks like the ‘escape radius’ for police chases, and the impact damage on cars, add to reality that this is a city, and you can do damage.

The multiplayer adds yet another layer of depth, letting you team up online with up to 16 people in a variety of different modes – Deathmatch, Car Chase City, and Free Roam to name but a few. Both fun and challenging, this extra mode will help ensure the game is played well passed the single player story.

If you were say that GTA IV was a triumph, that it was the best in the series, and that it is one of the best made games this year, then you wouldn’t be far wrong. That said, GTA IV is not a God, it’s not perfect, and whilst it my have wide appeal, they’ll still be those that question the ambiguous morals that it teaches to those that play. Still, it’s a damn good game.

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Tuesday, April 15, 2008

New v Old

You can tell I'm going through a phase or something can't you?

Ever since deciding I should try and take steps towards becoming a video game journalist (Yes, it's an actual profession), everything's been games games games...well, at least more than usual...

/me puts down the Xbox controller.

I bought a new game the other day, so rest assured a review will appear at some point, but today I'm going to talk to you about something else: New Games Journalism. (You may need to scroll down a bit.)

I came across this concept whilst doing research for my dissertation proposal, which I'm also doing on video games journalism. Put simply, it's another way of writing game reviews as thought up by Kieron Gillen - an apparently well known English games journalist. (It's good to be British.)

In his 'manifesto', Gillen talks about how there is this massive problem in games journalism, and things need changing. Using this article, he lays down the framework for a new style of games journalism.

Now, is it just me, or is it actually quite interesting?

Ignoring the fact that it tells the reader almost nothing about the actual game, it's still an interesting look at how one experiences playing online, especially when games are moving more and more towards 'online' gaming.

It's also a classic example of how racist the online community can be, but what can you do.

Still, an interesting style. It may not replace reviews, but it may be a good addition to them.

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Monday, March 31, 2008

Viking: Battle for Asgard

Despite a slow start, Viking quickly picks up speed until you’re smashing your way through the game. Short and sweet, this is a hack ‘n’ slash with a twist that’s fun to play. Unfortunately, all good things come to an end, and the linear quality to the game may put you off another play through…

For a company that’s in the middle of redefining its main franchise, it probably comes as no surprise that Creative Assembly’s Viking is as ‘safe’ as it is mythical. Whilst not being the most ground-breaking of action/adventure RPGs, like Spartan: Total Warrior before it, Viking certainly has its charm.

Based in ‘Midgard’, the mortal realm of men from Norse mythology, Viking has you travelling through three islands on a mission to take back man’s dominion from the evil forces of Hel - a rather good looking goddess on a power trip. Aiding you is the equally attractive Goddess Freya, ruler of Midgard. The basic theme of the game is to free any brethren held captive by Hel, and kick the ‘Legion’ back into the underworld.

Anyone with preconceptions of how this game might play out is in for a bit of a surprise. There is no flashy opening with fire and brimstone, despite the pre-rendered 3D images on the box. Instead the beginning sequence is a more subtle affair: a mix between the narrative style and in-game cinematics of Fable, and the storyboard imagery of 300.

Indeed, anyone thinking this game will be a simple hack ‘n’ slash will also be surprised. Stealth elements are frequently added into the game, usually in the form of quests that require you to sneak in and out of strongholds instead of killing everything in plain sight. Paired with some other features it proves to make a more dynamic game.

The combat system can take some getting used to if you’re unfamiliar with the dynamics – a button combo system similar to God of War. However as you play, you realise that half of the game’s fun-factor comes from this system: pulling off a successful combo is certainly satisfying – especially when it goes into a slow motion death-blow sequence, again in true 300 style.

On the other hand, sometimes it goes a bit too far – especially when all you want to do is open a crate or use a teleporter. The action, or ‘do things’ command, is attributed to the ‘B’ button in this game and you may well find yourself sick and tired of mashing it just to do simple things. A commendable attempt at getting you more involved with the mundane, but still pretty annoying.

Graphically, Viking is stunning. The backgrounds are well defined, and the texture of your surroundings is detailed down to a single blade of grass: realism is the tone. However everything does look a tad ‘shiny’, like the cell-shaded effect you could see on 13 or Wind Waker. It really depends on your tastes whether you like it or not.

Apart from combat and quests, Viking has little else to offer in terms of mini-games, side-quests, or any other form of game mechanic. Barring quest items, gold is the only thing you can find in jars or chests. Finding ale barrels enables you to trade for more gold, but it’s pretty basic. Upgrades are few and mostly focus around combat, and there are only two methods of travel: walking and using ‘leystones’.

This simplistic theme does nothing to harm the game, but it does nothing to flesh it out either.

As mentioned before, the games fun comes in two halves, both to do with combat. The other half of the fun in this game is derived from the quests, and the different situations those quests put you in. Freeing a group of Vikings is simple enough, but the real juicy bit is when they ask you to ambush a horde of baddies before they agree to join you. These choreographed sequences are one of two of such sequences that really make this game stand out from both its predecessor and the rest of the genre in general.

The second type of sequence is really what sold the game in the first place – large scale RTS type battles in a third person action style. To trigger one of these epic clashes, you must first complete quests, raise an army, and do the usual preparations. Once all the conditions have been satisfied, it’s time for the main event

The forces of good are always the attacking side. Your army lines up in front of the town gates, whilst the enemy’s own battle lines sally forth to confront you. Both sides posses shamans' that resurrect more troops for their particular side. The way to win is to kill the shamans, thus driving your enemy back into the town where you begin the process again.

You can gain advantages over your enemies by using special powers or by calling on dragons. It’s easily the best bit of the game, and these events usually serve as a climax for that particular section of the game.

All in all, Viking is fun. Whilst a bit slow to start, the game certainly picks up pace and any disappointment you may feel at the beginning gradually fades away as it grows on you. Unfortunately, since it only spouts two difficulty levels and little leeway on how you actually go about playing the game, its life-span is short. Be prepared to find yourself trading it back in for something else before too long.

Note: Sorry for popping up randomly with this. I've decided I want to become a Video Games Journalist, and so this is me practicing. I'll try and start posting more regularly from now on. (If i hear anyone utter the "If i had a penny" line, I'm going to gut them like a fish...)

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