The Chiz

Games, Toys, and BrainSpam

Voice and Mind

Design, Gadgets, Games, Hardware, Tests, Toys, Uncategorized 2 Comments »

Real-time strategy games have historically had a difficult run trying to break into the console market.  Over the last couple of decades of popular home console use, there have been multiple RTS releases and ports, though they are almost always poorly recieved when compared to their PC counterparts.

Although there are multiple reasons for this struggle, the most prominent setback was and continues to be the control interface. While most games use controls for view and character movement, strategy games use the control interface to quickly select and deploy potentially dozens of units in rapid order. While the mouse is perfectly suited for this, console controllers lack in both the speed and precision department.

This brings me to the console-exclusive Tom Clancy’s EndWar. The up-and-coming release is a tactical strategy game that offers the player a deep voice-recognition system used to control multiple units. With the headset on, the player can bark orders such as “Unit 2 attack hostile 1″, or “Unit 4 secure Foxtrot”, and have your on-screen soldiers acknowledge your orders via the headset’s earpiece.

Although the voice commands are pre-made and compartmentialized by the Ubisoft developers, they are complex and specific enough to be able to do anything from having one unit defend another, to ordering your camera to follow a mobile helicopter unit. The fact that the voice commands were designed to recognize proper sentence structure makes the voice-command system feel even more natural.

Unlike other voice-activated software, EndWar requires very little voice training. In fact, during the demo’s setup phase it felt as if the program was training me, as opposed to me training it. The complexity and range of the recognition software is demonstrated by this video demo, where the game recognizes commands uttered by a pair of trained parrots.

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On the topic of unique control mechanisms, hardware manufacturer OCZ has a device on the market that has been dubbed the “Neural Impulse Actuator”, or NIA. What the NIA consists of is essentially a rubber headband with diamond-shaped sensors on it. This headband connects to box that is used to translate the headband’s readings into keyboard bindings, that are then fed to your compute via USB input. Using a combination of electro-encephalogram, electro-myogram, and electro-oculogram technologies, the NIA can be used to pass up to eight different input binds to your computer without having to actually touch another input device. It’s sensors measure facial muscle tension, ocular movement, alpha brain waves, and beta brain waves to literally read your mind and your physiological impulses, which are then used as control mechanisms.

With a fair amount of training, the NIA can be taught to translate various types of thought (aggressive, pain management, etc) into usable input. This means that you can have it translate a tensing of your jaw muscles as a jump command, or a sideways glance as a look command. Using the alpha wave sensors, you can have the NIA translate an aggressive thought such as swearing into an input, as well. The lowest price I have found this for is about $120, and the highest is about $300. In it’s current iteration, however, the software will only recognize keyboard input. This means that you will still have to use the mouse if you want to get much PC gaming done with it.

Slightly More Human Than Acceptable.

Design, Games, Previews, Tests, Uncategorized, Video Games No Comments »

Previous to playing the demo, Too Human hadn’t really struck me as a “need to play title.” Nothing I saw online really interested me, and the idea of another “Diablo-like” really didn’t sit well after I lost interest in Titan Quest so quickly. Nonetheless, I downloaded the demo and played with the starter class presented to me. An hour later the demo complete, I really found myself wanting more. The potential for more loot and interesting enemies to slaughter seemed great, and my techno blood lust was tangible. Alas, the demo was over and I wasn’t really interested in playing through the same level again so soon - with the same class, anyways*.

Too Human

Too Human allows the user to play as the Norse warrior “Baldur”.

Something that immediately frustrated me was the control scheme, and I’m sure that more people had the same issue. I was so set in my ways, that using the right analog stick to do anything but control the camera seemed like an instinctual raping. This may seem like a poetic exaggeration, but as seasoned video game veteran it was downright embarrassing to be fumbling over my game pad like a club-fisted idiot. However, I persevered. The Robot Goblin battles needed a hero, and the game’s theme had captured my interest enough for me to press on. After a while I found that I wasn’t noticing the irritating controls scheme as much, and then not at all. By the time I had finished the demo I was comfortable enough with the control scheme to realize how elegant the setup actually is. By mapping all melee attacks to the right analog stick, the player has an incredible amount of directional control over his attack - a feature ever important to a third-person hack n’ slash adventure.

