weekend recap: the sneeze and the fury

[Note:  this post may be a bit rambly and incoherent; I’ve got a bad head cold and I’m working under maybe an hour of unrestful sleep (though I also did eventually have one of the most hilariously frustrating dreams I’ve ever had).  I did make it into work for some reason, though, so if this post does get rambly, it may also get distracted.]

Things to talk about today:

  1. Had to put Dishonored down due to a weird, game-breaking bug.  May take the opportunity to start over from scratch.
  2. Gave up on Resident Evil 6.
  3. Spent some quality time with XCOM Enemy Unknown.
  4. The difference between bad video games and bad movies.

1.  I was finally starting to get into Dishonored‘s groove.  At first I was incredibly intimidated by it (as I sort of am with most stealth games), as I wanted to try to be as stealthy as possible and not kill anyone, but I kept accidentally screwing up and suddenly finding myself in sword fights (that I often lost).  After a while, though, I decided that if the object of the game is to have fun, and if the game does in fact give you options for killing people in spectacular ways in addition to making it easier to sneak around, then, dammit, I was going to play it however the hell I wanted to.  To wit: mostly stealthy, but if push came to shove, then dudes were getting shivved.  No muss, no fuss.  And so everything was going great.  I was around 45 minutes into the third mission, doing a sidequest for Slackjaw who was going to help me gain entry into the Cat Parlor (or whatever it’s called).  I completed Slackjaw’s quest, and was on my way to head back to his distillery to turn it in, when the game suddenly told me I’d failed the quest, and even though none of his men were trying to kill me, he certainly was.  I didn’t understand what I’d done wrong.  Tried re-loading several times, tried entering stealthily as opposed to waltzing right in – but no matter how I entered the zone, as soon as I’d crossed some invisible barrier, the game decided I’d failed.  This was very, very frustrating (as you might imagine), and since I didn’t see any solution (beyond waiting for a patch), I decided to take it out of the 360’s tray and leave it alone for a little while.  Some quick googling revealed that a lot of people are having the same problem – not everyone, but enough for me to feel like it’s not just my own peculiar problem.  That being said, since I don’t know when the patch is coming (if indeed it’s coming at all), I might just take the opportunity to start over from scratch, now that I actually know what I’m doing.   (I’m still terrible at the melee combat, but I’m much better now at stealth.)

2.  In my annoyance at having to put Dishonored to the side, I decided to give Resident Evil 6 one last concerted push before sending it back.  To that end, I played a little bit more of Jake’s questline – his is the most action-oriented, he runs quickly, and it’s not so methodical as the other two.  Started running into weird problems early on, though, where Jake would only pick up certain objects.  In a game like RE6 where ammo is always scarce, it is INCREDIBLY FRUSTRATING when you’re completely out of ammunition and there’s 3 boxes RIGHT IN FRONT OF YOU that for whatever reason the game won’t let you pick up.  (And not just that it wouldn’t register a button press – it seemed to imply that I couldn’t carry any more, which was the exact opposite of my problem.)  Now, between the Dishonored bug and this apparent bug, and the fact that my 360’s been making some loud noises when I start it up, I started wondering if there was a larger issue at work, even though I don’t know how a hardware issue would affect lines of code on a disc.  Still, though, I continued to push on until HOLY SHIT THE SAME ENEMY THAT I’VE BEEN FIGHTING FOR THE ENTIRE GAME SHOWED UP AGAIN.  When even your poorly-written characters are incredulous about the shit that’s happening to them, to the point where they actually say out loud how goddamned ridiculous it is that they have to keep fighting the same monster over and over again, MAYBE IT’S TIME TO DO SOMETHING ELSE.

3.  So, what with Dishonored’s unfortunate glitch, and RE6’s bullshit, and the aforementioned loud noises that my 360’s been making lately, I decided to go back to my PC and spend some time with XCOM Enemy Unknown, which had been getting short shrift of late.  I am very pleased to report that unlike some games I could mention, XCOM actually works as advertised.  And even on the easiest difficulty setting, it is still challenging – there’s nothing more terrifying than moving your guys into what you think is appropriate cover, only to have a bunch of thin men show up and move to your un-covered flank, blasting you into smithereens.  I lost one of my best soldiers in such a manner, as it happens, and while I exacted a swift and merciless revenge on his killers, I’m still a little bummed about it.  That this feeling is the game’s intention is what makes the game special, and that it’s executed so well is what makes it remarkable.

