Sunday, August 30, 2009

Game Nutz Podcast: Episode 12

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Click the link above to download the latest episode of the Game Nutz Podcast, or subscribe by clicking HERE!

(Sticky misses another show due to unfortunate circumstances, and Boter and I are at a loss for topics. After fumbling for a while, we try switching seats for inspiration, and eventually admit defeat. Listen to the first 10-15 minutes… after that, you've been warned!)

We are now featured in the iTunes Podcast Directory, so please leave us a review!

Saturday, August 29, 2009

Ghostbusters: The Video Game (Wii) — First Impressions


I've finally had the opportunity to briefly try out Ghostbusters on the Wii. While it was far from enough time to write a full review, I think I got a good enough impression of the game to compare it with the Xbox 360 version (henceforth referred to as the Terminal Reality version). The first few things worth mentioning are the visuals, controls, and features.

The most obvious change is in the visuals. Instead of trying to duplicate the realistic look of the Terminal Reality versions on the underpowered hardware of the Wii (or the PS2, the version for which is basically the same as the Wii's, save for the controls), developer Red Fly Studio created a more cartoony aesthetic for their game. While these caricatures are easily identifiable as the actors they're meant to portray, some of the designs are a little goofy, and leave me wishing they had licensed DIC's designs from The Real Ghostbusters. Voices, music, and sound effects are all carried over from the Terminal Reality version, which helps to lend this version some authenticity.

Controls in the Wii version are just what you'd expect: move with the Nunchuk joystick, aim with the Remote, shoot with the B trigger. Trapping ghosts is the same as the Terminal Reality version, except that the game tells you what direction to slam the ghost, instead of whatever direction you want.

The features offered are a little different in the Red Fly version. Story mode is basically the same, with a few minor differences, and one major one: co-op. You can play through the entire campaign with a friend locally. You can also choose the gender of the Rookie character (though in co-op there is always one male and one female) which can cause continuity problems, since the game dialog still refers to the Rookie as a male. Also, there is no online multiplayer, nor can you play any additional non-story-related missions.

The couple areas I played were familiar, based on my play-through of the 360 version, but obviously less detailed and a bit truncated. Layouts are changed in some areas; especially the firehouse, which is not nearly as accurately reproduced as the Terminal Reality versions'. Most of the differences, however, would only be noticeable if you had played both versions.

All things considered, Ghostbusters is still a great game no matter which version you get. While I wouldn't recommend the Red Fly version over the Terminal Reality version, if all you have is a Wii or PS2, and you're a Ghostbusters fan, you shouldn't be disappointed by what this version has to offer. If I was to give it a score based on what I've played, I'd give it a solid 8.0.

Wednesday, August 26, 2009

If real life were like a role-playing game…


  • Young boys and girls, with no martial arts or weapons training whatsoever, could pick fights with almost anyone or anything and win.

  • Wild, hostile animals could easily (and legally) be captured, domesticated, and trained to fight along side you, or in your place.

  • No one would lock their doors, or mind if you barged into their homes uninvited, initiated random conversations, or rummaged through their possessions.

  • Death would be reversible with an item or spell (unless death occurs during a movie, then it is permanent and irreversible).

  • Invisible creatures would randomly appear and attack you for no discernible reason.

  • Everybody would talk to you about even the most mundane topics.

  • When someone told you something important, they'd ask you if you understood before letting you leave. If you said no, they'd repeat everything word for word until you understood.

  • You'd get money for killing animals.

  • Hospitals would be put out of business by hotels.

  • All shops would be open 24/7, even during the apocalypse.

  • All of our hair would be perfect, even after hours of battle.

  • Most people would have only one thing to say, and repeat it endlessly when talked to. For some, this would be a conversational improvement.

  • Loud blasts of victorious music would accompany the completion of even menial tasks.

  • Social groups in school would change from the jocks and nerds, to the Fighters and Mages.

  • Doctors would only have to examine your HP and status bar to determine your health.

  • You could survive poisoning by staying perfectly still.

  • Blindness would only affect you in a fight; otherwise you could navigate just fine, examine objects, read entire books, etc.

  • Areas would only need 5 houses and a few dozen residents to be legally classified as a city, and most cities would be within a reasonable walking distance from each other.



Special thanks to all my friends who contributed ideas to this list!

Sunday, August 23, 2009

Game Nutz Podcast: Episode 11

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Click the link above to download the latest episode of the Game Nutz Podcast, or subscribe by clicking HERE!

(Sticky takes a much deserved week off, and we address the unintentional one week hiatus.)

We are now featured in the iTunes Podcast Directory, so please leave us a review!

