The first official zombie attack of the upcoming Zombaclypse commenced Wednesday, as what appears to be a Boomer from Left 4 Dead vomited all over a little girl at a Phillies game. If you'll excuse me I need to get my hands on a frying pan.
Is the single phrase that dives me crazy when I hear someone talk glowingly about a video game. This straw-man will often begin by talking about how much they enjoyed the game, how it was like nothing they had played before and will ultimately conclude by saying something to the effect of "it's awesome because it's just like a movie." Fundamentally my problem with this comparison between games and movies is that if I wanted to watch a movie, I'd watch a movie. There is no divine compulsion requiring me to play games, or this hypothetical game in particular. When it comes down to it, we all have choice in how we choose to occupy our free time.
The type of game that always gets this description is an action game getting compared to an action movie (although I'd love to see it, the only way we could see a romantic comedy game adaptation is in the medium of a poorly made indie game). The only reason action games can get this description is because, by virtue of it being a game, the player character has to be "doing something," and in the world we live in now, that means shooting or driving. I love action movies, but since when is getting compared to one of them a good thing. If I bought a novel and told you that it's just like the Fast and the Furious, you'd think it's fucking garbage and you wouldn't read it (although I live my life a quarter mile at a time, so I'd naturally be interested). However, if I came to you with a driving video game and told you it was just like the Fast and the Furious you may get excited (the straw man audience I'm talking to here, looooooooooves Paul Walker). Alternatively if I came to someone with the proposition that I've got this rad game with portal guns, robots, and block puzzles, based on that description they'd want nothing to do with that game.
Why can't games be games, movies be movies and books be books? It's this very problem that leads to major game companies hiring Hollywood script writers to pen the scripts to their games, that will in all likelihood have monster budgets and not sell well (COD is the obvious exception to this, but give it a couple more years); while Valve can make a block puzzle game with portal guns that is immediately more satisfying, better written, and is also monstrously profitable. Modern Warfare 2 was lauded for having an exemplary story, that if compared with film would show itself to be simply an amalgamation of plotlines from "24" and "The Rock," neither of which is normally considered to have quality writing.
Portal is why we play games. Every aspect of Portal requires the player to discover and to use free will to make decisions. The discovery aspect is found in the game leaving it's narrative for the player to discover. The side-rooms where a previous inmate scrawls warnings about a foreboding cake at the end of this journey, are completely genius - at once they tell you that you are part of a sinister project and they enable you to discover how to avoid this ultimate trap . All of this discovered through the choice of the player, they can completely ignore it and fall to a fiery death if they so desire, or they can continue searching for more information. Portal has a story and it is up to the player to find it (other games also get it, the Left 4 Deads come to mind, but they develop story in a different way that I will describe now). Shigeru Miyamoto, when discussing his inspiration for Zelda, often talks about how he wanted to make a game that captured the sense of discovery he had as a child exploring the world - I think this goes to the core of what makes a good game and why we play games.
Although it might seem odd, I believe multiplayer games can do a much better job of developing a story that is more authentically "game" than "movie." Every multiplayer game of L4D creates a story unto itself with the players as the characters. For instance, in a game where I am on the losing team, I want to do whatever I can to help my team win, if we come back to pull off the victory, I will have a genuine experience with that game, that I don't think we can say we have with the single player "story" in a call of duty game. The beauty of the video game is that our free will is completely tied up in the proceedings of the game - I am doing what I am doing in the game because I am willing it to happen. A great game recognizes this an gives the player the pen with which to write his/her own story.
Multiplayer speaks to something authentic at the heart of why we play games, especially when compared to single player "story" experiences. When the game holds the players hands too much, and is merely using the medium of the video game to present a film-like story, it does both the medium and itself a disservice. I think this shows up in modern AAA blockbuster games like Modern Warfare 2, where 1435115 Billion dollars were spent on its creation, much of which likely went into the creation of its single player (hiring voice actors, script writers, etc.) when all anyone really cares about is its multiplayer.
I think we need to get away from the intense hand-holding story-focus that is present in games today, and let players make stories on their own - at the end of the day, I think that's why we play games.
I think the title of this post provides a pretty amazing microcosm of everything that is going on in this song. The song would lose NOTHING by keeping the third person neutral "it" in tact by saying "it tried to eat my cellphone...it ran away;" but through the miracle of awful song writing, we are given a song where literally every word is fucking insane. If I were to give this a score in direct violation of Turbo Button policy, it would easily get a 15,000 out of 10. Any further attempt at analyzing this thing would only serve to undermine its utter brilliance. Just watch it again.