4.  The wife and I re-watched Prometheus this weekend.  We’d seen it in the theater, and I can’t speak for my wife but I found it to be one of the most disappointing movie experiences I’d ever had.  Part of this is certainly because my own expectations were sky-high – those trailers looked absolutely amazing, and I was very much looking forward to what was appearing to be a well-made, hard science fiction / horror movie.  Instead, what I got was an exquisitely photographed piece of shit, with plot holes larger than the actual movie, stock characters that were loathsome when they weren’t being mind-bogglingly stupid, and Guy Pearce in some of the worst old-man makeup in cinema history.   I am not surprised (but still disappointed) to report that it’s even worse upon a second viewing.  Frankly, it was the sort of terrible that is normally associated with video game storytelling – indeed, one might make an apt comparison here to Resident Evil 6, another highly-anticipated game that ended up being a piece of shit in part because of its awful approach to narrative.  At least with Prometheus, the movie ends, eventually, thankfully, and I never felt like it was my fault that it was so terrible; it’s not like I could ever get better at watching it.  Whereas with RE6, I’m sure I could get better at shooting enemies, even if the game is maddeningly inconsistent at telling me if I’m doing any damage; I could also scour every nook and cranny of every level in order to find hidden skill point packages, and then replay every level over and over again to find those same skill point packages, and then eventually have enough points so that I can level up my characters with more powerful weaponry, higher ammunition counts, better defensive skills, etc.  This, in turn, might make the combat a little less dreary (if only because I could get through it a lot faster).  The game’s narrative problems, though; that’s not something I can improve with skill points.

the first few hours: promising, very promising

I put an hour into both XCOM Enemy Unknown and Dishonored last night, which is obviously not nearly enough time to give those games their proper due.  That being said, I am a firm believer that what a game shows you in its first 10 minutes is very often a good indicator as to the general quality level of the experience you’re about to embark on, and on that note, I feel pretty confident in saying that these games are looking very good indeed.

XCOM

Two things I should point out before I start:  (1) I am very intimidated by strategy games, be they turn-based or real-time, which also means (2) I never played the original XCOM games.  I am approaching this game as a recent convert to the genre, specifically because of the noob-friendliness of Firaxis’ own Civilization Revolution (which, in turn, got me into Civ 4 and Civ 5).  I have no allegiance to the original games.  What I’m interested in, then, is a compelling experience, and with an option to turn the difficulty down to the easiest setting (just so I can get my feet wet, and so that I can better understand how the game systems work without getting vaporized).

The tutorial walks you through each move; the first two missions still hold your hand a bit, but you have a bit more freedom to work with.  I managed to finish the first post-tutorial mission with everybody alive (though one dude got dinged up a bit); in my second mission, I lost a rookie and two other soldiers are in sickbay, out for at least 2 weeks with some serious poison damage.    (I have not yet renamed my soldiers, but I am already somewhat attached to my most powerful guys, and I can already see myself making sure they have the most cover at any given time.)

I am still intimidated once I’m on the battlefield, but in a way that’s a boon – my abundant need for caution at every turn also happens to be the proper way to play the game, and because the controls are incredibly easy and intuitive to use (I’m using a 360 controller, though I’m playing on the PC), I find myself getting more and more comfortable.  Even though there’s no greater feeling of dread that moving your guys into what you think is a proper cover position, only to see enemies suddenly appearing directly behind you.  Ordinarily I’d say this is a cheap shot, but the game never makes it feel unfair – there’s almost always a better vantage point that I should’ve seen, and in any event, this is war – people will die.

I love the in-between bits the most, I think.  I love looking at the base of operations (presented as if it were an ant colony, which is a useful subliminal reminder of that old saying about a boot stomping on an anthill), talking with my various departments, starting research projects, outfitting my soldiers, etc.  It’s elegantly presented and does a fantastic job of making you feel like you’re a vital part of the story.

