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GemuBaka | Objective Tangents

Will We Ever Lose Our Thumbs?

by nestlekwik 5. October 2009 08:32
This morning wasn’t the most splendid way to start off the work week, but, at least I’m still alive and earning a paycheck.  Just shy of 8 a.m., I was using an apple corer and slicer and I would have to imagine this particular one was of the cheap Wal-Mart variety.  Upon using my amazing strength to push down on the apple, the plastic completely broke from the blades and the downward force sent my hands crashing down to the table.  The blades, of course, stuck in the apple, sticking out and giving me small gashes on the outside of both of my hands as physics took over and brushed my hands across them.  It’s a trivial, mostly annoying injury for sure, but it got me thinking today, how it could have been worse and how I would cope with not having opposable digits.  Obviously, not having thumbs would be the bane of any console gamer’s existence, so would you be inclined to agree the gift of thumbs is something we tend to take for granted?

Perhaps the only thing I’ve ever experienced in being “disabled,” was fracturing my arm, very near the growth plate in my right shoulder.  Since it was high on my arm, my mobility in my wrist and such was never in any jeopardy.  Still, I remember looking pretty goofy going to arcades in a coat in colder weather with my forearm protruding out through the gaps of my coat’s buttons.  I received a few questions about my setup while playing Teenage Mutant Ninja Turtles, but it was understandable – I wasn’t going to let a crack in my bone stop me from enjoying video games.

However, given where video games are heading, are thumbs still going to play a part in our hobby?  I could obviously get by using a joystick and button setup without a pair of thumbs, but you really aren’t going to need them, it seems, with items such as Project Natal.  Given the evolution of controllers and gaming, I’ve also noticed you really don’t see as many mentions of “numb thumb” or hand calamities that saw the release of specialized accessories and even gloves that aimed to relieve these ailments.  I’m sure there are some people who don’t know when to quit and waggle their appendages down to the bone (I’m pretty sure we took a look at one such instance on the forum here one time), but you just don’t see magazine print ads selling such items anymore.  Although, I do wish I had a pair of those gloves for the original Mario Party on the Nintendo 64 – winding up the toy Shy Guy burned a friction hole in a few members of my childhood gaming group and remains as one of my most crippling gaming injuries.

Obviously, I’ll survive, but, perhaps the injury leads me to take another look at the many things in gaming we have taken for granted over our time.  What would gaming controllers look like if we didn’t have thumbs?  It would have been quite the interesting evolution and, who knows, maybe we would have still arrived at the same point as Project Natal.  Thumbless gaming just seems foreign to me as even the wagglacious Nintendo Wii still banks on people having thumbs for the most part and the Playstation 3 motion wand would be a whole new ball game if we didn’t have thumbs.  I have nearly 30 years of gaming experience in these two bad boys and I know I’ve got many more in me – hopefully thumb-based gaming won’t go the way of the dodo, but that would be hard to believe for this generation.  As it is, I’m amused at the premise of today’s children not knowing what cassette and VHS tapes are, but I suppose I better start thinking of ways to explain a time where video games didn’t synchronize directly with your brain.

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Objective Tangents

Objective Tangent: DLC kills games

by MixMasterLar 6. August 2009 17:18

This piece is solely the veiwpoint of the author and not of GemuBaka as a whole or any of its affiliates.

While Downloadable Content is nothing new (even the Atari 2600 had a form of it using a phone line), I feel developers of this day and age are using it to be fairly lazy, especially when compared to development studios, say, 10 years ago or so. When I first received BlazBlue: Calamity Trigger for the 360, it wasnt but three days after its release before patches where coming out to tweak the game and I must say it irked me. Why not just test the game more? Games are basically ready months before release, so a few more weeks of heavy playing shouldn't push the game's store release back. Most high-profile games that have come out - Gears of War, Halo, Fallout 3 and Resident Evil 5 - have had to have patches to make the gameplay work the way it was originally intended to. I think highly respected companies such has Namco, Activision, Capcom and EA have gotten lazy to the point of saying, "Well, let's just pump it out ... I mean, if it's too bad, we'll just fix it later." I'm sure glad I at least have some access to the Internet through my 360 since I would feel really bad about spending $60 USD (or for that matter, 20) on a game that's made to be fixed later by means I can't even access.

