Tuesday, April 23, 2013
The Memory Train
Last night I was going over some of the photos from my trip to
Europe last year while listening to Nujabes music. As you might imagine,
I started thinking about taking another trip. I opened my web browser
and visited the website of Deutsche Bahn, the German rail authority. For
those of you who do not know, Deutsche Bahn is the definitive source of
information on European train schedules. In both Italy and Spain I
remember the local train ticket offices using it rather than their own
national websites to check information on trains. As the melodious flow
of Nujabes played in the background, I started typing in various
starting and ending destinations. Paris to Barcelona. Amsterdam to
Berlin. Vienna to Venice. I wasn’t searching for anything in particular,
and it was only for about half an hour, but something about looking up
schedules and examining the maps took me back to those days before and
during my trip when I would sit at a computer with my train pass in hand,
and the possibilities for exploration and discovery seemed endless.
Saturday, April 20, 2013
A Taste of Boulder: the Walnut Cafe
I've been on something of a break from blogging, but now I'm trying to get back into it. My goal is one post per week. That being said, my job sucks up a major chunk of my time these days so it will be much harder to keep writing than in the past.
A few weeks ago I got photos for a Boulder restaurant that I've been wanting to spotlight in this series. Today our journey through the Boulder food scene takes us to the self-proclaimed favorite breakfast and lunch joint of Boulder; the Walnut Cafe.
I don't know if the Walnut Cafe really is Boulder's favorite breakfast and lunch joint, but I can confirm that it had some very tasty offerings. It is also right across the street from where I usually have my car's oil changed, so I sometimes grab a meal while waiting for my car to be ready. Since I'm normally there in the morning, I'll be speaking to the Walnut Cafe's breakfast offerings.
The Walnut Cafe has everything you would expect in their breakfast menu: eggs, waffles, omlettes, pancakes, a variety of breads, grits, potatoes, meats etc. They also have a selection of vegan, gluten free and even tofu offerings (none of which I like, but this is Boulder, so such things are kind of mandatory). Though there's nothing particularly outlandish or unusual about the food you get at the Walnut Cafe, the focus of the restaurant seems more to be in doing ordinary things well (a hallmark of many good restaurants). I personally enjoy their pancakes and toast, which are actually combined in a menu item that I think is called the Big Dipper (there's a photo of it at the end of this post). Any visitor to the Walnut Cafe should also be sure to give the chocolate chai tea a try. It is quite good.
Another thing I like about the Walnut Cafe is that it is not a large restaurant. Being slightly on the smaller side, the Walnut Cafe works well
for more personal meet ups where you and your friends don't have quite as
much background chatter to listen to. Big restaurants certainly have their place, (they work well for large groups) but places like the Walnut Cafe are preferred by people like me who prefer one-on-one or small group meals.
That will do it for this edition of A Taste of Boulder. Do you like simple, but well done breakfasts? If so, the Walnut Cafe might be for you. Pull up a chair, enjoy a filling meal and get your day off to a good start.
A few weeks ago I got photos for a Boulder restaurant that I've been wanting to spotlight in this series. Today our journey through the Boulder food scene takes us to the self-proclaimed favorite breakfast and lunch joint of Boulder; the Walnut Cafe.
I don't know if the Walnut Cafe really is Boulder's favorite breakfast and lunch joint, but I can confirm that it had some very tasty offerings. It is also right across the street from where I usually have my car's oil changed, so I sometimes grab a meal while waiting for my car to be ready. Since I'm normally there in the morning, I'll be speaking to the Walnut Cafe's breakfast offerings.
| On a recent visit, I got pancakes with a side of breakfast potatoes and a chocolate chai tea. |
| My friend Ed prefers his food a bit more colorful than I do. |
| The inside of the Walnut Cafe |
| The Big Dipper. Yum. |
Tuesday, April 2, 2013
Leaving Eden
Sooner or later the dream ends. The last 13 months have been some of the best in my life, and 2012 might go down as the best year ever. I quit my job, spent 3.5 months traveling overseas and got done so many things that simply were not possible while I was employed. I made significant gains in both intellectual and spiritual progress and even slimmed down a bit. But alas, my financials, as good as they are, cannot sustain me forever in their current condition, and the need for a source of income is upon me once more.
I am going back to work, but maybe for the last time. One thing that has occurred to me is that I did very well in planning to leave my job and travel, but I did not have as much preparation for what came after that (the "end game" as I call it). This next time around I will not be committing the same oversight. Within the next few months I plan on paying off the last of my debts. Then, preparation can begin in earnest.
I am going back to work, but maybe for the last time. One thing that has occurred to me is that I did very well in planning to leave my job and travel, but I did not have as much preparation for what came after that (the "end game" as I call it). This next time around I will not be committing the same oversight. Within the next few months I plan on paying off the last of my debts. Then, preparation can begin in earnest.
Sunday, March 10, 2013
DBZ Syndrome
I watch a bit of anime. Not much; mostly stuff that runs on Adult Swim and a few things on Youtube and Netflix. While I've enjoyed a number of shows, there have also been several that have frustrated me because of a thing I call DBZ Syndome. If you haven't guessed, DBZ stands for Dragon Ball Z, the name of a famous anime from the 90s. Simply put, DBZ Syndrome is when you have an episode of a show where a whole lot of nothing happens. Usually this involves a lot of stare-downs between characters, shouting, power-ups, narration, inner monologues and more time wasters that are intended to build drama or suspense, but utterly fail to accomplish anything but fill up time. I coined the term DBZ Syndrome after watching a number of episodes of Dragon Ball Z. At one point there was a fight between two characters that lasted five episodes, but everything that happened in those five episodes could have been done (far more effectively) in two. Reflecting on this needlessly drawn-out fight scene, I came to realize that the problems found therein were also present in several other animes that I had seen, and thus the concept of DBZ Syndrome was born in my head.
