Posted in July 14, 2009 ¬ 17:36h.The ExtremistNo Comments »
When one hears the words "South African film" uttered together one thinks Mr. Bones and Tsotsi. Perhaps Faith Like Potatoes and Hansie or even the more obscure Catch a Fire, Power of One, and The Long Run come to mind.
It seems as if it's always a comedy of errors, slapstick, or politically-charged drama. We lack proper action films, thrillers, and even crime/mystery movies, though we certainly have the local source material and local talent to pull it off. What we lack is the budget of Holly- and/or Bollywood.
Finally, it seems as if South Africa will be able to boast its own relatively unique science-fiction action/thriller movie. It's called District 9.
District 9 is based on Alive in Joburg, a short film directed by Neill Blomkamp who was born in South Africa but raised in Vancouver. While the cast are South African and the film is shot on location in Johannesburg, it is being produced under Peter Jackson's WingNut Films. The posters and trailer (above) also loudly proclaim Peter Jacksonpresents a film by Neill Blomkamp. I'm not sure how using Peter Jackson's name as a sales pitch will go down given the atrocities he's perpetrated on mankind in the form of the Lord of the Rings movies and his King Kong remake, but his money and effectsstudios surely come in handy.
Halo aficionados might know Blomkamp as the "novice" director appointed to direct the now cancelled Halo movie. One might argue that it's thanks to Halo that Blomkamp met Jackson, who was willing to give Blomkamp a shot at expanding Alive in Joburg to a full film after production on the Halo adaptation was cancelled. I think directing a non-adaptation film is a much better way for Blomkamp to make his mark in Hollywood anyway.
Looking at the prevailing themes shown in the trailer (xenophobia/racism), District 9 seems like a pretty thinly veiled allegory. Although it doesn't break away from the obviously deeply rooted need for South African film-makers to tell stories charged with socio-political commentary, it is a science fiction film that promises proper special effects. Here's hoping the narrative was scaled decently from short to feature length.
Here's the original Alive in Joburg short. It's also available for download at Internet Archive (especially for South Africans and/or Oceanians that find the idea of downloading 20+MB only to be able to view it once in the embedded player intolerable). It seems to have been licensed under the Attribution/Non-Commercial/No Derivatives Creative Commons license so have no fear, the download is completely legal.
Along with Peter Jackson's fancy film studio, District 9 also gets distributed by TriStar (a subsidiary of Sony Pictures) now that it's been upgraded from Alive in Joburg. This means the movie is getting a pretty decent marketing budget as is evidenced by the elaborate ARG that has been built to virallymarketit. Alien target posters even made it to Supanova in Australia. The official movie website is as impressive as other top-notch international releases (though not very bandwidth friendly) and there's even a good looking and fun, though simple, flash-based game. There's a bit of a stigma when it comes to games written in flash. I challenge you to load this one up (if you have the bandwidth to spare, 8-10MB ought to do it) and at least give it a look. The control isn't that great and it's quite unforgiving but it definitely raises the bar on what can be expected visually from flash games.
It's great having a film concept with local flavour picked up by a notable Hollywood studio and producer, but it's sad to see that despite the film's roots it's being treated like any other international release. According to the schedule on the official website (which should be Sony's official release schedule) South Africa gets the movie a full two weeks after its release (28 August 2009). We'll get it around the same time as Mexico, Kenya and Nigeria. The US, Australia, New Zealand, Lebanon and Argentina will see it before we do.
Man, it sucks being a minority entertainment consumer base.
Posted in July 12, 2009 ¬ 19:17h.GabrielNo Comments »
This is the second time I’ve attempted to relaunch Entropy.
The first attempt was stillborn. I chose a theme that simply required too much work to be simply functional. This time, along with an upgrade from 2.7.1 to 2.8 I’ve selected dfBlog as my base theme. It’s proven versatile, easy to modify when its versatility isn’t enough, and compatible with browsers as ancient as Internet Explorer 6.
Since the relaunch, WordPress 2.8.1 has been released, so I’ll need to update the Entropy WordPress installation soon as well.
I also butchered the accordion category list component from the very nice theme, Sliding Doors (by Wayne Connor at Mac-Host). I’d love to widgetise it one day but I’m skeptical of my own ability to make time to do so.
