• feature
  • WEDNESDAY NOVEMBER 12 2008 6:00 PM

Wil Wheaton's Geek in Review: When the MCP Was Just a Chess Program

Hey, remember me? My name’s Wil, and I used to write about geek stuff once a week. Well, now I’m doing it once a month. It’s good to be back.

My extremely active imagination was forged in the playground fire of a childhood spent weak and strange. I read books while other kids played football; I played and wrote computer games while other teens went to makeout parties. While I couldn’t get to second base on the kickball field at school or in Justine Baker’s house, by the end of middle school I had taken the One Ring to Mordor, destroyed the Death Star, and designed and populated countless dungeons.

The real world was a pretty miserable place for a kid like me. I did everything I could to find ways to step out of it: one page at a time in a book or one quarter at a time in the arcade, the more immersive the game, the better. I was never a huge fan of Battlezone’s gameplay, but it remains the closest I’ve ever come to actually driving a tank. I always favored the sit-down versions of games like Pole Position, Spy Hunter, and Sinistar. They felt more . . . real . . . than their stand-up brothers, providing a cleaner escape from the kids at Pinball Plus who took pitiless joy in pointing out that my shoes were Traxx from Kmart, not Vans from the mall.

While game designers and arcade owners did all they could with cabinet systems and sound design (I defy anyone to tell me they didn’t want their Slush Puppy “shaken, not stirred” after a particularly rousing round of Spy Hunter, with music blasting behind their heads, their feet jammed down on the gas, and imagined breezes blowing through their feathered hair), it was our imagination that did most of the work of creating the alternate reality, especially on our console systems at home.

The earliest video games didn’t just encourage us to use our imaginations when we played them, they forced us to. Yar’s Revenge, the best-selling original title on the Atari 2600, has simple yet entertaining gameplay, but it was supported by an extraordinarily rich backstory, turning it into one chapter in an epic struggle for cosmic justice. When I was 9, I wasn’t just chipping away at the shield while I readied my Zorlon cannon; I was helping the Yar extract revenge on the Qotile for the destruction of their planet, Razak IV, as illustrated in the comic that came with the game.

When I was 10 or 11, I arranged a TV tray, a dining room chair, and a worn blanket to make a small tent in front of our 24-inch TV set. I carefully moved our Atari 400 onto the tray and plugged Star Raiders into the cartridge slot. I flipped the power on, picked up the joystick, and booted up my imagination as I sat in the command chair of my very own space ship. For the next hour, I was a member of the Atarian Starship Fleet. I was all that stood between the Zylon Empire and the destruction of humanity. Through my cockpit’s viewscreen (developed at great expense by the RCA corporation back on Earth) I blasted Zylon starships and Zylon basestars, and I would have defeated them all, if my meddling mother hadn’t made me stop and eat dinner!

Over the years, I built bigger and better immersive environments for myself, using transistor radios and walkie-talkies to complete a cockpit with a Vectrex as the main viewer. I made maps of whatever jungle I explored as Pitfall Harry and hung them on my bedroom walls. I created star charts and galactic maps for everything from Asteroids to Cosmic Ark. When I copied game programs out of Antic magazine, I dimmed the lights and did it in the dark, because that seemed like something real hackers would do. (This probably explains a rash of headaches suffered by real hackers throughout the ’80s and ’90s.)

In 1984, after cutting my teeth on the Atari 400 and TI-99/4A, I got my first Macintosh computer. While it had word processing and drawing ability like nothing I’d seen up to that point in my life, it didn’t have any real games, and its programming environment was confounding to the point of uselessness. There wasn’t enough combined imagination in the world to make MacVegas fun, especially when my friends with Commodores and PCs could show off a game like King’s Quest. I was despondent.

My disappointment softened when I discovered Macventure games by ICOM Simulations: DeJa Vu in 1985, Uninvited in 1986, and Shadowgate in 1987. While these games weren’t as technologically advanced or immersive as some in the arcades, they gave me access to worlds that were richer than the ones I’d visited before. They felt less linear, less finite, and engaged my imagination in ways I hadn’t felt since I built my first Atarian Starship in our living room so many years before. And when I finished them, I got a diploma that I could print out – slowly – on my dot-matrix Imagewriter.

As I grew older and came of age in the ’80s, I looked to gaming more for stimulation and entertainment than for escape. I was still attracted to immersive environments, though, and loved games like Defender of the Crown and NeTrek. Around 1988 or 1989, an unlikely game captured my imagination and transported me to another world like nothing had before. Maybe it’s because I was such a huge geek, maybe it’s because I’d been reading Choose Your Own Adventure books since I was in fourth grade, or maybe it’s because I was working on Star Trek every day and my imagination was constantly in an excited state, but Infocom’s The Lurking Horror completely pulled me into its virtual world. It was just green text on a black background, and there wasn’t even any sound, but I was Flynn to its MCP. I spent hours – okay, days – exploring G.U.E. Tech and the nightmares therein. My imagination took the words and created something scary and real. I had finally found the totally immersive game I’d been looking for my entire life in my fragile eggshell mind, where I got to control everything from the sound of a floor waxer to the darkness of the steam tunnels. After I finished it, I played every interactive fiction title I could get my hands on, from Zork to Leather Goddesses of Phobos to Planetfall to The Hitchhiker’s Guide to the Galaxy. (I think I’ll get over Macho Grande before I get over my inability to capture the babelfish without using Invisiclues™.)

My kids live in a very different world than I did. Their immersive, narrative gaming experiences are the space shuttle to my paper airplane. Several months ago, I showed my 17-year-old stepson some of the classic Infocom games that I loved when I was his age. After growing up in a world where our Xbox 360 is more powerful than every console I owned in my entire childhood, combined and squared, he could appreciate the historical significance but was otherwise unimpressed. (“This is what gaming was for you? That’s weird.”) I was a little saddened, but it quickly passed. After all, when I was his age, I could only dream of one day putting myself into a living, breathing world like Liberty City. It’s a consequence of progress, I guess, and I’m sure that one day he’ll show my incredulous grandchildren these games he used to play that were confined to a television set. (“You had to use an external console, not a chipslot? That’s weird.”)

As I wrote this column, I got a jones to hop in a bathysphere and spend some time back in Rapture. I already finished Bioshock once, but it wasn’t the plasmids or the music or the visual design that pulled me back; it was the story. It was a desire to experience Andrew Ryan’s world once again, to find every single diary and explore every single room, to feel like I was back under the sea in that incredible place.

I played for several hours one day, discovering some new areas and reliving some half-remembered favorites. I eventually found myself under Sander Cohen’s spotlight, pulled away only when my wife asked me – for what was apparently the third or fourth time – to come to dinner. I saved the game and shut down the console. After we ate, I grabbed my controller, and prepared to go back to Fort Frolic.

What I found was worse than a room filled with Splicers: the dreaded Red Ring of Death. To anyone who doubts the narrative power of modern video games, I submit myself: I felt like I was in the middle of a book, only to have it ripped from my hands and thrown into a fire. I felt like I was watching a movie, only to have the film catch and burn through somewhere in the fourth reel. It was fabula interrupta.

Waiting for my 360 to get back from the gaming doctor and restore my access to Rapture and points beyond isn’t as bad as one might think, though. I still have all my books and movies and hobby games and other nerdly escape routes. And, I confess, I keep a Z Machine interpreter on my Mac, so I’m never too far away from an open field west of a white house, with a boarded front door.

Wil Wheaton imagines there’s no heaven.


  • news
  • SATURDAY FEBRUARY 16 2008 6:00 AM

I need Wiihabilitation!!!



Does anyone need yet another excuse to go out and buy a Wii? If you're looking for a vital reason to give your parents, here it is.

USA Today is reporting that the Wii is a very useful tool in rehabilitation.

What are they calling it?

Some call it "Wiihabilitation."


Many patients don't like Physical Therapy. Having personally dealt with PT, it becomes extremely boring very quickly. The activities performed can create painful experiences, and due to the simplicity of the exercises, the mind really has nothing else to concentrate on.

Many patients say PT — physical therapy's nickname — really stands for "pain and torture," said James Osborn, who oversees rehabilitation services at Herrin Hospital in southern Illinois.


It's the truth. I think that some of the Physical Therapists work a night job as dominatrices. They enjoy their day job a little too much. The Wii does you the favor of giving you something to concentrate on while performing activities to help you recover.

Using the game console's unique, motion-sensitive controller, Wii games require body movements similar to traditional therapy exercises. But patients become so engrossed mentally they are almost oblivious to the rigor, Osborn said.

"When people can refocus their attention from the tediousness of the physical task, oftentimes they do much better," Osborn said.


The article goes on to describe how the Wii is beneficial in helping wounded soldiers.

Pfc. Matthew Turpen, 22, paralyzed from the chest down in a car accident last year while stationed in Germany, plays Wii golf and bowling from his wheelchair at Hines. Turpen says the games help beat the monotony of rehab and seem to be doing his body good, too.

"A lot of guys don't have full finger function so it definitely helps being able to work on using your fingers more and figuring out different ways to use your hands" and arms, Turpen said.

At Walter Reed Army Medical Center, the therapy is well-suited to patients injured during combat in Iraq, who tend to be in the 19-25 age range — a group that's "very into" playing video games, said Lt. Col. Stephanie Daugherty, Walter Reed's chief of occupational therapy.

"They think it's for entertainment, but we know it's for therapy," she said.


It doesn't stop there. The elderly are using the Wii to get healthy, and one of the side effects is the elderly are using it to bond with the grandkids.

"It really helps the body to loosen up so it can do what it's supposed to do," said Billy Perry, 64, a retired Raleigh police officer. He received Wii therapy at WakeMed after suffering a stroke on Christmas Eve.

Perry said he had seen his grandchildren play Wii games and was excited when a hospital therapist suggested he try it.

He said Wiitennis and boxing helped him regain strength and feeling in his left arm.

"It's enjoyable. I know I'm going to participate with my grandkids more when I go visit them," Perry said.


Although excessive Wii'ing does have some side effects. I have seen these effects first hand while hooking up a friends system, and letting her win the first couple games of boxing. The conversation the next day included "Are you sore from playing Wii?" I guess it really is exercise.

There are other cases too.

Meantime, Dr. Julio Bonis of Madrid says he has proof that playing Wii games can have physical effects of another kind.

Bonis calls it acute "Wiiitis" — a condition he says he developed last year after spending several hours playing the Wii tennis game.

Bonis described his ailment in a letter to the New England Journal of Medicine— intense pain in his right shoulder that a colleague diagnosed as acute tendonitis, a not uncommon affliction among players of real-life tennis.


It is good to see the Wii being put to use to help people who have been injured or are in need of some light exercise, like the elderly. It also does a wonderful job of bringing friends and family together and creating memorable moments!

Just remember kids, Wii in moderation. To much Wii'ing will make you go blind, uhm, I mean, give you tendonitis.

DevilsReject totally lets his friends beat him at any Wii game, just to make them feel better about themselves.

  • news
  • SUNDAY JANUARY 20 2008 9:00 AM

Microsoft Offers Free Xbox LIVE Arcade Title for Outages



Earlier this month Microsoft’s Xbox LIVE service was unreliable at best. Users were greeted with either frequent Yo-Yo disconnects (Connected! Not connected. Connected! Not connected.) or cryptic messages about Windows LIVE IDs - just in time for the post-Christmas present game-fest.

As they attempted to address the situation, Microsoft assured their loyal players that it was not the result of hackers or hardware failure, but the “largest sign-up of new members to Xbox LIVE in our 5 year history,” according to LIVE’s manager Marc Whitten. And instead of a simple apology, they decided to hand every LIVE subscriber a free game for their trouble.

We’re pleased to announce that from 2:00 a.m. PST Wednesday, January 23, 2008 through 11:59 p.m. PST, Sunday, January 27, 2008 you can download the full version of the recent Xbox LIVE Arcade game, Undertow free of charge.


The game description, from Xbox.com:

Undertow is a fast-paced action-shooter that sends you underwater as you battle up to 16 players for control of the oceans! Non-stop conquest-style battles push the envelope of onscreen effects and combat action and boast some of the most stunning graphics ever seen in an Xbox LIVE® Arcade title.


punk invites Xbox enthusiasts to check out the Xbox Et Al Group.

  • news
  • WEDNESDAY JANUARY 9 2008 9:00 AM

The PS3 Gets a Faceful of Wii in '07



Amidst all the hoopla in the $40 billion global video game industry, it seems Santa doesn't care about Blu-Ray or overpriced consoles either.

