Thursday, December 12, 2013

MadCap's Game Reviews - "Robot Unicorn Attack"


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Stop laughing!

Let me just go ahead and tell you the honest truth – you aren’t man enough for this game.  Did that offend you? Don’t let it, because I’m not.  I don’t think anyone is. Because Robot Unicorn Attack is a game that is made to tell you that you aren’t man enough for it.  Unapologetically and unashamed of what it does and how it does it…to everyone and everything that ever presses “X” and “Z” and tries to survive its merciless onslaught.

Scored to the Erasure song “Always” (in an endless loop as you play), the player is given control of the titular Robot Unicorn and forced to run, jump, and dash from the left side of the screen to the right.  Seems ease enough, right? And for a short time, it most certainly is.  The unicorn trots at a leisurely pace to the right, taking the jumps as it makes its way towards its destination.  Until it comes across a rock formation shaped like a star.  So what does it do in this situation?

Well, with the push of the “X” key, the unicorn decides to run so fast that it blows it up!

Sounds awesome, right? Unfortunately, your abomination in the eyes of God is a Glass Cannon and can only take one hit of punishment per run.  In an interesting move from most games of the kind, however, there are no real enemies.  Just the ground and the stars to impact against.  At first, this isn’t as big a deal as the unicorn’s speed is relatively low at the start and the jumps between platforms are relatively few and managable. As time goes on, however, there are elevated spots, as well as wider and wider gaps between platforms all of which will require double jumps, dashing like mad, and having reflexes that are about twice as fast as you think they are.
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"Inspirational"

I will say one thing about this game, it’s not unfair (except for when the speed picks up enough that you can’t see where you’re jumping to between gaps).  Just very difficult. It’s a test of reflexes, more or less. If you play, you’re going to go through many, many rounds of this.  I will say this, however:  for something that has no clear objective, it is addictive as all get out.

The design of it is pretty good as well.  A landscape right out of the stereotypical bedroom of a little girl.  Land with purple grass, rainbows, fairies (which can be collected for extra points) and dolphins leaping about through the air backed by “Always” (again, endlessly looped to the point of annoyance).  It’s sickening cute…as well as very, very deceptive.  It’s all there to lull the player into letting their defenses down.  
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Best descriptor for this game:  "Sweet and terrible, like a madman's lullaby".
Of course, some healthy doses of snark come through in it as well.  The loading screen between each attempt (you get three per round, upon which you must restart) display ‘inspirational’ messages to encourage you to keep playing…and a few that are just blatantly to juxtapose the tone of the rest of the game.  Phrases like “Persistence is futile” and “You will fail!”, which are ultimately correct.  In the end, it’s futile to try to win, because there is no way to do so (or, if there is, I sure haven’t seen it).  But, still, I’d recommend it if you’re just looking to kill some time.

And next week, I'll be back to reviewing some real games...

Robot Unicorn Attack is now available on Facebook, on iPhone, iPad, and even on Adult Swim.com

MadCap's Mad Ranting - "Fallout Fo...seriously, again with the hoaxes? Wait...it's not a hoax?! AWESOME!"

HERE is all but an official announcement from Bethesda about Fallout 4.  With casting scripts, and location scouting in Boston, it looks like we do have confirmation that Bethesda is working on a game that is Fallout related and set in Boston.  Which, considering the rumors that had been set out about the game earlier this year - is Fallout 4.  All of this, coupled with the fact that Bethesda has Fallout 4 trademarked in Europe, pretty much confirms it without Bethesda having to have said a word.

Of course, IGN wasn't able to get any word from Bethesda, but these are pretty much proof that we do, in fact, have Fallout 4 on the horizon.  So, if we could all just avoid wasting time making fake websites and be just a little patient just a little long...hopefully something will be announced soon.

Seriously, though, guys, no more hoax websites.

Tuesday, December 10, 2013

MadCap's Mad Ranting - "Fallout 4! ...wait, what?"