For those of you that followed W.A.M., fear not for it has been assimilated into Entropy. As the juicy news that pique public interest in South Africa breaks I’ll be sure to pass running commentary on it. I’m also working on getting a WordPress RSS plugin to work that will imp0rt RSS feeds as blog posts for The Extremist. He writes over at Hellforge now (as well, hopefully) in a column/blog he calls Extreme Opinion. Check him out there in the meantime. Hopefully his articles (with appropriate links back to the source) will be live soon.
Anyway, welcome to Entropy 1.0. Where the site’s not in beta but the writing probably is.
Posted in June 17, 2009 ¬ 02:38h.The ExtremistNo Comments »
It seems that Demigod is finally in a largely playable state and attention can be shifted from getting the game to work over the Internet to the bugs that remain as well as feature requests. At the end of his latest journal entry, "Demigod nears its second month," Frogboy/Wardell talks about the features in the release candidate of the v1.1 patch and in a later thread he discusses some of the points in greater detail.
Team concede: If it looks like you’re going to lose, your team can vote to concede and end the game so you can go to the next.
Speed debuffs have a minimum move speed now.
Better chat handling for better visibility.
When you sell a minion idol, existing units are destroyed.
Updated computer AI.
Random Demigod selection: Choose Random assassin, random general or just random demigod.
Based on player request, people finishing the game get 40 extra participation points.
Heart of life has been moved to the artifact shop and its cooldown timer has been double. The effect has been increased.
GPG and Stardock are also looking into what causes some people to just disconnect in a game as well as why in pantheon or skirmish some people still just don't connect (it's far better than it was but still not perfect).
In a previous blog, Demigod: Short-term preview, Frogboy/Wardell outlined features that they consider high priority. I'm aggregating that list with the high-priority features mentioned that didn't make it into v1.1, as well as the two friends-list features mentioned in Brad's latest blog post.
High on our list is the handling of replays
Multiple in-game channels (ETA June)
Display of a player's experience rating in connection dialog (ETA June)
Display of a player's disconnect % in connection dialog (ETA June)
Support for Group Skirmishes/Pantheon (ETA July)
We absolutely positively gotta make it a lot easier to get friends in. That is, the current people in your game should be able to be popped up with a hot key and be able to add them in (Target: within next 30 days)
We need to be able to establish groups easily ala Steam or Xfire but within Demigod. I need to be able to call out to them even if they're outside the game to see if any of them want to play a game (Target: within next 30 days)
GPG and Stardock are still discussing/debating what 2 bonus Demigods should be in terms of power and scope (ETA not known, working with GPG on this)
More maps (ETA not known, working with GPG on this)
So there are definitely two "bonus" Demigods in the pipe for those that have been clamouring for more. I'm pretty sure two aren't enough for the DotA-bunnies out there insisting there be 20 or more DGs. Those of us that understand where Demigod's depth comes from will know what it's going to take to introduce two completely unique and balanced Demigods to the game.
The Demigod community over at GameReplays.org has reported on a forum post (which they don't link to) by Frogboy/Wardell that talks about Pantheon tournaments (3 to be exact) with $1000 cash prizes. He also mentions adding clan-based tournaments and open modding but reminds whoever he was replying to that the features are dependant on Gas Powered Games' co-operation.
Refusing to rely only on the promises of features to ensure that Demigod's online player-base remains active, Stardock issued all current Demigod players (whether they play online or not) with a 20% discount coupon for the Impulse store. It seems a little counter-intuitive until you read the part where Stardock will be giving similar coupons to active Demigod players over the course of the next few months. A pity I won't really be able to partake, but I'll write about that later.
For those that are still on the fence regarding whether to get Demigod or not after all this good publicity, Gas Powered Games has given Stardock the release candidate of the Demigod demo as well. Frogboy/Wardell has stated in at least on previous journal that he wanted a multiplayer demo so that prospective players could see for themselves that the multiplayer had been fixed.
Posted in June 17, 2009 ¬ 02:27h.The ExtremistNo Comments »
Creating the right atmosphere is key to telling memorable stories. As a picture paints a thousand words, so music builds atmosphere in a way words simply can't. Good music can be the difference between a compelling but ultimately forgettable experience and one where a few bars gets you reminscing. The depths (or heights) to which good video game scores move us is attested to by the fact that talented musicians record themselves playing the songs and pet owners teach their Cockatiels to whistle them.
