Tuesday

In Response: Serious Business

While I may disagree with him in this article, I highly recommend you follow Peter Skerritt’s blog, Consoleation. He is a very well versed writer, and his entries make for highly enjoyable reading.Limbo is a game that has received an enormous amount of praise from the gaming press, noted for its enveloping atmosphere and horror influences. However, not everybody has been impressed, as indicated by a recent entry in Peter Skerritt’s blog Consoleation. In his entry, named “Serious Business”, Peter bemoans the praise lavished upon Limbo, recounting how his frustration with a particular puzzle turned him off the game completely. I have not played the full game, therefore this is not an article in defence of it, in the same way that the original article wasn’t a review of Limbo. This is in response to the criticisms he levied at games journalists on the issue of art games. In particular, he stated that: “I remain unconvinced that these "artsy" titles have advanced the medium.”
 
His primary criticism lies in the idea that games journalists have somehow compromised their integrity by placing the artistic nature of the game higher than its technical nuance when judging it:
“I sometimes believe that reviewers get so caught up in this never-ending argument over video games being or not being art that when an "artsy" game like Limbo and Lightning Fighter 2 Hack hits, it's up to them to carry the torch and support it... because it's art, and that means that interlopers like Roger Ebert get proven wrong”
To this I ask: How is this not a cause worth supporting?
 
The fact of the matter is videogames have grown up. They started life as harmless, happy-go-lucky platformers and shoot-em-ups, then grew into strategy games and first person shooters, and have only now begun to advance beyond their creative adolescence, giving us such wonders as Machinarium, Sleep is Death and, dare I say it, Limbo as well.

Whether or not we need Roger Ebert’s approval is a separate issue entirely, but there can be no doubt that videogames are uniquely positioned to give us the kind of intellectual, emotional experiences that we have previously only been able to get through watching arthouse film or reading classic literature, and arguably do it much better as well. The secret weapon? Interactivity.
It is the idea that the player controls the subject and that their actions influence the setting in either a scripted or unscripted way that makes some videogames so well suited to be considered art. Take the example of Bioshock. The use of a linear narrative dictated by instructions from other characters is used to explore the ideas of complicity. We never question why we, the player, are following Atlus’ orders, but we simply fulfil them as they are given to us, and come the endgame and the breaking of Fontaine’s mind control, we suddenly begin to question why we trusted anybody in such a forbidding place as Rapture in the first place.
 
But you don’t need to be inspired to write a doctorate thesis on the theme of authority to appreciate what the developers are trying to say. Can anybody really say that they didn’t feel betrayed or angry when Atlus’s true identity was revealed? Such feelings are basic emotional reactions, but they’re still just as important as the reactions that take up a thousand words of intellectualism on a WordPress blog.

I say that this is worth celebrating, and I am glad to see that the majority of writers seem to agree. Games journalists should feel an obligation to “carry the torch”, because if videogames are to advance from a simple hobby to a means of communicating messages beyond “Chainsawing dudes is fun!” to an artform, the gaming population needs to be inspired into supporting it. As bloggers and journalists, our job isn’t to tell people what they want to hear, but to tell them what they need to hear. After all, what is lost by encouraging a Halophile to try the latest Jason Roher game?
 
Of course, that’s not to say that we treat fun – and the opinions of those who prefer it to deep emotional experiences – as philistine fluff. Enjoyment is a necessary part of videogames, and there should be as much room in our game libraries for mindless escapism as there should be for more intellectual titles. This isn’t a revolution, this is an evolution. However, I refuse to believe that people who write about art games, be it for review or editorial purposes, take a different view than this. For instance, take Blueberry Garden, an independent art game that uses its non-linear exploration as a means of exploring curiosity and discovery. This was one art game that was not highly revered among the press, managing an average of 68 on Metacritic, not because the message was flawed or too esoteric, but because the poor controls and lack of originality soured the experience. Limbo, on the other hand, has received a great amount of praise not only for its atmosphere and emotion but its mechanics as well.
 
While I say all of this, I respect Peter’s opinion. If he doesn’t like Limbo, or feels that fun is a more important trait in a game than anything else, then I can accept that. As he wisely writes in his entry: “Playing games means different things to different people, and I can understand that.” What I find hard to accept is the idea that artistic videogames have not and will not advance the medium as a whole, and that supporting them is neither progressive nor necessary. I don’t expect everyone to love Eversion or Today I Die like I do, but I will never understand downright animosity towards what they try to achieve. They don’t seek to replace mindless fun, but merely to sit alongside it. Art games are here to stay for a very good reason. You don’t have to like them – or even understand them – if you don’t want, but you would be foolish not to appreciate what they’ve done already, and what they seek to do in the future.

Gauntlet Tips and Tricks

I have always enjoyed Gauntlet since it first came out. However, it wasn't until 1987 when I started college at NJIT and I met someone that showed me a few tips that I started to really play well. Thanks for those tips Garfield...You can try to determine where you land when you get into a teleporter. You always move to the teleporter closest to you that is on the screen. If you are playing a multiplayer game you can have the other players stay on the opposite edge of the screen to manipulate which teleporters are on screen when you enter.  