Nintendo's Wii, the little arm-waving, ass-shaking system that could, outsold Sony's Playstation 3 by more than three to one in Japan in 2007, regaining first place in total sales. Mario & Co. couldn't be happier.

Nintendo's Wii outsold rival Sony's PlayStation 3 (PS3) three-fold in Japan last year, helping the country's multi-billion dollar video game market to notch up its best ever year, a survey showed Monday.

Nintendo sold about 3.63 million Wii consoles in its home market in 2007 while Sony sold 1.21 million PS3s, according to magazine publisher Enterbrain.

The Wii also trounced the PS3 more than three-fold in the key year-end sales period between November 25 and December 30, selling 774,123 Wii consoles against Sony's sales of 232,421 PS3s, the survey showed.


Nintendo enjoys the same 3-1 margin in sales against Sony in North America. When your system can't last long enough on shelves to gather dust (and customers are left sucking the dubious cash cow cock of chain stores to buy overpriced "bundle" packages), you're doing something right.

Or, you know, your company fails at increasing supply to meet demand.

I happen to have a sunnier disposition where the Wii is concerned. Mostly because I camped out for 12 hours outside the nearest Target that fateful November morn to be #2 in line. Your personal experience may differ.

"Consumers both in Japan and overseas are still attracted by the Wii, which remains a fresh concept," said Hiroshi Kamide, a game analyst at KBC Securities.

Sony "either has to slash the price further or increase the number of games available, which is something software makers are reluctant to do" because there are too few owners in the US to make it worthwhile, he added.


Kamide also notes the Xbox 360 is still going strong this side of the pond. That's right. Microsoft is still #1 in the US, selling more than 4 million units this past holiday. However, Bill Gates' little "Red Ring of Death"ed love child is still holding the rear in the Land of the Rising Sun.

Microsoft sold 257,841 Xbox 360s last year in Japan, continuing to struggle on its rivals' home turf two years after the console's launch, the survey showed.


Not to mention the problems they encountered with Xbox Live outages.

Video game blogs such as Joystiq recently reported that users had a slew of problems with the site over the holidays, including trouble signing in, downloading media and getting matched with online opponents.

"We are disappointed in our performance," wrote Marc Whitten, general manager of Xbox Live, on the Xbox 360 support Web site.

Whitten said record-breaking traffic and new-member sign-ups caused the "intermittent Xbox Live issues.".


Much like the storied sports rivalries of old, the fight between the Big Three and their loyal fanbases is everlasting. I don't know about you, but I'm too busy killing zombies and saving princesses to go throw the ball around.

thefreak owns 15 different gaming systems. He's a bigger dork than you.

  • feature
  • WEDNESDAY DECEMBER 5 2007 12:00 PM

Wil Wheaton's Geek in Review: For Those About to Rock

With the holidays fast approaching, the question facing wannabe rockers and those who would buy gifts for them is clear: Rock Band, or Guitar Hero III?

It’s not as simple as it may seem. Both games have strong and weak points, and while they both have The Rock[1] in common, they are distinctly different games, and choosing which one is right for you or your favorite lil’rocker[2] can be a difficult proposition. Since we’re talking about a substantial amount of money here – though the GH 3 360 bundle has an MSRP of $89 and the Rock Band Special Edition has an MSRP of $160, both are in limited supply and are going for Tickle Me Elmo prices online – I thought I’d use this week’s Geek in Review to review both games, highlight their differences, and justify to my wife why I’ve played both of them so much in the last two weeks, I have a serious RSI in my right forearm and wrist.

Note: I have the Xbox 360 version of each game, so that’s what I’ll be referring to in this column.

Let’s begin with a few similarities: both games have outstanding set lists, featuring a good balance of current and classic rock songs at various difficulties. A big part of the fun for me in these games is unlocking new songs as I play without knowing what’s coming up next. If you’re like me, you won’t want to see the complete Guitar Hero III setlist, or the complete Rock Band setlist.

However, you may want to know that both games feature songs from Metallica, The Killers, The Rolling Stones, Weezer, and a few others. Only one of them has extra cowbell, though.

Both games also work with the wired and wireless Guitar Hero controllers on the 360, though I’ve heard complaints that there are some issues with the PS3’s wireless controllers, giving PS3 owners what they deserve for buying a big stupid blu-ray player with some gaming thrown in as an afterthought.[3] Both games regularly release new songs through the Xbox Marketplace, and so far, I’ve found Rock Band’s DLC to be vastly superior to GH 3’s.

Both games have fun career modes for single and multi-player, and since that’s where the similarities end, let’s look at them both on their own merits.

Guitar Hero III: Legends of Rock.

This is the fourth Guitar Hero game (if you count this summer’s profoundly disappointing Rocks the 80s) so players know what to expect: pick a rocker, grab a guitar, and start working your way through setlists of increasing difficulty on your journey to Guitar Legend (which doesn’t sound as cool as Rock God, but if you get all the way to the end on Hard or Expert, you’ll feel like one. Trust me.)

What’s Back
Several of your favorite characters have returned, including Lars Umlaut, Johnny Napalm, Casey Lynch (who gets a serious hotness upgrade) and Judy Nails (who gets a serious boobies upgrade.) The rock store, where you can buy bonus songs, guitars, costumes and rockers has also returned. The basic style of play is unchanged, and Neversoft (which replaced Harmonix when they split off from RedOctane) did a great job with all songs. The hammer-ons and pull-offs function the same way as they did in GH 2, but the overall difficulty has been ramped up quite a bit. I read on the ‘tubes somewhere the suggestion that GH3 Hard = GH2 Expert, and I can mostly agree with that.

What’s New
The graphics have gotten a serious upgrade from the last time around, and it’s stylized without being too cartoony. There are a couple of new characters, all-new venues, and a new storyline with awesome cutscenes that tracks your band’s rise, fall, redemption, and . . . well, I don’t want to give away the ending, but it’s fun and cool.

Two completely new additions to the game are the Boss battles, and the Career Co-op mode. The Boss battles pit you against real-life rockers Slash, Tom Morello, and a mystery opponent, in a face off that replaces star power with battle power. When you play against these guys (or against a friend in multiplayer) you don’t get stars to increase your score and get the audience on your side. Instead, you collect different ways to fuck with the other guy, like the Whammy, which forces him to wail on the whammy bar before he can play any additional notes, and the Amp Overload, which causes his fretboard shake and notes to blink, making it insanely difficult to play them correctly. Personally, I hate the battle mode, but I also hate the Red Hot Chili Peppers and that damn screaming Emo music, so clearly I do not have my finger on the pulse of the damn kids today. Both of my kids (16 and 18) think Battle mode is awesome.

Career co-op mode takes the old co-op mode but gives you encores songs that can only be unlocked when you play with a friend, and an entirely different set of cutscenes. I liked it, because it added the sense of achievement I got while playing through the solo career mode to the fun I have rocking out with a friend (or, more frequently, one of my kids.) Unlike Rock Band, players don’t have to pick an instrument and stick with it, so you’re free to switch off between bass and guitar from song to song.

What Rocks
Nearly all of the songs are performed by the original artists. If you think that’s not a big deal, go play Guitar Hero II and report back. Five paragraphs, double-spaced, please.

Though the setlist is obviously focused on songs with blistering solos, it’s still a well-balanced collection of different genres and difficulties. Each song is accompanied by the year it was released, which is a minor detail that I nevertheless appreciated.

Poison frontman Brett Michaels did motion capture for all the male singers in the game, and I can honestly say it’s the first thing he’s ever done that I thought was awesome.

Sonic Youth’s Kool Thing. I know, I know, I said I wouldn’t spoil any of the setlist, but this song is so fucking awesome it deserves special mention in this section, because it’s not the sort of song that you’d expect to find in this game. Now, if they’d only give us some Bauhaus . . .

What Sucks
The audience. They didn’t put anything new into this subroutine to improve on the crowds in GH2. Everyone moves around in exactly the same way, looking like one person replicated over and over again, sort of like a gathering of Ron Paul fanatics.[4]

The vocal on Pride and Joy is so bad, Zombie Stevie Ray Vaughn was recently spotted prowling the Texas countryside, looking for revenge.

When you go from the penultimate setlist to the final setlist, the difficulty explodes, and songs cross over from “challenging-but-fun” to “oh my fucking god why can’t I get past 90% on this?” I suppose it gives a sense of real accomplishment when you finally make it to the final boss battle, but I just found it demoralizing. That’s not to say the songs are bad. Three of the songs in that setlist are my favorites in the game, even if they’re so damn hard to play I want to smash my controller like I’m a member of The Who.

Finally, my biggest complaint about the game: there’s advertising everywhere, and while I don’t mind that sort of thing where it makes sense – like Ernie Ball strings, and Gibson guitars – there’s stuff that feels totally out of place, like all the Pontiac crap in one level, or obviously intrusive, like the cans of Red Bull that seem to end up littering every single stage.

Guitar Hero III continues where Guitar Hero 2 left off, and it rocks just as hard. I can say with complete confidence that if you like any of the games in the franchise, the latest installment won’t let you down, and will seriously rock your socks off.

Rock Band
Because Rock Band exists in a world that’s already seen four Guitar Hero games, is seen as a natural competitor to that franchise, and wouldn’t exist if not for Guitar Hero’s success, it’s nearly impossible to let it stand entirely on its own merits. No matter what, it’s going to be compared to Guitar Hero, which is a shame, because while there are similarities, Rock Band is an entirely different game, that’s satisfying to play for entirely different reasons. It's not just Guitar Hero with extra instruments; it's much more.

Rock Band takes Guitar Hero III’s career co-op, and adds singing and drums. There’s a solo mode where players can choose one of the different instruments and work their way through different setlists, but it’s not nearly as fun as multiplayer. In fact, to steal a phrase from Penny Arcade’s Tycho, this game needs to be played with other people, because that’s where it shines.

Bass and guitar is exactly what you’d expect, and if you’re familiar with their Guitar Hero counterparts, you should feel right at home. Rock Band isn't nearly as forgiving as Guitar Hero 2 and 3, though, and the hammer ons and pull offs look and respond very differently than what you're used to. This will probably put some people off, but I adjusted fairly quickly.

Rock Band ships with a guitar that’s modeled after the Fender Stratocaster, that is decidedly different than the controllers you’re used to. I like it, but it takes a lot of getting used to. This is one of the many areas where Rock Band’s comparisons to Guitar Hero hurt it: the controller looks and feels good, and has a nifty 5-way switch that lets you apply effects like echo, wah wah, and chorus to your solos. There are also tapping buttons high on the neck that can be played without strumming during solo sections, but players who are unwilling to adjust to the new axe won’t ever get to enjoy those little tweaks.

Players who choose to sing will get a microphone and will be scored on pitch and annunciation. Unlike some other karaoke games, you can’t just hum your way through songs and expect to get a good score, so if you don’t know the words to a song, find someone who does. We had a lot of fun setting up a rudimentary mic stand (built from a box kite tube, some bungee cords and a chair, naturally) and taking turns singing while we played guitar or bass, but at the more advanced difficulties, you’ll want to focus on just one instrument to get high scores and unlock new gigs. And singers? In some songs, you’ll get to bang your microphone like a tambourine . . . or a cowbell. Yeah, that’s right: a cowbell.

The drums are my favorite instrument, and I’ve heard real drummers say that if you can play the drums in Rock Band on Hard, then you can play the drums in real life. When you drum, you’ll see a vertically scrolling section just like the guitar and bass players. You play notes by banging drum sticks on colored pads that sound like toms, snares, crash and ride cymbals. There’s also a foot pedal that thumps like a bass drum. The best part about being a drummer is releasing Rock Band’s version of starpower, which is cleverly called “energy.” When you build up enough “energy,” your section will switch to four glowing vertical bars of color [5] indicating that you can imrpovise a drum fill. This is so much fun, because it gives wannabe drummers like me a chance to play along with a real song, and then add whatever flourish we feel like bringing to the song before hitting the crash cymbal and sending our score into overdrive.

Rock Band lets you do all of this with 58 songs – 51 of them by the original artists – and a shitload crapton of downloadable content, which Harmonix has pledged to keep updating every week from now until the end of time. Already, they’ve released songpacks from Bowie, The Police, Metallica, and Queens of the Stone Age. Eventually, players will be able to purchase entire albums, starting with The Who’s Who’s Next.

