Have A Rampant Holiday!
Rampancy, visiting family on the US East Coast, wishes you and yours a happy happy carnage carnage holiday season. Season's Greetings!
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Destiny 2: The Final Shape Part 1 | 06.08.24 |
Little Kitty, Big City | 06.01.24 |
Fallout Vault Tour Part 3 | 05.25.24 |
Fallout Vault Tour Part 2 | 05.04.24 |
Fallout 3 Prep | 04.29.24 |
Fallout Vault Tour | 04.28.24 |
Fallout TV Part 2 (spoilers!) | 04.21.24 |
Title | Transcriber | Date |
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Halo 5: Advent (String... | cwhiterun | 06.07.16 |
Halo 5: Blue Team (Str... | cwhiterun | 10.22.15 |
Halo 5: Light is Green... | cwhiterun | 10.20.15 |
Halo 5: The Trials (St... | cwhiterun | 10.12.15 |
Roll Call - Price Paid | pimpnmonk | 06.02.14 |
Behold A Pale Horse Fo... | pimpnmonk | 01.24.14 |
Farthest Outpost/Mercy... | pimpnmonk | 12.30.13 |
Episode | Date |
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Sony Acquires Bungie (mp3) | 02.02.22 |
Let's Play Mass Effect 3 #27 Final... | 06.02.17 |
Anger, Sadness and Envy Ep. 27: Craig Ha... | 05.08.13 |
Anger, Sadness and Envy Ep. 25: Destiny... | 03.05.13 |
Anger, Sadness and Envy Ep. 24: Halo Ann... | 04.21.12 |
Anger, Sadness and Envy Ep. 23: Halo Ann... | 06.26.11 |
Anger, Sadness and Envy Ep. 21: The Wint... | 04.18.11 |
Rampancy, visiting family on the US East Coast, wishes you and yours a happy happy carnage carnage holiday season. Season's Greetings!
The latest Zombie Army Dispatch says that Stubbs the Zombie is now playable on the Xbox 360. Stubbs is included on the compatibility list; but if it is a recent addition, it doesn't have a "new" tag next to the name. In any case, as Stubbs uses a modified Halo engine, it's hardly surprising that it would work on the 360.
You knew they would change something, didn't you? If the idea had been to just replay the story exactly as the game presented-- game play included-- they could have just strung the cutscenes together and called it a day. Who knows, perhaps a good portion of the ten million Halo fans in the world would have paid money to see cinema-quality renders of their beloved game.
However, that isn't the way the Halo film is being done. Given that there's a lot of interesting things in the Halo universe to present, and only a few hours in a typical cinema release to show them, it's inevitable that some things won't make the cut, and some things that do will be... different than you remember them.
[image:9940 left hspace=5 vspace=5 border=0] So it shouldn't be a shock to anyone that moments after escaping the lifepod wreck, early in what would be the level "Halo" in the game, the Master Chief is attacked by Covenant vehicles. In the game, those vehicles are Banshees. In the script we've been looking at over recent days, it's Ghosts.
This isn't a major plot point, of course. Nothing substantive really changes as a result of exchanging one vehicle for another, and one could argue that this sequence, as written, is more dramatic than the average encounter at this point in the game. Since you've no rocket launcher at that point, the easiest way to take out the Banshees is with a pistol or an assault rifle-- neither of which would make a particularly interesting encounter that would also be believable.
There aren't any Ghosts in that level at all in-game, and as a player you wouldn't even see one until level five, Assault on the Control Room. Perhaps the writer felt that it was too long to wait. It also goes without saying that in Halo 1 you can't board Ghosts as the Chief does in this sequence; but there's no reason why the writer has to restrict himself to the limitations on character actions that are solely the result of game play mechanics, especially outdated ones.
[image:9941 right hspace=5 vspace=5 border=0] A far meatier exchange, if you'll pardon the pun, occurs when an Elite encounters a downed lifepod and instructs his minions to burn the human flesh because it "is sacrilege". The nature of the Covenant's conflict with humanity is never fully explained. The Prophets cite blocking access to sacred sites as a motivating factor, but that hardly seems fair given the Covenant's usual methods for accessing them. Here, it seems to be not just what humanity has done, but their very existence-- hence the phrase "all this flesh is sacrilege"-- that is the sticking point.
I think there are still unanswered questions about how Humanity fits into the Forerunners' plans for the Halo installations, and how that role is perceived-- or misperceived-- by the Covenant rank and file as well as the leadership. I also applaud the writer for not backing down or unduly exaggerating this essential point in the story on political correctness grounds in the post-9/11 environment. The Covenant are consistently portrayed in the books and the novels as religious zealots; their religion is the driving force behind their culture. If this aspect of the story remains, no doubt it will become a point of discussion and of comparison regarding current conflicts in the world today. It's refreshing to see that rather than the approach taken to Doom, in which many details were changes for seemingly no good reason at all, that the core of Halo's story is being preserved as originally envisioned in the first game.
