Mar 15, 2007

The Wii (?) & PC Reunion video


I have already mentioned the tasty and still forthcoming Reunion platformer twice. Never posted a video before though. Nor shared the pretty interesting bit of information that this beautiful and very freeware little video game might also (besides the PC, that is) be coming to the Nintendo Wii. Ah, yes, a possible Wii freebie. Perhaps, the very first one too.

Related @ Gnome's Lair: Alien Abduction, System Shock 2 2K7, 3 Wii micro-reviews, Kudos


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a few gnomish questions / Dr Peter Favaro

Dr. Peter Favaro was the man behind the excellent Alter Ego life-sim and also one of the few psychologists deeply interested in the Internet (think Tendrilmedia) and video gaming. What follows is quite obviously an interview with said gaming legend regarding both the past and the future. Have fun reading it and feel the retro gaming nostalgia ...uhm... feeling.

It's been quite some time since Alter Ego hit the shelves and impressed the press. Have you designed any other video games since?

Well, Alter Ego was to be followed by a game called Child's Play -a humorous simulation about raising children, but Activision fell on financial hard times and had to be scrapped. The project manager was someone named Brenda Laurel, whom everyone first referred to as "The Lizard Queen" in the early days of the Internet.

Since then I have had some game ideas. One is finally coming to fruition. It's Internet based and code named K-OS.

K-OS? Will it be an MMO sort of game? Could you describe it briefly?

Only briefly. People purchase computer generated DNA. They feed, train and teach the creature that forms from it. The creatures meet in a virtual world on line, fight, consume each other's attributes until one becomes most superior. You know, the kind of touchy feely activities psychologists are known for.

Any idea when it should be available to psychologist adoring masses?

Well a lot depends on how much time I can slice from my media business which is doing quite well right now. My guess would be Winter 2007.

So, back to the old days, if you don't mind. Alter-Ego. How would you describe it in a couple of sentences?

Alter Ego was a life sim, written in a tongue in cheek style which permitted people to explore the consequences of their decision making. It was built on a foundation of hundreds of interviews I conducted with people about their most memorable life events. Combined with stuff I just made up!

And how did you decide to undertake such an apparently mammoth task? What was your inspiration? Your PhD in psychology perhaps?

Actually, it was the other way around--it was my love of game design and the prospect of making some money. Psychology was a way of breaking out of the pack of other designers.

Hehe... A cunning plan indeed!

Well, its more than that, although I am cunning. Technology is by nature an exploitative enterprise. You have to strike while the iron is hot and you need to innovate in order to achieve that. That is what juices me up about working in this business and that's why I rarely sit in a room with people who tell me about their anxieties.

Alter Ego, despite being critically acclaimed, didn't sell very well. Why do you think this happened?

It sold well enough to buy me a house and a car. However, it did not sell like Mortal Kombat.

Why? Well, the egoist in me thinks it was before its time. It was developed during a period of gaming that did not know what a game activity was. It came after the initial shoot em ups and after some Zelda like stories, but was quite different than both. People have been begging me for years to re-do it.

Actually, should you re-do it, it would still be innovative and unique... Creativity in the mainstream gaming media seems to be at an all-time low... Or not?

Well, a project like that needs some cash behind it. It would have to go through a big developer like Sony. It would also have to be multimedia because that's what turns people on -and well it should be- better for the nakedness and the killings and all. However, large developers wisely stick to their franchises--sports games, carjackings, and war themes. I don't know if it would make it past the funding stage.

Then again, the Sims did it... And it was the only truly successful spiritual child of Alter Ego.

Yes it was, damn it. Can't do the Sims again though; it would be me imitating an imitator of me.

How surreal and psycho-confusing....

Thank you. If someone would toss a few million my way, I am sure I could come up with something.

Which reminds me, have you played Timothy Leary's game? Actually met the man? Helped him with his game?

Only by phone. Tim was an interesting sort of fellow. Lots of ideas about technology but no real clue. On the other hand, I don't like people mucking about with my stuff, so I learned programming from the ground up. I am actually quite a technical person.

But where did you learn game-design and coming up with intuitive and never before seen interfaces?

I think game design is a function of a person's idiosyncratic way of living. To some, life is just one big game. HA!

Wow!

I just realized what that implies about Alter Ego.When I was younger I used to make up games to amuse myself and to torment my little sister.

Did you ever hit her with an Alter Ego manual, then?

No, she was already too old and strong to mess with.

Sisters, tsk... Like reviewers really. Remember any of the reactions and/or reviews back in the day Alter Ego was released?

We all grew up in Brooklyn and had to learn to street fight relatively early in life.

Oh people loved it, the reviews were excellent with the exception of two guys from Compuserve who hated it because it relied on manipulation and was nothing more than a simulation based on psychology. Imagine! I laughed my ass off when I read that review.

Besides laughing at reviews, what else did you enjoy from the Activision era?

Well, also, loved the perks. Activision was big on treating their designers like rock stars. It was hilarious that when we showed at Consumer Electronics Show in Vegas we were always right near the porn stars!

Now, one final question. Which games did you recently enjoy?

I like the online multies. World of Warcraft is a good game -causing quite a stir with parents who say their kids are too involved in it

Well, parents can be funny, but WoW is a huge and all consuming time sink....

