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Sep 092011
 
Ichigo kurosaki

Bleach is a Japanese anime focused on the life of teenage Ichigo Kurosaki who discovers he has special powers and throughout the show sees those powers grow as he faces challenges and battles against powerful supernatural beings.

In the story, there are thirteen court guard squads, each with a captain and a lieutenant at the head. Ichigo fights against the same enemies as these squads, but sometimes comes into conflict with them and their leaders. Whenever a situation threatens someone’s life, or the very existence or the world as we know it, the Emperor who rules over the court guards rules in a way that seems to intentionally hamper the pursuit of right over wrong.

A typical conflict more or less follows this sequence…
– An innocent person is accused of doing something wrong and the laws are strictly applied, resulting in that person being hunted down and/or put into prison
– One of the subordinate leaders, or an “outsider” (e.g. Ichigo) acts despite their orders or rules, and initiates a rescue or other actions to clear the accused person’s name
– Some of the captains or other outsiders rally around the rebel and help in the cause, out of devotion to the accused individual or to save a world or dimension that is in peril
– Throughout this, the emperor continues to enforce the rules, refusing to intervene and even seems to impair those attempting to do the right thing
– Eventually, the rogue group succeeds

Given that the efforts inevitably lead to a successful outcome, we can draw two possible conclusions:
1. The leader is worthless
2. The leader is a genius at developing his captains

Have you ever been asked to do something, or inspired/provoked to go against the grain to prove your point about something to your boss? Maybe you were so determined that you worked extra hours to crunch the numbers, or came to work on Monday with a counter-proposal you worked on all weekend. When this happens do you feel grateful or frustrated? You should say “thank you” because you’ve just grew a little bit.

Perhaps the emperor’s approach is obvious to Japanese viewers, but to Western viewers, it must seem that the emperor should be replaced with someone who has a clue. I suspect he is creating the situations and watching to see who the real leaders are. Interestingly enough in the story, they tend to be the youngest ones.

Sep 042011
 

Portal 2 remained dormant in my cabinet far longer than I ever expected it would. I regret this. It doesn’t deserve to be treated that way, no great game does.

While GlaDOS waited patiently, accumulating dust and slipping ever so quickly into the back of mainstream culture, I played L.A. Noire. I thought it would be quick. I assumed it would be a couple weeks, at the most, of me busting bad guys, wearing fedoras, and marveling at post-World War II Los Angeles. And it was all that and more, for a while — before my interest in the game plummeted off a cliff, dragging my freedom to play other games down with it.

This has always been a problem for me. As I grew up I had it hammered into me that you don’t quit something you’ve already started and made a commitment to. If I joined a soccer team and didn’t like it, that was too bad. I was going to finish out the season, whether I liked it or not. It was a good life lesson that has stuck with. However, sometimes it materializes in ways that it was not intended.

My obligation to L.A. Noire came from the fact that it starts off as a great game. While playing through the homicide cases, I was primed to gush about it being my favorite game of the year. It was a great story arc, the only one the game needed. It was so good that carrying on after that was destined to be a letdown. The cliff was built into the game. I had no chance of avoiding it.

Once Cole Phelps transferred to vice, the game was no longer compelling to me. Yet, I trudged forward. Whether it was obligation, or denial that the game was no longer interesting, I kept playing. I finished the vice desk, did my thing in arson cases, and just kept pushing forward, hoping evermore that the game would conclude. But, each case started taking more and more real world time. My interest was fading. And slowly, I just stopped playing altogether.

Weeks went by without me progressing. But, it continued to hold my console’s tray hostage. No other single player games were allowed in until a conclusion was reached with this one (I was still playing some co-op every Saturday — my only gaming during this time).

Finally, I pushed through the blockage. I reached a conclusion. L.A. Noire had to go. It was time for Portal 2.

In the sharpest of contrasts, I blew through Portal 2’s single player campaign in a week. It’s a fairly common stance to love Portal, so I won’t waste your time gushing. There is one experience that I want to share, though. A small, highly insignificant achievement I earned along the way might be the most memorable moment of the entire game. I’m not even sure if the term, “achievement” describes it accurately. It was more of a notification of an action. But to be perfectly honest, it was a flat out mocking of my gameplay. The achievement was meant to laugh in the face of the player for blindly following the game and its narrators, for trusting in the instinct the player has built over years of gaming. My actions were automated. I have no recollection of making a choice; my thumbs just did it. And, the game reacts with an achievement cackle.

Most achievements are bread crumbs to reinforce the player that they’re doing the right thing. Or, they exist to superficially enhance a game’s replay value. They are not utilized as a creative aspect of a game capable of delivering its own unique experience. They’re one off blips at the bottom of my screen that increase my gamerscore. Not this achievement, however. It served a greater purpose within Portal 2’s narrative. It left me laughing, shaking my head, and slightly embarrassed — which means I was happy my wife wasn’t there to razz me about my ineptitude. But it also showed me that achievements can be more, and should be more. With a simple 5 point achievement, Valve has changed my perspective of what achievements can accomplish.

 Posted by at 8:14 am
Aug 282011
 
FIFA Soccer 12

Older readers may think this blog title is the name of a 70’s disco-funk band. Sorry to disappoint, but it *is* a start at thinking about the importance of the steps that lead to the success of an important (for fans and studios) release – especially for a sequel or new episode where fans’ expectations can only be for something better that they previously consumed and raved about.

When a successful title has a number after it – either to indicate a calendar year or sequence number – that breeds an expectation of a followup. Sometimes these hopes are shattered by unforeseen circumstances, such as when the EA Madden franchise got exclusive NFL rights and neutered ESPN NFL 2K5 (arguably the better football title that year) from having any progeny. But, for the most part, there is financial and social pressure for the next edition to appear. Annual updates, such as those for sports titles, are enslaved to unforgiving deadlines to deliver the good in time for the new season. Many non-sports titles are less disciplined about forthcoming releases, and may have good reason such as the availability or home-grown creation of new technologies that will wow fans and justify spending 50-70 bucks on a triple A title.

The subject of this post centers around the upcoming FIFA 12 release, although I expect many qualities and experiences would be similar for other titles and genres such as the next Portal, Battlefield, etc.

Like a little seedling, conversations and speculations arise on the internet through forums and game critique websites. Some gameplay video may even get “leaked’ (wink-wink) to generate some pre-buzz. The first big moment happens at E3. People get to see in-person glimpses, reviewers and business partners get some hands-time, and interviews let the devs and projects leads tell their stories about what’s great this time around. FIFA 12 introduced a “new” technology with a catchy name to make a clear distinction about what’s going to be better in the game play. IMHO EA did a superb job providing videos and developer interviews explaining the Player Impact Engine – which provides more realistic reactions when players get tackled on, as well as Pro Player Intelligence, which guides AI players on the field to make decisions based on the attributes of the other players on their team, such as an AI player deciding whether to cross the ball to a tall teammate (e.g. Peter Crouch) in front of goal, versus passing the ball back to a skilled outside shooter. Precision Dribbling, Tactical Defending and a new Career Mode add enough firepower to warrant the new purchase. You can see what I’m talking about in this YouTube video. The final ploy to get your hard-earned dollars, and prime the revenue pump is the $20 credit you get when pre-ordering through Amazon.

Summarizing, EA seems to have hit on all cylinders by generating some internet buzz, having good demos at E3, putting lots of new-feature videos on the internet, personalizing their message by involving their dev leads, and providing a nice $20 reward for pre-ordering. The only thing I can criticize is the unimaginative and repetitive box art.