Starting in 1996, Alexa Internet has been donating their crawl data to the Internet Archive. Flowing in every day, these data are added to the Wayback Machine after an embargo period.
Years of waiting have lead to hours upon hours of gaming and finally, we here at Joystiq are prepared to weigh in with our final judgements of what is easily the biggest event of the year: Halo 3. For our megareview, we've gathered three of our writers, each with his own unique perspective of the Halo 3 campaign.
James Ransom-Wiley is our most learned reviewer, having been locked in a small room with Halo 3 weeks before most had even managed to get it leaked into their hands. From there, Jason Dobson fills the role of 'teh n00b' -- his Halo experience can be summed up in a single statement: Um, I know it's a space-alien shooter... Finally, yours truly, Jared Rea, is the be-all-end-all Master Chief groupie. Shall we proceed?
Every other week Scott Jon Siegel contributes Off the Grid, a column on gaming away from the television screen or monitor.
Looney Labs -- makers of Fluxx and those bizarre Icehouse pieces -- are once again in their element with Chrononauts, a time-traveling card game that is almost too clever to work. Almost.
Unlike other games, it's the complexity of Chrononauts that saves it from mediocrity. With a heady central "timeline" mechanic, and a 44-page booklet of rules that reads like an operations manual for the Flux Capacitor, it would be pretty easy for the crunchy game to fold under the weight of its own ambition. Luckily for Looney, time travel was never meant to be easy, and it's too damn fun hopping through history to allow a little bit of complexity to get in the way.
We've already had a first look at Call of Duty 4: Modern Warfare, and we've seen the multiplayer video that was pre-alpha, but this was the first chance for us to snatch up the controller and get our hands dirty in the actual game. Sure, it's a beta build, but the first thing we can say is yes ... it does look that good.
The second thing we can say is yes ... it does look that good, and then some. Activision had an event at a trendy bar / club in Los Angeles yesterday, and we were among one of the first groups to get our game on outside of Infinity Ward. Despite some major router issues on their end that delayed things by a couple of hours, the game still managed to blow us away thoroughly.
Okay, before you start raking me over the coals again like some of you did with my writeup of StarCraft 2, I'll preempt this writeup similarly. However, I've played World of WarCraft a lot longer than I ever did StarCraft, much to the chagrin of my ex-girlfriend. Is there a correlation there? The world may never know.
Anyhow, the preemption part of this post is that I haven't played WoW enough for some of your strict demands. My Human Female Warlock Character is resting on her laurels somewhere around Level 43, and I bought The Burning Crusade, but never installed it. It still sits on the shelf, mocking me, taunting me, and haunting my dreams.
How many years does it take to perfect a game? Bomberman has existed in some form since 1983. Is almost 25 years enough?
Apparently it isn't. I had high expectations for Hudson to create the perfect version for Xbox Live Arcade, especially after the company recognized the mess of Act Zero. The 800-point ($10) Bomberman Live was supposed to be the series-defining version: 4-player local games, 8-players online, HD graphics, all of the favorite old power-ups, and the classic gameplay. Sign me up, I thought.
To test this group-based game, I gathered six friends, two 360s, snacks, and plenty of beer. People complimented my chicken wings (thanks for the recipe, Mom), but few positive words were said about Bomberman. Where did this title go wrong?
Every other week Scott Jon Siegel contributes Off the Grid, a column on gaming away from the television screen or monitor.
Just so we're clear, Icehouse isn't a game. Well, technically that's not true. Icehousewas a game, designed by John Cooper of Looney Labs in the late 80s. Now, Looney Labs uses the term "Icehouse" to refer to unique pyramidal game pieces invented by Andrew Looney to play that game. So to call this a review of Icehouse wouldn't be inaccurate. Except we're not reviewing the game today; we're reviewing those pointy pieces.