Amazon recently announced it is going to dive into the used videogame market long-time dominated by beloved gamer-store and hangout, GameStop. As a gamer, I love this move by Amazon. Not because it will be particularly advantageous to Amazon, but because it provides some much needed competition for GameStop. Realistically, Amazon does not pose much of a threat to the mighty gaming leviathan, GameStop. Gamers demand instant gratification, perhaps more than any other consumer group (Before you deny it, think about how angry you get when load times take “forever”, aka 30 seconds). Die-hard gamers will sacrifice a few extra bucks to get games days sooner and the advice of the GameStop employees. Amazon is not going to take that away. However, it may motivate GameStop to pay consumers more for trade-ins or lower the price of used games. Plus, Amazon will be able to make a few extra bucks along the way. That translates to more games for all; hard core gamers and the casual players as well. A win/win!
That’s just my opinion anyway. And, although mine is the only opinion that matters, I am curious to see what the rest of the gaming community has to say about underweight Amazon strapping on the gloves and going toe-to-toe with GameStop (remind you of Mike Tyson’s Punch Out, anyone?). Do the world a favor and leave a comment or two with your thoughts.
I was told by a game insider that the new Killzone was very well made. The professional compared the experience of playing the game to a "fellatio party."
Killzone 2's multiplayer is fantastic. The best description I can possibly give for it is to say that it is Halo meets Rainbow Six. If you know me on any level, or what games I have spent the most time on in the past, you will realize what high praise this really is. To break it down, Halo meets Rainbow Six is in the top 5 for game descriptions I can give a game; others include Doom meets Tetris, Starfox meets Battlefield (Warhawk), Mortal Kombat meets Zelda, and the highest of all is Tribes meets fellatio party (note that this is actually a trick comparison as Tribes was a fellatio party, so my highest honor is tribes meets tribes). KZ2's multiplayer takes the speed and frantic action of Halo, combines the importance of movement and controlled firing from Rainbow Six, sprinkes in the class elements from Team Fortress, and wraps it up with the intensity (obscure reference) of Delta Force 1.
I'll start with the Delta Force element since it is probably the least played game on this list. The weapons in DF were startlingly accurate, allowing you to be killed from anywhere on the map. While this specific element is not replicated by Killzone, the intensity and sense of terror from DF are present here. Because of the importance of movement and tactical decision making (the R6 element), combined with the pace of gameplay (Halo), Killzone forces you to not only be perfect in both your weapon usage and the choices you make, it forces you to act quickly since every second you don't act will likely result in the death of you and your teammates. Intensity is the best word to describe Killzone's multiplayer - it perfectly captures the feeling of having really powerful weaponry while simultaneously being extremely fragile.
I enjoy the random screaming in that video and I think it gives a solid, albeit tame demonstration on what the combat is like in KZ2. The class-based gameplay is ingeniously implemented as it forces you to earn the different classes you play as. This has two effects: first it ensures that there is a steady stream of people playing as the default soldier, avoiding a Team Fortress scenario where everyone is using grenade launchers and no actual fire-fights can break out; the second thing this mechanic does is that it forces people to play as the new classes they unlock as they progress, ensuring a steady stream of medics and engineers. As the game is still new, the online matches have a sort of embryonic soup element to them as the majority of players are low in rank so the advanced classes are rare and mystifying. The exciting element about playing now is that so many tactics are being discovered and the proper use of the classes has not been realized yet.
There is also a demonstrable difference in how the larger maps function relative to the smaller maps. Larger maps typically result in very tactical, fire and movement scenarios where a team can win if it has better knowledge of the objectives and where to surprise the enemy. Smaller maps resemble 1942 Stalingrad, often when pursuing objectives you will have a lifespan of under 10 seconds depending on where you spawn, and it is your sole desire to advance the position of your team a few feet before going down in a blaze of glory. Also ingenious is the rotation of game-types: each map turns into a competition of seven different game types from team deathmatch to capture and hold for approximately ten minute increments before switching it up, resulting in more competitive games as a team can stage a comeback if it gets trounced early in something.
The game is fantastic and I really like the fresh ideas being brought to multiplayer, it's still insignificant compared to:
The site to go when you got nowhere else to turn. The three Gentlemen, and I stress the word "GENTLEMEN" have decided that the internet is empty of proper game/video/life/comedic feature web sites. Although that is in fact not true, what is true is that these sites often get taken over by what can only be described as "nerd bulllies" so into the topic that they lose sight of the point of the whole thing. TURBOBUTTON allows the ramblings of the earth's most premier experts on random shit and provides a place for anyone to comment upon and talk about said shit without fear of being out "nerded" by others. If other internet gaming sites are like a fine wine that requires a sophisticated pallate and allows for snobbery this web site is more like fried-baloney and High Life.
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