I'll stick with the better-looking and more bad-ass me, thanks.

My recap of “Lost” episode “He’s Our You”.

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No offense to William Sanderson, but I think Sawyer was being more than a little bit generous with the comment “He’s Our You.” (This, or at least, last week’s episode of “Lost”).

I’m not sure what my standards are supposed to be for this blog, or if I should even start introducing standards at this point. Do I still have to write something about “Lost” even when I don’t have anything interesting to say? Has that ever stopped me before? Spoilers ahoy!

After all the momentum of last week’s episode, it was a little odd to get an episode that went back to the focus-on-a-single-character-with-flashbacks entry. No matter how good it was. I guess we already knew that Sayid’s superspy work for Ben had been killing off Widmore people, but it still felt as anti-climactic as Sayid made it sound: “That’s it?” But I’ve always wondered what you do after you go on a multinational killing spree, and now I know: retire to the Dominican Republic and build houses. (Now I’m even more curious as to what Jimmy Carter was up to during the 80s….)

I’m already tired of the Jack/Kate/Juliet/Sawyer business and want that to end, preferably in a way that doesn’t kill off Juliet. Because that would really suck.

And I feel like a bad “Lost” fan, but I wasn’t shocked by the ending, nor am I on the edge of my seat with suspense. They’ve said a few times that the rules for time travel in Lostland don’t let you mess up the timestream, so it’s just a matter of explaining how he survives a gunshot wound to the chest. Or actually: not explaining, since Locke’s survived much worse. My overall reaction to the episode was, “Fine, sure, whatever. Let’s keep things moving.”

Also: after seeing some of the making-of documentaries, I wish they’d find some excuse for Naveen Andrews to use his real accent instead of the Sayid-ified one. In case you haven’t heard him talking out of character, he talks kind of like Jason Statham. I can’t remember much of anything about Planet Terror, but I think in The English Patient he was doing the same Sayid accent. I kind of want to see the guy just get a chance to relax and sound a little less, well, fruity. Maybe they can set it up so he’ll die unless he puts jumper cables on his nipples or licks high voltage wires or something, because that would be cool.

How I Learned To Stop Complaining and Love Conventions

Positive impressions of my first Game Developers Conference in about a decade.

The last time I went to a Game Developers’ Conference, it was still called the Computer Game Developers’ Conference and was being held in Santa Clara. I haven’t attempted to figure out when that was exactly, but I’m guessing it was at least eight years ago.

It was always much too expensive to go — it still costs way, way too much, although I suppose that might contain the crowds and maintain the “tone” of the thing. Plus, it never seemed all that useful to me: I’ve always somehow managed to stumble into really cool jobs, so I don’t really need to “network.” And I remembered the sessions as being of questionable value, to put it tactfully. You’d get the occasional insightful one, but I can still remember sitting through an hour of a guy literally listing all the types of adventure game puzzles.

A lot’s changed since then, apparently. Since I genuinely love my job, I didn’t have to do any business-style networking, so I just got to run into a bunch of people I haven’t seen in years. And I went to two presentations, which ranged from “very good” to “excellent.” One was by Clint Hocking of Ubisoft, where he talked about the balance of improvisation vs. planned strategy in FarCry 2. (Check out Chris Remo’s detailed write-up of Hocking’s presentation on gamasutra.com, as well as descriptions of some of the other presentations. It’s definitely worth reading). The other was by Randy Smith of Tiger Style games, who talked about applying the principles of user interface design (of real-world objects, not Graphical User Interfaces) to improve puzzle readability.

The thing that struck me about both sessions, and the tone of the conference in general (what little I saw of it), was how much progress we’ve made in getting over one of the biggest problems in videogames eight years ago: the rigid division between genres. You can still see the legacy of it on review sites, where they divide games into strict RPG/FPS/RTS genres, and the people making and playing the games really did used to be that insular. But that’s going the way of “Replayability” and “Reviewer Tilt!” and decimal-point scores. You just can’t make good games these days unless you play a little bit of everything and learn from everything. Now, the focus is on good projects instead of artificial divisions. You’ll still see the negative aspect of that: me-too syndrome, where everyone wants to make the next World of Warcraft or Rock Band. But for the most part, it’s about being inspired to innovate and re-invent.