From the same people that brought us Fluxx, the Icehouse pyramids are small, plastic, stackable pawns grouped in sets of three from largest to smallest. Each set of three can be nested like russian dolls -- with one inside another inside another -- or they can be stacked in inverse order, making adorable little christmas tree formations. The pieces have a unique aesthetic for gaming, but looks can only get you so far. What really matters is how they play, and that depends on the game.
Every other week Scott Jon Siegel contributes Off the Grid, a column on gaming away from the television screen or monitor.
Continuing our love-fest with the games of James Ernest (we'll be moving on to other designers soon, I promise), we've come to Diceland, a unique two-player tabletop title that's been the opening game of every PAX Omegathon thus far. So, you know, it must be doing something right.
What makes Diceland so unique is its game pieces: large, eight-sided paper dice that the players assemble themselves. In the standard game, players select a team of five dice, each representing a different character. Rather than play cards or position miniatures, the placement of characters is accomplished by literally rolling them onto the table; where they land is where they are. From there, players take turns repositioning dice, rolling new ones, or aiming to take out their opponent's. Points are scored for each defeated enemy die, and first to 50 points wins.
The concept is simple: a four-piece band recreates the soundtrack to the original Ninja Gaiden for NES while one skilled player runs through the game with little effort. You may have heard about this before when they previously performed as Contraband (Contra, natch), Megaband (Mega Man II) and Zeldaband (the first two dungeons of Legend of Zelda).
On Friday, Joystiq attended the Ninja Gaiden Band concert, playing at the Caledonia Lounge as part of Athens, Georgia's annual music festival Athfest (the night prior, Contraband won Cover Band of the Year at the awards show). The band, comprised of the members of Cinemechanica and deft gamer Noah McCarthy, is now a two-year project of splicing classic gaming with musical performance.
Work on the Ninja Gaiden Band began about a month ago, said guitarist Bryant Williamson, speaking to us before the concert. During practice, McCarthy had never had to use a continue, though Williamson said they were prepared in case he had to start over.
McCarthy played on stage using via television while the signal was simultaneously projected onto a screen for the audience to watch. At 1:07 a.m. to a packed crowd, the console was turned on, the title screen came up, and the band counted in.
Video games have been through ups and downs, but the one constant is that there is always someone better than you at the game you're playing. Unless you were one of the guys in this film. These players were at the top of their game during the arcade craze, and Chasing Ghosts takes a look not only at the heyday of those players, but also finds them in the present day, and in the process you see how their brief stints as a "video game rock stars" affected their lives.
Get our review after the break, and be sure to check for interviews with director Lincoln Ruchti and producer Michael Verrechia.
Every other week Scott Jon Siegel contributes Off the Grid, a column on gaming away from the television screen or monitor.
I never wanted to be a candyman. Gene Wilder's take on the role of confectionaire extraordinaire gave me the shakes, and Johnny Depp's recent attempt at the part just gave me a migraine. After playing Cheapass Games' Enemy Chocolatier, however, I feel a new sense of respect for the sweetest industry in the world. Just no Oompa-Loompas for me, thanks.
Enemy Chocolatier is a strategic board game of urban planning and secret recipes. Two-to-eight players act as rivals to the world's most beloved candy-maker, and take turns buying up property around the boss-man's factory in order to accrue the favor of the town's population, as well as the ingredients necessary to make the next big thing in sweets.
The game succeeds in being easy-to-learn, and pretty fun to play, but ultimately falls short due to an extensive list of required materials, and a runaway game mechanic that upends the level playing field in no time.
Every other week Scott Jon Siegel contributes Off the Grid, a column on gaming away from the television screen or monitor.
James Ernest's games are nothing if not creative. Give me the Brain!, from way back in 1997, is a card game set in a fast-food joint, which just happens to exclusively employ zombies. Oh yes.
Each player acts as one such undead employee, as all players compete to be the first flesh-muncher to leave at the end of the workday. At first glance, it's a simple card game concept: the first player with no cards remaining is the winner. The catch is the brain -- there's only one of them between all of the players, and you're going to need it to get a lot of the jobs done.