I'm guessing people more familiar with anime might say that what I call DBZ Syndrome is just a Japanese way of conveying emotion and building drama. I'm not saying they're wrong in that regard, I'm just saying DBZ Syndrome sucks.
I'm guessing people more familiar with anime might say that what I call DBZ Syndrome is just a Japanese way of conveying emotion and building drama. I'm not saying they're wrong in that regard, I'm just saying DBZ Syndrome sucks.
Sunday, March 3, 2013
A Taste of Boulder: Beau Jo's
It’s time for another entry in A Taste of Boulder. Today’s
featured restaurant is a pizza establishment called Beau Jo’s. I’ve been meaning
to do an entry on this place for a while, but it wasn’t until recently that I
got the photos I wanted to showcase for it.
As said earlier, Beau Jo’s specialty is pizza, though not
just any type of pizza. What Beau Jo’s is best known for are “mountain pies”
which are slightly smaller but very dense pizzas. Mountain pies look much like a regular pizza, though
with a large, thick crust. See the photo below for an idea of what I’m talking about.
You can order a specialty pizza, or create your own. All the
various cheeses, sauces and toppings that you would expect are available.
There’s even a substantial gluten-free section of the menu. You can also order
a pasta or sandwich, but that’s not the reason you go to Beau Jo’s. Your drinks
are served in glass jars manufactured by Ball, a Colorado firm that also builds
satellites. One more nice touch, and one of my favorite things about Beau Jo’s,
is the honey you are given with the pizza. This may seem like an odd thing, but
the purpose of the honey is that you put it on the crust of the pizza, so you
get something akin to bread and honey when you get to that part of the pizza.
It is of course completely optional, but I think you’re missing out if you don’t
take advantage of it.
| Ed (left) and Shawn (right) ponder the possibilities. |
The last time I was there with my friends Ed and Shawn, we ordered
one of their specialty pizzas that was called the Motherlode, and I can only describe as meat, on top of meat,
on top of meat, on top of meat. I remember it had pepperonis, sausage, ham,
salami, and meatballs. Needless
to say, it was delicious (but if you are vegetarian or vegan I imagine you would
find it horrific).
| Digging in. You can see the complementary honey in the bottom center of the photo. |
I cannot stress enough how
filling these pizzas are. Their appearance
is deceptive and you might think that you should have ordered a larger
size
when they bring your pizza out. Beware, these are not the sort of pizzas
you
get from the likes of Dominos or Papa John’s where a young male can
easily
devour a medium size pizza in a single sitting. Beau Jo’s pizzas are not
the biggest,
but are very filling. The pizza shown in the photos above that my
friends and I
ate was packed with toppings and it was a team effort by all of us to
consume
the whole thing. For those of you who scoff at our small stomachs, you
can
always prove your manhood by taking “the challenge”, which is an actual
menu
option. If you choose to do so, you will be served a 14 pound pizza and
given one hour to eat it (you are allowed a partner to help, which is
recommended). Successfully consuming the whole thing within one hour
means the
pizza is free and you get recognition for beating the challenge. Failure
results in you having to pay for the pizza, which I believe costs about
$80.
Congratulations, you completed “the challenge” of reading
this blog post. More will go up in the coming months as I can get proper
photos.
Thursday, February 28, 2013
Games Deserving Sequels: Mirror's Edge
UPDATE: At E3 2013 it was announced that a new Mirror's Edge game was in development and that it is a remake of the original, rather than a sequel. This news makes the final paragraph of this blog post obsolete, and I'm just fine with that.
-----
It's time for the third and final entry in my series on video games that I think should get sequels. In our finale we take a look at the first-person parkour adventure game titled Mirror’s Edge. This game has the distinction of being the weakest of the three in the series in terms of the quality of the original, and yet is the most likely to get a sequel at some point.
The one thing that really breaks momentum more than anything
else though, is the combat that is sprinkled throughout the game. Local police
are not amicable to Faith’s activities and are frequently trying the capture or
kill her. While it is made clear early on that Faith should try to evade or
outrun the police whenever possible, there are times when combat becomes
unavoidable. Enemies will shoot at you from a distance, but once you get in
close they will try to melee you. When this happens you will be given a cue
that lasts a fraction of a second, whereby if you hit the proper button Faith
will disarm the enemy and take his weapon. Unfortunately this disarm mechanic
can be finicky and the time window for it is so small that successfully
executing it can be very difficult. After awhile I stopped trying to disarm
enemies and instead did either a jumping or sliding kick followed by some
punches to deal with them. Though this felt a bit more in line with the game’s
parkour vibe, it still hurt the pacing. It also doesn’t help that the
hit-detection was frequently off.
The art style of Mirror’s Edge largely fits the general narrative of a
city under tight control. Bright white is pervasive everywhere, giving the city
a sterile and ordered feel. In addition to white, each area of the game has one
or more strong colors (blue, green, yellow, etc) that overlay and help
define the scene. One color, red, is particularly important though, in
that it is used to help guide the player. As you advance through the game
you’ll see objects colored red, and those indicate where you need to go. None
of the areas or objects in Mirror’s Edge are particularly detailed, but then
again since you’re running much of the time you normally don’t stop to notice.