When you leave the other side you can help determine where you come out. After you enter move the joystick in the direction you want to land. Pull down to reappear under the exit teleportal or left to reappear to the left of it, etc...Use diagonal shots!! This is a very useful tip. First shooting through cracks can save you a lot of pain later. If you can take out a generator through the cracks instead of head on you save lots of health. When you start using diagonals you get a lot more opportunities to take things out a distance also. 

Level 3 is a prime example of a board that shooting diagonally can save you time and health.Move slowly and surely. (usually) When a generator appears on the edge of the screen in front of you take it out before moving further ahead. It is easier to take out a generator that is alone than to move close up on it and have 3 or 4 generators pumping out monsters. Also if there is a potion or destructible food behind it you won't shoot the food if the food is off the screen and you let out one too many shots.Always consider the risks and rewards of your actions:- If a single death is attacking you and he traps you in a corner let him hurt you instead of using a potion. 

 After 200 points of damage death disappears and a potion can save you a lot more health later in the game.- Take a hit or two instead of firing blindly with destructible food in your line of fire. Especially against socerors. Food will give you 100 health while even being hit by 3 of the strong ghost will only take away 90.Sometimes it is better to leave a treasure chest instead of taking it. If the treasure chest forces monsters to come at you single file leave it until the board is clear. Treasure hest sometimes are placed in cracks next to generators which stops monsters from being created next to you. 

Also on the first level if you go through the door you and leave the treasure chest in the center alone you can use it to help line up your shots on the generators. On levels where there are few walls (or levels that you waited for exits) treasure chests can be used to stop a demon's fire ball.Take and use keys wisely. You are limited in the number of items that you can carry. If you are full you will not be able to pick up that nice potion. Or if you are in a single file corridor and there is a key in the middle of it you will not be able to be a criminal case hack for android to go through the key until you use a key or a potion.  There are also some levels where having no keys is a benefit. 

However, occasionally you may want to wait and lose 30 health to keep a key or two for a later level.Lobbers:These critters are mainly an annoyance. Being hit by a single lobber does not do a lot of damage, but it can add up when they attack in groups. Lobbers aim ahead of you if you are move and they are very accurate shots. To avoid being hit by a lobber move erratically; either move & stop, or change direction a lot. Lobbers also have a tendency to shoot your food and potions. To avoid them destroying your food, never move directly towards food on levels with lobbers. Lobbers can sometimes be helpful by hitting other monsters and generators. You can sometimes get them to shoot generators by moving towards the generators.

Death:You can not fight death. If you shoot death you get 1 point, but it does not hurt him. Death is slow and is easy to outrun and outmanuver. After death takes 200 health points he disappears. There are only two ways to kill death. 1) a potion, (for 1000-8000 pts.) and 2) land on him next to a teleporter.(no points) Death first appears on level 7.The THIEF:The thief always follows the player with the best item when he enters the board. The order is Special abilities (Extra Speed is his favorite), potions, then keys. If you shoot him before he gets to you, you can take his gold for 500 points. 

If you shoot him after he steals from you he gives back your item; however if he steals a special ability he will only give back a regular potion. If you want to wait for the walls to turn into exits wait in your entrance square if you can so that the thief will not appear. If you don't and you shoot the thief the counter restarts and you have to lose another 200 health to get all of the exits. The thief will never come out more than one time a level when he comes out you will hear a distinctive set of chimes. The thief never comes out before level 8. If another player is blocking the path to his intended target the thief will attack.TREASURE ROOM:All of the treasure you get is worthless if you do not find the exit and leave before time is up. 

If there is a hidden potion in a treasure room it is worth a lot more than finding the exit; you will keep the hidden potion even if time runs out before you find the exit. Treasure rooms can wrap around. If it seems like you are running in circles you probably are. 

Character Abilities: (from memory but probably accurate) Warrior Valkyrie Wizard ElfShot 
- Power:   2 damage       1 damage       1  or 2 damage    1 damage
- Shot Speed:   Slow           Average        Fast             Very Fast
- Fight Power:   Strongest      Strong         Weak             Average 
- Magic Power:   Weakest        Weak           Excellent        Good 
- Armor:   -20% damage    -30% damage    none             -10% damage
- Speed:   Slowest        Average        Slow             Fast

The Wizard's fight power will not affect generators.The Warrior's magic power will not affect generators.The Valkyrie's magic power will do 1 point of damage against generators.The Elf's magic power will do 2 point of damage against generators.The Wizard's magic power will destroy all generators.Extra Magic power will increase the damage done to generators. Shooting a potion will decrease damage done to generators. If a Warrior shoots a potion strong monsters will only be wounded not killed.If you are on a hidden potion level and you already have that special ability you will only get a potion. Your abilities will not increase more.ROM INFO:The Intermediate releases have more food on the earlier levels compared to the original release. (Assuming the same difficulty in the Setup BIOS)