Those who wondered how Bungie was going to plausibly explain the presence of Nicole-458, the Spartan II soldier who guards the hangar bay of the Nassau Station in Tecmo's upcoming DOA4 title for the Xbox 360, will get a hearty "shut your noisehole" and a shout-out to the I Love Bees reality game in Frankie's run-down on Nicole, Spartan-458:
Nicole was born in the year 2531 in the city of New Legaspi on Mars. At six years of age she was abducted by agents of the Office of Naval Intelligence and conscripted into the Spartan II program. The Spartan II program was the UNSC's highly successful military project to augment and hone perfect soldiers.
SPARTAN-458's unit was preparing for a classified mission on Nassau Station when the ONI stealth ship Apocalypso tumbled into real-space – being carried along in the wake of a freak slipspace anomaly. The anomaly intersected Nassau Station; creating a semi-stable "bubble" in the space/time continuum on its way back to the 21st Century.
For the time being Nicole-458 is trapped in the 21st century; guarding Nassau Station's secrets with all but lethal force (she realizes killing someone in the past could have dire consequences), waiting for the "bubble" to collapse and hopefully returning her to the year 2552.
The Apocalypso, some of you might recall, was the UNSC craft that the AI Melissa was aboard, and that brought the mysterious artifact to Earth that Spartan-spawn Janissary James had to try and deactivate before it... did something bad.
Whether this mishap involving a cloaking device and a space station (sounds like a line from Hitchhiker's, doesn't it?) occurred before or after Truth's fleet arriving at Earth isn't specifically stated; but as the Nassau's hangar bay happens to include a conveniently-placed Covenant boarding craft, one can only assume the latter. Either that, or this is really just the Cairo's hangar from Halo 2. Wait, did I say that out loud? Nevermind.
About five years ago, I wondered that the introduction of a PC-like console, plus a network service like Xbox Live, might lead to consoles and console games that were just as buggy as their PC counterparts, and that would require constant post-purchase updating to fix the many glitches.
That day is now here.
Today's Halo Babies comic looks at ways Microsoft could solve the Xbox 360 shortage. Thanks mrsmiley.
[image:9359 left hspace=5 vspace=5 border=0] This issue has been stewing for quite awhile; and for a long time, I left it completely alone, hoping that it would just go away.
Except it didn't.
In the past two weeks, Wideload Games' debut offering, Stubbs the Zombie in Rebel Without a Pulse, has garnered more press attention for its inclusion in a controversial list of games produced by NIMF, the National Institution on Media and the Family, than it did for being released as an interesting and entertaining Halo-engine game with an innovative theme, and that's just wrong.
The list purports to bring attention to games that parents should watch out for. The twelve "games to avoid" on this year's list included Far Cry, F.E.A.R., Doom 3, Resident Evil 4, Conker: Live and Reloaded, and at number four (with a bullet) our pal Stubbs the Zombie.
What's a zombie got to do for a little respect?
Supporters of the game industry were quick to point out that every single game on that list is rated M for Mature and not intended for children.
NIMF President David Walsh, asserts that the ESRB rating system is "broken beyond repair". How a voluntary rating system that correctly identified all of their 12 "games to avoid" as Mature is broken, I can't really fathom. If I was the NIMF, I'd be seriously worried that people would interpret this list to mean that all the other M-rated games aren't really that bad, and thus would be okay for children. Or that they'd be worried that the industry would respond that their games rated M aren't as bad as these on the list, and should perhaps be rated T instead.
[image:8446 right hspace=5 vspace=5 border=0] At the end of the day, the ESRB ratings, just like the MPAA ratings, are not enforceable as laws; individual retailers have to enforce them. And just like the MPAA ratings, sometimes they do and sometimes they don't. If they don't and consumer watch groups want them to, why they don't lobby the retailers instead of the ESRB or the developers, I've no idea. The idea solely seems to be to pick on the weakest child. The retailers are more interested in making money than pushing NIMF's agenda, and so are the console makers and game developers. The ESRB, as a nonprofit, is clearly the easier target. NIMF and others criticize them for failing to achieve something that isn't even part of their activities-- the enforcement of the ratings by retailers-- so they can muscle the ESRB out of the way and replace it with their own nonprofit group with its own ratings system that would most assuredly by ignored with just as much enthusiasm as that promoted by the ESRB.
Like most of the games on that list (with the possible exception of Conker) Stubbs is clearly intended for an adult audience. It's got adult themes, an adult sense of humor, and it's set in a time period that today's teenagers have only ever seen on Nick at Night.