What Rocks
Multiplayer, baby. It’s all about the world tour, where you get to name your band, give it a motto, and fill it with characters you and your friends have created.

The loading screens are pictures of your band in action, and they add a level of realism to the “I’m in a rock band” fantasy that will put a smile on your face if you’re willing to commit to it. I squeed a little bit when I saw a loading screen with my band’s name – and my character – on a billboard.

Customizing your band and characters. There are countless graphics to choose from, so you can design an original logo (perfect for the inevitable T-shirt sales) for your band. As you progress through the game, you can customize your characters with tattoos, haircuts, and costumes. There are so many options, you can make your player look like a reasonable recreation of you in real life[6], or you can mold yourself after your ultimate rocker (I made myself look like Elvis Costello, because I don’t want to go to Chelsea.)

The Big Rock Ending: At the end of certain songs, you’ll be presented with an opportunity to blast out one of those huge endings that brings the house down. What makes it really cool and fun is that you get to just wail away on your instrument to build up a huge bank of points . . . which you only get to collect if you hit s randomly-assigned note or series of notes at the end of it all. If your whole band pulls it off, you can get tens of thousands of points and a huge cheer from the audience. If any one of you misses it, though, you won’t get the points, and you’ll just hear crickets.

The artwork is magnificent, and the set design in each venue rules. In some songs, your lead singer will even leap into the audience, just like a real rocker.

When you are really rocking, the audience will actually sing along with you. This is seriously cool, but if you have 5.1 surround, it cranks up to 11 on the awesome scale, as it seems to come from all around you.

What Sucks
There are some minor annoyances in multiplayer. For instance, if I start a session as a guitarist, I can’t switch my character to drums for one song without signing out and logging back in, and if I’m the band leader, I’m stuck with one instrument for the life of the band. That’s stupid, and the game would be much more fun for casual players if we could choose what instrument we’d play at the beginning of each song.

To unlock new venues, your band must amass a certain number of fans. The number of fans you gain each gig is determined by the difficulty level of each member of your band, so you reach “fan caps” where the game comes to a halt until you can successfully play at a higher difficulty level. For some players, this isn’t bad at all, and is a good motivator to try harder levels. For casual players, though, it totally sucks. I know plenty of people who love to play on Hard, but have no interest in playing on Expert. The way I understand this, unless Harmonix removes the fan cap (which I think they’ll have to do, eventually) some people won’t ever be able to experience the entire game. That’s just fucking retarded. Not everyone wants to play the game on Hard or Expert settings, and preventing those people from enjoying the game the same way Hard and Expert players do is stupid and wrong.

There is an even bigger problem, though, that almost breaks the game for me: it’s infuriatingly repetitive in multiplayer career mode, especially at the beginning. As you advance through different cities and unlock new gigs, you’ll be faced with challenges, where the audience randomly picks songs for you to play. The RNG that decides the songs is thoroughly fucked, and frequently results in forcing you to play the same song three times in 30 minutes. If it’s a song you love, not such a big deal; but if it’s a song you hate – like Wanted, Dead or Alive, for instance – you’re screwed. If you’re trying to introduce new players to the game who are used to Guitar Hero’s “one and done” approach to playing songs, it can be a massive turn off. In fact, this problem has driven both of my kids and all of their friends away from Rock Band. While some people claim that playing the same songs over and over again is realistic and more like being in a real band, I totally disagree. I’m not looking for a perfectly realistic recreation of being in a band, I just want to experience the fun of playing songs that I’d never be able to play for real with my friends. I want to play Don’t Fear the Reaper and Won’t Get Fooled Again, and I don’ t want to have to play Celebrity Skin fifty fucking times to get there.

I have a solution to this, though: the game should ask itself if a particular song has been played in the last two hours. If the answer is yes, it chooses a different song for your band to play. See? Done and done.

Those two annoyances aside, I just love Rock Band. I love the feeling of pointless accomplishment I get when I see I’ve gotten 100% on a solo, or improvised a particularly wicked drum fill. Mostly, I love the way Rock Band lets me pretend like I’m in a real band, playing for real people on a real world tour. In fact, to fully enjoy it, you and your bandmates should totally commit to the fantasy, and rock out as hard as you can while you play; it’s the only way to unleash the game’s full potential.

The bottom line.
These are very different games, and I like them both for very different reasons. If you have friends who can consistently get together with you to play, Rock Band destroys Guitar Hero. If you’re going to be playing alone, or if you’re buying for a teenager who thinks the greatest achievement in life is getting 5 stars on Buckethead in Expert mode, mashing guitar buttons like we used to mash Street Fighter buttons, then Guitar Hero III is a clear winner.

Whatever you choose, you’re going to get a great game that’s a ton of fun to play. For those about to rock, I salute you.

[1]That would be the music type of The Rock, not the kind that wants you to smell various things which are cooking.
[2] I say “lil’rocker” because it conjures up images of those adorable, chunky plastic toys, and let’s be honest: that’s how people view us when we’re shredding our balls off during a solo on Expert.
[3] Yeah, that’s won’t arouse any passions, will it?
[4] I’m feeling randy today. Ron Paul supporters and PS3 owners? Look out, Truthers. You’re next.
[5] I hear that’s fairly common for real drummers in real bands, especially if your name was John Bonham.
[6] That’s clearly not me. It’s Posh. Durr.

Wil Wheaton’s band is called Zombitis: Dawn of the Shred. He’s currently accepting applications from potential groupies.

  • news
  • FRIDAY NOVEMBER 23 2007 9:00 AM

Video Games: Not Bad For You



This is a sad day for self-righteous politicians, religious tight-asses and conservative cultural monitors. A new study calls bullshit on the connection between video game violence and real violence. Christopher Ferguson, a professor in the Department of Behavioral, Applied Sciences and Criminal Justice at Texas A&M International University, looked at 22 years of clinical studies on the effects of video games and found them seriously flawed.

"It is not hard to 'link' video game playing with violent acts if one wishes to do so, as one video game playing prevalence study indicated that 98.7 percent of adolescents play video games to some degree," [Ferguson] writes, "However, is it possible that a behavior with such a high base rate (i.e., video game playing) is useful in explaining a behavior with a very low base rate (i.e., school shootings)? Put another way, can an almost universal behavior truly predict a rare behavior?"



The reasoning is so obvious it’s almost dumb. Gaming is a 30-year-old, multi-billion dollar industry, and has survived for so long and accumulated so much money because video games are so popular that they're ubiquitous. Yeah, a couple of school shooters played video games. They probably watched television and ate at McDonald’s too.

The supposed proof that video games cause violence is sourced in a year 2000 study by Iowa State University researchers Karen Dill and Craig Anderson. It was the first behavioral study of the correlation between video games — Anderson referenced it as a cornerstone in the 2007 study that seems to now be the Bible for anti-video game crusaders.

The study was strikingly weird. Two hundred or so college-age students, who either identified themselves as veteran violent game players or not, were split into two groups,. One played the snooze fest, puzzle game Myst while the other group played the ancient, first person shooter Castle Wolfenstein. Afterwards, members of the two groups competed in a timed contest where the winner could hit the opponent with “noise blasts.”

The Wolfenstein crowd rocked the noise blasts longer and louder, and the researchers concluded that they were therefore more prone to violence, ignoring how, violence aside, the games require vastly different modes of thinking. Myst requires players to think carefully and analytically. A fast, first person shooter game like Wolfenstein requires much quicker, more reactive thinking.

Anyway, Ferguson says, the whole noise blast thing didn’t prove anything about video games leading to violence.

Ferguson says that the Anderson and Dill study when inspected closely actually supports the exact opposite of the publicized findings that video games don’t correlate to aggressive behaviors in players.

Four measures of aggression were used the Anderson and Dill study, provided by a “noise blast” program that wasn’t standardized. According to Ferguson, the fact that the study authors only found correspondence to one of the measures and the confidence measures around the effect size for the findings actually crosses zero and can’t be considered proof of a positive finding.

A similar study by Ferguson et al using a standardized version of the “noise blast” program found no relationship between violent games and aggression.



In an "Alfred Hitchcock Presents"-worthy twist for the family values crowd, families themselves were found more likely to cause violence than video games.

What was found from these study reviews was that once predication of family violence was eliminated by players of violent video games, there is no correlation between the two.

In other words, gamers who play violent video games are more likely to be aggressive due to family violence than by playing video games.



Despite the study, video games are likely to continue getting blamed for youth violence. This week Douglas Gentile, an Iowa state researcher who’s worked extensively with Craig Anderson, released a study that asserts a correlation between video games and violence.

But more importantly, video games are a deliciously easy target. There’s no NRA for Halo players — actually, a truly valuable study of video gamers would investigate whether or not they vote. But it’s unlikely that a gamer bloc could put numbers that match old people, the demographic most and large scared of technology and young people.

Currently, Washington politicians are riled up about the ESRB rating system. The video game rating system, Democratic and Republican legislators say, is too vague to protect our nation’s innocent little children. Not to be too much of a wise ass, but there’s still a massively unpopular, costly war going on, right?

The uproar revolves around Manhunt 2, a game that features gruesome decapitations, rape, dismemberment, and encourages violent homophobia and fratricide.

Oh, no, wait, sorry. It doesn’t. The first three things in that list are from a Shakespeare play. The last two were from the Bible.


  • feature
  • WEDNESDAY NOVEMBER 7 2007 12:00 PM

Wil Wheaton's Geek in Review: A Mind Forever Voyaging

Geeks find many way to set aside the mundanity of the real world these days. Hundreds, perhaps thousands, of companies compete for our time and our money, and we can find ourselves with more escape pods than ever before, an embarrassment of riches that can be overwhelming, with dire consequences if we choose . . . poorly.

My limited time is the most valuable commodity I have. I can always earn more money; I can always eat more food; I can stay up late if I didn’t finish that load of laundry in the afternoon. (Curse you, Guitar Hero III: Thief of Daylight!) But I can’t get back time that’s already spent – in some cases, wasted (the time, not me) – on hollow pursuits, so I think very carefully about how I invest my limited free time, and my even more limited “me” time. Here's a look at a typical afternoon spent in a twisty maze of options, all enticing . . .

LOOK
>A twisty maze of passages, all alike, is behind you. You face a wall with four doors.

EXAMINE DOORS
>There are four old doors: Movies, Television, Books, and Games.


Oh . . . this should be interesting.

GO TO MOVIES
>You are subjected to a barrage of commercials and military propaganda, and the trailers haven’t even started yet.
>You lose $15 and 20 minutes.

RECOVER 20 MINUTES
>Sorry, you can’t do that.

RECOVER $15.
>Not in this theater, buddy.

FINE. WATCH MOVIE
>You wait another twenty minutes for trailers. Finally, the movie starts. The teenager in front of you lights up the theater with her cellphone while she texts her friend. The couple next to you think it’s cute to comment on everything that happens on the screen. The lazy parent behind you has a brat who can’t sit still and kicks your seat . . .

KILL MYSELF
>An old woman shooshes you.
>You lose 2.5 hours and 1,500 brain cells.


Well, that door wasn’t much fun, was it?

Does anyone (who does not live in easy driving distance of an Alamo Drafthouse [My editor, Andrew, who lives in Austin and goes to the Drafthouse all the time, made me include this. Bastard.]) really enjoy going to the movies any more? I don’t know anyone who says, “Man, I can not wait to go spend a crapload of money so I can watch a crapload of commercials, surrounded by idiots who just won’t Shut. The Fuck. Up.” What is the consistently compelling reason to go out to the movies? I’m trying to escape the frustrations of modern life and the idiots in it who just keep on making more idiots. Why not just stay home and watch something on DVD or cable? Thanks to Netflix and Blockbuster Online (okay, and bittorrent) just about any movie you’d ever want to see is rarely more than one day’s wait away. While there are certainly some films that deserve to be watched on a big screen, like Lord of the Rings, or work better with an audience, like Grindhouse, they are exceptions to the rule. I just don't understand why anyone with ANY sense of dignity at all would . . .

>Your blood pressure just went up.


Right. Moving on to door number two . . .

WATCH TELEVISION
>Your house is cozy and your home theater is top shelf. You dim the lights, hop onto the couch, and turn on the TV. You’re in luck, and find a program that you enjoy.

SET VOLUME AT COMFORTABLE LEVEL
>Okay.

RELAX AND ENJOY PROGRAM
>You put your feet up on the coffee table, settle back into the couch, and begin to watch. The drama grips you, and you relate to the characters. Six minutes pass, and the show breaks for a commercial. It is so loud, your windows rattle.