Every other week Scott Jon Siegel contributes Off the Grid, a column on gaming away from the television screen or monitor.
As a consumer, my biggest gripe with games like RoboRally and Carcassonne is the price of admission. Non-digital games often depend on the "shiny" factor to get them off of retail shelves, and we the buyers end up paying more for the boards, bits, and boxes than we do for the rules themselves.
Thankfully, game designer James Ernest perceived this problem in 1996 when he founded Cheapass Games, a tiny little non-digital developer which emphasizes design over dazzle, and encourages players to root through their old games for pieces, rather than paying time and again for identical dice, tokens, etc.
In the spirit of minimalism, I'm going to review three of Cheapass's "Hip Pocket Games" -- The Very Clever Pipe Game, The Big Cheese, and Light Speed -- which range in price from $3 USD all the way up to five.
Every other week Scott Jon Siegel contributes Off the Grid, a column on gaming away from the television screen or monitor.
In the spirit of the book - and of Off the Grid's focus on the disparities between digital and non-digital formats - I'm going to concentrate less on the content of McKenzie Wark's Gamer Theory, and more on the differences between its web-based and treeware versions. Marshall McLuhan would be proud.
Wark - a writer, scholar, and academic - first published GAM3R 7H30RY in 2006. The text, produced with the Brooklyn-based Institute for the Future of the Book, appeared as a specially-designed, collaborative website. Divided into chapters, with each chapter divided into notecard-like sections, the "book" encouraged its readers to leave comments/criticisms on the material covered. Once moderated, comments would then appear alongside the sections. The site itself is beautifully designed, and allows users easy access to any of the 225 pages of content within three intuitive clicks of the mouse.
After collecting enough comments and feedback, Wark and the IFB closed down the response-system for GAM3R 7H30RY Version 1.1. In mid-April, they introduced Version 2.0, now called Gamer Theory, alongside a non-digital book of the same name, published IRL by Harvard University Press.
Truth is stranger than fiction. And while it needs to be threaded by a capable hand, even Donkey Kong can be woven into a compelling canvas that examines the comically-profound idiosyncrasies that drive human competition. The King of Kong, director Seth Gordon's first feature, is a remarkable film that documents the little-seen niche of competitive gaming, as waged on '80s-era, coin-op arcade machines.
"That ape is very, very cunning, and he will do what he needs to, to stop you," warns a Funspot regular, squeezed into a t-shirt emblazoned with a geeky kung fu joke. The same could be said of Billy Mitchell, the film's antagonist, a blown-dry Machismo americanus and heir to the Rickey's World Famous [Hot] Sauce empire. Mitchell (above), whose 3-letter high score handle (typically one's initials) is U-S-A (notice the Liberty tie?), is stiff and threatening, at least to the mild-mannered circle he maintains a firm grip on. He regards his "Video Game Player of the [20th] Century" title as a symbol of patriotic heroism. Speaking of symbols, Mitchell's wife's cleavage is paraded on screen like a tangible manifestation of his ballooned ego, which is predictably deflated by Gordon's touching narrative of the first true challenger of the Donkey Kong high score; a score set by Mitchell more than two decades ago.
Every other week Scott Jon Siegel contributes Off the Grid, a column on gaming away from the television screen or monitor.
Rules are awesome. If you're a fan of games, this is an inescapable truth for you. Every game you play is comprised of a set of rules, ranging from elementary to near-incomprehensible. If it's a digital game, the rules are there; you just can't see most of them. If it's an analog game, though, it becomes your job as a player to know the rules. How else are you supposed to play?
Certain clever game designers have recognized the sheer importance of rules in game design, and have even recognized design itself as a sort of game. The result is games that are about rules – games that make and break their own rules as they're played. The most well-known of these rule-based games is Richard Garfield's Magic: The Gathering. But we're not dealing with that right now.
The most accessible of these rule-based games, however, is a little family game called Fluxx, designed by self-proclaimed hippy Andy Looney over at Looney Labs.