DISHONORED

I am already enjoying the hell out of Dishonored even though I’ve died a lot in the game’s first hour.  Quite a bit more death than I’d anticipated, if I’m being honest.  My intention was to play as non-lethally as possible, but it’s not always easy to tell when you’re hidden in shadow and when you aren’t, and thus I’m forced to shoot and stab in order to escape, and since I’m still getting the hang of the controls, I don’t always escape.  I’m tempted to delete my current save and just start over from scratch, in an attempt to really make sure I understand what I’m doing and how the stealth mechanics work.

My terribleness at the game aside, I love everything I’ve seen thus far.  The art direction is quite stunning (even if some of the textures on the 360 are a bit blurry and pixelated) and the little of the city I’ve seen looks remarkable.  And I love how many hidden secrets there are, and how well the game rewards you for going off the beaten path.  There is remarkable detail in every corner of the world.

 

 

maybe the last RE6 post for a while

As noted here and elsewhere, today marks the release of 2 probable GOTY contenders, XCOM Enemy Within and Dishonored, which means that any plans I might have made to finish Resident Evil 6 will most likely be put on hold for the foreseeable future.  I’m sure no one will mind/notice.

That being said, I played one more chapter of the Chris/Piers storyline last night, putting me at 2 chapters into each story.  I had to fight a boss that I’d already beaten (in Jake’s story), but even though I now had a much better idea of what the hell I was supposed to do, I still had a very difficult time doing it.

Part of the problem, as you’ve surely heard by now, is that each storyline has its own gameplay style/focus.  Leon’s story is classic Resident Evil – slow, methodical exploration of scary-looking buildings.  Jake’s story involves a lot of running, jumping and obstacle avoidance.  And the Chris/Piers story is mostly combat-focused – Chris is a machine-gunning heavy, and Piers is a sniper.  That each story has its own style is fine, I suppose, but why then is each story bogged down by the same contrivances?

Specifically, Chris/Piers start each mission with very little ammunition.  This is a classic staple of the Resident Evil experience, but in this particular case it is literally nonsensical.  Considering that Chris and Piers are military personnel, why the fuck are they chronically low on ammo?  How would they expect to win any battles or kill any monsters without bullets?  (I am reminded of a similar complaint during a pivotal scene in the movie Aliens – “What are we supposed to use, man, harsh language?”) 

Indeed, if Piers is the sniper, why does he almost never have any sniper ammunition, especially considering that his other weapon is a piece of shit machine gun that requires at least 5 headshots just to slow an enemy down?  This makes absolutely no sense, and consequently leads to extreme frustration; I spend most of my time running around kicking dudes to death just to save my ammunition (even though I have not yet sufficiently leveled up my sniping skills so that it would make much of a difference – Piers jerks his scope around as if he’d drank 8 cups of espresso before heading out into the field, making long-distance sniping comically impossible).  In a way, I suppose it actually helps that the J’Avo – the mutated insurgents in the Chris/Piers storyline – display some of the least impressive AI I’ve ever seen in a game this side of 1998; they either stand in place, oblivious, or they run right past me.  (However, their snipers are better than Oswald, those fucking assholes.)

So, to get back to the top of this post – I’d already beaten this boss as Jake, who doesn’t have that much ammunition to begin with.  But I figured Chris and Piers, being military dudes with powerful guns, would be able to take the B.O.W.s down with a little more finesse.  No such luck; I had to do the same exact shit in the exact same way, still receiving no apparent feedback as to how I was progressing – and this time, without being able to rely on my weapons.  What’s the point?  I didn’t learn anything in the 2nd encounter that I hadn’t already learned in the 1st, except that I had a better idea of who Chris and Piers were (though I didn’t need to replay the boss to learn that stuff).