Even if everyone does have online play, I don't care to see the bar on good gaming lowered. Take a look at Velvet Assassin; the game was released with so many bugs it was basicly unplayable at parts and had to be patched a ton within a few days. I laugh everytime I read that the game received "mixed reviews upon release" ... No wonder: Half those reviews were more then likely reviewing the fixed version.

"But if a game gets fixed, why does it matter that it shipped with some bugs?" I know some of you are saying. Well, it's just that it's hard to improve upon utter crap and developers should be pushing the graph UP and not this WWW shape that I'm seeing. Even at its best, Velvet Assassin recieved around a 7.5 out of 10. Not near stellar, if you ask me. Also, that's if players have access to online gaming. I paid for Velvet Assassin, I should be able to play the game without having to worry about the Internet being there to back me up.

But that's not my biggest gripe. My biggest complaint about DLC is forcing gamers to pay twice for a single game. There are so many exspansions on Fallout 3 that getting everything the game has to offer would cost $120 USD easily. Some of the downloads simply make getting to already on-disc content possible and all of this could have been put on one disc. Why wasn't it? So you would have to pay the big bucks. Most DLC is basically ready as the game is shipped out, so it's not like that extra level or new car wasn't planned well ahead of release and couldn't be added, it simply wasn't. I'd wager if DLC was the standard back in 1997, Final Fantasy VII - known for being a great game - would have released at about the same time without a lot of content it had. Vincent's entire story would be 20 dollars a few months after release. Yuffie would follow for another 20 dollars.  A good chunk of items, spells, the ability of passing level 50 and possibly all of the level 4 Limit Breaks would be another download. Add the fact Square would most likely have been lazy just as developers are getting now, and FFVII would have had its share of bugs. You want to know why it's considered the best game of all time now? It's smply due to the fact Square knew it only had one shot, so it made sure it did the game right the first time.

Face it - DLC is not a way for developers to keep games alive past their shelflife, not a way to show they care about the fans but another way to milk games. The only execption would be for games like Rock Band, where DLC makes keeping up-to-date songlists and owning songs you care about simple, easy and more cost efficient than Konami's old idea of coming out with a new version every six months, a la DDR, or even Japan's beatmania IIDX. Otherwise, I just would like to see DLC getting dumped. When I pay good money to buy a game, I want to ensure that I'm buying a full game since I'm paying full shelf price for it.

 ~Lar

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Objective Tangents

Objective Tangent: Underrated Fighting Game Characters

by nestlekwik 14. July 2009 08:26

By MixMasterLar

There are some characters in the fighting genre that scream, "I'm a shiny golden god come get me!," and there are some that are so fun to play as that players will flock to them. I have played a lot of fighting games in my life and it seems that a few of them are seriously underrated in not only their own game, but in fan-based dream match discussions. It ticks me off to no end that some people think the only fighters in Street Fighter II worth playing are Ryu and Chun-Li ... or in Gulty Gear XX the only people that are worthy are Sol and Chipp. With that burning anger, I decided to share a few characters I feel are the most underrated Fighting Game Characters.

Balrog (Street Fighter 2, Capcom vs SNK2)
Balrog, the boxer that fights like he has a huge bank riding on the match, this guy is absolutely awesome in SFII to play as and in Capcom vs SNK 2. He owns every other Capcom fighter. Why?  He's American for one and he has some insane power coming from those punches. Don't believe me?  Set your game to very hard or higher and play a round with him or better yet go to a tournment and tell a Balrog player he sucks - you're sure to lose teeth out both your and Ryu's mouth. My favorite move is charge back then press down-forward + kick.  Follow that up with a fierce punch and you're good.

You can't tell me this guy can't lay a hurt'n' on ya.  Not only that, but in the 1995 anime, he is a scientist for Bison ... how's that for a boss?

Jo Karazma(Bushido Blade 2)
Ok, I have no idea why most everyone I've talked to about BB2 thinks that the flaboyent tomboy Jo is a complete waste of a character slot. You think that a starting character would at least be played a little more. Jo is insanely fast, yet balanced out pretty well - not too powerful, but not the weaksauce by any means (that title goes to the frog-throwing Chihiro). Due to her being able to move a bit faster than the guys (not counting her counterpart Tatsumi, who really would be on this list if it was a top 6). She can pick almost any light weapon and do fine. The Yuri is my personal favorite - tap forward, forward, X in regular stance and she does some insane spins (yeah, everyone can do them I know, but Jo is so dang fast and cute).