None of this even touches on the most ridiculous part of NIMF's justification for including Stubbs on the list: that's right, cannibalism. I could waste my breath on how silly that sounds. Luckily, you don't have to. Wideload was also quiet about the list until last week; and while it may be true that all publicity is good publicity as long as they spell your name right, Wideload did respond to the allegations of cannibalism leveled at Stubbs, in a posting that bears the clear fingerprints of lead writer Matt Soell:
Stubbs is a zombie. Thus the title "Stubbs the Zombie." Zombies eat brains. That's what they do. Stubbs cannot just saunter into the cafeteria and order a plate of Freedom Fries. He has to fight for his meals. In fact, actual cannibals only make it harder for Stubbs to eat, which is why this "cannibalism" story is insulting as well as injurious.
It's no surprise that the all-human media cartel resorts to distortions and name-calling; their anti-zombie bias has been evident for decades, and Stubbs is just the newest target.
Of course, some might call Wideload biased in this respect. After all, they did make the game.
Columnist Dean Takahashi also took special exception to Stubbs' inclusion on the list:
But by putting this game on the list, along with "Far Cry" and "Fear," the institute also does a kind of dis-service. There's a stigma to getting on that list, as if the makers of the games were really producing reprehensible stuff with no redeeming social value. It is on the same list, for instance, as "Grand Theft Auto: Liberty City Stories" for the PlayStation Portable and "True Crime: New York." The institute noted that the cannibalism scenes in Stubbs and Fear are more examples of the industry sinking to new lows. But in Stubbs, I don't know if you can call it cannibalism. The zombies eat the brains of live humans in a fairly comic manner, with gushers of blood coming as they do so and the humans screaming "oh you ate my brains" in the process. But they're zombies eating humans, not humans eating humans.
I don't consider cannibalism, in any case, to be an artistic and legitimate form of expression. Yet this game isn't the equivalent of "Night of the Living Dead." Stubbs the Zombie is a satire. It makes fun of the sterile environment of the city and the dumb people who populate it.
[image:9705 left hspace=5 vspace=5 border=0] "It's just the worst kind of message to kids," said Connecticut Senator Joe Lieberman of Stubbs' brain-eating proclivities.
Be careful out there, gamers. Looks like the dumb people have escaped from Punchbowl and are overrunning Congress.
Some Halo-related and not-so-Halo-related news for today:
Achronos writes at Bungie.net that the playlist update is complete. Last week's update at Bungie.net detailed all the changes. The bottom line is, if you can still see playlists like Head to Head-- which has been deleted-- you're not seeing the changes, and you need to logout and then login to Xbox Live again.
Joe Keiser at Next Generation has written an article statying why he agrees with Roger Ebert with regards to computer games being an inferior mode of storytelling. Ebert, in response to a letter from a reader, expounded on his comment, saying that:
Yours is the most civil of countless messages I have received after writing that I did indeed consider video games inherently inferior to film and literature. There is a structural reason for that: Video games by their nature require player choices, which is the opposite of the strategy of serious film and literature, which requires authorial control.
I am prepared to believe that video games can be elegant, subtle, sophisticated, challenging and visually wonderful. But I believe the nature of the medium prevents it from moving beyond craftsmanship to the stature of art. To my knowledge, no one in or out of the field has ever been able to cite a game worthy of comparison with the great dramatists, poets, filmmakers, novelists and composers. That a game can aspire to artistic importance as a visual experience, I accept. But for most gamers, video games represent a loss of those precious hours we have available to make ourselves more cultured, civilized and empathetic.
Keiser rightly refutes one of Ebert's central points by saying that authorial control in most cases is never really relinquished at all, because the portions of the game in which the player has control does not normally impact the story. Think about Halo 2's story: how you play it has no impact whatsoever. If you survive, you advance to the next level, see another cutscene, and keep playing. If you die, you respawn and try again. Halo 2's story, for the most part, can be experienced in its entirety by watching the cutscenes that bookend each level, with only a few quotes from key characters missing here or there. The major difference between such a sequence of cutscenes and a computer-generated feature such as Toy Story is the quality of the graphics, as well as the quality of the performances by voice actors. But these are specifics relating to individual works, not an inferiority inherent to a medium.
However, this refutation does not go far enough. Keiser asserts that games can preserve their ability to tell a story well by creating the illusion of choice: "A storytelling game should give the illusion of control, the idea that you can do anything, while at the same time putting the idea in the player’s mind that they want to do a specific thing."
I think this is a cop-out. This is, in fact, what most current games do. It creates the illusion that you're participating in a story while in reality you're just along for the ride, and the only choice you really have is to proceed as expected, stop playing, or die. When you play the game as the developers expected, you unfold the story as the developers wrote it. Hurray for us.
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