GET REMOTE
>You manage to steady your shaking vision long enough to pick up the remote.

TURN VOLUME DOWN
>Sorry, the commercial is so loud, all you can do is think about how much you could save with factory to dealer incentives on a new Ford F150 fuckxxotronic planet-chewing model supertruck.

PUT BLANKET OVER HEAD
>Okay.

TURN VOLUME DOWN
>Covered by a blanket, the volume of the commercial is reduced to a barely tolerable level. You find the remote control and thumb the volume down until your teeth stop shaking.

WAIT
>You see a commercial talking about erections.

WAIT
>You see an advertisement for beer. There are busty ladies here.

WAIT
>You see ads for NASCAR. There are skanky ladies here.

WAIT
>Your show has started.

WATCH SHOW
>You can’t hear anything.

TURN VOLUME BACK UP
>Okay.

WATCH SHOW
>Sorry, the bottom third of the screen is covered with an animated advertisement for a sitcom you don’t care about.

HELP
>You are in the living room, trying to watch television.

HINT
>A DVR could do something about these commercials . . .


That door made me--

>Your blood pressure just went up.


--stabby.

So this problem with commercial loudness will eventually be solved by Dolby Volume, but until that day arrives (and we all upgrade our equipment) does any self-respecting geek watch a show when it airs anymore? Since I got my DVR, I don’t watch anything when it starts. Instead, I wait ten or fifteen minutes and then watch it delayed on my DVR so I can skip the commercials. It’s not that I hate commercials as a class (although, seriously, American beer guys? Beautiful, sophisticated women do not drink cheap, nasty American beer. Give it up already), it’s that I hate commercials that are so loud they wake up my neighbors. I find that I prefer watching movies on my home theater or television shows on my DVR because I control the environment and the experience when I watch. That takes care of the commercials, but what about those annoying animated advertisements that litter the screen and get in the way of me enjoying the show that’s on? Until someone develops AdBlock for television, our only choices, really, are to wait for the show to come out on DVD or just suck it up. I will admit to sucking it up a few times a week, for shows like Heroes and How I Met Your Mother.

Until things change dramatically though, non-DVR broadcast television isn’t earning my time at all. It can’t compete with washing the dishes, much less catching up on my blog feeds or what lies beyond the remaining two doors.

Speaking of . . . let’s see what’s behind Door Number Three . . .

READ A BOOK
>What will you read?

INVENTORY
In your {BOOKS} inventory you have: The latest Fables trade paperback. Absolute Sandman Volume 2. Absolute Dark Knight. A knee-high stack of unread comic books. The SF anthology you got two weeks ago and haven’t opened yet. A classic book from an award-winning author all your friends would be horrified to know you haven’t read yet. Monte Cook's World of Darkness. Wil Wheaton’s awesome new collection of narrative non-fiction stories, The Happiest Days of Our Lives.

IGNORE TRANSPARENT EFFORT TO PROMOTE AUTHOR’S NEW BOOK
>I see no transparent effort to promote author's new book here.

WHATEVER. READ COMICS
>You take some comics off the giant stack and find a nice, quiet place to read them. You feel like a kid again, completely escaping the boring real world. You’re a classic super hero, then you’re a zombie, and then you’re Doktor Sleepless.

READ NOVEL
>You begin reading a novel, and are swept away into a different world . . .


If the biggest problem we have with books is that we just don’t know what to pluck from our two towers of “really want to read” and “really want to read again,” what is there to complain about? Books are great for getting away, whether you’re a geek or not. A book is relatively inexpensive (free at your local public library) and portable, and if you break down your investment by the hour, you get a lot more for your money in a book than you do in a movie. There are no commercials, no annoying idiots shoving fistfuls of popcorn into their mouths in the seat next to you (or, if there are, you can move), and – best of all – you have complete control over when and where you do it. You can read during breaks at work, between classes, when you’re avoiding writing your column, or, uh . . .

READ NOVEL
>You hear a column calling you in the distance. You are likely to be eaten by a deadline.


. . . when you should be doing other productive tasks.

It should be no surprise that, as an author, I love books and can’t find an awful lot to dislike about them. I freely concede that there are bad books out there (I'm looking at you, Dan Brown), but you can always set a bad book down and pick up five books that are more to your taste. There are more books published each year than anyone could ever read in a lifetime spent doing nothing but reading. We live in a rich, rich time -- reading is available for everyone who cares to make the effort, and you can read about any topic you want.

I imagine that if I were a filmmaker, or television producer, I’d feel differently about the first two doors than I do, but I just don't see the same variety, the same creativity in the visual media that I do in print. There is good work out there, but you have to really dig for it. In the bookstore, it's right there for the taking.

>Your blood pressure is returning to normal.


Finally. Let’s open door number four . . .

PLAY VIDEO GAMES
>You see an Xbox 360, a Nintendo Wii, a Nintendo DS, a MAME emulator, and an Atari 2600.

AN ATARI 2600? REALLY?
>I’m sorry, I don’t understand that.

PLAY ATARI 2600!
>Sorry, it’s just there for looks and an easy joke.

I HATE YOU.
>I'm sorry, I don’t understand that.

I REALLY HATE YOU.
>I know. You're just such an easy target.

FUCK YOU
>Such a potty mouth.

CHOOSE VIDEO GAME
>You have a lot of options to choose from.

PLAY GUITAR HERO III ON XBOX
>You begin rocking out. After a few songs, several of your friends show up online.

VIEW FRIENDS
>They’re all playing Halo 3.

PLAY HALO 3
>You join Halo 3, and play Big Team Battle with your friends. Before you realize it, the clock strikes 3 a.m.
>You have lost an entire evening.

LOG OFF.
>You turn off your Xbox.

>GO TO BED
It is very dark. You are likely to wake up your wife, who will feed you to a Grue.


In real life, it’s a lot harder to settle down and choose just one game, especially when I’m faced with such limited free time. I read an article in Wired earlier this week by a guy who said he’d become a suicide bomber in Halo 3, because asymmetrical warfare worked to his advantage when playing multiplayer online games. He was time-poor, so he couldn’t develop the same skills as the hundreds of thousands of students and unemployed writers who have time to spend practicing non-scoped sniper headshots day after day.

Just like the huge stack of books, the best and worst thing about video games is the time involved. I can spend $40 to take my wife to a movie, and we’ll have a nice three or four hours together. I spent $50 on Halo 3, and without even finishing the campaign, I’ve already spent 30 or more hours with my friends in online matches. It’s the same way with Guitar Hero, and I assume you WoW players would have a similar experience to report -- if you just stopped killing boars in the forest long enough to talk to us, of course. (I keed. I keed.)

I think of my time as a valuable currency that must be earned by anyone who wants me to exchange it for whatever they’re selling. When we geeks talk about investing our money and our time into entertainment and escape, movies and television just can’t compete with video games, comics, novels, or going through a few hundred RSS subscriptions that you save for the times when you have a column due and need a geeky way to kill time under the auspices of--

>You are likely to be eaten by a deadline.


Pushy, pushy. I'm just trying to figure out what I'm leaving out. I keep feeling like there's something missing . . .

SEARCH FOR SECRET DOORS
>You find a secret door.

EXAMINE SECRET DOOR
>This door is different from the others, almost as if it was made by your own hands. It’s covered with familiar glyphs: polyhedral shapes with numbers, large books, decks of cards, colored glass beads. A warm, inviting glow seeps out from beneath it.

OPEN DOOR
>The door swings open easily, revealing a room filled with games.

PLAY GAME! PLAY GAME! PLAY GAME!
>What game would you like to play?

LOOK AT GAMES
>How about a nice game of To Be Continued?
>The End.



I hate cliffhangers.

Wil Wheaton still remembers how to get the Babel Fish.

  • news
  • TUESDAY NOVEMBER 6 2007 4:30 AM

Tuesday Tasting: Girls In Gaming II



Each week, Ariel Waldman serves a tasting of the latest in sex and tech.

Video Game Vixens Get Centerfold

Playboy gives the fantasy female heroines from the previous installment of Girls In Gaming a closer inspection. Leaving imagination behind, the "Playing Rough" series shows all by stripping the lady characters down to nothing but their deadly weapons. Featured in the series is “Keaira” from Age of Conan: Hyborian Adventures, “Church & Black” from Clive Barker’s Jericho, “Morenn” from The Witcher, “Yoko Retomoto” from Kane & Lynch, “A’Kanna” from Conan, and “Sarah Morrison” from Richard Garriott’s Tabula Rasa. We have yet to pick ourselves up a copy of the December issue of Playboy, so we can't confirm if the fantasy game babes in fact made centerfold, but sexing up our screens definitely deserves a spread.

Women Keep It Casual

Times Online asks if women gamers are less faithful. The question comes from statistics that point to 74% of casual gamers being women, and thus enjoying less-commitment. If the ratio sees off kilter, it may be due to the fact that most men won't admit to merely being casual gamers.

The reason men have not been reflected in the data so far is because most males are fans of realistic, "hard-core" games, and many do not admit that they like to play simpler games involving shiny gems or lines of colored balls.

Soft-core "shiny gems" are at least less likely to lose sleep over, unlike an all-nighter with "hard-core" Halo 3.

Girl On Girl On Game

Girls and gaming are no longer isolated instances across the industry. From the Frag Dolls to the PMS Clan, chicks with joysticks are everywhere. As such, a new website with the tagline of "Because sometimes we use our hands for other things," aims at an alternative non-male market. According to LesbianGamers.com, "If you're a girl who likes girls who likes games, you've found your place on the internet". Having launched just recently, the founding ladies hope to build a lively community for lesbian gaming.

Previously: Girls In Gaming

  • commentary
  • FRIDAY OCTOBER 12 2007 12:00 PM

Master Chief Versus God: Let the Battle Begin



Let me begin by saying that I don't play the Halo games--I think I'm one of about 6 people on the planet that don't. I just don't dig 'em; first-person shooters aren't my thing (except GoldenEye). But I realize that a lot of people play and enjoy the games, especially the recently released Halo 3. They're insanely popular. So much so that churches are using them as recruitment and teaching tools.

Strange bedfellows, huh? A violent video game and religion. But it's true. The article discusses the use of the video game by youth ministers to reach out to young men and boys, and to get them to come to church and read/study/believe in The Good Word.


Witness the basement on a recent Sunday at the Colorado Community Church in the Englewood area of Denver, where Tim Foster, 12, and Chris Graham, 14, sat in front of three TVs, locked in violent virtual combat as they navigated on-screen characters through lethal gun bursts. Tim explained the game’s allure: “It’s just fun blowing people up.”

Once they come for the games, Gregg Barbour, the youth minister of the church said, they will stay for his Christian message. “We want to make it hard for teenagers to go to hell,” Mr. Barbour wrote in a letter to parents at the church.



Well said Tim, well said. And as for Mr. Barbour, I don't know if you keep up with the kids these days, but it seems they're doing everything in their power to go to Hell, as it were. Not like when I was a kid.

But that's the thing: churches want to appear cool and hip and "with it" in order to grab the youth market (any good marketing exec will tell you that), because the children are our future, I suppose. I really don't understand why they want to go after the kids. Don't they already have enough people as it is? Besides, all the kids want is to get laid ASAP, and as often as possible. And last time I checked, that's against nearly every religious doctrine on the planet (I'm unsure about Discordianism--can someone check that?).

On the other hand, they're worried that by sponsoring Halo nights at their churches, they are approving and encouraging violence, and indoctrinating kids with those warped values. Umm, yeah. In that little book called the Bible (and other religious texts, I assume), there's plenty of violence that can outshine Halo: tribes killing tribes, beheadings, sacrifices, et cetera. And ministers encourage belief in these scriptures! But I can understand their worries. It is a tricky balancing act. Do we want more followers or do we want to endorse something that's against our values?


“If you want to connect with young teenage boys and drag them into church, free alcohol and pornographic movies would do it,” said James Tonkowich, president of the Institute on Religion and Democracy, a nonprofit group that assesses denominational policies. “My own take is you can do better than that.”



Someone should start a church based on alcohol and porno, IMHO. But I digress. There is a big market in today's youth for these churches, and they want to make the most of it. But they're fighting against a lot of other distractions: other video games, girls, peer pressure, MTV, drugs & alcohol, girls, school, girls, their parents' deteriorating marriage, and girls. Looking at it from that point of view, using Halo 3 as bait to enter into God's House is a clever idea.