I’m starting to wonder, now, why I’m so determined to see this game through to the end; the more I think about it, the angrier I get.

it gets better

1.  This weekend was insanely busy for me, and so I’ve advanced no further in Resident Evil 6 since Friday night’s session.   Here’s the weird part:  despite everything that annoys me about it, I must admit that I kinda want to keep playing it, even if I can’t really explain why.  I suppose it’s partially because I want to check out the 4th campaign, which only unlocks after you finish the first 3.  Finishing the first 3 campaigns, though, looks to be a rather sizable time investment, which may be a problem, because…

2.  …have you seen what’s coming out this week?  Between XCOM: Enemy Unknown and Dishonored, both of which are getting superlative reviews, my plate is full.  Not to mention that Episode Four of The Walking Dead lands later this week, too.  I think my earlier pronouncement of 2012 being a huge disappointment is about to get kicked in the ass.  I’d kept an eye on Dishonored but only ever considered it a rental, something to check out in an idle hour.  From everything I’ve read, though, it looks like it might be my GOTY.  (So much for keeping my expectations in check.)

3.  I did play around an hour’s worth of The Testament of Sherlock Holmes, thinking it might be fun to play with the wife.  I shall not be making that mistake again.  The solution to the tutorial mission’s crime – which is to say, the very first thing you play – is so convoluted and insane that I found the game impossible to take seriously.  The voice acting is stilted beyond belief – and it’s certainly not aided by some of the poorest lip-syncing in recent memory (seriously – if you can’t get it right, don’t even bother trying).  I’m sending it back ASAP.  I love a good adventure game, but this one’s flaws outshine whatever strengths it may have.

4.  On the mobile gaming front, I’ve been addicted to Super Monsters Ate My Condo, an updated release of  PikPok / Adult Swim’s strange yet endearing puzzle game.  It’s a vastly improved package over the original, with meta-missions and challenges and power-ups and boosts and the rest of it.  The only bummer is that you can’t listen to your own music while playing; otherwise I’d never put my phone/iPad down.

5.  I feel terrible for saying this, but I think I’m going to give up on Torchlight 2.  I squeezed in another hour or so over the weekend and I just don’t care about what I’m doing.  I may still be burned out from Diablo 3, or maybe I’m just turned off by how “cheap” T2 continues to feel.  Oh well.

It is entirely possible that a new Couchcast will arrive this week, depending on schedules.  I’m also hoping to line up some new guests for future episodes, too, just to keep the thing moving.  (I’m well aware that tiny podcasts for tiny blogs are not necessarily the most compelling content to seek out, but I’d like to get better at the format.)

the first few hours: RE6

After all that, I didn’t take my own advice; home with a shitty stomach (as per usual), I’m now 5 chapters into Resident Evil 6.  Per Kotaku’s advice, I skipped around a bit and did 2 chapters of Leon, 2 chapters of Jake, and (at the time of this writing – late Friday night) I just finished 1 chapter of Chris.

So after 7 or 8 hours or so, here’s what I can say:  it’s not the gigantic turd I’d been led to expect; but neither is it hot shit.  It is a weird, frustrating mess, to be sure, but it’s also really ambitious, and I can certainly appreciate that they’re not just recycling the same old crap like other big-named franchises I could name.

Because it’s getting late and because this upcoming weekend is busy, here are some random, unedited thoughts that I’m just going to throw out there:

  • you can’t pause, which is ridiculous.  no reason for it.
  • there is a tutorial to keep you up to speed on how the QTEs work, but not one for how to manipulate your inventory so that, say, you can toss a grenade.
  • not scary.  at all.  the monsters aren’t creepy, and can also be a bit unintentionally funny at times (like the upside-down lobster-monsters in Chapter 1 of Chris/Piers).
  • the script is ridiculous; cliche after cliche; there is no context for anything.  things just happen and it’s unclear why you should be concerned about them.
  • if one character has something to tell the other character, they should have a very good reason for waiting to tell them besides “you wouldn’t believe me if i told you”, especially when they’re shooting monsters.
  • the melee controls are awful and inconsistent, and sometimes are hilarious; at least the AI looks ridiculous when they miss on their melee attacks, too, though.
  • i was super-addicted to the medallion hunting in RE5; consequently I’m looking at every nook and cranny in RE6, although I’m still missing some (which is annoying, especially when the game shows you one right before a door closes that you can’t open again); more annoying, though, is that the payoff is simply a text description for a story beat.  on the plus side, though, the environmental graphics looks great.
  • enemy placement is absurd.  the 2nd chapter of Jake’s story is in a dark snowy mountain pass with no visibility, which follows a sudden helicopter crash.  why are there enemies there?  hell, why are there LADDERS there?  that whole level is insane.
  • i’m fucking done with enemies who won’t die.
  • the game is remarkably inconsistent in terms of telling you how you’re doing.  some regular zombies die in one shot; other regular zombies take a whole clip to the face.  some regular zombies die with one boot stomp; other zombies will override your stomping animation and chew your face off.  and forget about boss monsters; there is absolutely no way of knowing if anything you’re doing is working or not.  if you stay alive long enough while pumping bullets in its direction, you may end up killing it; or you may get killed by a random zombie who’s suddenly spawned behind you, because the camera is terrible.