Why wasn't this sooner? Well, I don't think a post made entirely of paragraphs made of swears and promises to follow that person into the next life to torment them further for such an atrocity would have been hardly informative for you, nor fruitful for my skill as a writer (though, admittedly, it would have been rather therapeutic). However, as I sat and thought and allowed myself time to cool down and process it all, I came to a conclusion that surprised me.

I couldn't really blame him.

If you have no idea what I'm talking about, a previous ranting of mine detailed the rise of a site known as "The Survivor 2299".  People in the Fallout fandom began scrambling about, trying to figure out the cryptic Morse Code and other clues left on the site, all things which pointed to a release of Fallout 4 being set in Boston. Being that this did fit in with rumors and whispers that have been in the years since the release of Fallout:  New Vegas, some people took the site at face value and believed it was legitimately set up by Bethesda as a countdown to the announcement about Fallout 4.

Well, in the words of the Engineer...


And, of course, there was severe outrage.  And rightly so, due to the hoax coming out at what may possibly be one of the worst times ever for such a thing.  Demand for Fallout 4 is pretty much nearing fever pitch, and bringing something out like this only to get people's hopes up and then dashed them entirely...kind of a dick move, DCHoaxer.

However, he has come forward to try and explain himself. Claiming that he wanted nothing more than to force Bethesda to reveal something.  You see what you're doing, Bethesda? People want Fallout 4 so bad that they're willing to spend thousands of dollars to make a fake website to egg you into revealing something.  If you need any better motivation, I feel sad for you guys.  That being said, DCHoaxer was apparently contacted by Bethesda about it and was forced to let the cat out of the bag. No doubt some legal issues would have arisen about it.

But what would the counter have been counting down to? Apparently a CGI trailer that had apparently had its audio leaked some time ago.  And they have claimed, in the future, that they'll be happy to release it if and when things settle down.  So, it's a sad case of What Could Have Been? that may not at all be so.

So, really, DCHoaxer. I get it.  You're kind of a dick, but I can't really fault you for it.

And Bethesda, are you not getting the takeaway from this? Are you seeing the lengths that the fans are willing to go to get something out of you about this game?  That money for that fake website could have been easily spent on Fallout 4 if you guys would just eschew that ESO nonsense and go back to what you're good at - providing the definitive single player RPG experience.

Oh, sorry, got a little off topic there.

My point is, get on the ball, Bethesda! Today it's a rogue website, tomorrow they'll be having "Occupy Bethesda" or something completely nuts like that.  And, as we all know, hell knows no fury like a fanbase left in the dark for several years with only vague hinting.

Sunday, December 8, 2013

MadCap's Reel Thoughts - "WarGames" (1983)


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I plan to diversify my writing by going into a different venue of reviews – films.  Why? Because I can.  And don’t worry, the game reviews will continue (time and finances permitting, of course).  I will also be taking requests as well for this, just like my game reviews.

However, now, we have the maiden voyage of my new venture to contend with.  What film could possibly make a good first one?

I looked around, and then I found, the film for you and me…

And now it’s…War Games time!

That’s righ, the 1983 classic in which Ferris Bueller nearly starts World War III.  And, let me be blunt, this is just good stuff.  Made in the waning years of the Cold War, this film demonstrates and put to use that era’s fear of global nuclear annihilation due to the near open warfare conflict between the United States and the Soviet Union, and how easily it could be set off...were it not for the thrilling exploits of Ferris Bueller, his girlfriend, and a scientist who totally isn't British Carl Sagan.

However, before we get to the thrilling exploits of Matthew Broderick, we get a few scenes to start us off with some United States Air Force missile combat crew manning their stations right before a drill occurs, one of them being unable to fire the missiles when instructed to do so.  This is apparently the case in a lot of places, as twenty-two percent of all missile commanders didn’t fire the missiles either.  So it gets decided to hand it over to a NORAD super computer.

Because that always works well.  Just ask the people onboard Discovery One or at Aperture Science.