Suddenly, hitting a button for every attack seems like child’s play. Being able to choose the precise location of your attack as you would plot out a point using a protractor is the new hotness. It really demonstrates how you can create a game in a familiar style, yet emerge with a better control scheme (at the expense of some slight gamer frustration). Combined with immediately interchangeable melee and ranged attacks, and suddenly the gamer is given an immense amount of control over his avatar, able to weave intricate and stylish attack combinations at will. I experience great glee every time I use an over sized hammer to knock a goblin into the air, and then shoot him out of the sky with a burst of plasma fire.

The game uses a somewhat familiar inventory system. There are several melee and ranged weapon “types”, and the player can equip one melee and one ranged weapon at a time. The weapons and armour come in varying levels of colour-coded rarity, with power scaling up based on how unique the item is. It’s all essentially a loot-whore game wrapped in a unique and exciting theme. Really though, who wouldn’t find cyber vikings exciting? Cyborg Valkyries!

Too Human also uses a nifty puzzle mechanic involving environment manipulation. The techno-Norse version of the internet is a lush mountain region known as “cyberspace”, accessible only by a sort of super advanced well. When the well is used, the player is transported in body to cyberspace, where new items can be collected and where environmental puzzles can be solved to gain access to new areas in “real life.” This whole sub-game adds a sense of mystery to the already interesting theme. It also provides a break from the action and allows the player to cool down and mentally refocus on the tasks ahead. The soft transition from action to puzzles is pleasant and doesn’t feel forced.

All in all, I found the Too Human demo to be an exciting and interesting gameplay experience. It’s not short enough to be disappointing, but not long enough to be too revealing. This will most likely end up being an end of summer purchase.

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*I replayed the demo 4 times - once with each of the “locked” classes. Two of the classes may be accessed by setting your system date to 2009, and the other two are accessed by rapidly pressing “A” while moving the selection *off* of them with the left stick.

Relaxation Games

Design, Gadgets, Games, Tests, Uncategorized, Video Games 2 Comments »

Sit back on the couch.

Relax all of the muscles in your body. Start at your head, and slowly relax down to your feet.

Open your eyes and look at your screen. Observe at the serene underwater view in front of you, and listen to the monotonous tone of the respirator as you breath. You begin to feel a great calm as you watch the aquatic creatures before you as they swim around, oblivious to all of the troubles of the world.

Wii Remote resting comfortably in hand, you gently guide yourself around a tropical lagoon, petting dolphins and observing sea slugs about their daily business.

BANG!

Suddenly, an explosion! You hear a rocket roar past your head and into the wall beside you! Gunshots ring out to your left, and a police siren screams in alarm. People are shouting. Cars are screeching into eachother and the sound of metal tearing into metal takes over the room. Once calm and quiet, your blood is pumping as you react to the chaos.

This seems to be an increasingly common scenario in my house, and admittedly I’m usually the one responsible for the chaotic din that takes over our living room (most likely to my roommates’ dismay, though they haven’t expressed this yet.) Thus is the cost of having two TVs set up in the same room, I suppose, but the audio battle between GTA4 and Endless Ocean got me thinking. Not only did I consider how forgiving my roommates are, but I revisited the idea of the “Relaxation Game”; something I hadn’t really considered since I was at the Montreal International Game Summit (MIGS) back in November.

The concept of a relaxing game is a relative novelty, but an interesting one. Consider the fact that video games are generally regarded as leisurely activities, indulged in to relax after a long day at work. I understand that this is by no means the primary reason that people play video games, but it is a significant one and the focus of this type of game. Most games focus around action, adventure, or some other adrenaline-fueled activity. Potentially getting the user wound up and excitable may be fun, but is not always necessary or desired. If I have been concentrating on my work all day, I don’t always want to play a game that will force my undivided concentration or require considerable focus. Sometimes I just want to chill out, as the case may be. Enter the Relaxation Game.

A good name to throw out at this point would be That Game Company. Authoring games such as “fl0w” and “Cloud”, this developer is deeply familiar with the premise of an alternative gameplay experience. Currently in development is a game called “Flower”, which is reportedly designed to instill a feeling of bliss and comfort within it’s users. From what i saw at the MIGS keynote presented by lead developer Kellee Santiago, “Flower” is certainly well on it’s way to achieving that goal. What I found really exciting about the demo footage was how carefully the emotional gaming experience seemed to be crafted, and how organic the audience response was. Even from unplayable footage, a sense of purpose and direction was abundantly clear.