Plus she throws a Sai that seems to be made from some sort of fisherman's hook or something ... how cool is that?

Ling Xaioyu (Tekken)
Hands up - who here regularly plays Xiao in Tekken and can beat anyone?

...

Yeah, I though so. The sad news is Ling has to be one of the best fighters in the game. Butterfly stance, were she crouches over to where practically no one can hit her, is the best thing for a Tekken fighter to have since throws. She can go low, high, to the side or simply get out of dodge by jumping back and kicking. She's pretty powerful in Tekken 3 dispite her great speed, and in Tekken 5, her jumping kicks are the best. Raven seriously needs to give up and stay on the ground: Ling has jumping kicks down.

Also, you can easily tell that Xiaoyu knows when to move.

No, really.  (S)He that runs away, lives to fight another day. In Tekken, most fighters have a hard time getting out of the way but Xaio can easily avoid anything that a enemy can throw (or shoot out his 3rd eye) at her regardless of where she is (can Paul or Jin jump away when standing backwards? I think not).  A dream match I would love to see is Ling vs Virtua Fighter's Lion. That would be cool.

Sinclair (Art of Fighting 3)
I wonder why on earth this character hasn't been in the King of Fighters yet. Sinclair is a assassin that would make the rest of the cast look like a joke. She's a pain to beat with that one move where she makes all the daggers apper in air and stabs the crap out of you. Besides that, she's just cool: assassins are cool, female fighters with insane power are cool and playing with a sabre in a game were you have to fight with your hands is cool. I hope that SNK brings her back in something ...

Cody Travers (Final Fight, Street Fighter Alpha 3)
Ok, this one might be a shocker to you but it's true: Cody is underrated dispite being in Street Fighter Alpha 3, one of the most popular 2D games at this time. I have no earthly idea why you don't see people rave about kicking much butts with ol' Cody; gameplay-wise he's pretty solid, being the only character to auto-dodge Hadokens with X-ism and having some great single strikes. Cody also has that city-personality thing going on that's lacking from games these days ... I'm tired of fighting with demons and freaks: Cody keeps it real at least.

So why dont we see him anymore? Well, for starters, he hasn't starred in a real game since SFA3 was released back near 1996. He wasn't the most played. it seems, due to the entire entire cast of SFII getting included and we also got the chance to play as Guy (Guy is awesome; do not dis Master Guy in anyway). Cody was also not considered a main character and if Capcom has proved one thing, it's that if the storyline doesnt feature you as Mister Uno himself, then you don't get to come back.

But is he that bad? I can rack up some carnage with Cody myself and I've seen a few Cody players wreck some havoc, so why hasnt the secret been exposed? Cody is the man (I mean in SFA3 he fights with handcuffs for Pete's sake).

Well, there you have it: My personal top 5 Underrated fighters. I would have liked to included Tatsumi, Little Mac, Kim Kaphwan and Lion, but the ones listed, In My Humble Opinion, are getting way too much dirt kicked in their face these days (at least Kim is still featured and Little Mac is fondly remembered).  I hope you enjoyed the list and, if you do disagree with any of it, feel free to take it up with me by leaving a comment.

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Gaming Culture | GemuBaka Exclusive Feature | Objective Tangents

Objective Tangent: Look at Me! I'm Special!

by nestlekwik 11. July 2009 06:25
Over at J2Games, we’ve already put many Internet video game writers through the wringer when it comes to the subject of being a journalist.  Supposedly, being a video games journalist today merely consists of having a news site where one just points out what other sites say about video games – this site has an interview, that site said this rumor, some site dug up this news – all in one blog roll with cute, Photoshopped photos that attempt to be funny.  Honestly, though, the adage goes that you have to stick with what sells and I can live with this if this is how video games journalism has evolved to what people really want.  There is, however, one thing some of these sites do that annoys me beyond belief.  Usually, the offense looks something like this:

Guitar Hero 9,435,283 Arrives at HQ
By nestlekwik

UPS just stopped by, dropping off an advanced copy of Guitar Hero 9,435,283 before it is available in stores.  We’re going to go and play it right now and let you know what we think later.

Okay.  We get it.  You’re a video game publication outlet and you get games earlier than most other people.  But, honestly, what journalistic good does an entry like this provide?  There is no good and this only serves to stroke the ego of the writers who feel the need to think they are above every one else.  If you understand video game journalism, you already know that these outlet receive advanced copies in order to convince readers to buy the game (or if you’re an actual journalist and not just a glorified PR site, tell readers why they shouldn’t buy the game).  Be a journalist and skip the part where UPS came to your door so you could gloat that you’re playing a game before most of the civilized world and get on to sharing news and views about the game so readers can be informed.