Friday, August 14, 2009

BAFPA: the ideal rating system

FCC, MPAA, RIAA, ESRB… there are plenty of organizations whose job it is to monitor the media and to ensure our children are safe from potentially harmful material. What is considered harmful? Well, for example, violence is okay for children, as long as there is no blood, or it’s being done to cartoon characters. Some profanity is fine, as long as it’s not one of Carlin’s seven (more, or harsher profanity is sometimes forgivable if the source is considered a “classic”). Some innuendo can be overlooked in higher rated media, but nudity, regardless of how tastefully, artistically, or innocently it may be portrayed, is always forbidden; and sex itself is right out.

At least that’s what they tell us…

The fact of the matter is children are like snowflakes: no two are alike. As much as these organizations would like to clump all children into a single, homogenous group, how a child may respond to such material differs depending on various factors including genetics, upbringing, and social interaction. What may amuse one child might horrify another, while another may be “inspired” to imitate it. For example, I have played Grand Theft Auto games since I was 12 or 13, and have never felt compelled to reenact anything from it. A few years ago, a 13 year old boy a played too much GTA and was “inspired” to take a shotgun, point it at his cousin's face, and fire.

The bottom line is that the ESRB (or any other ratings board) has no clue what would be appropriate for your specific child. What they offer is a generic guideline based on a broad interpretation of the material they are reviewing. While their ratings of "E" for "Everyone", "E-10+" for "Everyone 10 and older", "T" for "Teens (13+)", and "M" for "Mature (17+)" (we needn’t be bothered with the extremely rare "eC" and "Ao" ratings at this point) may be accurate for most children, your results may vary.

Don’t take this the wrong way. I am by no means saying that it is okay to buy your seven-year-old that M-rated game. I am a strong supporter of the ESRB. The problem is that the people who complain the most about inappropriate content in video games are usually the ones most responsible for exposing their children to it. You can’t buy your child God of War and then complain about blood and bare breasts in the game. The game case says, literally in black and white, “Blood and Gore” and “Nudity” among its content descriptors. The ESRB ratings have existed for fifteen years now, and appear on both the game case (front and back, with descriptors on the back) and on the label of every video game. In fact, they are larger, more prominent, and better explained than most other ratings systems; yet probably the least heeded.


Below are examples of typical ratings placement and size. Both the Batman Begins DVD (left) and the PS2 game (right) are shown with their respective ratings highlighted in red as they appear on both the label and disc. Click on the thumbnail images for larger versions:







That’s why I propose BAFPA…

BAFPA is a supplement to the ESRB, which takes the individual child’s levels of maturity, tolerance, and self control into account as well as their chronological age. It is a complex, yet intuitive system that can work in conjunction with any and all of the existing rating systems. It requires little-to-no advertisement. Most people should already recognize it, and those who don’t can learn through word of mouth. BAFPA translates easily into any language, and will benefit not just your child, but every child, and society as a whole.

BAFPA stands for Be A F---ing Parent Already. Its absence is easily the biggest detriment to gaming, as well as most other media. It’s a simple enough system, but many people never take the time to learn it. The advantage of BAFPA is also its biggest disadvantage: its process and implementation differ from person to person. What works for one child, may or may not work for another. The system can never be perfected, but trial, error, and correction are ultimately rewarded.

One of BAFPA’s biggest obstacles is time. It takes time to implement the system properly — a lot of time, and patience, and attention — three things many adults are not willing to give up, it seems. I understand it’s easier to let teachers, lawyers, politicians, news reporters, and retailers make the decisions of what’s appropriate for your child for you, or to assume your child will instinctively make good decisions on their own, but without your involvement, either directly or subconsciously, you cannot expect such things to always be what’s best.

This ties into another important aspect of BAFPA: neither you, nor your child, are ever one-hundred percent right or wrong. You may think to yourself, “my eleven-year-old is responsible enough to play Grand Theft Auto,” then find him acting out violent or destructive activities from the game in your living room. Likewise, your child may convince you he’s old enough for Grand Theft Auto, until you find him getting a lap dance in one of Liberty City’s strip clubs.

The last part of BAFPA (as far as this article is concerned, anyway) is that “what” and “why” are often better answers to “can I have?” than “yes” or “no.” For example:

Child: “Mom, can I get Resident Evil 5?”
[Mom looks at rating on the front of game case.]
Mom: “This game is M-rated. Why do you want this instead of Banjo-Kazooie?”
Child: “Because my friend has it and I want to play it with him.”
[Mom looks at descriptors on the back of game case: Blood and Gore, Intense Violence, Strong Language.]
Mom: “This looks a little old for you. What do you do in it?”
Child: “Kill zombies.”
Mom: “Just zombies?”
Child: “Yeah.”
[Mom looks at screenshots and game descriptions on the back of the game case.]
Mom: “Not today. I’ll have to see it for myself, and if I think it’s okay for you, we can get it next time.”