So, what makes a game relaxing? Much of this is relative, but there are a few key factors to consider. First: theme. Obviously shooting and car chases are out, leading to way to something like organic flight, or SCUBA diving as seen in Endless Ocean. Make sure the theme plays out as peacefully as possible, and you’re well on your way to a relaxing experience. Add this this proper ambiance. Soft, cool colours such as light blue and purple seem to be popular for this genre. Keep colour transition smooth to avoid visually shocking the user. Add in soothing and/or relaxing music, and you have the major elements that I’ve observed in a game designed to calm the mind and body.

Sound good? Hell, I’m relaxed just writing about this.

So, my gamer friends, I urge you to try out this subgenre of games. Pick up Endless Ocean for your Wii, or download fl0w from That Game Company. Even something as common as Cabella’s Hunting And Hilariously Indiscriminate Animal Slaughter can be relaxing, provided you focus less on the hunting and more on enjoying being in the virtual forest. I promise that you won’t be disappointed, and you may even be more willing to embrace experimental games as they progress.

Keep gaming.

~The Chiz

P.S. No, I’m not a filthy hippy. I enjoy wantonly shooting an elephant in the face at least as much as the next guy. Probably more.

Unstructured GTA4 activities.

Adult, Design, Games, Tests, Video Games 7 Comments »

Allow me to preface this list by saying that I love GTA4 with all my heart. I love the gritty, dirty environment. I love the characters and the scriptwriting (Brucie Kibbutz is an absolutely brilliant character). I love the driving missions, the variety of weapons, and the clever ways in which features such as weapon and clothing purchasing are used.

What I love most, however, is the almost completely unrestricted world. I’ve had the game since release, yet am only about 61% through it. Very often I find myself doing things that were probably unintended by the GTA4 design team, but are almost as much fun as the game itself. Just as in other open-world games, I have created some activities that cause me (and anybody watching me play) no end of laughter.

Here, in no particular order, are some of the activities:

1) Car Darts: Jumping out of a helicopter or off a tall building, with the intent of landing on parked cars. Bonus points if you land on a moving car, or accidentally hit a person. I discovered the fun in this by accident when I attempted to jump from a chopper onto the roof of the Empire State Building. I bounced off, fell to the street, and landed directly on some poor woman. Laughter ensued.

2) Frame the Hobo: Find a policeman walking his beat, move just out of his sight range, and slug a hobo in the face. Most hobos will fight back, being the violent street-walking jerks they are, and will chase you down. Stop in front of the cop, let the bum punch you once or twice, and then watch the hilarity as the cop reacts.

3) ATM Blitz: More of an exploit, but this is a great way to make easy money. Find an ATM, preferably on a narrow street, and use large vehicles (bus, truck, firetruck) to block vehicle access to the ATM. Wait for a guy to use the ATM, then kill him and take his cash. Run off screen, then return and the money should be back. This will work a few times per dead guy. Blocking off the street makes sure that the ambulance can not arrive to resuscitate your victim.

4) Speedbike BMX: Find a motorcycle (preferably a speed bike for bonus difficulty) and head to the Western shore of the 2nd Island. There’s a skate park along there with an opening in the fence large enough for a motorcycle. Try and pull off some rad stunts on the vert ramps and half pipe. Be careful though: Last time I tried this, I fell off the bike in mid air only to have it land on my face and kill me.

5) Mid-Air Demo Derby: This works best when you have at least a three-star wanted level, so the police send helicopters after you. Head to the Helitours area on the Southern shore of the 2nd island, and steal a chopper. Take flight, and ram the helicopter into other choppers in the skies. See how many you can take down before your rotor blades snap, then bail out. Bonus points if you combine this game with Car Darts, and take out a vehicle on your way down.

6) Statue MMA Fight: This one isn’t my idea, but it’s definitely one of my favourites. Hop in multiplayer with some friends, fly to the Statue of Liberty’s head, and start duking it out. Even better is when someone mis-steps and takes a spill down to the feet of the statue. Instant disqualification.

These are only a few of the things I’ve found to do around Liberty City. If you have any other fun non-games, stick ‘em in a comment and I will toss them onto this list.

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