In spite of some objections, WOPR (an acronym of “War Operation Plan Response”) is placed in charge of all of the United States’ missile silos and kept an eye on by the brass.

Then we cut to Seattle where, at an arcade, Matthew Broderick is playing Galaga (thought we wouldn’t notice, but we did).  I’m aware that he has a name (David Lightman, for those parties interested), you know as well as I that I’m just going to call him Ferris Bueller, so let’s get on with it.  Bueller is apparently a complete slacker in spite of being brilliant enough to work computers like nobody’s business.  And, much like Marty McFly after him, is late for school as soon as we are introduced to him.

Given a failing grade, as well as seeing that his very obvious love interest (the only female character that gets an entire scene with focus on her and gets named by the time we see her) got one as well, he manages to hack into the school’s computer and change it.  This doesn’t impress Jennifer at all, and he changes it back...until she leaves, upon which he actually changes her grade once more to a perfect one.  In this, and in a scene following at dinner at the Bueller Household, we get some wonderfully shameless advertising for then-relevant pieces of technology.

Learning about a new computer system called ‘Protovision’, Ferris is able to using a technique called ‘war dialing’ (as it became known after this movie), where he uses the phone system to call up every number in a certain area to learn where computers are.  In this case, he sets his computer to call every computer in Sunnyvale, California in order to find any programs that might still be within the company.  And on a computer screen of green and black, Ferris and Jennifer book a flight to Paris before they come across a screen that gives a simple “Logon:” option.  A few attempts are made before they manage to get the system to reveal a list of games to them.

Some of them are pretty much your standard fare.  Hearts, Checkers, Chess, Bridge…Theatrewide Tactical Warfare?! As the list gets to the bottom, it takes on a far more sinister edge until the last item on the list is reached.  And, interestingly, it is separated by more space from the other items on the list: “Global Thermonuclear War”.
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It says "click here to advance the plot".

 Taking a print-out to some friends of his (who are oddly reminiscent of an even geekier version of the  Lone Gunmen), who determine that it’s something from a government computer. Pointed towards someone named ‘Falken’ as the man who created the system, Ferris begins a montage wherein we are viciously attacked by synthesizers.  Ferris does some research on Falken – apparently a computer expert by the name of Stephen Falken – on such outdated technologies as film slides, card catalogues, and books, of all things! – all the while using password after password from the writings that end up being incorrect and terminating his connection.

From the look of it, Stephen Falken is the ultimate nerd.  Or was, anyway, he’s apparently dead.  While he was alive, however, he was pushing forward in the field of computer sciences.  He had developed a way to teach machines how to play games, and to make them learn from their mistakes.
So, when Skynet takes over, we know who to blame.

However, it’s still a year before Terminator, and Ferris finally finds the password in the name of Falken’s son, Joshua, and gets access – unknowingly – to the WOPR system.  And the system, apparently going off of its own programing, asks him if he wants to play a game.  Leading to the iconic exchange:

“Love to.  How about Global Thermonuclear War?”

“WOULDN’T YOU PREFER A GOOD GAME OF CHESS?”

“Later.  Let’s play Global Thermonuclear War.”

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No, not these War Games...
And thus, the titular WarGames begin, with the click of a mouse and Ferris picking the Soviet Union (COMMUNIST!). He and his girlfriend delight in aiming missiles directly for the United States in a simulation…or so they believe.  Back at NORAD, of course, this is taken as the real deal due to WOPR being in control of their systems.  WOPR feeds them false data and begins to retaliate against the non-existent attack from the Soviet Union – beginning the series of events that could lead right into World War III.

As WOPR begins to take “winning the game” into its own hands, the film takes on a decidedly darker edge and the tension is immediately set high as it provides a literally countdown timer to Nuclear Armageddon.  The last two thirds of the film manage to maintain this up until the conclusion, wherein WOPR learns that tic-tac-toe is a rather stupid game, and so is nuclear war.  And thus, the Great War is held off for another ninety-four years, and the day is saved.