You could also argue that as a runner you’re more concerned with an object’s
value for interaction than its looks. One thing you will notice is that for a
massive city, you strangely run into hardly any people. With the exception of
the police, almost every area is completely empty. This makes sense for when
you’re on rooftops or in the sewer system, but why is there no one at the mall?
My guess is that placing people in the buildings would only cause problems for
gameplay in that they would get in the way. One last thing to note about the
design of the areas in the Mirror’s Edge is that some look similar to each
other. There were times where I could swear I was in the same building earlier,
just with a different dominant color.
A last thing to do with a sequel would be to expand the game at bit. I
get the feeling that Mirror’s Edge was testing the waters of its concept, and
now that we have seen its potential a larger game is in order for the sequel. A
longer campaign (the first one was only about six hours long) and some extra
modes would go nicely. The first game had a time trials mode where you could
compete for the fastest times across several courses. Though the courses were often
fun and imaginative, the leaderboards were badly messed up with people hacking
the game so they could finish a course in less than five seconds. Any sequel
will need to have something to protect against this kind of cheating. On the
subject of the time trials, I think a solid addition to the new game would be a
level-editor that would allow users to create, share and modify courses. Not
many people would use it, but there would likely be a few persons who would
create some great courses for everyone else to navigate. Dice could publicize
the ones they think are the best and give the creators some sort of reward.
-----
It's time for the third and final entry in my series on video games that I think should get sequels. In our finale we take a look at the first-person parkour adventure game titled Mirror’s Edge. This game has the distinction of being the weakest of the three in the series in terms of the quality of the original, and yet is the most likely to get a sequel at some point.
![]() |
| Concept art for Mirror's Edge. |
Mirror’s Edge puts you in the first-person perspective while
bounding across a city landscape. You’ll be running, jumping, sliding, rolling
and climbing through the city in a parkour fashion that is reminiscent of
platform games like Prince of Persia. In Mirror’s Edge you play the role of
Faith, a courier who is part of a network of runners that deliver packages outside
the law. The city of Mirror’s Edge is a totalitarian state, and the network
that Faith is a part of is portrayed as a group of people working against the
system. The setup is somewhat interesting, and the fact that your character is
not a hyper masculine badass but instead an Asian girl whose strength is more
in running than fighting is a nice change of pace. The storyline follows Faith
as she runs across the city, trying to prove the innocence of her falsely
accused (police officer) sister. You’ll experience the usual conspiracy, plot
twist and betrayal common in many video game stories, and while the narrative is ok
overall, I do wish the cutscenes were done differently, as in the game
they are animated in a style that looks like old Esurance commercials.
![]() |
| Clean, beautiful and under government control. |
Playing in the first person is the primary distinction
between Mirror’s Edge and other platforming games. The running, bounding,
sliding and rolling is played out as if you were doing it yourself. At the same
time, Faith’s arms and legs are visible and move while running and platforming,
which helps build immersion into the experience and keeps you from feeling like
just a floating camera. The camera itself shakes a bit while moving, just as
you might imagine it would when Faith is running and jumping everywhere. It is
surprising how well this first person perspective works, and while you’re not
doing anything new or innovative in terms of the actual movements, they somehow
feel fresh and exciting in the game.
![]() |
| Stick the landing! |
Mirror’s Edge also has an interesting momentum mechanic.
Faith does not have a single run speed, but rather builds up speed as she runs
and successfully executes a series of movements. This momentum can be lost,
however, should Faith do something like take a hard fall, mistime a slide or
run up against a wall. The momentum mechanic can be something of a two-edged
sword, whereby it can be very satisfying to nail a long sequence of movements
at full speed, but also frustrating to be brought to a halt by a mistake or not
knowing what to do in a particular situation. Mirror’s Edge is arguably just as
much a rhythm game as a platformer, and loss of momentum can seriously damage
the rhythm of your playthrough. That being said, the momentum mechanic is still
largely a positive one, adding immersion and a bit of realism to the
experience.
![]() |
| Maybe entering through the upper level wasn't the best idea. |
![]() |
| Combat doesn't quite fit with the rest of the game. |
As a result of these combat scenarios, you will occasionally
have the option to use a gun. If you disarm an enemy or pick up his gun after
knocking him out, you will steal his weapon and can potentially use it against
other enemies. The actual gunplay of Mirror’s Edge is fairly weak, being both
loose and imprecise. This is surprising because the game was made by Dice, the
developers of the Battlefield series. To Dice’s credit, the gunplay does make a
bit of sense in that Faith is not portrayed as skilled shooter. As a runner,
you are generally discouraged from using guns as most of them will slow you
down and keep you from being able to perform the movements needed to proceed in
the game. Faith also cannot reload any gun she picks up, as she only took the
weapon and not any spare magazines, and this in a way works with the theme that
Faith is always moving and does not stop to loot the bodies of fallen enemies. Overall
the gunplay kind of makes sense, but it’s still terrible. I’m really not sure
whether it was intentional or just poor mechanics.
![]() |
| Guns do not work the way you might think. |
![]() |
| I'm going to assume by the coloring that this is a Jamba Juice factory. |
The sounds you’ll hear while leaping and bounding through
Mirror’s Edge do a good job of complimenting the visuals and building
immersion. The footsteps of Faith as she runs along, together with her
breathing and exerting herself with each movement all come out right and have
you believe that Faith is actually doing what you see onscreen. You hear her
hands smack against objects as she vaults over them and the sound of her doing
a rolling landing has some real weight to it as her body impacts the ground. On
a side note, should Faith take a long fall to her death, you will be treated to
a disturbing splattering sound. The ambient music in the background compliments
the sterile look of the city, and appropriately ramps up in tempo when you’re
being pursued. The soundtrack of Mirror’s Edge also gave us one of my favorite
video game theme songs; Lisa Miskovsky’s “Still Alive.”