And yet, despite all this, despite how nonsensical the story is and how stupid the characters are, and despite the fact that I’ve wanted to give up on the game at least a dozen times today, I’m kinda still compelled to keep going.  I don’t know that I’ll end up finishing it, especially with XCOM coming out, but I kinda want to keep pressing on.  So we’ll see how that goes.

do/do not: RE6

Do I?  Or don’t I?

My rental copy of Resident Evil 6 arrives either today or tomorrow, and I’m legitimately torn between sending it right back unopened, and actually giving it a go and seeing how far I can sit with it.

I have no great allegiance to the franchise.  I think I talked about this when I talked about the demo last week, but to recap:  I never owned a PS1, but I played a little bit of RE2 on my friend’s console – definitely jumped off the couch when the dog jumped through the window, but the controls never felt quite right in my hands.  I bought Code Veronica for the Dreamcast, and I remember sort of enjoying it, though I never finished it.  When I finally bought the Wii, RE4 was one of the first games I bought for it, and I hated it.  I fumbled around in the first chapter for 20-30 minutes, fighting the controls, and finally gave up.  RE5, on the other hand?  Loved the hell out of it.  It was goofy, silly, and not at all scary; but it was also gorgeous, and the controls made sense, and it did more to encourage multiple playthroughs than almost any other game I could think of – there were so many cool things to collect and unlock and upgrade.

To say that RE6‘s reviews have been mixed is to put it incredibly kindly.  Looking only at the scores and pull quotes, you would think that the reviewers were sent completely different sets of code, from completely different builds.  I’m not sure I’ve ever seen such a discrepancy in scores in such a high-profile game.   I don’t know what to believe.  (Though the arguments I’ve heard against playing the game sound pretty goddamned persuasive.)

Here’s my deal:  I’m not really playing anything at the moment.  I’m sorta doing a second playthrough of Borderlands 2 in True Vault Hunter mode*, and at some point I want to give Torchlight 2 another try, and I’ll be devouring XCOM next week.  But if RE6 were to arrive today, it wouldn’t be displacing anything in my agenda.

And yet… I’m not in the mood to have my time wasted.   Like I’ve said before – RE4 was universally loved, but I hated it.  RE5 was met with relatively solid and respectful reviews, but I ended up loving the hell out of it.  The reviewers are all over the place on RE6, but the reviewers I generally trust all seem to be in agreement that it’s a massive disappointment… even though they also agree that the game has an astounding amount of content (which scratches that same itch that RE5 satisfied so thoroughly).  I’ve heard that it’s at least as long as one playthrough of Borderlands 2, which is, what, 40 hours?  Jesus.

So…

Like I said last week (or whenever it was) – I played the demo with no preconceptions and no expectations, and even though I only played one campaign (of the available 3) for around 10 minutes, I wasn’t really all that impressed with what I saw.  It was hard to know how much of that was due to the state of the code (the demo does say that it’s not based on a final build), and how much was due to it being actually shitty.  And I don’t know how much shittiness I’m willing to put up with, especially when it comes to a franchise that I have no real strong feelings towards.

A lot of my waffling here is partly because I had too much caffeine this morning and needed something to write about; I’m not, like, agonizing over this.  But it’s also because I’m torn between (1) wanting to be part of the conversation and (2) being aware that I’m not a professional game journalist and thus the conversation is really just a soliloquy.  You’re not going to be missing out on anything here if I don’t end up writing about it.