Sure, but you can expect more of the same. People are becoming more vegetative, and the more they veg, the more they will be looking for these kinds of activities.

Now, that I've never thought. Quite the vicious circle really...

There's a reason televisions are getting bigger and bigger, and if you listen to Bill Gates everyone of them will have a web browser built in in just a few years.

Actually, quite a few anarchist believe that a color TV equals a black 'n' white life...

I can see that, but what's going to stop the deluge? Nothing.

I see. Now, care to add anything else?

Well, only that there will always be a fascinating interplay between people and the widgets they keep themselves occupied with -and in that there is still a lot to learn, explore and exploit.

Thanks so much for the interview. Oh, and good luck both with K-OS and Tendrilmedia!


Related @ Gnome's Lair: Takeshi no Chousenjou, Commodore 64 Guitar Hero, Re: Watergate Caper, more retro gaming features


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Runaway 2: The Dream of the Turtle Walkthrough

Hopefully you've already enjoyed the demo of Runaway 2 and probably even started getting all sucked into the shiny full version of this rather brilliant adventure game. I know I have. Apparently the people over at Eurogamer too. Anyway. Even though Runaway 2: The Dream of the Turtle isn't the most taxing of video games, a walkthrough would definitely come in handy. Well, here are three:
Related @ Gnome's Lair: Beyond the Spirit's Eye, The Ugly Prince Duckling, 2006 AGS Awards, walkthrough archive


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Mar 14, 2007

Nintendo Famicom: Takeshi no Chousenjou

the video game that broke every game-design rule
Takeshi no Chousenjou, Takeshi's Challenge in English (well, I think), was -and to this day still is- the only video game ever designed by film director Takeshi Kitano. The game was released in 1986 for the Nintendo Famicom and never made it to the west, as the inferior NES never featured a Karaoke capable microphone in its second controller. Unlike the game itself though, its notoriety reached us. Here's agent Wikipedia's report:
The game is infamously known for giving the player several ludicrous, near-impossible tasks to complete. Some examples include forcing the player to sing karaoke numerous times in a row (utilizing the second Famicom controller, that has a built-in microphone) and leaving the game at a certain point for one hour without touching the controller, as well as forcing the player to try jumping a precipice one pixel too short several dozen times, and hitting the final boss 20,000 times to defeat it.
Proper Dada game-design, huh? Well, that's what you get when your experiment with stuff (provided you're a creative genius, that is). Oh, and before you go googling for the game's ROM, have a look at this most interesting video.

Related @ Gnome's Lair: Mean Machines issue 0 PDF, 10 unsung Indiana Jones games, Encounter Zone DC, Retro Treasures


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Decker: a cyberpunk hacking freebie

Decker, a game mostly unrelated to Decker's Delight Links, definitely isn't a winner in the looks department. Or the sound department. But it's great. Thus, promptly ignoring its technical shortcomings is the obvious -nay, the wise- choice for both the enlightened reader and the mature gamer. For, you see dear gaming readers (or reading gamers), this game has dollops of gameplay, sports a lovely cyberpunk atmosphere, is very addictive and highly playable, while simultaneously offering a rare (and -unlike the forthcoming FPS stinker- proper) Shadowrun RPG experience. Graphics? Pah! William Gibson didn't need no stinking graphics.

Now, click this particularly obvious link and download Decker for free, load up your cyberdeck and hack to your wicked hearts' delight. Just make sure those ICE programs don't fry your brains.

Related @ Gnome's Lair: Star Wars Bloodlines, the best in online retro gaming, Alien Abduction gone freeware


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Mar 13, 2007

System Shock 2 2K7

System Shock 2 is better than Deus EX, more elaborate than any of the Thief games, scarier then Resident Evil and quite frankly more engrossing than the whole porn DVD collection of planet Earth. In short, it's a fantastic game. A brilliant one too. I mean, it's even got itself a Gamespot retrospective. Unfortunately though, what with being almost retro, its graphics have started to age and their late nineties 3D engine simply doesn't look that scary anymore. Oh, and WinXP, minor gameplay and sound problems have also managed to creep up.

Taking into account that the developers won't be easily threatened into producing a nice System Shock 3 (let alone the publishers...), the only realistic solution for the horror-RPG-FPS fan is to drag System Shock 2 kicking and screaming into 2007. Give it a face lift. And an aspirin. How? By injecting it with the proper mods, add-ons and fixes obviously.

Start (yes, you, dear horror-RPG-FPS fan) with the latest official patch and a rather similar WinXP/2000 fix and only then move on to the much needed sound upgrade, via the SS2 DeepFriedBeer mod. Having a more stable and beefier sounding game, this should be the moment to reflect on life's intricacies, while simultaneously installing the excellent Straylight mod. This one fixes and rebalances a huge number of anomalies, discrepancies and bugs, all while staying true to the developers intentions.

As for hugely improved graphics, these can be achieved through the combined use of SHTUP's (Shock Texture Upgrade Project) high resolution textures and Rebirth's brand new detailed polygons. Oh, and by having one of those spanking new Pentium 3 ninja-PCs...

A Rebirth high-poly model

The SHTUP effect

Related @ Gnome's Lair: The Kipper and the Corpse, Starfox: Shadows of Lylat, Baldur's Gate I in high-res


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