In video games it's about more than the narrative, though (well at least to some). Games have always been about playing and as such music has also been used to augment gameplay by reacting to game events. The simplest implementations are changing the music from the normal background theme to a more dramatic track when a battle is joined. Classic CRPGs like Baldur's Gate and Planescape: Torment from Black Isle Studios and Bioware were among the first to successfully use fluid transitions between tracks depending on the situation your character finds him/herself in.
Left 4 Dead integrates the music directly with the gameplay. Anyone that's played a few campaigns will forever remember the iconic orchestral pieces associated with the coming horde, the vicious witch and the hulking tank.
For this article, however, Left 4 Dead is still to young. This is about music that makes us remember. Bethryn did an article on music in video games entitled Music To My Ears: Epic Game Soundtracks not too long ago. I hope to write something different enough to warrant its own article but I'd also like to respond to it by giving examples of some of my favourite pieces of game music.
While it's come to be expected of CRPGs to have atmospheric music, it has never been their exclusive domain. As has become a hallmark of Blizzard games, StarCraft has amazingly crafted lore. The single-player campaigns of both the original game and the expansion contain a brilliantly told story.
Rather than embedding a simple facsimile of the song, here's a fan shredding to it on his guitar. This is the most epic part of the song and reminds me of saving colonists on Mar Sara by throwing in my lot with the rebel/terrorist group, The Sons of Korhal. It also brings back memories of betraying Kerrigan.
Bethryn's already mentioned Hell March 2 so I thought I'd pay homage to the song that came before. Frank Klepacki's original Hellmarch found such favour with the fans of Red Alert that it was remastered and remixed to be included in Red Alert 2 and Red Alert 3.
There are at least two other theme songs from RTSes that evoke more nostalgia than the classic Hellmarch. Those are the themes from Activision's 1998 remake of Battlezone and the game that put Relic on the map, Homeworld. Unfortunately I couldn't find them on any service that would let me legally stream them.
The main title theme to Prince of Persia: Sands of Time
This is the song played during the baths sequence.
This is the song played during the credits. For your entertainment it is played over a montage of some of the game video.
Prince of Persia games hold a special place in my heart. Jordan Mechner's games, Karateka and the original Prince of Persia for the PC-XT were among my first steps into the hobby. I was too young to be able to analyse the game and realise how amazing Mechner's animation quality was or how well designed the levels were. It immersed me and I simply enjoyed it for what it was without wondering why.
Stuart Chatwood's flowing compositions complemented Jordan Mechner's vision for seamless acrobatic animations. His songs reminded me of a time when games were just games to me. There was no industry, no hype machine. A time before the pleasure of gaming became the business of gaming. Was there ever such a time? The period definitely existed in my head and that's all that matters in the end.
The original Diablo is synonymous with atmospheric. Everything about the game worked for the theme. Visuals, sound effects and music all contributed to an overarching sense of foreboding and horror.
I remember being truly petrified in a game for the first time (Phantasmagoria was released before Diablo but I never got to play it). I also remember direct modem-to-modem gaming.
The main theme to Planescape: Torment
Deionarra's Theme
Annah's Theme
Theme of the mortuaryin Planescape: Torment
What is there to say about Planescape: Torment that those that have played it don't already know? For the benefit of those that couldn't and otherwise haven't played it...
Whenever I hear Deionarra's theme I'm filled with an overwhelming sense of loss. Not my own, but hers and The Nameless One's. Within the first few moments of the game it succeeded in making me care about the characters. The more I learnt about them, the more I cared and the more I wanted to know.
Those are the opening lines from William Wordsworth's Lines Written In Early Spring.
When I listen to the songs of my favourite bygone games I remember the late nights I was up playing. I remember good times, happy times, sad times, bad times. I remember connecting to an Internet service for the first time with a dial-up (56k) modem and playing a game with people on the other side of the world. I remember sitting back as my mind was blown, pondering on what can change the nature of a man.
Which scores make you remember? What do you remember?
Posted in June 15, 2009 ¬ 01:17h.The ExtremistNo Comments »
A week after the above post, Stardock released another patch (and the latest to date, at version 1.01.106 on Impulse) which seems to have finally fixed Demigod's multiplayer. In the few games I've played since the patch I've consistently been able to get into 2v2 Skirmishes (the next Pantheon tournament only starts up sometime later today) without too long a wait.
Time will tell if Demigod's community will survive the game's false starts. Stardock and Gas Powered Games definitely seem to have their eyes on the future of the game. With Stardock's zealous marketing support and the timeous delivery of new content and features by GPG, Demigod might just have a fighting chance at being the game it set out to be, as well as becoming a tournament-viable competitive title.