This film receives pretty much universal praise, and it’s easy to see why.  It’s the perfect thriller for its era – using the ever-looming threat of nuclear attack as the source of tension for the duration.  Surprisingly, however, this film doesn’t paint the Soviets as some sort of evil.  The only real antagonist in the film is WOPR, and only then out of innocent ignorance over the consequences of what it’s doing.

Matthew Broderick deserves particular praise as well, as the lead.  Somehow he is able to pull off being a brilliant but lazy slacker in a way that doesn’t come off as being a complete sociopath.  Being only twenty one at the time, he brings that youth exuberance to his performance that he…still brings to performances despite being over fifty now at the time that I’m writing this up.  Here, though, it works well enough.  He also brings around the technical know-how of his character to life in a believable way, though that may be attributed more to screenwriters Lawrence Lasker, Walter F. Parker, and Walon Green than Broderick’s acting.

John Wood’s Stephen Falken (oh, yeah.  Falken is actually alive, spoiler alert!) comes off when he is introduced as a fatalist, knowing full well (somehow) what WOPR is up to and is deciding that if humanity is going to take the pains to plan out its own destruction, then it deserves to destroy itself and for nature to “start again” as he puts it.  A somewhat relatable sentiment, though given the fact that he could stop the end of the world with a phone call to NORAD, he comes off as being a real jerk.  Though, luckily he is convinced by Ferris and Jennifer to help, leading into the last twenty minutes of the film, which are definitely the tensest (and rightly so).  

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I have a feeling I know the only winning move for this one...
I get this strange feeling, given his speech to the two leads about the futility of the nuclear struggle and the fact that nature will just start again after humanity is gone that he would have been happy in Operation Golden Age with just the slightest push.  In the end, though, he agrees to help thanks to Ferris and Jennifer refusing to give up in spite of it all, which does redeem him a bit.

The film actually has a shortage of technobabble all around, with things either simply being shown in action or explained in a very concise, believable way.  Again, the dialogue – particularly as delivered by Broderick – is set up for just this, and War Games really outshines a lot of more recent films in this regard.  To put it against a film from a decade and some change later, take Hackers where it had a few moments where you’d go “Nobody talks like that”.

And, of course, while the film delivers it’s anti-war message of ‘the only winning move is not to play’ (in a way that isn’t jarring in tone after seeing an unintelligible Italian-American and a Swedish Russian beating each other to death), there is a rather startling thing I realized after the fact:  WOPR could just as easily do it again.  At the end of the film, WOPR is put into a simulation of tic-tac-toe by Ferris and Falken and learns that – much like nuclear war – there is absolutely no point to playing it because there is no chance for victory.  

However it never seems to acknowledge the sanctity of human life.  When asked if the simulation is real or just a game, it blatantly asks what the difference is.  And while it learns that there is no chance for victory in nuclear war…as the circumstances were then, could it not very easily continue to try and find a solution through simulation alone? And then, perhaps…say, in a few decades, try to replicate it once more?  Of course the film doesn’t acknowledge this possibility as WOPR seems satisfied with the no-win scenario…for the time being, at least.

…I’m just saying, people.  We’d better be happy it was dismantled after production.  Or the prop for it, at least.

This film is great.  The plot moves at a good pace for a thriller, it’s filled with tension, and it has a happy ending that I think everyone can enjoy.  I could poke some more fun at the outdated technology used all around, particularly at NORAD with the giant Lite-Brite displays (though, apparently, the computers and other technology used in the film were actually more advanced in the era than the actual NORAD equipment) and some of the more now-archaic aspects.

There is also shameless product placement.  In no less than one scene, they showed Pepsi, 7 Eleven, State Farm Insurance, and McDonalds (and people were complaining about that one scene in Man of Steel, sheesh…).  The plugs for computers come relatively early and then don’t come up much again.  No ads for Apple II’s or for the Sony Walkman.  I could mock either of the aspects, but I don’t really feel a need to due to it really being such a small part of the film. 

