Nathan has made a lot of promises about blog content in his day, but mostly all you can expect to read here are uninformed opinions on games and music and possibly the occasional other thing.

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November 2007
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November 24, 2007

Fine, Take My Points You Crybaby

Filed under: Video games — Nathan @ 1:53 pm

OK, so I never really mentioned it but I got a little stupid a while back and picked up an Xbox 360. As a rite of passage, I dropped some money down on some Magic Microsoft Bucks or whatever the official name is for the points that you use to purchase Xbox Live Arcade games. I picked up Pac-man CE, since the demo made me realize why Pac-man was actually fun, something the original never did, and Symphony of the Night, because it’s one of many “classics” I have missed over the years, and Puzzle Quest just because.

I’ve enjoyed some other demos, including the one for the polarizing and, really, somewhat alienating Space Giraffe. I held off on buying it mainly because I had enough on my plate, but I see via TIGSource that its creator is getting a little embittered over the sales figures for it, compared to say, Frogger.

Fine, fine. I have points left over because, as anyone who uses XBLA knows, you ALWAYS have to buy a little bit more than you actually need for whatever it is you originally wanted. Here you go, Mr. Minter. Although I suggest that the reason your game isn’t selling well isn’t because people are afraid of new things, but instead are afraid of epilepsy and nightmares of J. Allard.

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November 21, 2007

Must Contain Special Characters

Filed under: General — Nathan @ 7:33 pm

Written on the chalkboard/wall of a local coffee shop: This month’s password is [password here].

So they change it every month? Good security. Yet they write it down on the wall in plain sight of, well, everyone? Oookay.

Maybe they have a secret cipher that is only taught to employees. That’s actually a pretty good way to go about it, come to think of it. I would inquire if it didn’t make me look suspicious.

Update: Someone much wiser than me suggests the idea that there is a publicly available computer for use by customers.  Duh.

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November 11, 2007

Suddenly I Don’t Care What The Cost of Rock Band DLC Will Be

Filed under: Video games — Nathan @ 6:27 pm

My Sharona confirmed!

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November 9, 2007

DROD, It Weren’t

Filed under: Video games — Nathan @ 3:40 pm

This is rather old news now, but some time ago Valve finally got around to releasing the latest “episode” of Half-Life. Bundled along with it was Portal, the little game that could. The entire internet has fallen in love with it. You get a gun that can shoot teleportation portals onto arbitrary surfaces. You use this gun to find your way to the exit of various lab-rat style mazes. A friendly and helpful computer guides you on your journey. It is not hard to see why everyone loves this game. It is innovative, witty, sharply written, and it has a portal gun in it.

I was initially cautious about the title in the past, before pricing details were revealed. Much like its Orange Box peer, Team Fortress 2, I was interested, but not necessarily interested in dropping another $30 above and beyond HL2:E2 for it. Luckily, Orange Box turned out to be somewhat of a bargain, although not so much that I don’t regret the canceled “Black Box” that omitted the original HL2 and the first episode and would have been cheaper, presumably. In any case, once the TF2 beta for pre-orders was announced, I signed on for the whole package.

(Team Fortress 2, incidentally, was delightful, although I essentially stopped playing it by the time that it was actually officially released.)

Now, since I am working what could be described as “flextime”, I cracked into Portal basically the day it came out. I wanted to hold off on Episode 2, maddeningly extending my book/movie habits and replaying its predecessors first. TF2 I had already played plenty of. So that morning I woke up, showered, ate some cereal, made some coffee, and started Portal. I was done by my second coffee.

To be fair I should point out two things: First, I tend to nurse my coffee slowly. Second, in principle I am OK with the length of the game. What disappoints me is that the game does not really feel like it actually begins until 3/4 of the way through. There are something like 17 different “tests”, more or less, and the first dozen or so felt very much like tutorial levels to me.

Lesson one: Sometimes you need to move yourself or objects to an inaccessible location. But you have a portal gun, so that’s easy. Lesson two: Sometimes you need to reroute glowy energy balls into devices to open doors. But you have a portal gun, so that’s easy. Lesson three: Sometimes you need to make long or tall jumps to destinations you cannot merely portal to. But you have a portal gun, so that’s… well it can still be a bit tricky but you eventually get the hang of it.

In any case, the first dozen tests basically beat those same three lessons into your head over and over again. I had more fun “playing” with the portal gun than I did actually solving the puzzles. I also greatly enjoyed the presentation, the voice work and the writing. The actual “puzzles” however, were pretty straightforward.

The later levels mix things up a bit, and stop holding your hand, but the game never at any point stumped me. Well, OK, there was one point where I kind of got stuck for a few minutes, but that was because I didn’t notice a switch in a corner somewhere, and once I saw it everything worked out.

So to summarize my opinion, which frankly makes me feel like a cad when I compare it to the rest of the internet: Good writing. Fun toy. Boring puzzles for babies. OK, I’m kidding about the last one, mostly. A better way of phrasing it would be: Puzzles not puzzle-y enough. It’s kind of like when you hear people cry and moan about how, say, first person shooters are too easy now what with just quicksaving at every point and blah blah blah. I’m being that crybaby, only for puzzle games.

The puzzles in Portal feel like the fights in Half-Life 2: not intended to prevent you from getting to the end of the game. For some reason I am totally OK with this for HL:2, but for a purported “puzzle” game it left me a little unsatisfied.

There are advanced versions of the last few levels (and only the last few levels, I note, which ties in with my earlier point of the majority of the game feeling like a tutorial) and things like speed challenges and whatnot. I can’t really motivate myself to go through them. Maybe later.

Oh, and I burned that silly companion cube without a second thought. I mean, it’s only with you for like 10-15 minutes or something. Honestly, the internet is weird sometimes. It’s a really funny joke, and it makes sense for merchandising, but perfectly respectable websites sometimes start to sound like Gamefaqs weirdos talking about Aeris or something.

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November 4, 2007

Yeah I Got Your Update Right Here, Buddy

Filed under: General — Nathan @ 5:35 pm

Well, as was clear a long time ago, SP 2.0 was kind of a failed experiment. So, finding myself with some free time, I’ve yet again done a bit of a rash total re-haul.  Welcome to Smiling Politely, 3.0.

I’ve junked B2E, which was a little clunky, for the oh-so-pervasive Wordpress. I had not realized earlier that Wordpress is, in fact, open source. It’s interface is definitely much slicker and less non-functioning than B2E was. I’m usually not one to abandon the underdog in this way, but here we are.

As usual, expect various tinkering to occur over the next few days while I pick out a look and feel that is to my satisfaction.

This also means the departure of the multiple “authors”, which means that from now on there will be only one person to not update the blog.

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