![]() |
| Because an elevator would be too easy. |
From the previous paragraphs I hope you can see that
Mirror’s Edge has a number of things going for it, but also a number of
problems. Despite its issues, I think the base concept of Mirror’s Edge is
sound and I would love to see a sequel. Here are a few thoughts I have on it.
![]() |
| Running through the sewers. |
Although continuing Faith’s narrative would be natural for a
sequel, the role of lead character could potentially be given to someone new. This
is not to say that Faith wasn’t an interesting character, but rather that
putting you into the shoes of someone new could also work. Faith of course
would be familiar and the easier option, but maybe Dice could go out on a limb
and introduce a new character. Regardless, the writing will need some work. The
storyline for the first game did just barely enough for me to keep interested,
but it could have been so much more. We learned next to nothing about
the regime keeping the city under control in Mirror’s Edge, so perhaps the
sequel could delve into the system and the people behind it.
![]() |
| Who runs this city, and why do I suspect I'm going down that hole? |
As it was the main breaker of the rhythm of the first game,
combat should get some adjustment. Hit detection and tweaks to the timing of
disarms would help a lot, and an overhaul of how you are able to approach
combat could potentially fix the rhythm issue. In Mirror’s Edge you would close
with an enemy and then either disarm or strike him. Both cases would bring you
to a halt and kill forward momentum. If Faith’s arsenal of combat moves could
be expanded so that she could strike or disarm an enemy, all while still moving
forward, then the pacing of the game could be maintained while allowing Faith
to have combat encounters. For some inspiration on how to do this, a good
example to look at would be the recent game Assassin’s Creed 3, in which the
main character can take out enemies while still maintaining the pursuit of his
target.
![]() |
| Incoming! |
Something also has to be done about the guns in a Mirror’s
Edge sequel. As stated earlier, the mechanics behind them were wonky, and using
them felt out of line with the rest of the game. Whenever I picked up a
gun I instantly reverted to my first-person shooter mentality and stopped
playing the game as it was intended. In one particular section, Faith was
making her way down through a building and running into enemies as she
descended the levels. I disarmed one enemy, took his gun and killed the next
guy, took his gun and killed the next guy, took his gun and killed the next guy
and proceeded to do this all the way down. In retrospect I think I was supposed
to be evading them, but I was unable to overcome my instinct to eliminate
the threat rather than run away from it. One possible solution would be to just
eliminate gun usage from a future sequel. If Faith took down an enemy she could
instantly discard the weapon and already fallen foes would not leave guns to
pickup on the ground. Another possible solution would be to refine how guns are
handled. In this case, Faith should again have to work with however many bullets are already in the
gun and not be able to reload, just like the first game. Faith’s aim should
also be improved, and this could be easily explained by saying that in the time
between games she has gotten better at shooting. At the same time, actually
using a gun should be highly discouraged – even more so than in the first game.
I don’t know exactly how, but I really think gun usage should incur the player
some sort of penalty. Perhaps killing police/guards rather than disarming or
evading them could intensify their response and make them more intent on
killing you (kind of like the star level in GTA).
![]() |
| Not the way Mirror's Edge is supposed to be played. |
Going on the assumption that Dice would still be the
developer of the sequel, it might not be a bad idea to bring in their Frostbite
2 engine to power the next game. Frostbite 2 has already shown its potential
for both graphics and character animations in games like Battlefield 3, and
could be used to great effect in a Mirror’s Edge sequel. The move set for Faith
could be expanded, allowing for the player to pull off more acrobatic maneuvers.
It could also be used to create much better cutscenes in-game. While the overall art style of bright white and primary colors
should be brought over from the original, more detailed environments and
characters would be a major plus for the sequel. In designing the areas of the
sequel, Dice should also open up the world for more routes and ways to traverse
the environment. A notable problem with the original game was that although you
had the illusion of being in a large environment that could be explored, there
was really only one overall route to reach your objective.
![]() |
| Can you see the route? |
![]() |
| One of the time trials courses. |
So, will there ever be a sequel to Mirror’s Edge?
Technically, there was a Mirror’s Edge game for mobile devices, but I’m not
counting that as a true sequel for this blog post. But to answer the question; it
might just happen. At several points over the past few years, Dice has
confirmed in interviews that the Mirror’s Edge brand is not dead. There has not
been a firm confirmation that a sequel is in development, but Dice seems to be
indicating that there is a legitimate chance of it happening. The original
Mirror’s Edge sold a bit over 2 million copies worldwide, which is not a huge
number, but not small enough to be considered a commercial failure either.
Here’s to hoping we’ll one day bounding across the city in first-person again.
Tuesday, February 19, 2013
A Taste of Boulder: the Taj
After a bit of a break, it’s time for another entry in my Taste
of Boulder series. Today’s featured restaurant is the Taj, an Indian food
restaurant just south of where I live.
| Located up the stairs, on top of a bicycle store |
Those of you who know me know my limited palate and general
disgust with certain foods, so the inclusion of the Taj in this series might
surprise you. I’ve tried Indian food a number of times over the years and don’t
particularly like curry or the general spiciness of Indian food, but the Taj
has found a way to offer a few items I like.
| A small sample of the food offerings |
The standard Indian affair of
curry, rice, naan bread, lamb
etc can be found at the Taj. Since I’m not all that familiar with Indian
food,
I can’t speak to whether the offerings are “authentic”, but if nothing
else
there are several items that I like. The chicken and lamb korma I found
to
be quite good. I don’t know what flavor the sauce is that they put on
it, but
it mixed well with the meat and had just enough spice to bring out more
of the
flavor but not so much that I couldn’t take it (keep in mind, my spice
threshold is low, so it might be considered bland to others). The naan
bread is
also solid and I thought complimented the lamb well. The dish that I had
when I was last at the Taj also came with some yellow rice (see photo
above). Normally
I don’t like that stuff, but my friend Ed (who was with me at the time)
suggested I dip the chicken and lamb korma in the rice and two went
together
fine. I still prefer the naan bread to the rice, but if the bread is not
an
option I would be ok with the rice. My friend Ed also enjoys their chai
tea.