To put my thoughts into a misquote:  "A great movie. The only winning move is to watch."

"WarGames" belongs to MGM and is available on Netflix Instant Play and everywhere movies are sold.

Thursday, December 5, 2013

MadCap's Game Reviews - "Fallout 3: The Pitt"



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Closing the book on Fallout 3...heading to Steel City...
The Capital Wasteland…all that remains of Washington, D.C. in the echo of atomic fire that rained down from the skies like the hammer of God Himself.  Now, two centuries after the fact, there are terrible mutations. Vicious beasts.  Man killing man for only scraps of food and shelter…slavers criss-crossing the Wastes to shackle their brothers in Slavery.  Great powers that seek to reshape the whole of the world in their image, whether those within it like it or not.  Definitely sounds like the worst place on Earth, right?

Not quite…

Far to the north of the Capital Wasteland lies the Pitt.  Pittsburgh was not a city touched by the bombs dropping on America, though anyone who catches sight of the place may see that as more of a curse than a blessing.  Meeting the Allegheny, Monongahela, and Ohio rivers, Pittsburgh was flooded with radiation that would affect the citizens of the city for the centuries to come.  In the twenty years before Fallout 3 takes place, our dear friends at the Brotherhood of Steel spearheaded a campaign through the city, wiping out the original Raiders there in a bloody event known as “the Scourge”.

One member of the Brotherhood, however, remained after a terrible accident wherein the Brotherhood left him for dead.  Ashur became Lord of the Pitt - even worshiped as a God by some - and began building an army of Raiders as he sought a cure for the Pitt’s inhabitants…and created a regime that may soon be overthrown by his disgruntled people.

The story picks up with a new player (or a reloaded player) getting a distress signal from a man named Wernher, who will claim to want the player character’s help in retrieving a cure for the disease plaguing the citizens of the Pitt.  To do that, however, the player must bring themselves into slavery…and work their way up.  From working in the Steelyards, to fighting in the Hole – the Pitt’s gladiatorial arena – for a place among Ashur’s Raiders, to coming face to face with the truth behind the entire mess.

Really, I can credit The Pitt for its atmosphere, its unique weaponry, and its brand new addition to the Fallout bestiary, but it really shines through in one respect:  moral choice.  This isn’t like Fable, where your choices are either all good or all bad, either.  You really have a dilemma and can feel some actual weight hanging on to your choice.  And, in the end, you can’t ever really be sure if you made the right choice.  Or even if there is a right choice.  But, I’ll get to that more later.

As I said, good atmosphere.  The Pitt really does feel like a terrible place under oppression where no one has hope.  The city is a broken, sundered shell of the great city that Pittsburgh used to be.  Even Ashur’s speech to the inhabitants of the Pitt at the very beginning seems almost as though it’s supposed to be taken ironically (though it is certainly not his intention, as we find out).  He speaks of how they are the envy of so many other factions out in the Wasteland…though not even his own people are ones you could tell it by.  It feels hopeless, terrible, and it’s very jarring to see if you’ve really played around in the Capital Wasteland.  Just the knowledge that, if a place like the Pitt can exist, what other places in the world could have gotten even worse?

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The Next Phase of Human Evolution?
But, as per Wernher’s plan, you have to rise through the ranks and earn the trust of Ashur.  This is easier said than does, as it requires you to move through the Steelyards gathering Ingots, and it is here that you will meet the nasty pest that plagues the Pitt:  The Trogs.  They are the final result of the disease that has the entire Pitt crippled in fear.  Humans, regressed to only the basest of instincts and become like their Neanderthal ancestors.  The people fear that they will become such creatures…provided that the Pitt doesn’t kill them first.

Nasty little things that look like skinned humans, you can pretty much just take them out with a few shots or – for those of you with some love of gore in your heart, you can try out a new, unique form of weapon that The Pitt offers you.

