I wanted to stay out of politics for the most part in this cblog because it is highly unlikely that anything productive will ever come out of such a topic. However, I am getting very irritated by this ‘Games as Art’ debate that does not want to go away. For the record I am neither an art major nor an art critic and, in fact, outside of music my exposure to what is universally accepted as art is admittedly limited. However, I think that examining the structure of the ‘Games as Art’ debate is much more important than my personal experience with art for this post.
The main issue I see with this debate is that many people are trying to argue for or against games as an acceptable art medium without having first defined what art is. Before debating any subject you need to follow certain procedures. First, define your terms for yourself by asking some basic questions: Is art subjective or objective? If it is objective what properties must something have in order to be considered art? Next, you must reach a compromise with the other side of the debate on the definition of art. Any debate will be completely fruitless if there is not a mutual agreement to the definition of terms used in the debate. Only once both sides agree to these definitions can they begin to make arguments for and against why games might have the requisite properties for inclusion in the ‘art’ category.
To summarize, these things must be done in order to have a productive debate:
1) Define your terms
2) Agree to common terms
3) Debate
Supposing that this happened (and it never will), supposing gaming enthusiasts and people like Roger Ebert and Michael Dirda came together and agreed to some common terms, I think the ‘Games as Art’ debate would be quite easily resolved. If art is subjective (as I am inclined to believe) then anything can be art, including games, and the debate is over. If art is objective then it is merely an issue of defining what properties something must have to be considered art and seeing if games have those properties.
Naturally, agreeing on what art is and isn’t will be the most difficult part of this debate, however, it is this part of the debate that should be focused on; not whether or not games are some as of yet undefined thing. In other words, the ‘Games as Art’ debate should be the ‘What is Art’ debate, and once that debate has been resolved determining whether or not games are art will be trivial. read more
For those of you who are planning to buy Jam Sessions at BestBuy so you can get the extra songs: Don't. BestBuy's super exclusive bonus songs are in every copy of Jam Sessions. What they are doing basically is taping a cheat code on the outside of the game that unlocks the songs.
This is their super secret code: enter Up, Up, Down, Down, Left, Right, Left, Right with the directional pad in free play mode. There, now you can get it from Goozex or whatever and still play all the songs. read more
There were a lot of awesome indie games that came out of this year’s Independent Games Festival; you might have heard of Everyday Shooter and Castle Crashers? One such game whose title caught my eye in the student showcase is Euclidean Crisis.
Euclidean Crisis is an RTS designed by students at Stanford University that is controlled entirely with a touch screen and voice commands. For those who don’t have a Tablet PC the mouse can be substituted for the touch screen stylus, and the HUD provides alternatives to the voice commands for those who don’t have a microphone. Euclidean Crisis is freeware, and can be downloaded here. The system specs are quite low; as long as you have 512mb of RAM and a graphics card you should be fine (my computer was able to run it just fine despite integrated graphics cards not being supported). Starting a single-player game can be somewhat confusing because there are several executables, although there is help provided on their website. Run CrisisMaster.exe and then Client.exe and you should be fine.
Euclidean Crisis is very simple for an RTS, and while it probably won’t appeal to hardcore RTS players, for those of us who don’t play RTSes regularly it is difficult enough for us to stay interested without being intimidated. Unlike most RTSes there is no resource gathering in Euclidean Crisis; instead your energy core’s rate of unit production is based on how many control points you have secured. There are five types of units you can build, each (except the Tesla Coil) with their own special abilities. Your energy core will produce them at different rates depending on how powerful they are (fighters take less time to produce than warships for example). You win the game if you destroy the other players’ energy cores.
There are a variety of ways to select and command your units. To select a single unit you can simply click on it. To select group of units you can draw a circle around the units you want. Unit groups can be assigned names so that you can select and focus on them more quickly; this is done using voice commands or the HUD. To move units you must draw a flight path with your mouse or stylus; these flight paths can simply bring the units to a destination or if the flight path loops the units will patrol that path. The flight paths can also be appended later by continuing the line from the end point. Unit groups can also move in a variety of formations, which can be set by voice commands or the HUD.
The AI in Euclidean Crisis is fairly simplistic and even someone new to RTSes should find it fairly easy to defeat them. They seem to become more difficult depending on how many other players there are in a game. For those who are looking for more of a challenge I recommend playing the Death Flower map, which allows you to play against 7 other AI and makes for an epic battle with the final opponent.
In conclusion, Euclidean Crisis is a fun little RTS that should keep you entertained for an hour or two (probably a lot longer if you can find someone else to play with), and since it’s free, small and will run on just about any system there’s no reason for you not to try it. It’s unfortunate that the students are no longer working on it because it has great potential. I would especially like to see a version made for the DS. read more
Sir Arthur Conan Doyle meets H. P. Lovecraft is a great premise for any creative work. For an adventure/puzzle game where you play as the great detective, the effect is such that the mere conception of the idea makes me as giddy as a schoolgirl. So naturally, I was very excited when I saw the demo for Sherlock Holmes: The Awakened at this year’s Penny Arcade Expo. I had heard a little about this game many months ago when it was first announced on several gaming news sites, but after the initial announcement there was no further information coming out so I had assumed that it was just an idea some developer had been tossing around. When I noticed that it was made by an indie development company and on a disc with other riveting titles such as The History Channel® Great Battles of Rome and Escape From Paradise City, I steeled my enthusiasm and prepared for the worst. I was not completely disappointed; the game was pretty good for an indie title. Still, it’s no Hotel Dusk or Myst either.