One more item of note is the honey chicken. Although arguably a Chinese,
rather
than Indian item, it’s one of the few types of chicken I actually like
and I’d
recommend giving it a try.
| Ed sat down with me at my last visit to the Taj |
The best time of day to visit the Taj is definitely during
the lunch buffet hours. Then you can load up on things you like while skipping
things you don’t care for that might be included with regular menu items at
other times of the day. To get the most for your money, (you can expect to pay
something like $10 for the lunch buffet and a few dollars more for regular menu
items at other times) I suggest you implement what I refer to as the “Pei Wei
strategy”, (a few Colorado people know what I’m referring to) and make this the
sole meal of your day. Skip breakfast, stuff yourself to the brim at the
all-you-can-eat buffet, and be full enough to not eat again until the next day.
While traveling overseas I found this to be a very effective way to save time
and money (though I’m guessing it’s not a healthy practice to maintain over an
extended period).
And that’s the Taj; an Indian food restaurant that I somehow
actually like. I didn’t think such a thing was possible, but in town like
Boulder you can expect to have your presumptions challenged and possibly even
overturned.
Saturday, February 16, 2013
Games Deserving Sequels: Vanquish
In my second entry on video games that should get sequels, I
present to you another outstanding but under appreciated title: Vanquish.
Vanquish is a third-person shooter from the mind of Shinji
Mikami, the creator of the Resident Evil series, and was developed by the
ever-talented folks at Platinum Games. The game is set in the future on board a large
space station orbiting Earth that has been taken over by a Russian extremist
group. These evil Russians (the only type that exist in entertainment) have weaponized the station’s
massive microwave energy generator and used it to devastate San Francisco. They
are now threatening to do the same to New York City unless the American
government surrenders. The Americans send their space fleet to fight the
Russian space fleet around the station, and while that is going on an American
ship full of space marines manages to board the station in order to retake
it. On that ship is your
character, a DARPA operative named Sam Gideon. Sam is tasked with rescuing
Professor Candide, a DARPA researcher, who can shut down the station’s
microwave weapon but has been taken prisoner by the army of Russian robots who
have occupied the station. Over the course of the game’s campaign you fight
your way across the station, wiping out any Russian robot foolish enough to get
in your way.
![]() |
| Time to suit up. |
![]() |
| Bullets, explosions and robots. What more could you ask for? |
From I’ve written so far, most of you can guess that
Vanquish’s storyline isn’t its strongest element. It gives you sufficient
reason for what you’re doing and will move you from one action set piece to the
next, but not much beyond that. During the loading screens you’re given bits of
text that give more back-story on the characters, locations and tech involved in
the storyline, but the game loads new levels so quickly that you can’t read
them in their entirety. This gives Vanquish the strange honor of being the only
game I’ve ever played where I actually wish the load times were longer. Vanquish’s
characters include the tired bunch of gravel-voiced space marines, evil
Russians and hordes of robots that need killing. The voice acting is decent for
the most part, but slips into the corny and campy on multiple occasions. The
characters also never really grow over the course of the game, which is
unsurprising given the story being told, but still disappointing because some relationships,
like that between Sam and his support operative Elena, could have been much
more interesting.
![]() |
| Space marines to the rescue... again. |
In spite of all this, Vanquish’s outstanding gameplay makes
the preceding issues with storyline and characters nearly irrelevant. Rock-solid
shooter mechanics combined with a strong cover system and inventive weapons
gives Vanquish many of the same qualities as Western-style shooters such as
Gears of War. However, if you approach this game in the same manner as Gears of
War you have completely missed the point and wasted Vanquish’s potential. Vanquish
places a heavy emphasis on speed, style and skill (a common emphasis in games
made by Platinum) and dares you to try and see just how over-the-top you can
make its action. Your character Sam goes into battle wearing the ARS battle
suit, which allows him to rapidly boost across the battlefield and slow down
time. Your suit has limited amount of energy that recharges after a
few seconds, but part of the fun is experimenting to see what and how much you
can do before the suit overheats and needs to cool down. Should you take a lot
of damage, slow motion instantly kicks in, giving you one last chance to either
get to cover or to take down the enemies shooting you. In addition to your
suit, Vanquish has Sam employing a variety weapons that range from your
standard rifles, shotguns and rockets to more fantastical weapons like a gun that locks
onto targets and then fires a volley of lasers at them. Throughout the game you
can find item pickups to improve your weapons, giving a sense of
progression to Sam’s combat prowess. Sam also has a different melee attack for
each weapon he can carry. One last thing of note regarding the gameplay is a
hilarious little mechanic where Sam can stop in the middle of a fight to take a
smoke. While in cover he can pull out a cigarette, light it, take a puff and
then toss it, which serves to distract nearby enemies.