The Auto-Axe (and two unique variations on it) offer you all the power of a chainsaw but SUPER CHARGED!!!  Just press and hold the attack trigger as you face your target and watch them be eviscerated in a wonderfully over the top gory mess!  The Auto-Axe is a great weapon, largely because any living thing that gets caught in it is pretty screwed from the moment that motor goes “vroom vroom”.  The Trogs in particular go down pretty easily when you put them to it, and the skills you acquire with it in the Steelyards will be useful once you qualify for the second phase of your time in the Pitt.

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Wanna be a walking tornado of gore? Look no further!
Once you collect ten Steel ingots, your player qualifies to enter “the Hole” (no, not that one or these), an arena where you must fight in order to survive.  This is good stuff, harkening back to some of the original Fallout’s influences – such as Escape from New York and Mad Max.  So, in order to get Beyond Thunderdome, the player has to compete in some matches.  The first few against fellow slaves, then against two famed gladiators in a 2 on 1 fight, and finally the Champion of the Hole.  A bonus to these, of course, is that the player is allowed to loot their fallen enemies after fights (unlike the Arena fights in Oblivion).  Pro tip for anyone specializing in Unarmed, you can pick up a Deathclaw Gauntlet here early on if you manage to win.
But after becoming the Champion of the Hole (it’s as dirty as it sounds), you get all the equipment you lost in your enslavement and can head into Haven, the headquarters of Ashur and be inducted into his gang.  When you meet Ashur, he’s definitely not a bad guy.  Far from it, he’s very warm and welcome and very dedicated to trying to find a cure for his people.  Much like Elder Lyons back south, Ashur wants to help people.  He is even distasteful of the idea of slavery, but has given in to it in order to build up his forces.  He got married, had a child by his wife…

His child, named Marie, who is completely immune to the mutations of the Pitt.

And herein, we have the moral dilemma I spoke of.  This is a child, barely a year old, and she is the "cure" that Wernher spoke of. You can talk with her parents, and learn that while they haven’t developed a cure yet, they are very hopeful.  But there’s nothing definite yet…something that Wernher won’t listen to, should you choose not to take the child to him. But that’s where I think this DLC really shines and I think represents some good theming within the Fallout universe.

In the end, the Pitt poses – at least to my mind- a simple question:  What is better? Hope or freedom?
There is no guarantee that a cure can be developed from Marie that much is made clear to us.  But Sandra, her mother, remains hopeful as the research is proving positive.  It’s even said that Marie is their little miracle, their hope for the future of the Pitt.  Would she be the same thing in the hands of Wernher and his cohorts? If Wernher were given that child and Ashur killed, his regime broken, would the Pitt be better off for it? Make no mistake, Ashur’s system is rather deplorable, but he makes clear that he has no intention of letting it continue on.

So, do the people of the Pitt suffer a little while longer, whilst Ashur and Sandra attempt to synthesize a cure? Or do they rebel, take back their freedom…and almost assuredly destroy that hope?

We don’t get an answer in game, of course.  The player is made a lieutenant of either Ashur or Wernher (depending on who ends up in charge when the smoke clears), gets access to a handy little ammo press that turns scrap metal into pretty much any ammunition you’d want, Ashur’s power armor (not too bad, very gritty and beat up, and thus indicative of where it has been for the past two decades), and can come and go as they please from the Pitt.  But, in the end, the fate of so many people rests in the hands of the Lone Wanderer. Both sides come with a price, but just which is the lesser of two evils?

Hope or freedom? And I think, in a way, it’s reflective of the whole of Fallout.  The world is a crapsack one, the glass half full at best (and even that is a stretch), and there are so few things that are good in it.  Is the world so jaded that even hope is something that people in such a situation would cast away for freedom of self? On the other side of the coin, is it right to enslave people by hold the bright lure of such hope before them?

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Dawn over a city of free...or slaves?
It’s a question that only we can answer…for better or for worse.

The Pitt is available from Bethesda Softworks and Bethesda Game Studios and is available for download for Xbox 360, PS3, and PC.