David Drexler, youth director at the 200-member nondenominational Country Bible Church in Ashby, Minn., said using Halo to recruit was “the most effective thing we’ve done.”

In rural Minnesota, Mr. Drexler said, the church needs something powerful to compete against the lure of less healthy behaviors. “We have to find something that these kids are interested in doing that doesn’t involve drugs or alcohol or premarital sex.” His congregation plans to double to eight its number of TVs, which would allow 32 players to compete at one time.



But the taste isn't at sweet to some people, kinda like artichokes and peanut butter. Many parents and ministers are still debating whether they like it or not.


Daniel R. Heimbach, a professor of Christian ethics at Southeastern Baptist Theological Seminary, believes that churches should reject Halo, in part because it associates thrill and arousal with killing.

“To justify whatever killing is involved by saying that it’s just pixels involved is an illusion,” he said.

Focus on the Family, a large evangelical organization, said it was trying to balance the game’s violent nature with its popularity and the fact that churches are using it anyway. “Internally, we’re still trying to figure out what is our official view on it,” said Lisa Anderson, a spokeswoman for the group.



But in today's Enlightened times, we have to wow the kids with all we've got to get them to listen. Just go and watch Transformers. Or listen to Tom Cruise yap about Scientology.


Ken Kenerly, 43, is a pastor who recently started a church in Atlanta and previously started the Family Church in Albuquerque, N.M., where quarterly Halo nights were such a big social event that he had to rent additional big-screen TVs.

Ken Kenerly said he believed that the game could be useful in connecting to young people he once might have reached in more traditional ways, like playing sports. “There aren’t as many kids outdoors as indoors,” he said. “With gamers, how else can you get into their lives?”

John Robison, the current associate pastor at the 300-member Albuquerque church, said parents approached him and were concerned about the Halo games’ M rating. “We explain we’re using it as a tool to be relatable and relevant,” he said, “and most people get over it pretty quick.”



I guess in the end, you've got to do everything you can to stay afloat, especially in what can be perceived as dark and troubling times. And these churches are doing exactly that, just as they have done many times before, with various methods. I am not condemning nor am I condoning their methods and their messages. I'm just saying that the internal debates on their choices is really interesting. They want to stick to their guns, which is a noble effort, and keep their voices loud and able to be heard. But in today's even-louder, fast-paced, "secular" society, some sacrifices have to be made...a sort-of "deal with the Devil," if you will. We'll see.

Personally, I would've used one of the myriad Mario games. Now there's a classic story of good versus evil. Fuck Bowser.

  • feature
  • WEDNESDAY OCTOBER 10 2007 12:00 PM

Wil Wheaton's Geek in Review: Carded.

My wife and I are both in our mid-thirties. We have two kids, one of whom is in college, but we must look young, because we still get carded in restaurants, bars, and even at the market. It happens so frequently, we’ve made it into a contest, to see who can get carded most often, and in the most unlikely circumstances.

This last weekend, I pulled ahead in our contest, when I was carded at the mall, while attempting to buy a video game.

“Wait.” I said to the cashier. “You’re carding me for a video game?”

“Yeah,” he said, “It’s an M-rated game. I have to.”

“I’m 35,” I said. “This is hilarious.”

“I’m sorry, but my manager is standing right there, so . . .” he said.

“Well, I don’t want to be a dick, and I don’t want to get you into any trouble.” I said. I reached into my wallet and handed him my ID. “But isn’t this sort of lame?”

The manager nodded. “It’s the stupidest thing in the world, and it’s all because of the Grand Theft Auto thing.”

“Hot Coffee, right?” I said.

The cashier handed me back my ID, and turned around to get my game out of the Big Drawer of Games We Don't Want People To Steal.

“Did it strike you guys as a little weird that parents groups and politicians were totally fine with the violence and criminal behavior in GTA, but as soon as their precious little children – who shouldn’t have been playing the game in the first place – could see some crappy simulated sex, they lost their fucking minds?”

They both laughed. It was clear that this was a regular topic of conversation in the store, among employees and customers alike.

A young couple walked up to the cash register next to me. The guy excitedly held a copy of Madden in his hand, while the girl – clearly a long-suffering Xbox Widow – patiently waited with him.

“I mean,” I continued, “don’t they know that their precious little children have access to far more explicit sexual material online? They’re worried about a simulated polygonal sex act while little Timmy can get all the bukkake he wants with three clicks?”

The guy next to me stifled a laugh as the manager finished ringing them up.

As they walked out of the store, the girl said, “What’s bukkake?”

The three of us at the counter didn't try to stifle our collective laugh.

“That’s not even the worst part,” the manager said to me. “Check this out: if I sold a minor alcohol, I’d get about a $300 misdemeanor fine. But they’re trying to pass a law in New York and here in California that would make it a $1500 fine and a felony for me to sell this game,” he held up the game I was buying, Dead Rising, “to the same kid.”

“That’s fucking retarded,” I said. “Laws like that have already been struck down in Louisiana, Oklahoma, Michigan, and Illinois!”

“Oh, we know,” he said, “but that’s not stopping them from trying in pretty much every state.”

“Thank you Jack Thompson,” I said.

The cashier laughed. “That guy’s an idiot.”

“And get this,” the manager said, “if a kid comes in here and tries to buy an M-rated game, we have to tell him that he has to come back with a parent, but when he comes back with a parent, I can’t sell the game to the parent, because he’s going to give it to the minor.”

“What?”

“Yeah,” he said, “try to figure out the logic there.”

He handed my game to the cashier, who put it into a bag while I signed my credit card slip, no doubt joining a long list of potentially dangerous future criminals who will one day go on a zombie-killing rampage across the country, armed with hockey sticks, pie plates, and cash registers. I held my breath, and wondered if anyone would read the Minority Report.

“Well,” I said, as I put my wallet back into my pocket and picked my subversive contraband, “thanks for being our nation’s eleventh line of defense against children with parents who aren’t involved enough in their lives to pay attention to ratings and decide what’s appropriate for them.”

When I got home, I had my staff send me some Internets with information about this proposed New York law. What I read was chilling:

The latest bill proposed in New York would actually make selling or renting a game to a minor which has "depraved violence and indecent images" a class E felony. What is that exactly in prison time? According to New York penal law, "For a class E felony, the term shall be fixed by the court, and shall not exceed four years." However, it must be over one year imprisonment to be considered class E. But wait, it gets better. "Depraved" is defined by the bill as anything showing "rape, dismemberment, physical torture, mutilation or evisceration of a human being." So, many M rated games would fall under this category. Boiled all the way down, this new law would have a kid working at Gamestop, Best Buy, or the local Blockbuster potentially get sent to OZ for 1 - 4 years because he sold or rented a minor an M rated video game. With politicians like these, who needs Jack Thompson?



Do these politicians even know what they’re doing, anymore? Or are they so busy pandering to the authoritarian nanny-staters that they’ve lost their collective minds? It’s bad enough that they think video games are as harmful to minors as alcohol abuse, but they actually want to put people in fucking jail for up to four years for selling a game? The only thing that surprises me, to be honest, is that I haven’t heard any of these opportunists invoke 9/11 (9/11! 9/11! 9/11!) as some justification for this insanity.

Look, I’m a parent, and I am also a gamer, so I know what my kids are playing, and when they're playing it. I also know that there are thousands of parents who aren’t gamers, who rely on ratings to know what’s appropriate for their children. I also fully support retailers not selling M titles to children, the same way I support movie theaters not selling tickets for rated R films to minors. But making it a felony to do so? That’s outrageous.

It's especially stupid and wasteful, too, since it will most likely be struck down in New York like it has been everywhere else, because, according to common sense and the judge who granted a preliminary injunction against the effort in California:

The evidence does not establish that video games, because of their interactive nature or otherwise, are any more harmful than violent television, movies, internet sites or other speech-related exposures.

Although some reputable professional individuals and organizations have expressed particular concern about the interactive nature of video games, there is no generally-accepted study that supports that concern. There has also been no detailed study to differentiate between the effects of violent videos on minors of different ages.

The court, although sympathetic to what the legislature sought to do by the Act, finds that the evidence does not establish the required nexus between the legislative concerns about the well-being of minors and the restrictions on speech required by the Act.



There are real problems facing children in America, like underfunded, overcrowded schools, a criminal lack of health insurance, abusive parents, and Hannah Montana. If lawmakers are really going to try to “protect the children,” they should stop wasting their time and our money pandering to those who think video games are the new heavy metal music.

Wil Wheaton has a warm, secret, fuzzy heart. In a box under his bed.

  • news
  • FRIDAY OCTOBER 5 2007 4:00 PM

Bungie Breaks Free From Microsoft

It’s theoretically possible that there may be some of you out there who are still unaware that Halo 3, the latest and supposedly final chapter in the ludicrously popular videogame series, has recently become available for purchase.

In which case, I’d like to congratulate you for escaping from solitary confinement in a Thai prison, but if you don’t mind me saying so, stopping by a local internet café to browse the SG Newswire might not be the best way to celebrate your new-found freedom.

For the rest of you, if Microsoft’s marketing tsunami hasn’t already convinced you to buy one of the three different versions of Halo 3 to play on your new Halo 3-themed Xbox 360 console while you drink Halo 3-flavored Mountain Dew and then impress fellow Halo 3 players by burping loudly into your Halo 3-themed wireless Xbox Live Headset, they’ve got one last trick up their sleeves to wring a few more drops of hype from Halo 3 now that it’s gone from “upcoming videogame packed with life-altering awesomeness” to “tangible shiny disc-shaped object you can be interactively entertained by while Bill Gates takes another swim in his Scrooge McDuck-sized pool of money”.

To celebrate the release of Halo 3, Microsoft announced today that they are “evolving their relationship” with Bungie, the game development studio that created the Halo games. Bungie, who had been in a monogamous relationship with Microsoft since Microsoft bought them in 2000, got the 7 year itch and decided the time was right to take a little break, get back into the swingin’ independent game developer scene, maybe see some other consoles. Microsoft fell for the “it’s not you, it’s me” line and now only owns a minority stake in Bungie.

Like most major developments in the videogame industry, news of the Microsoft/Bungie split first appeared as an unsourced rumor in an obscure videogame blog. The original article, which paints the reasons for the split in less glowing terms than the eventual Bungie and Microsoft press releases, started a geeksplosion of skeptical postings and articles on other, slightly less obscure videogame websites.

Those of you who have social lives that don’t involve bellowing “Boom! Headshot!” into your headset might not realize how the accuracy of most videogame rumors posted on the internet is on par with broken watches and blind pigs, which makes it all the more surprising that this one turned out to be true.

But before you start daydreaming about how awesome it’ll be to play Halo 4 with your Wiimote, Microsoft still owns the intellectual property rights to all things Halo. Also, Microsoft will be “continuing its long-standing publishing agreement” with Bungie for future games, and Bungie claims that they “will continue to develop with our primary focus on Microsoft’s platforms”.

I just hope this split doesn't further delay the release of my most anticipated Bungie game that doesn't involve the word "Halo", the genre-defining killer app known as Pimps At Sea.

  • feature
  • WEDNESDAY SEPTEMBER 26 2007 12:00 PM

Wil Wheaton's Geek in Review: The Most Advanced Computer System Ever Made

When I gave my keynote at Penny Arcade Expo, I wanted to give context to the whole reason we all gathered in Seattle. To do that, I tried to take the audience on a trip through gaming history, as seen through the eyes of someone who witnessed the evolution from Atari 2600 to Xbox360 first hand.

I understand that there will be an official PAX'07 DVD released sometime before our Sun goes supernova, or Duke Nukem Forever goes gold, but until then, here's some video of me talking about the first time I played a Nintendo Entertainment System.



Here's what I put into my notes, for those of you who are YouTube impaired, or want to find those places where I broke away from my prepared remarks to heed Fiona Apple's timeless advice to just "go with yourself."

After briefly browsing the action figures and board games, we turned a corner and saw it: the Nintendo Entertainment System, sitting at the end of an aisle, waiting for some lucky kid to pick up its controller and take it for a spin.

We looked at each other, marveling at our good luck, before bolting down the aisle and grabbing the controllers so that no one could get between us and unlimited video game bliss.

There were sixteen different games to choose from. It was incredible. My eyes raced across the colored titles spread out before me:

Golf? No. Golf is lame.

Clu Clu Land? That sounds like math. Next.