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| Boosting around is not only cool, but also helps dodge enemy fire. |
The slow motion survival mechanic is bound to happen
multiple times as you play through the campaign, because Vanquish is not an easy
game, even on normal difficulty. While most games give you an easy opening
level to practice in before going up against harder scenarios, Vanquish throws
you into the fire in its first mission. You’ll quickly realize that the cover
system and the abilities of the ARS suit are not just gimmicks, but necessary
tools for victory. Enemies are out to kill you and bosses present a real
challenge. On a side note, I loved the boss fights in Vanquish. Many of the bosses
have attacks that will kill you with a single hit, but they are always
telegraphed, giving you a chance to escape and making these encounters hard but
fair (the way boss battles should be).
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| One of the boss fights of Vanquish. |
Complementing Vanquish’s superb gameplay are its fantastic
visuals. The sci-fi cityscapes of Vanquish provide a fitting backdrop for the
game and levels are well designed. In one of my favorite sections of the game,
you are frantically rushing across a collapsing bridge, while fighting your way
past Russian robots with no self-preservation instincts. The only times I
thought Vanquish’s visuals and design weren’t so great were the few times where
you are in more organic environments, such as when you fight your way through a
park. But what Vanquish does better than most other games, regardless of the
setting, is battlefield chaos. Every set piece engagement is full of bullets,
explosions and moving enemies; all at the same time and for the most part
running at a smooth 60 frames-per-second. For a fun little diversion, get into
a firefight and try to keep track of everything that is going on. For an even
bigger visual treat, go into slow motion where you can clearly make out bullets
whizzing past you. Sam’s suit by itself also deserves some mention, as the
sheer number of lights and moving parts is impressive. Your gun is itself an extension of your suit, and changes into each of the three weapons you can carry in a cool little
morph animation that happens in real-time during gameplay.
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| Robots everywhere, and not one of them is your friend. |
The singleplayer campaign of Vanquish will last you about seven hours depending on your skill and the difficulty level you play
on, but is worth replaying. As you move through a level you are given points
for things like taking down enemies with style, finding item pickups and
completing the level under a certain time. At the end of each section of the
game you are given a rating for your performance, encouraging you to go back
and try to pull off more stylish kills and complete the level in a faster time.
Your score can be uploaded to online leader-boards where you can see how you
stack up against your friends and the world. Though I personally didn’t care
too much about the scoring system, I did feel a certain satisfaction whenever I
earned a good score. There is also a challenges mode, which allows you to take
on various scenarios and go for high scores. Vanquish has no multiplayer, and
that is the way it should be. Many games over the years have suffered from
tacked-on multiplayer modes that were nothing more than checkboxes for
marketing material, but Platinum had the sense not to waste time and resources
on it.
![]() |
| Just like mechs in anime, the Russians sacrificed plausible mechanical designs in order to store a ton of missiles. |
Rounding out Vanquish’s strong features is its audio.
Despite everything that is occurring onscreen, the sound from all the gunfire,
explosions and collapsing structures never overwhelms the senses. Going into
slow motion sounds exactly like you would imagine with low-pitched rumbling and
the clanking sounds of moving mechanical parts. The electronic music goes
well with the futuristic look of the game and stays at just the right level so
that you can hear it but are not distracted by it. Vanquish also comes with
multiple language tracks that are fun to try out. After beating the game once,
play through a second time but see what it’s like for everyone to be shouting
in French, German or Japanese.
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| Take cover. You'll need it. |
So with all that said, what would I like to see in a sequel?
More of the same, for the most part. Platinum came close to nailing it with
Vanquish, so any sequel could follow much of the same formula as the original. Still, there are a few adjustments I would like to see.
![]() |
| Russian robots are like Pokemon. Gotta kill 'em all. |
The biggest item that needs refinement is, you guessed it,
the storytelling. Vanquish’s gameplay was so awesome that it could be forgiven
for its weak story and bland characters, but it will be harder to overlook this
shortcoming a second time. Any sequel will of course have to work within the
universe created by the original, but at the same time the lack of storyline
and mythos surrounding the Vanquish universe should give enough leeway for any
future writers to craft a more interesting tale.
![]() |
| One way to clear traffic. |
In the same vein, more fleshed out characters and more character
development over the course of the game would help further address Vanquish’s
major shortcomings. Just as with the overall storyline, writers of the next
game will be hobbled by some of the original material they will have to work
with, but the problem is far from insurmountable. Sam and Elena would likely
return, and a sequel could explore them and their relationship, as long as it
doesn’t turn into a forced romance (completely unrelated to all of this; the Elena
in Vanquish is sadly not the same Elena from the Uncharted series, but I like
to pretend that she is her descendant). We could learn more about who they are
and their work at DARPA, and maybe there could even be a level where Elena gets
her own ARS suit and kicks some Russian robot @ss. The leader of the evil
Russians could also use some work, as he we didn’t learn much of anything about
him and he was portrayed as the old evil just for the sake of being evil
cliché. A few more cool female characters that are not just eye candy or token
romantic interests could help too.
![]() |
| We WILL be your typical space marines. |
Obviously, having a slightly longer singleplayer campaign would be
a good addition to any sequel. Vanquish is admittedly more like a sugar rush
than a filling meal, but lengthening the campaign by two or so hours is well
within reason. I would suggest Platinum aim for roughly the 10 hour mark with
any sequel.
![]() |
| Slow motion allows for some stylish kills. |
Lastly, Platinum, please don’t ever add multiplayer.
At the end here, we again pose the question of whether or
not an actual sequel to Vanquish is likely. The answer is no. Although a sequel
to Vanquish is not as absurdly improbable as a sequel to Split/Second, the game
in my previous post, Vanquish simply did not sell well enough for Platinum to
feel confident about making a sequel. I don’t think we’ll ever see a sequel to
Vanquish, which is truly a shame because the original set a strong gameplay foundation
for future games to build on.