Hocking’s presentation in particular was about lessons learned from developing a strategic open-ended first-person shooter, but is useful for just about any objective-based game. He described — more coherently and with concrete examples — what I’d been trying to get at in regards to adventure games, in “Feedback’s a Bitch” and the second attempt “Feedback Loop”. I see these games only as a player, since I’ve never worked on a bigger-budget action title, and it’s reassuring to see the same kinds of design considerations recurring across all types of games.

Speaking of inspiration: it’s nice to see independent and experimental games getting so much attention. I wish I could’ve seen more of them, but I missed the presentations and only got to see glimpses on the expo floor, most of which I’d already seen. My friend Hanford got me into a party of indie developers at a bar in the city, but it wasn’t long before my old-man Sybil-like aversion to crowds made me leave. (It’s just as well, since everyone there was someone I knew of instead of actually knowing).

I did get to meet Steve Swink, Scott Anderson, one of the developers of Shadow Physics [mentioned about 2/3 of the way down the page], and see quick demo. [Sorry, Scott! I only got a first name and have a terrible memory, so I confused you with someone else!] It’s a great concept: you control the shadow of your avatar, and can only manipulate real-world objects by manipulating their shadows. There are games that experiment with the shift between 2D and 3D perspectives, but this is unique in that you can move light sources around to alter the world and open up solutions to puzzles. I’m really looking forward to getting to play this one.

The other most interesting game is The Unfinished Swan by Ian Dallas, who (among many other things) wrote for the “Ice Station Santa” and “Moai Better Blues” episodes of Sam & Max Season Two. It’s a great-looking concept in which you must reveal your surroundings by splattering paint on the walls. I only got to hear about this one third-hand via the internets, but the tech demo video is plenty impressive, and I’m told that the one shown during the experimental games presentation was even better.

Grand Adventures

The first episode of Telltale’s Wallace & Gromit series is out now.

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It’s that time of year once again — days are a little bit brighter, temperatures a little bit warmer, the QA and web teams around the office looking a little bit more haggard and bleary-eyed — which means that Telltale must’ve launched a new series.

The first episode of Wallace & Gromit’s Grand Adventures, “Fright of the Bumblebees” is available today for Windows PCs. (The Xbox Live Arcade version is coming soon). Telltale’s running a crazy promotion where you get the whole series at a discount plus half off everything else you get through the company store.

Watching a Wallace & Gromit cartoon is one of the only times I’ve actually felt compelled to stand up and cheer in a theater (for the curious: it’s the moment in A Close Shave when Gromit avoids catastrophe with his motorcycle sidecar). So it’s been neat seeing the characters in motion around here, and hearing the theme music pipe up from people’s desks. Plus, it looks like the company’s really raised the bar on presentation for this series; the character models and environments look great. Buy it now!

yf.

The Sci-Fi Channel has officially changed its name to the wacky and nonsensical “Syfy.” Nerds everywhere are in an outrage. Also: cable networks are doomed.

syfylogo.jpgLast week executives at The Sci Fi channel announced they were changing the network’s name to “Syfy”, a move that caused much outrage among the geekier sections of the internet. Surprisingly, the hostility isn’t entirely due to the fact that “syfy” is a colossally awful name (although it really can’t be overstated: this is the worst idea in brand naming since Pepsi Pus).

No, the lingering dissatisfaction is due to the network’s explanation of the reasoning behind the change. Network reps say that the new name “broadens perceptions” and “embraces a wider range of [...] entertainment,” but the basic idea is clear: they can’t stay in business with an audience completely made up of sci fi geeks.

Pretty much everybody has taken a stab at making fun of the network, so I don’t have much to add there. But there are three things I find interesting:
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Frakked by an Angel

My opinions of the series finale of “Battlestar Galactica.”

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I’ve gotten to be a solid supporter of “new media distribution,” cutting out cable and satellite providers and all that, but there’s one aspect of all this that really needs to be fixed: how to do big-event programming when so much time-shifting is going on. While I was waiting for the “Battlestar Galactica” series finale to become available on iTunes, I had to pretty much avoid the internet entirely, since there are so many social networking sites filled with people who can’t wait to talk about what happens.

I wanted to go into this one knowing absolutely nothing — even down to what people thought of it in general — so I’m going to extend the same courtesy and put everything behind a spoiler warning.

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