Kung-Fu? Bori -- wait! Kung-Fu? Like in the arcade?!

"Let's play Kung-Fu," I said.

"Is it cool?" he said.

"I'm pretty sure it is, Jer," I said. "I think I've played this at Pinball Plus."

(Pinball Plus was our local arcade, owned by a guy who would give us free tokens for good grades. He sold the place in the late eighties, and it was renamed – I am not making this up – The Enterprise. I felt right at home there, for all the reasons you’d think.)

I hit start and was so impressed and excited by what I saw, I think I peed a little.

It was unlike anything I'd ever seen on a console. It made our Atari 2600 feel as technologically advanced as a set of alphabet blocks that was missing three of the five vowels.

"Oh my god, Jeremy! This is just like the arcade!"

"Yeah!" He said, spurred on by my excitement as much as his own.

We alternated between Kung-Fu, Excitebike, and Pinball until our parents dragged us away, what felt like hours later.

Once we were in the car. My brother said, "Mom! Dad! That Intendo is so great!"

"It's Nintendo, Jeremy," I said, in my very best Serious and Mature voice, "and it's probably the most advanced computer system that will ever be made."


That was my favorite line in the entire keynote, because I can still hear myself saying it, and recall how passionately I believed that.

I'm pretty heavily in love with my Nintendo DS, and I have a massive crush on my Xbox360, but the Nintendo Entertainment System will always hold a special place in my heart that's like . . . well, you know how there's the person you lose your virginity to, but then there's the person who shows you how to actually, you know, do it right? I lost my virginity to the Atari 2600, but it was the NES that made me a man.

Wow. Uncomfortable metaphors FTW.

Wil Wheaton made this half-pony half-monkey monster to please you, but he gets the feeling that you don’t like it. What’s with all the screaming?

  • news
  • WEDNESDAY SEPTEMBER 19 2007 3:00 AM

World of Warcraft is Bad for You!



I love video games as much as many of you do. Hell, I spent the last six months of my life up until my big move west working in a video game store, and playing video games between classes.

Early on, I vowed not to become one of those World of "Warcrack" addicts after dating a fellow whose idea of a date was me coming over and watching him play said game, along with Halo 2 (he made me stand in a line with him for 3 hours for the midnight release of it, where I had at least seven dudes from the line recognize me from SG), and along with Unreal Tournament, which to this day makes me dizzy watching someone play. Besides being put off by the game because of these boring "dates", I was not willing to pay a monthly fee on top of paying the initial $50 for the game, and after playing a trial version, I decided I'd rather stick to D&D anyway. No offense to WoW players, it just wasn't my cup of tea.

However, this article is not about my game play, but rather of those who over-do it.


A man in southern China appears to have died of exhaustion after a three-day Internet gaming binge, state media said Monday.

The 30-year-old man fainted at a cyber cafe in the city of Guangzhou Saturday afternoon after he had been playing games online for three days, the Beijing News reported.

The report did not say what the man, whose name was not given, was playing.



Unfortunately, this is not an isolated case. Games Digest reports:


This certainly isn’t the first time people have died as a result of obsessive video game binges, although so far all of the incidents have occurred outside Europe and North America. So -- keeping playing safe, kids and always remember to, y’know, eat and stuff.



And you may laugh at the last line of the above quote. I mean, I seriously can't fathom being so wrapped up in a video game where I can't bring my WoW character into a pub, or hit the "pause" button in Halo, or just not continue right away after an untimely death in Unreal, or what-have-you, but one 24-year old South Korean man, died from just that in 2002.


Police said Kim had been virtually glued to the computer since for 86 hours and had not slept or eaten.



And 10 days after Kim's death, 27-year old Lien Wen-cheng died after playing games for 32 hours in Taiwan.

Upon researching the writing of this article, the longest I could find anybody playing video games, in this case, Starcraft, and dying as a result was a whopping 50 hours. Dag, yo!

So be careful game addicts!

And if you're going to "binge" on your video games, make sure you stock up on those energy drinks, I recommend either:

Mountain Dew Game Fuel (in the Halo 3 can)


or, my personal favorite:

Bawls


Sid is glad that Trevor and I are lucky enough to have a cat who warns us if we've played too much by knocking the controllers out of our hands.

  • feature
  • WEDNESDAY AUGUST 29 2007 12:00 PM

Wil Wheaton's Geek in Review: Gaming is a Social Activity, Goddammit

This last weekend, I delivered the keynote address at the Penny Arcade Expo in Seattle.

PAX is a huge gathering of gamers of all sorts: table top gamers, retro gamers, FPS gamers, handheld gamers, and every other type of gamer imaginable.

I was excited to deliver the keynote, but also terrified. The average age of a PAX participant is around 26, which is significantly younger than me at a crusty old 35.

I worked my ass off to come up with something relevant to this crowd, and settled on a brief history of arcade and console gaming before I hit the real point I wanted to make. You can hear the entire keynote (and read some of my personal highlights from PAX) here, but this excerpt illustrates one of the main points I wanted to make: gaming is a social activity, and gamers are not anti-social freaks.

When my Wii arrived, I named it “Wii-ton” (HA!) and from the moment I plugged it in and started playing Wii Sports with my kids, I felt the magical excitement and pure joy of playing a video game that I haven't felt since my brother and I spent every waking hour playing NES twenty years ago. I knew I’d come across something, uh, Revolution-ary in gaming. When we got Warioware, and had way too much fun making total asses of ourselves jumping around and posing, I understood why: the Wii is about playing games together. The reason I play Wii games more than anything other than Guitar Hero is that it’s a social gaming experience, just like playing Combat or Dodge’Em on Atari, all of those games on NES, or getting friends together for an MKIII or NHL Hockey session on Genesis.

This is the thing that drives me crazy when I hear Jack Thompson, Hillary Clinton, LA City Attorney Rocky Delgadillio, or any other opportunistic, pandering, condescending politician lecture us about the alleged dangers of video games as some sort of anti-social activity. Gaming. Is. A. Social. Activity. Whether we’re playing an analog table top game in someone’s dorm room, a console game in our living rooms, or meeting up in an Online MMORPG with Leeroy Jenkins, we are engaging in an inherently social activity.

The only thing anti-social about gaming are those few people who are so perfectly described by John Gabriel’s Greater Internet Fuckwad Theory, and while they’re annoying, at least they aren’t trying to tell us what we can and can’t play.

The social activity of gaming is part of the foundation of my outstanding relationships with both of my stepsons, too. When I bought Super Mario Bros. on Virtual Console, I asked my seventeen year-old stepson to play with me, eager to share with him some of the joy I'd experienced when I was just a few years younger than he is now.

As I entered level 1-4, he said, "Wil, remember: you have to jump over the chain of fire and onto the top of the box."

"Listen here, sonny," I said, in my best Very Grumpy Old Man voice, "I was playing this game when you were in short pants!"

"Yeah," he said, "so was I."

"That's funny," I said, "because it's true."

We’ve had countless moments like this one, whether he’s owning me in Guitar Hero or Halo, kicking my ass in MarioKart, or asking me to help him make MAME work on his MacBook. I’ve heard parents complain that video games are bad for kids, or harmful to their emotional development, but I’ve never seen a video game reduce a kid to tears as effectively as one of those screaming, hyper competitive little league dads. I’ve never known a kid to feel like crap about himself because he can’t win a Pokemon battle, but I’ve known plenty whose parents make them think they’re worthless because they don’t want to play football.

Speaking of parents and children and video games and opportunistic, pandering politicians: it’s none of their fucking business what I choose to play with my kids, and I wish they’d stop trying to tell me – and everyone else by extension – what my kids can and can’t play. I didn’t let my kids play violent or graphic games when they were too young to understand what the game was about because I’m a good parent who is involved in his kids’ lives, not because some idiot politician tried to score easy political points with the authoritarian 20 percenters who think censorship is totally awesome.

I wouldn’t let my kids play Vice City – even though I loved it and played it nightly for months after they’d gone to bed – because I felt it was too graphic and explicit for them. When my son turned 17, he wanted to know if he could play it, and called me while I was in Las Vegas for business to get permission.

"Mom wanted me to call you and find out if it was okay for me to play Vice City,” he said when I picked up the phone. “I think it's okay, because I'm seventeen and everything, but mom said she wasn't sure and wanted me to talk to you about it since you've played it."

Ryan is 18 and in college now, but even at 17 he was an incredibly mature and responsible person. I knew that he understood the difference between reality and video games, and I was actually more concerned about the time he spent playing them, than the content of the game.

"Well," I said, "you're seventeen, so you're able to buy yourself tickets to rated 'R' movies, and Vice City isn't much different than, say, Scarface or Goodfellas, but hold on a second and let me think about it, okay?"

"Okay," he said.

I put the phone to my chest, and explained the situation to my friends.

"Does he know that it's not okay to hit beat a hooker with a baseball bat and get his money back in real life?" my friend Ryan said.

"Good question," I said. I put the phone back to my ear and said, "I have to ask you one question: if you pick up a hooker in real life, is it okay to hit her with a baseball bat to get your money back after she gets out of your car?"

"Well, since hookers are empty shells and not real people," he said, "then yes. Yes. It's okay to whack her with a baseball bat."

I relayed this to the table and added, "I think he's mature enough to handle Vice City."

"Tell him that he he also has a future career in Hollywood," Ryan said.

That was a year ago, and even though he played all the way through the game, he never did whack a hooker, or do a drive by, or blow up a mall, or go for an INSANE STUNT BONUS by jumping over a canal in a stolen car. He did, though, get emotionally invested in the characters and their stories. He was sad when the game was over, because he wouldn’t get to spend any more time with them.

I had a similar reaction when I completed San Andreas. I knew these characters, I cared about these characters, and I was genuinely sad when their stories came to an end. I frequently feel this way when I finish a long novel, and occasionally at the end of a movie, but never so acutely as I did after over 100 hours of San Andreas. Whenever I hear one of these aforementioned douchebags pontificate about how dangerous and antisocial and devoid of redeeming qualities video games are, I get a little stabby, because these games we love to play are much, much more than the simplistic bloodbaths Mass Media likes to portray them as during May sweeps.

Just as the multiplayer games are social activities, so are the single-player games narrative works of art, and they should be treated that way.

And incidentally? They’re fun! And isn’t that what all this is about? We play games because they challenge us. We play games because they distract us. We play games because they give us bonding experiences with our friends and families. But most of all, we play games because they bring us joy.

Wil Wheaton says, "Don't be a dick!"

  • commentary
  • FRIDAY JULY 27 2007 4:00 PM

World’s Most Ironic Videogame Awards Announced



These days it takes a certain something to make an awards show stand out.

This is true when the awards are being given out for movies, television, music, and even videogames. Faced with what can only be described as a shit-ton of videogame awards to compete with, the fine folks at the UK-based Develop Magazine came up with their own unique spin on the tired awards show formula.

Irony.

Yes, when Develop assembled a panel of “industry experts” for it’s Develop Industry Excellence Awards, they must have taken them aside and advised them that the reaction they were hoping for was not just the usual fanboy ranting, but a slack-jawed look of absolute incomprehension from the gamers across the globe.

First stop on the Irony Express is the award for innovation.

The winner?

Crackdown.

Yes, the Xbox 360 game you got for free when you paid $60 for the Halo 3 Beta was apparently the most “thrillingly original” thing in videogames this past year.

For those of you who might not have played Crackdown, the main character is a bad-ass police officer looking to bring order to a dystopian city of the near future that’s been overrun with crime and gangs. The gameplay involves you roaming around the city, completing missions, collecting power-ups, competing in car races, or just blowing shit up.

You know, things that no videogame has ever featured before.

That dull roaring noise you’re hearing is the sound of every Nintendo fan reacting to this award by clutching their Wiimotes in their white-knuckled hands and gnashing their teeth in rage. Sorry, Wii Sports fans, no rocket launcher means no innovation. Better luck next year.

Then there’s their choice for “Publishing Hero.”

Sega.

The word “hero” is overused these days, but if cranking out endless, ever-crappier sequels to Sonic The Hedgehog isn’t heroic, what is? Sure, you may have rescued some orphans from a burning building, but did you publish Virtua Fighter 5 and Medieval 2?

On a side note, I’m starting a petition to have Activision create a game called “Publishing Hero,” in which gamers can use a manuscript-shaped controller to experience the thrilling world of professional book publishing. You thought playing “Freebird” on Expert was hard? Try proofreading the latest Thomas Pynchon novel on Erudite. It’ll be eye-straining fun for the whole family!