Saturday, February 9, 2013
Games Deserving Sequels: Split/Second
Today I make my first foray into the overcrowded world of video
games blogging. As some of you know, I am something of a video gaming
enthusiast, and enjoy keeping up with the industry. I am not going to be doing
anything that you could call journalism with these posts; they are strictly
opinion pieces and are intended as just a way for me to write about some of the
titles that I enjoy and aspects of video gaming that I find interesting. If you
like video games then you might likes these posts, but I understand that not everyone
finds this stuff interesting.
---
In our maiden voyage into the realm of video games blogging,
I present to you a game that I think should get a sequel; the first in a
planned series of three entries on this topic. Today’s entry is dedicated to
one of my favorite racing games of this console generation: Split/Second.
![]() |
| Yup, you're driving straight into that. |
There are plenty of arcade racing games out there. Some even feature events that players can activate to alter the course or attack other drivers. But I haven't played any that are on the same level of explosion filled insanity as Split/Second. The whole premise of Split/Second is that you are racing on a course meant to be destroyed. There is
something of a storyline in this game, about how you’re in a TV show that’s
covering this explosive (pun intended) racing league that you’re trying to win, but as with the
vast majority of racing games, the story is nearly irrelevant. Your season is broken up
into 12 individual episodes, which are broken into six individual events that
you try to win. The events include standard races, time trials, and survival
modes. In one notable mode, called Air Assault, your car is being pursued by an attack
helicopter and you have to dodge its missile volleys as long as possible. In each
event you need to place third or better to advance, or achieve a certain time.
The better you do, the higher your overall ranking in the season. Each episode
finishes with a race against the league’s top-ranked racers, and you need to
finish in third place or above to unlock the next episode. At the end of the
last episode you need to have earned enough points to be in third place overall
or above, as ranked against the elite racers who you faced at the end of each
episode, to have “won” the game, (as much as one can "win" this sort of game) though you can always go back and replay old
events to boost your overall ranking. If you win the game, you’re treated to
a brief cutscene whereby you join the ranks of those elite racers you faced off
against and it is implied that a second season of the show is in the works and will be even
crazier than the one you just completed. Sadly, no sequel to Split/Second has
even been announced.
![]() |
| Let the mayhem begin! |
Split/Second’s primary mechanic lies in the various events
that you can activate to wreck opponents and/or change the course. These events
are called power plays, which are broken into two levels. Level one power plays
do things like explode parked cars, hurl construction shovels across the track
or drop explosive barrels from a helicopters hovering over the course. Level
two power plays are much more dramatic and frequently alter the entire route of
the course. Some notable level two power plays include breaking a dam, leveling
the cooling towers of a nuclear plant and destroying a bridge. One of my
personal favorite level two power plays occurs on the airport course and allows
you to cause a jumbo jet to make a crash landing on the runway that you are
driving on, forcing you and the other racers to dodge a wall of fire and debris
coming straight at you. In order to activate power plays you have to earn them,
and you earn power play levels by doing things like drifting, drafting behind
opponents and getting airtime by going off jumps. As you do these things a
meter at the bottom of the screen fills up and when you have enough you get
visual cues that you can now activate a power play that is in range. To earn an all-powerful level two power play you must fill the
meter entirely. Each course has different power plays and part of becoming a
better player is learning where they are located and the timing to properly use
them. Multiple racers can activate various different power plays
simultaneously, so you can have times where the entire track suddenly erupts in
chaos. Having a parked bus explode followed by a near miss with a wrecking ball
and then seeing a smokestack falling down and changing the route might be an
audiovisual overload for some, but I personally prefer my racing games to be
chaotic, and Split/Second does chaos near perfectly. The visual spectacle is
still impressive today, even though the game came out almost three years ago.
The excellent audio of explosions, car engines and building collapses, combined
with exciting (albeit limited and repetitive) music helps to complete the
package of racing insanity. If you have a good sound system for your TV this is
a game that will make great usage of it. Split/Second does so many things well that
even a person like me who is not the biggest racing game fan can’t help but
like it and want a sequel.
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| You'll get a brief tutorial on using power plays. |
With all that said, there are a few things that I would like
to see tweaked or changed with any sequel. The biggest item is the rubber-banding
effect in the single player campaign. For those of you who don’t know, rubber-banding
is a game mechanic meant to maintain a level of challenge by making the racers
in the back of the pack faster to allow them to catch up with the leaders (once the racers in the
back catch up the effect is supposed to end). While some amount of
rubber-banding is needed in racing games to keep races from being blowouts,
Split/Second went overboard with its rubber banding, particularly in the elite
races at the end of each episode, meaning that no matter what you did the other
races would quickly catch up with you, and usually rocket pass you. Infuriatingly,
the rubber-banding mechanic never works in your favor, so if you fall behind
in an elite race there is no hope of ever catching the leaders. It's somewhat sad to know that excessive rubber-banding has been the bane of arcade racing games for a long time. Another more
famous game that was notorious for this problem was the old Mario Kart 64. If
you played on the highest difficulty setting and an AI player took a big
lead there was no way you could possibly catch up, unless somehow there was a
volley of five blue shells, one after another (and even that probably wouldn’t
be enough). Any sequel to Split/Second should tone down its rubber-banding
overall, as well as give you a decent chance to catch up if you fall way
behind.