Graphics
I can’t fully comment on this one, as my computer is not capable of running this game at the highest settings, but from watching trailers online I have a good idea of what the game would look like if my computer wasn’t shit. The graphics aren’t revolutionary, they remind me of Half-Life 2 era graphics, but they don’t really need to be for this kind of game. Textures and models are mostly decent, although it’s apparent that they got lazy in certain areas such as the food on the plate Watson eats from: the egg breakfast texture is flat along the inside of the plate, making it look extremely unappetizing. The frame rate is very high for the most part; even when I cranked up the resolution and set the textures on the highest level this piece of shit computer averaged 75 fps. The minimum specs for this game are really quite low which is great for those of us who are stuck with old, low-end PCs.
Controls
The controls are a bit clunky in this game. I wasn’t expecting it to be as tight as a first-person shooter, but it would have been nice if it were a bit more responsive. One thing that was particularly annoying was the toggle run key. Every single time a conversation started, and often times when a clue was examined, your character would reset to walking speed; causing you to have to press the toggle run key after every conversation you had. Of course, you could also hold down shift, but who wants to hold down a run button for 5 minutes? A slider adjusting the sensitivity of the mouse would have been a nice addition as well, as it often takes a while to turn your character around. For certain types of evidence there will often be tools and other instruments that you use to find clues, such as a magnifying glass, which, while rudimentary it was still an enjoyable feature and kept the gameplay interesting.
Music
Not a lot to say on this one because there wasn’t a whole lot of music in the demo. It appears that the music in this game falls under two categories: On the one hand classical music, which enhances the 19th century London ambiance, and on the other ominous music befitting the Cthulhu mythos. While you are exploring London, however, no music is playing.
Gameplay
This game plays more like Hotel Dusk than Myst, although there seems (at least in the demo) to be a lot less dialogue and more evidence gathering. Also unlike Hotel Dusk, you are rarely given dialogue choices; the only exception in the demo was the very last “puzzle.” In fact, in general the game is very linear and doesn’t offer a lot in the way of choice. Invisible walls abound in London, restricting you to just a couple streets and a handful of places to visit. Clues are gathered by walking next to an area of interest and pressing the action button when examine icons appear. Areas that have clues that must be uncovered (such as the footprints, which allow you to examine the ground closer) will stop letting you examine them once all of the clues have been uncovered. In addition, sometimes you must further examine items that you have collected for more clues (for example, by applying a solvent to a particular clue to discover certain chemical properties it has). The game will not let you progress to the next area until you have examined all the clues and talked with everyone you need to. Items in your inventory, clues you have uncovered and conversations that you have had all appear in your inventory, along with maps that let you fast travel to areas you have already visited (despite the fact that sometimes those areas are only a block or two apart). From these you can usually determine what it is that you are missing and it will help prevent you from getting stuck.
Storyline
The story keeps true to the Sherlock Holmes short stories, and while it can’t be determined from the demo, I doubt that the Lovecraft elements are any less accurate. Like all of Sherlock Holmes’ cases, this one starts off innocently enough as the search for a missing servant. Holmes makes his famous uncanny deductions, to the surprise of all involved, and Watson plays the typical straight man foil. Minor characters have well written dialogue that supports their role in the story world; the newsboy, for example, speaks in a cockney accent and uses slang appropriate to that time and place. I only have one minor criticism of the storyline and that is that while the player controls Holmes and Watson at different points in the game, they have access to the dialogue and evidence uncovered from both; meaning that, for example, Holmes will be able to recall something that happened in Watson’s dream, despite the fact that he hasn’t told Holmes about it yet.
In conclusion, Sherlock Holmes: The Awakened is a great game for what it is: a bargain-priced ($30) indie adventure game. It is not, however, a pinnacle of the genre, and could see a lot of improvement. If you’re interested in the game I recommend downloading the free demo first. read more
Hi I'm new. I've been lurking the Destructoid homepage for probably a month or two now and listening to Podtoid. I only recently noticed the blogs part and thought I'd give it a try. I've always wanted to have a blog to practice my writing skills, but didn't want to deal with all those emo bullshit blogs on places like LiveJournal. A Dtoid blog seems like the perfect medium for me and there are a lot of talented writers here!
I discovered Destructoid in a very roundabout way, despite how popular it is as a gaming news site. It all started when I clicked on The Geek's (Grant Darigol, from The Weekly Geek) signature from the Penny Arcade forums probably about a year and a half ago. I became a regular listener and after a while I started hearing more and more about some site called Destructoid. First, Chris Furniss mentioned being a guest on Podtoid a couple times, and then Colette Bennett started frequenting the show. Eventually I decided to visit this site and was blown away by how often it was updated and how active the community was.
So yeah, I think that's about it; hopefully one day I can contribute something useful to Destructoid. You guys all seem awesome and I look forward to getting to know you better. read more
I'm a gamer who's still trapped in the old-gen (ps2, DS, shitty Dell) for financial reasons. Depending on the games I'm currently playing sometimes I'm a hardcore gamer and sometimes I'm a more casual gamer. I tend to enjoy games that focus on critical thinking and ambiance, but I still love an occasional fast-paced round of Unreal Tournament.
Games I'm currently playing:
Persona 3
God of War II
Jam Sessions
Guitar Hero
Euclidean Crisis
Destructoid is an independently-run publication forged by our love of video games and the gaming industry's need of accountable enthusiast press Living the dream since March 16, 2006