Since the videogame industry, unlike other forms of entertainment, is dominated with sequels and remakes, it’s good that Develop set aside an award for “Best New Intellectual Property” to help celebrate and encourage those brave developers who bring fresh, new ideas to gaming rather than repeating tired old formulas.

The winner?

The PlayStation 3 game MotorStorm.

Take a moment to join with me in saluting the sheer creative genius required to develop a videogame about off-road racing, not to mention the steely determination it must have taken the developers to convince Sony’s marketing team to approve such a radical new gaming concept.

Develop dropped the biggest irony bomb with their “Grand Prix” award for overall excellence.

The winner?

Sony.

Just in case you thought the last year has been a dismal parade of endless fuckups and missteps for Sony and their PlayStation 3, you obviously didn’t get the news that it’s really been

12 months which have seen the firm deliver a new hardware format that has inspired developers around the world to make cutting-edge next generation games and continue its tradition supporting great ideas devised by both its internal studios and external partners.



Quick, someone tell Sony to re-hire Ken Kutaragi!

What makes this even more ironic is that we’re talking about a bunch of European videogame experts touting how awesome Sony and the PlayStation 3 are. This is, of course, the same Sony that delayed the European launch of the PS3 after promising a world-wide launch. And the same Sony that removed the PS2 “Emotion Engine” chip from European launch PS3’s so that unlike North American and Japanese launch PS3’s they would lack 100% backwards compatibility with PS2 games, without reducing the price of the PS3 in Europe. And yes, the same Sony that recently announced that an upcoming version of the PS3 with a roomier 80GB hard drive would be sold pretty much everywhere but Europe.

So why would anyone in Europe think that Sony was overall the most excellent videogame company of last year?

I’m sure it has to do with Develop wanting to stand out from the videogame awards crowd by flaunting it’s new-found sense of irony, and nothing at all whatsoever with the fact that Sony was the “Platinum Sponsor” for the lavish conference during which Develop announced these awards.

Not to imply that money could influence something as sacrosanct as videogame awards, of course. I mean, if Sony sent me a free PlayStation 3, it would have absolutely no influence on my objective journalistic opinion of their creative or financial efforts.

Hint, hint.

  • news
  • FRIDAY JULY 20 2007 4:00 PM

War With Iran: The Videogame(s)!



Videogames have been associated with warfare pretty much since the beginning.

1970s arcade rats that found Pong a bit too tame could, for the price of a mere quarter, experience a harrowing simulation of a dystopian future Earth locked in a life-or-death battle against implacable, unrelenting invaders from outer space. But it was the increasing popularity of the personal computer in the early 80’s that first allowed gamers to experience the raw reality of historical conflicts like World War 2 in the comfort of their own homes. Or at least the parts of World War 2 that involved a 2-dimensional stick figure trying to avoid bulletproof SS guards while escaping from a randomly-designed German castle or Germany invading Russia using little pink and white squares.

Throughout the '80s, the then-raging Cold War was also being fought by proxy through videogames. Pimple-faced American teens were being prepared and trained for what seemed at the time to be an inevitable war with the Soviet Union, first by learning how a nuclear war could be won through superior trackball skills. Once America’s cities had been rebuilt using additional quarters, the U.S. would then deploy one soldier at a time to rush and attack the Red Army and two soldiers at a time to kick Communism’s ass in Central America, while others stayed behind in case the President was kidnapped by ninjas. In response, the Soviet Union created Tetris in an effort to improve their wall-building capacity. But by the early-90s, Mikhail Gorbachev found himself unable to balance political and economic reforms while rotating a tricky series of falling Tetrominoes, causing the Iron Curtain to collapse and consigning Communism to the dustbin of videogame bad guy history.

The videogame industry responded to the fall of the Soviet Union and the first Gulf War by promoting terrorists and “rogue nations”, already popular as second-string videogame villains, to the #1 spot. However, as video arcades slowly died off during the 1990s, replaced by increasingly powerful videogame consoles and home PC’s, war-themed videogames went from featuring shirtless dudes with machineguns liberating the nation of “Kookistan” from the mutant armies of an evil Saddam Hussein-style dictator who turns out to be alien space Hitler to somewhat more realistic depictions of military action and counter-terrorism. It was this new focus on “realism” in war-themed videogames that led to more and more games being based on real-life wars and battles, including World War 2,the Korean War,Vietnam,Somalia and Desert Storm. Game developers have released slightly modified versions of U.S. Army training programs as commercial videogames and the U.S. Army has returned the favor by releasing their own videogame as a recruiting tool.

A company called KumaWar is taking the Law & Order approach to military-themed videogames, ripping from the headlines actual Iraq War battles and turning them into videogame “missions” as soon as possible after they actually take place. So if you’re, say, a pro-war blogger who doesn’t feel like volunteering to fight in the actual Baghdad surge, at least you can experience the virtual version without all those pesky real bullets spoiling your fun. Plus, in the videogame version, you can turn off “friendly fire”.

Not content to re-create actual ongoing military conflicts in videogame form or to just allow videogamers to kick ass as John Kerry, back in 2005 KumaWar stirred up even more controversy by releasing a mission called ”Assault On Iran”. In this episode, players take on the role of a U.S. Special Forces soldier on a mission to infiltrate Iran’s nuclear facility in Natanz in order to rescue an Iranian nuclear scientist turned double-agent and then destroy uranium-enrichment centrifuges, presumably before Duncan Hunter nukes them from orbit.

To the shock of pretty much nobody, this didn’t exactly go over too well with Iran. Deciding to fight fire with fire, the hard-line Union of Islamic Student Societies started work on their own military-themed videogame, originally called “Commander Bahram” but then creatively renamed “Rescue The Nuke Scientist”. In the Iranian game, joystick jihadists can take on the role of Iranian security forces on a mission to rescue two Iranian nuclear scientists who have been kidnapped by U.S. and Israeli forces and are being held prisoner inside Israel. No word if you get bonus points for saying the Holocaust never happened.

Faced with the Iranian videogame “Sweet Home Alabama” to their “Southern Man”, KumaWar took advantage of the Iranian game’s long development time to whip up a response of their own, “Payback In Iraq”. Claiming that they wanted to foster a “serious political dialog within, of all things, a video game”, the plot of “Payback In Iraq” involves U.S. Marines attempting to re-re-rescue the same Iranian nuclear scientist, who they take pains to mention is intentionally co-operating with the United States to “build a new future for his country”.

This isn’t the first time that Islamic fundamentalists have taken umbrage at an American videogame. Back in 2003 a plucky young conservative named Jesse Petrilla whipped up a hilariously awful FPS game called “Quest For Saddam”. In response to this and Petrilla’s 2001 game “Quest For Al-Qaeda”, a group called the Global Islamic Media Front modified Petrilla’s game and released it as “Quest For Bush – The Night Of Bush Capturing”, which promptly joined “Mr. Do!”, “Lode Runner” and “Rally-X” in the “Videogames That Sound Like Porn Movies” Hall Of Fame.

While relations between the United States and Iran are as tense now as U.S./Soviet relations during the Cold War, both in the real world and the virtual one, perhaps all hope is not lost. Less than 20 years after the collapse of the U.S.S.R., Russian soldiers are now videogame good guys, something that would have been unthinkable back in the 80’s. Of course, at this point the only thing I can think of (other than maybe some diplomacy) that’d cause some of our current enemies to fight along side us would be an invasion from outer space.

Hey, now that’s a great idea for a videogame!

  • commentary
  • FRIDAY JULY 13 2007 12:00 PM

Chris Gore's Footage Fetishes: The "Best" Video Game Movies?

At the recent E3: Electronic Entertainment Expo, I had the opportunity to speak with Cliff Bleszinski, or Cliffy B as he is widely known among gamers. Cliff is the lead designer of the best selling game Gears of War on the XBox 360, which is in development at New Line to be translated to the screen. Strangely, for those who have played Gears, the experience is often described as being cinematic. When I asked Cliff about the movie-like elements of his game, he was very adamant that “…if game designers want to make a movie, then they should make a movie.” Good point.

Super Mario Brothers

As someone who at times, straddles the line between various industries, I have always admired the video game business. When a game is not ready, sometimes having to do with bugs, but more often having to do with concerns regarding the quality of the game itself, that game is delayed. Schedules are often pushed back, and while marketing departments at game companies push for release dates centered on prime holiday buying periods, a game that is not ready will not ship. Not every company in the games business sticks to this philosophy, but it seems to be a sound way of doing business when reputations are built and destroyed over the quality of one title.

Lara Croft: Tomb Raider

It might be nice if, say, the film business adopted the same philosophy. If a movie is not ready, if it’s not up to quality standards, then the release date should be pushed back. That might have improved films like Fantastic Four: Rise of the Silver Surfer, which was entertaining and fun but clearly not good. A test audience might have mentioned that the inclusion of Galactus as a character would have added more weight to the story, but this is wishful thinking. Films are rarely ever delayed these days, and the quality, or lack thereof, would never impact the release date. The film business is so costly when it comes to major theatrical releases, theatrical releases that are tied into ad campaigns that must be booked months in advance, merchandising tie-in deals, partnerships with retailers or fast food franchises, to delay the release of any movie would ensure that film never made a profit. But it might make a better movie.

Wing Commander

Still, why is it that movies and video games, mediums that are so closely linked, just can’t seem to work when translating from one to the other?

Resident Evil

The history of video games made into movies is a very rocky one. In fact, compiling a “Top 10” or list of the “Best” video game movies is a complete waste of time. The simple reason is that there has hardly been one good film made from a video game, much less one that is remotely watch-able. The evidence is clear when simply creating the list from which to draw the “best.”

Street Fighter

Consider examples like Street Fighter or Double Dragon or Super Mario Brothers or Lara Croft: Tomb Raider or The House of the Dead or Mortal Kombat, which was kind of fun, but ultimately cheesy and tame compared to the game. You might find a list of the “Best” somewhere, but it’s more like reading a list of films made from video games, none of them rising to the top as being films worth seeing when separated from their video game roots.

The House of the Dead


Final Fantasy: The Spirits Within

Oddly enough, gamers will tell you that there has never been a decent game made from a movie, which is probably true. Most games made from film franchises are rushed to meet a release date coinciding with the theatrical release and include familiar, yet not particularly challenging gameplay resulting in a mediocre game at best. Still, like an idiot, I play them. I happen to enjoy video games based on movie franchises because they are not very challenging. They often result in games I can finish because my limited skills as a gamer would definitely keep me from being considered as a back up for those players in the MLG. (That’s Major League Gaming, and yes, it really exists.)


Gears of War (left) is in development at New Line, while the groundbreaking Halo franchise is in the able hands of Lord of the Rings director Peter Jackson, who is executive producing. Will either translate into a decent movie?

As my conversation with Cliffy B wrapped up, he did express enthusiasm about the Gears movie. He told me that a script was delivered by screenwriter Stuart Beattie and that it was going to be a good film first, not a video game movie. In fact, Cliff was adamant about staying focused on his career as a game designer with no aspirations about being in the film business. It’s a lesson many learn to late – just stick to what you know.

Gore gone.

In addition to being a movie geek, Chris_Gore continues to battle a lifelong addiction to video games.

  • news
  • FRIDAY JUNE 29 2007 6:00 AM

Action, Excitement, All That and a Bag of Chips



There is no other way to preface this story, so I'm just going to come out and say it: I love junk food. I love junk food. I have what you might call a slight obsession with the stuff, and the weirder and more "flavor explosion"-y the better. It's a weird little quirk, to be sure, but I deal with it in my own little quiet way, forcing new taste sensations on all of my friends and blogging about it until they threaten to bludgeon me with a soda bottle. This is the most visceral way I could think of to share my love of empty calories with the world, because I am not completely out of my mind. This is, I guess, also why I don't work for Frito-Lay, because they've got a new campaign going on that is really thinking outside the box. Or within the box, depending on how you look at it. It's something, all right.

Frito-Lay's Doritos is back at the consumer-generated game once again. This time, it's partnering with Microsoft's Xbox 360 to let fans design an Xbox LIVE Arcade game embodying the spirit of the tortilla chip brand.

In addition to a $6,000 prize package, five finalists will get to work with Xbox LIVE Arcade development teams to build playable versions of their game concept, which will be available at the Doritos development Web site.