This doesn’t stem from jealousy, either.  Even though I am, at face value, a “video game industry nobody,” I still receive a fair amount of games prior to their retail release date and this has included key titles from companies such as Nintendo and Sony.  With that being said, I never felt the need to rub it in people’s faces that I was in possession of a game early – I just appreciated the opportunity and reported news and views as I saw fit.

The being said, while I can’t speak for myself, I’m sure this facet of egotism has always existed among video game journalists.  I mean, when you do get to play games in advance, have a voice that is heard by many gamers and talk to some high-profile people, I’m sure there is a natural chip that forms on your shoulder.  Even so, I think most of these writers had the common sense (and journalism training) to not put such an attitude in their print.  I can’t recall magazines telling me that UPS showed up with the hot new Super Mario Bros. 2 or writers blatantly telling me they were going to go and play Super Mario Kart before I could instead of using the space to report valid information.  I would be very interested on hearing Bill’s thoughts on the matter in how journalists handled their positions.  Again, I’m sure the egotism was there in some aspects, but it appeared to be a lot more behind the scenes.

At least with this editorial, I can get the dubious honor of being the first person to mention Guitar Hero 9,435,283 before it is announced sometime next year.

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Objective Tangent: Guitar Hero: Arcade and Arcades

by nestlekwik 30. June 2009 08:04

Considering I was the first person to break the exclusive news that an official Guitar Hero cabinet was being developed by Raw Thrills, you would probably expect that I’ve had a go or two on the towering rock coin-op.  Judging by my choice of words, though, you’ve probably figured out by now that isn’t the case.  My vacation to the Grand Rapids over the weekend brought me to the nearby entertainment center Craig’s Cruisers, where I finally decided to start on the personal cabinet catalog I’d wanted to start for quite some time now.  Firmly tucked away in the rear of the building, across from the DanceDanceRevolution SuperNOVA cabinet, was the embodiment of what many deemed as questionable speculation when I first reported it.  It seems kind of timely that I recently did a piece on “Arcade Envy,” games that used to splash arcades only to come home on the earlier home systems in crappy fashion.  Perhaps, now, though, the tables have turned as, really, with multitudes of versions available at home (such as Aerosmith, which you can buy, to keep and play endlessly, from some online outlets at the price of playing three songs on GH: Arcade), is anyone really interested in paying a dollar to play one song from a version of the game that is going on two years old?

I suppose it is understandable, really.  Today, the U.S. arcade industry is a gamble no matter how you look at things.  Crafting an arcade version of a home game that has proved its worth in sales creates a little bit of a safety net for companies who can bank on the fact that there are some players who will buckle down and drop some change every time they see familiar names such as Guitar Hero or Madden.  It certainly makes business sense, but at the same time, it fails to evolve arcades (although, potentially, it’s what keeps them in business right now) and it certainly overshadows upcoming original efforts such as Will Brierly’s Get Outta My Face and Galloping Ghost’s Dark Presence.

Get Outta My Face!

Dark Presence

People would run up to Guitar Hero: Arcade like it was a celebrity, having no qualm pumping in a dollar to play one meager song when classic games such as Ms. Pac-Man, Galaga, NBA Fastbreak (pinball), The Ocean Hunter, Time Crisis and more offered potentially lower game play at 25-50% of Guitar Hero’s price of admission.

I don’t blame Raw Thrills, though, as the team took what they had to work with and tapped it to 100% of its potential with heavy, durable guitars, an excellent high-definition screen, eye-catching lighting and thunderous speakers.  The cabinet design is everything you could ask for from a music title even though the team was handed over a crusty, two-year-old software to work with.  I hear the title is selling quite well, however, with Raw Thrills openly reporting the cab has pushed more than 2,000 units at the beginning of June and who am I to argue with the college campuses having a ball with weekly competitions?  I suppose that is the one grace I have, though – even though I don’t think Guitar Hero: Arcade is necessary at all, people are having fun with it and it gives arcade owners a little bit of hope that they can actually score a little bit of money.  That’s what video games are all about.  You can talk about crashes and recessions all you want, but it won't be until the day that video games lose their fun and community that the medium truly dies.

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