![]() |
| The attack helicopter pays you a visit in Air Assault mode. |
The second major thing that I would like to see adjusted is
the rate you gain power plays in multiplayer. The primary selling point of
Split/Second is the power play system you can use to alter the course or try to
wreck other racers. In singleplayer the system works well, but in multiplayer
you earn power play levels much slower, primarily because it is much harder to
draft behind an opponent in multiplayer (and if you’re a terrible at drifting,
like me, the problem is even worse). This slower rate of earning power play
levels means significantly fewer of them are activated in multiplayer races,
which turns Split/Second into a more traditional racing game and completely
defeats the point of playing it as opposed to any other racing game. To rectify
this, I would recommend in any sequel that the rate at which you earn power play
levels in multiplayer be double (or possibly even 2.5x) the rate at which you
earn them in singleplayer. This would bring the insanity of singleplayer to
multiplayer races and help further differentiate Split/Second from other
racers.
![]() |
| Dodging explosive barrels in Survival mode. |
Related to the previous point, the durability of racers in
multiplayer should be reduced. In singleplayer, the level one power plays that
involve explosives (which constitute the majority of level one power plays) are
strong enough to wreck or at least throw off the AI opponents, but you are
normally able to maintain enough control to avoid being wrecked when you are on
the receiving end of the same power plays. In multiplayer all your opponents
are human, and thus most of the level one power plays are rendered ineffective
unless you can score a direct hit. This results in not many level one power plays
being activated in multiplayer and most people instead saving up for the much
more powerful level two power plays. This is where the previous problem of
earning power play levels very slowly in multiplayer is compounded; you need to
earn a stronger power play to have a good chance of wrecking an opponent, but
because you earn them so slowly in multiplayer you’re hard pressed to get one
before the race is over. The consequence of all this is an online racing
experience that falls short of its potential. By making racers less durable,
(or the effects of an explosive power play stronger) the usage of most level
one power plays in multiplayer would become more effective and introduce a much
greater element of risk/reward in driving tactics. For example, do I take a
shorter route and drive right past a bus that another player might explode, or
do I take an extra second to go wide and avoid it but give my opponents an extra second to catch up or
pull way from me?
![]() |
| Part of the fun is discovering what you can destroy. |
Another item that ties into the previous two (and is really just an expansion of the last paragraph) is that I would
like to see the racing truck class be made a more competitive option. Split/Second’s
cars are largely broken into three broad classes of vehicles: super cars, muscle
cars and racing trucks. The whole point of the racing truck class is that while
it is slightly slower than the other two classes, its vehicles are much
stronger and can withstand more punishment from power plays. But as you’ve read
above, the racing truck’s durability advantage is rendered nonexistent in
multiplayer by the fact a human racer can withstand most level one power plays while
using the other two (faster) classes. By reducing the durability of racers, (at
least of the other two classes) as suggested above, the racing truck class
could fulfill its intended role as the conservative racing option; sacrificing
a bit of speed for security.
![]() |
| There are no kill-streaks or bonus points for wrecking multiple opponents, but it's still very gratifying. |
The last few items I would like to see in any sequel are
easily the least important but would still be nice. The original Split/Second
came with 11 courses and 6 modes, and you could get an additional two courses
and three modes with DLC packs. I have no complaints for the number of courses
and modes in the original Split/Second, but it would be good to increase the
number of courses by two to four and add another mode or two in the sequel.
Some courses, such as the airport or the canyon, I would be happy to see return
in the sequel, though perhaps with some redesigns to keep them fresh. Also, it
would be good to allow players to set the number of laps in Quick Play and
multiplayer races. Each Split/Second course had a set number of laps (two or
three) you go through in a race, depending on the length of the course. The
system works fine overall, but there are times where I wish I could do one more
lap to catch an opponent or activate a power play that I particularly like.
Allowing players to set the number of laps completed in a race would add an
extra bit of player control and enjoyment to the Split/Second experience. To
avoid the situation where all power plays have been expended and you don’t have
anything left to use on opponents, there would be an upper limit on the number
of laps (say, four or five) but otherwise you could pick how long or short you
wanted your race to be. My last suggestion would be for the addition of a boost system, which is a common feature of arcade racers but was missing in Split/Second. An easy way to incorporate it into a sequel would be for both the boost and power play systems to deplete the same meter, thus adding another layer of driving tactics. You would still fill the meter the same way as before, but if you wanted to give yourself a speed boost for a few seconds you could lose the ability to activate power plays, since your speed boost drained from the same meter you would use for power plays.
![]() |
| The explosion and flame effects are still good today. |
With everything I’ve written about what I’d like changed in
the sequel, you might think I wasn’t a big fan of Split/Second, but that it not
the case. On my personal review scale I would give Split/Second something like
a 8 out of 10. It is a good game on the cusp of being a great game. If it were
to make a few adjustments we could have something truly legendary. If you’ve
never tried it before I suggest at least seeing if you can rent it and then
judge for yourself if it’s really the fun insanity that I make it out to be.
![]() |
| Escaping power plays unharmed will give you a small boost to your power play meter. |
Will Split/Second ever get a sequel? Honestly, at this point
I think only divine intervention could make that happen. Black Rock Studios,
the company that made Split/Second was shuttered in 2011 and Disney Interactive
Studios, the publisher of Split/Second, decided against funding a sequel due to
low sales. The only way I could see a sequel happening would be for a developer
and/or publisher to take a big gamble and acquire the rights to Split/Second.
However, that is extremely improbable. The video games industry is one of the
most conservative industries around, as seen by the general reluctance to
invest in new IPs and instead stick with well-established franchises that
everyone knows will sell well (such as Call of Duty, Halo, God of War, Mario,
etc). For all intensive purposes, the odds of a sequel are effectively zero.
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