The idea is that, once all the finalists' Cool Ranch-tinged games are in by October, you'll be able to visit the site (Snack Strong Productions FYI) and vote on your favorite. Then the winning game will be developed in full XBox360 glory for free download release in summer of next year.

So, okay, we all know by now that video game culture is becoming more pervasive in every facet of life these days, but Frito-Lay's new venture really begs the question: how does one design a game around a corn chip? I mean, they're delicious and come in roughly ten gillion flavors, but that's about it. Nothing really awe-inspiring, right?

"Doritos fans continue to tell us how excited they are to be part of, and personalize, what is important to them," says Ann Mukherjee, vice president of marketing for Frito-Lay.



Well. It disturbs me somewhat, this sort of implications of the importance of Doritos in anyone's life, but after the wild success of their Crash the Super Bowl contest (and really, it was one of the cutest commercials there), it is clear that user-generated content sells and Doritos are perfectly poised to be the YouTube of the snack food empire. At this point, how can we possibly expect to beat them? May as well join them.

The last time I had a bag of Doritos, I was pounding my way through the jungles of Guadal Canal. I pulled the pin from my last grenade, saucily popped a Fiery Habañero chip into my mouth, and...

Wait, no. The last time I had a bag of Doritos, I was down in the basement of an abandoned pharmaceutical factory, hiding from wretched medical zombies made of evil. I cocked the trigger on my plasma-blaster gun, powered up my health with a dose of Spicy Nacho, flung open the door and...

Wait, okay, no. The last time I had a bag of Doritos, I was sitting on the couch in my old gym shorts, watching reruns of Project Runway. I crunched a layer of Salsa Verde chips atop the bologna in my bagel sandwich, raised the remote control to adjust the volume, drew a semi-warm can of cherry cola to my lips, and...

Nah, that's not the Doritos experience at all.


_DictionaryGirl_ doesn't usually turn to Penny Arcade for breaking news, but this was too great to pass up. She also thinks that Smokin' Cheddar BBQ's win over Mild White Cheddar in the "Fight for the Flavor" contest was a total upset, and that Flavor X-13D tastes like cheeseburgers and ass.

  • feature
  • WEDNESDAY MAY 16 2007 12:00 PM

Wil Wheaton's Geek in Review: Happy Birthday, Video Games

Tags: Video Games

According to a magnificent feature at 1Up.com, forty years ago this week, Ralph Baer became the first person to ever develop and play a computer game hooked up to a television. The game was called Ping-Pong, and though pony-tailed purists give credit to 1962's Spacewar, most people acknowledge the creation of Ping-Pong in 1967 (obviously the father of Atari's Pong in 1972) as beginning of the arcade era.

So with video games officially entering middle age this week, call in sick to work (tell them you have Pac-Man fever, of course) and celebrate the big birthday, geek-style.

Have a Video Game Film Festival:
I thought there were a ton of movies based on video games, but according to Wikipedia, there are only a handful of films with video games integral to the part. Huh. Apparently, one scene in an arcade doesn't rate. (Sorry, Midnight Madness.) In fact, there are so few, you could watch them all in one day . . . with some related activities to celebrate, of course.

* Watch the brilliant documentary Once Upon Atari, then invite Towlie over to play invisible tank pong with maximum walls in Combat.

* Watch The Wizard, then apologize to your parents for freaking out at them when they wouldn't buy a power glove for you when you were a kid. Alternatively, you could have a drinking game where you have to drink whenever there's a glaring video game continuity error, but don't complain to me when you pass out in thirty minutes.

* Watch Emilio Estivez in The Bishop of Battle story from Nightmares, and cry softly because arcades as easy to find in the mall as Duke Nukem Forever.

* Watch The Last Starfighter, then play Star Raiders 2 on Atari 800. If you do well, tell all your friends you're going to be recruited to defend the Frontier against Xur and the Ko-Dan Armada. Don't forget your towel, hot shot.

* Watch Wargames, the movie that lead to parental and congressional freakouts about teenage hackers who could star World War III from a payphone! Oh Noes! Invite some Mooninites over to play Lite Brite and Defcon.

* Watch Tron, then invite Tron Guy over to play Trak-Ball and Frisbee, in a gymnasium lit entirely by ultraviolet light. In fact, if you do this, invite me too, because this sounds pretty awesome.

And while we're on the subject of movies, does anyone else remember scenes from the 80s where the kid is playing Pole Position, but the sound is clearly from a different game, like Defender? That used to drive me crazy. Come on, Hollywood! You already expect me to accept Tom Cruise as an actor, so you've got to meet me halfway here.

Play the Classics in an Emulator:
I will never forget the first time I came across MAME. It was just before I met my wife, and I was playing Doom late one night in the dark. Alone. Again. In an effort to track down some new WAD files, I stumbled onto a now-defunct site which claimed that I could play classic arcade games from my youth right on my computer at home. It was an outrageous and unbelievable claim, surely part of some effort to trick me into doing something I'd eventually regret . . . but the lure of Mr. Do! and Tempest was impossible to resist. I downloaded MAME, and then some roms for, uh, evaluation (which I quickly and legally deleted 24 hours later. Yep.) I was hooked, and played arcade classics I loved, like Berzerk and Pac-Man, and once-beloved games that I hadn't thought about in decades, like Thief and Kick.

Of course, the legality of MAME and other emulators is murky, so I'd never encourage anyone to download Andy Holfe's brilliant Arcade Ambience, track down a complete set of MAME roms, and spend an entire weekend with everything from Gyruss to those silly Japanese pseudo-porn games based on Qix . . . but there are a lot of legal alternatives, many of which you can play right on your 360 or Playstation (and don't forget the Virtual Console on the Wii, which is its own thing entirely.) There are also lots of self-contained units that hook up to a television, to bring something resembling the arcade into your home, or recreate those classic console days, when Shasta and frozen yogurt ruled the world.

I love emulators. As a parent, I get to share games with my kids that were important to me when I was their age and younger, and as a Gen Xer, I get to relive those days for less than twenty bucks. Ah, who knew you could put a price on nostalgia? Walt Disney, that's who.

If you're one of the damn kids today, it's unlikely that these games are going to Dig your Dug, but if you're a parent of one of the damn kids today, many of them are as much fun to play now as they ever were. So, after your film festival, you can . . .

* Play the Atari Flashback 1 or 2. It's amazing to me how Adventure is still fun, and how hard it remains to jump over the crocodiles in Pitfall.

* Get carsick while playing Mattel handheld football.

* Play the Midway and Namco collections on your favorite console. Beat Smash TV, and wonder why you ever spent more than one quarter trying to finish that piece of shit. Play Sinistar, and try not to get scared all over again when he says, "Beware! I live!"

* Play the Activision collection on your Gameboy, and try to score enough points to qualify for those Activision patches you had twenty years ago.

* Play Intellivision Lives! with only one thumb, to recreate the experience of using that weird Intellivision controller.

* Download a Commodore emulator, and track down a copy of COMPUTE!'s Gazette. Build your own game by copying the code from the magazine and compiling it yourself. When you're done, spend the rest of the day PEEKing and POKEing at the code to find the one character you transcribed incorrectly, and locate it just before you have to get off the computer for dinner. To complete the experience, have your mom come over and turn the machine off without writing your program to the cassette drive.

As a child of the 70s and 80s, video games were one of the biggest cultural influences on my life. I may have learned everything I needed to know about being a teenager from John Hughes, but if aliens ever attack Earth, or I'm ever trapped in a maze with robots, I'll have video games -- and Ralph Baer -- to thank for my eventual victory.

Wil Wheaton always wanted to be a contestant on Starcade.



  • feature
  • WEDNESDAY MAY 9 2007 12:00 PM

Wil Wheaton's Geek in Review: The Damn Parents Today

Just before the end of Spring break a few weeks ago, my wife and I took our kids camping for a few days. I'm not the biggest fan of camping, but we've done this since we were dating, because it's an inexpensive way to get away from the real world and all its responsibilities, and force me to get offline for more than a few hours at a time (I'm not the only technophile who gets the shakes after ninety luddite minutes, am I?)

This year, rather than some sort of rustic camping experience on a secluded beach or high up in the mountains, we did some car camping down in Chula Vista, at this campground we used to take the kids to when they were really little. With our oldest heading off to college in a few months, I think it was as much about the nostalgia of those simple days as it was about the convenience of easily-accessible showers and a camp store, but if we were expecting anything like what we saw ten years ago, we didn't find it.

First of all, the campground has WiFi. Wait. What? WiFi? In a campground? Yes, JOSHUA, there is WiFi, and you can play Global Thermonuclear War from the comfort of your own tent. It was hard to believe, but I saw just as many guys sitting at a picnic table playing World of Warcraft as I saw people reading books in the shade of a tree.

There have always been RVs with television antennas, but nearly all the ones I saw this year had portable satellite dishes, so their owners wouldn't miss a single moment of CNBC or the TV Guide channel while they were away from home.

Isn't the whole point of camping to get away from these things? I thought so, but I'm probably out of touch, and the people who choose a well-developed, freeway-close campground probably aren't looking for the most rustic experience in the world, which is entirely reasonable, I think.

However, I did see something in this campground that really grinds my gears. While I played Frisbee with my kids, a bunch of other kids riding bikes around us, I saw one child, probably 7 or 8 years old, sitting outside at a picnic table, playing a gaming console. This kid was glued to his button mashing, oblivious to everything going on around him. His parents brought him camping, where he was surrounded by other kids his age who were all playing together, and there he was, glued to the PS2.

What. The. Fuck.

Now don't get me wrong: I love gaming. I love technology. In fact, I almost wrote a column this week all about the majesty of handeld games in the 70s and 80s (Merlin and Mattel D&D FTW!) and when I was younger, I took my Mattel Football and then Gameboy just about everywhere with me, but my parents gave me limits, (I didn't miss Old Faithful erupting because I was playing Tetris, for example) and they certainly never brought our Atari 2600 with us on a vacation.

I've been ruminating on this for some time, but I've recently concluded that there is, in fact, an entire generation of parents, about my age or just a little older, who are substituting technology for parenting. As a result, there's an entire generation of children who are overstimulated and undersocialized, and in some cases heavily medicated, because their damn parents would rather distract them with a DVD or video game than, you know, interact with them.

Is this the new way we're supposed to raise emotionally healthy and well adjusted kids? I must have missed a memo, because these people are everywhere.

Next time you're in the freeway and you see one of those obnoxious SUVs with the fucking little family sticker on the back window (you know, the one that has the adorable little stick figures of mom, dad, their seven kids and the dog) take a look as you pass them. In four out of five cases, the seven kids are all watching a DVD. On the way to the store. Because god forbid they have ten minutes in a row where they're not watching Dora or The Wiggles.

In restaurants, it's all too common to see parents completely ignoring their kid while he plays a PSP or Nintendo DS, and I've recently seen kids watching an ultra-portable DVD player while they drink Coke after Coke as mom talks on the cell phone, oblivious to everyone around her – including her child.

There's a car commercial running right now that is an unintentionally powerful and disturbing commentary on how many people in this generation of parents are raising their kids. It starts in a school lunch room, filled with kids who are jumping and running around, throwing food, and generally raging out of control. A teacher tries to get them to settle down, and is ignored, so he flips down a little display, like you'd see in a car-based DVD player, and the entire room instantly turns into slackjawed, television watching zombies. What's the message here? "If you can't get your kids to listen to you, don't worry, all it takes is a little DVD action to do it for you, so you can get back to the peace and quiet you inexplicably thought you'd enjoy when you had seven fucking kids."

I know this basic phenomenon is nothing new. As long as television has existed, parents have sat their kids in front of it while they did other things, but the current portability of media, and the complexity and depth of handheld video games, is leading to a generation of kids who are so used to its constant presence, when it's taken away, they just don't know what to do with themselves -- and neither do their parents. If you've ever seen a kid running around a grocery store like a ferret on crystal meth, while their hapless parent stands by and avoids eye contact with other shoppers, you know what I mean.

When this generation of kids, who have never learned how to sit still or entertain themselves for more than a few minutes at a time, grow up and meet the creepy home schooled kids whose parents have substituted mythology for science and history, the shit is really going to hit the fan.

When that day comes, though, I have a plan: I'll just carry a portable DVD player with me at all times. If any of them tries to give me shit when I'm collecting my social security check, a little Dora should transform them from annoying Customer Service Jackass into helpful Customer Service Zombie in a matter of seconds.

Wil Wheaton is totally winning this contest he's in with Rob Corddry.

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