And yet… I’m just so goddamned curious.  RE6 appears to be one of the highest-profile flops of the last few years, perhaps even of this entire console generation.  But even with its control issues and weak story and everything else that’s wrong with it, there’s also a lot of stuff in it that sounds quite interesting (at least in theory).  That mode where you can jump into a stranger’s game as an enemy?  That sounds inspired.  (Even if it’s inspired by Dark Souls.)

As it happens, the rest of this week and the upcoming weekend is going to be incredibly busy for me anyway, so I’m not sure I’d get all that much time with it before XCOM starts pre-loading.  Which ultimately leads me to ask… why bother?

______________________

* In case you don’t know, True Vault Hunter Mode is basically New Game +.  You keep your current inventory, your level, and your badass perks, and then you start all over again with enemies that are also levelled up.  I’ve played it for around an hour or so, and have already looted an amazing shield, shotgun, and sniper rifle.  (Still looking for a better assault rifle, though; it’s my default weapon and I’ve been using the same one for the last 6 hours of playtime.)

weekend recap – a much better ending

The big news is that I finished the Borderlands 2 campaign.  Ended at  level 33; put in approximately 40 hours.  Did a lot of the sidequests, but not all of them; it’s a little exhausting, frankly.   And yet, it must be said that it’s a tremendous game, vastly improved over the first – and especially as far as the ending is concerned.  I am torn between starting over in True Vault Hunter mode (which makes the game harder, but where you get much better loot), or starting over with a new character (I’m intrigued by the Siren and the Gunzerker).  I may very well decide to take a break from it, however – it’s a lot of fun in short bursts, but over the course of a long marathon it becomes a little tedious and I end up running to my next objective instead of shooting my way through.

I’ve been struggling to determine the game’s pleasure loop – the thing that keeps me so engaged and eager to press on.  Yes, there’s tons of loot, and there isn’t a single empty crate in the game, and I’d easily say that the ratio of usable loot to trash was far better than the year’s other loot-heavy game, Diablo 3, where I’d spend literally dozens of hours before finding something worth swapping out (although it should be noted that the Auction House played a large factor in that particular instance – I found far better stuff in the AH than I ever did in the game).  But loot is, ultimately, junk – there’s so much of it that it ceases to mean anything after a while, and money eventually becomes no object.  (Which is handy, since I died repeatedly during the final gauntlet – the one right before the final boss, the one that ends with a gigantic Constructor bot – so much so that I ended up losing over $20,000 in resurrection fees.)  The actual shooting itself is fun, although reloading is still a bitch.  The story isn’t terribly engrossing, though it should be noted that the characters are really well written and acted.   I suppose I’m drawn to the exploration of the world – and what a huge and varied world it is – although the game threw so many enemies at me that I never felt that I had the time to truly savor every nook and cranny.

(Honestly?  I’m kinda wanting to go back and re-explore Skyrim on my PC, now that it’s been almost a year since I last played it and don’t really remember everything about it.)

*      *      *      *      *

I also dabbled a little more in Torchlight 2.  It’s… OK.  It’s very hard to not constantly compare it to Diablo 3.  And while I had my problems with D3 – especially in terms of how choppy and laggy that game could be – it can’t be denied that D3 looked fantastic, and (when it ran smoothly) it felt fantastic.  T2 is a far smoother experience than D3, which is very much to its credit, but… well… left/right clicking doesn’t seem to pack the same sort of punch.  It also – and I hate saying this – looks cheap.  Like a top-down World of Warcraft, except somehow with less clarity.  (My PC isn’t a screaming graphics machine, but it’s not shabby, either, and I’m running it with everything turned way, way up.)  I’m not doubting the game’s credentials, or diminishing the work that went into it – Lord knows I loved the hell out of the first game and was eagerly awaiting the sequel – but it feels like a budget title (which, lo and behold, is how it’s priced).  I need (and want) to spend more time with it, of course, both offline and on, before making up my mind; it just makes an underwhelming first impression, I guess, which is a little disappointing.