Obviously, your results may vary, but believe it or not, with the right amount of effort and consistency, most children will respond better to, and learn more from, that conversation than this one:

Child: “Mom, can I get Resident Evil 5?”
Mom: “No.”
Child: “Why not?”
Mom: “Because I said so.”

It is also important that you explain to your child why you think [GAME X] is not appropriate for them. That way, when they are eventually and inevitably exposed to the objectionable content, they will recognize it, and hopefully make a mature, informed, and responsible decision based on what you’ve told them.

(On a sadder note, it is important for us to realize that some children, through no fault of their own, are mentally or emotionally imbalanced, and incapable of separating the fantasy from the reality. It is unfortunate, but it happens. These are the children whose distorted sense of reality and/or morality, often coupled with a lack of positive role models, can inspire them to try to emulate the games they play. Before we blame the games themselves, let us consider the fact that they are just as likely to be inspired by movies, television, music, literature, or other arts and media. In other words, video games do not make killers; ignorance and apathy do.)

Ironically, the people who read this and support BAFPA are probably the people who need it the least. The people to whom BAFPA is geared are the ones who will likely be leaving me the angry comments. Bear in mind, I am not trying to tell you how to raise your child, nor am I claiming that raising a child is easy. All I am saying is the responsibility of raising your child is not the ESRB’s, or the MPAA’s, or the government’s, or Jack Thompson’s, or Hilary Clinton’s, or the game studios’, or game retailers’; it’s yours. It is up to you to monitor, censor, and restrict or allow what games your child plays. That’s part of being a parent.

If you need any more help knowing whether you’re being a good parent, remember this:

If you’re worried that you’re not a good parent, you’re probably the best parent you can be. If you already know you’re a good parent, you’re probably doing something wrong.

So stop letting lawyers, retailers, politicians, and ratings boards raise your children, and Be A F---ing Parent Already!

Saturday, August 8, 2009

Game Nutz Podcast: Episode 10

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Click the link above to download the latest episode of the Game Nutz Podcast, or subscribe by clicking HERE!

We are now featured in the iTunes Podcast Directory, so please leave us a review!

Wednesday, August 5, 2009

Consoles need sleep too!

A couple of weeks ago I bought Pokémon Platinum for my DS. Since then I have spent nearly 15 hours on it. By comparison, it took me almost the same amount of time to play through 7½ hours of Ghostbusters. The same goes with Grand Theft Auto: Chinatown Wars and The Lost and Damned. I've played CW for 33½ hours compared to 7½ in TLAD. While part of this has to do with the game's portability, it also has to do with its accessibility. Even when sitting at home on the couch in front of my entertainment center, I'd sooner turn on a DS or PSP game and be playing instantly from where I left off than to boot up one of my consoles, navigate menus, and sit through load times to play a game.

Have you ever done that? Wanted to play a game, but decided not to because of the time it would take to start it? It may sound petty, but there are several games in my library that would get far more play time if I could just push a button and pick up where I was last time I played. Rock Band leaps to mind. Why don't game consoles have a sleep mode? Computers have it (and game consoles today are basically computers), portable game systems have it, iPods have it, even DVD players have it. So why not my Wii and Xbox 360?

Especially the Xbox! I timed it earlier, starting with the system off, and every game installed on my HDD: It takes approximately 1:55 to start playing in Liberty City when booting up GTA4 (longer if you have TLAD installed). Rock Band 2 takes two minutes before you can play a song — that's assuming you just keep jamming on the START button with total disregard of what character, instrument, and song you play. Burnout Paradise takes a whopping 2:25 before you can start wreaking havoc, and again, that's assuming you pick the very first car offered to you; if you want a different one, you'll have to wait about 5 seconds for each individual car to load. It's insane!

Perhaps I'm a relic of the cartridge age. Back in the 8- and 16-bit era, all you had to do was insert the game, turn on the console, and usually within 10-15 seconds you were playing the game. Even the PS1 and N64 were comparatively fast with their boot and load times.

Part of the problem is with system OS and menu screens. When I boot up my Xbox 360, it takes about 20 seconds to load the Dashboard before I can load the game. Sure, I can bypass some of this by changing the Dashboard preferences, but there's no way of changing on the fly when you boot up the system. The Wii doesn't even have the option!

Both the 360 and the PS3 support background downloads. A sleep mode can't be that much of a stretch. It's about time they tried it. After all, consoles need sleep too!

Sunday, August 2, 2009

Game Nutz Podcast: Episode 9

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Click the link above to download the latest episode of the Game Nutz Podcast, or subscribe by clicking HERE!

(I was absent for this episode, but fortunately for your listening enjoyment, Boter and Sticky carried on without me. Listen and enjoy!)