*      *      *      *      *

Also finally tried the XCOM Enemy Unknown demo; oh man.  OH MAN.   Did the very first mission – the ultra-tutorial – and didn’t even do the base stuff before logging off and keeping the rest unspoiled.  I am READY.  (I played it with a 360 controller instead of mouse/keyboard; still felt like a true, solid experience, and it looked great on my PC.)

*      *      *      *      *

Finally, I must pass along this pre-alpha footage, released over the weekend, of the forthcoming HD remake of Abe’s Oddysee.  I don’t know that I’ve written all that much about the Oddworld games recently, but the short version is that while I’d always been into videogames, I more or less stopped playing altogether between 1993 and, say, 1998 or so – the college years.  I grew up with an Atari 2600, and then played a lot of my younger brother’s Sega Genesis, and that was pretty much it for me until a work colleague bought a PS1 and the Oddworld games (alongside Crash Bandicoot and a Cool Boarders game, I think).  The Oddworld games immediately brought me back into the fold – they were intelligent, they were funny, they were absolutely gorgeous, and they were fun to play with a friend – tossing the controller back and forth after each death, trying to figure out each new dastardly puzzle.  And so looking at this remake – the developers would call it a reimagining, anyway – is making me all sorts of giddy.  Those first two Oddworld games hold a very special place in my heart, and seeing them get this sort of loving treatment for a new audience makes me very happy indeed.  I’m especially intrigued at the change of getting rid of the screen-by-screen design in lieu of a fluid, continual level – back in the old days, one of the ways of fixing a tricky puzzle was simply to step back into the last screen, thereby resetting the next one.  What they’ve done here is changed the enemy AI so that if they’re alarmed, they’ll go on a short alert, then go back to their predefined state, rather than simply resetting (since that’s now impossible).   Anyway, check out the footage – it looks fantastic.

good advice

Via Eurogamer:

How do you get a job in the game industry? According to Valve, all you have to do is give yourself one.

Valve’s Chet Faliszek delivered a talk this afternoon to a packed audience at Eurogamer Expo with one clear message to budding developers: “Create something.”

“There you go. And that’s it. It’s that easy,” he said.

“I’m being serious. There are no gatekeepers. There are no requirements. There is no prior experience that you need. Just make something.”

One question Valve is often asked, Chet said, is if I don’t have experience, how do I get experience when every job requires experience? “Here’s the deal on that. Life isn’t fair. It’s not their job to give you experience. It’s your job. The best resume you can do is make something. So do it.”

Chet recommended indie devs participate in indie game forums and get involved in online developer communities to get valuable feedback on their work. He also suggested uploading games to Valve’s own Steam Greenlight website and commenting on others.

“How do you get yourself a job in the games industry?” he continued. “This is the answer: you just give yourself one. It’s that simple. You’re in control of your own destiny. Make your resume and ship it to the world.

“At Valve we’ve been thinking about this a lot. We get asked this all the time. Our simple answer used to be: just go make something. But really you want to do more than that. You want to create something, then you want to release it, you want feedback on it and you want to keep getting better.”

“To be clear, we’re not the only place you can do it. Look up other places as well. I mean we’re working at it. We’re iterating on it. We released Steam Workshop. We released Steam Greenlight. Coming up soon we’ll release software on Steam. Let us know how we’re doing. Let us know what you guys would like to see. What would help you guys.

“And then today, when you get home, take what ever ideas you have and whatever computer you have, whatever software you have, scope it down to something you can ship. Start working on it. Every day you come home from work, work on it some more. Show it to your friends. Talk about it. Get feedback on it. Play test it. And when it’s ready, release it.

“There, you just gave yourself a job in the game industry.”

Chet said those who try to get jobs without having created something, “you’re coming from a point of weakness”. “Nobody knows you. You’re just a piece of paper. You’re really easy to dismiss.” Those who are hard to dismiss, he said, are those who have made something.

Chet stressed that games don’t have to be big to attract attention. In fact, he recommended being smart about the scope of projects.

“People have made some of the dumbest, stupidest things that have made us laugh, that we’ve passed around, then we started talking about them,” he said.