Posted in June 4, 2009 ¬ 02:02h.The ExtremistNo Comments »
Below follow parts 1 and 2 of the documentary Stardock shot while performing open heart surgery on the networking code of Demigod in an attempt to fix the multiplayer issues that prevented the game from being the launch day success it should have been.
Part 1 shows the various meetings that were held discussing the problem and deciding who to pull in on the team. Stardock pulled resources from everywhere in the company, including the Elemental (the upcoming Stardock strategy title), WinCustomize, and Impulse teams to try and make Demigod work.
Part 2 shows a batch of interviews conducted by Frogboy/Brad Wardell during the wee hours of the morning with some of the Stardock staff that were working on the new Demigod multiplayer system.
I've been waiting for this 'documentary' since Brad Wardell first mentioned it in one of his Demigod Journals. I didn't notice these videos until now since I naturally assumed he would be the one posting them. It turns out Frogboy isn't the only one posting Demigod Journals.
EDIT v0.5: Here's part 3 so long. It showsthe Demigod/Impulse team trying to track down a bug that's deleting records from the database it's not supposed to. More interestingly it shows some early work on Elemental, Stardock's next game.
Posted in May 29, 2009 ¬ 02:40h.The ExtremistNo Comments »
Just some quick news while I'm in-between articles.
Frogboy/Draginol/Brad Wardell posted a log of additional fixes Gas Powered Games have submitted for Quality Assurance (QA) testing on Wednesday.
Fixed chat history and announcement text overlays interference with mouse clicks.
Switched order of data calls after hosting.
Teleportation effect failure handling.
AI
Adjustments to caution and hazard detection and avoidance.
Adjusted health level flee percentage.
Demigods do not use minions when fleeing, may summon minions in combat.
Improved teleportation.
Increased Demigod planning frequency.
Improved item usage when endangered.
Tower tag improved.
Moving targets in Ability task now properly handled (the famous “Sedna bug”)
Apparently the "Sedna" bug (more commonly known as the "Skill-activation-but-my-DG-won't-do-anything" bug) was isolated by a forumer/forumite and fan bman654. He posted his own fix on 24 May, it was picked up by GPG and rolled into the new patch. Servo, a developer from GPG, tried to explain how it was that they were unable to fix this bug since it was reported in the beta but gave credit where it was due.
Needless to say, if bman654 were to run for any office he would have the unanimous vote of the Demigod player community.
Fans got a preview of what lay ahead in the v1.01 patch on 22 May (last week Friday) with the following promised fixes. These will be included in addition to the new batch of fixes listed above.
Bandwidth used reduced by 35% (more people with marginal connections able to play). This should reduce some of the “stutter” some people run into when they play with someone with a marginal Internet connection.
Updated the way stats are submitted to make stat reporting significantly more robust.
If a player loses connection with another player (or one player with a group of players but not all) only 1 user is disconnected instead of multiple.
Demigod is better at detecting the difference between quitting and a disconnect (no connection dialogs when someone leaves).
Significantly better handling of users who have shaky connections to keep them in game without adversely affecting in game performance.
Favor Points, Achievements, Items stored on server more reliably (thanks to the updated stats system).
The skill activation fix and bandwidth use fix have me really excited. Besides the fact that the skill activation fix was really irritating, the bandwidth use optimisation will dramatically improve my game experience as there's a bunch of us with 128kbps upstream speeds. For those not technically inclined - upload speeds that slow are not even covered by the slowest ADSL spec on Wikipedia and Demigod is very dependent on upload speeds since it uses a peer-to-peer networking system.
Mr Wardell didn't want to make any promises as to when the patch will be made available but did state that it would be put through its paces this week. After releasing the details of the new fixes patch v1.01 will introduce Frogboy said they would test the patch today (Thursday, 28 May) but couldn't say for certain that it would be released today.
He did say that if it's not released on Thursday we shouldn't expect to see it this week. It would seem that releasing a patch on a Friday is hazardous to a game developer and publisher's weekends.
EDITS: Justified text. Typos and some improvements on sentences that seemed to make sense at 1 in the morning.
Posted in May 24, 2009 ¬ 18:43h.The ExtremistNo Comments »
Those that have followed the development of Demigod or of previous Stardock titles may find this as no surprise: Stardock allows the legal piracy of Demigod.
A poorly advertised feature, though I don't know why. The magnitude of the hype you could generate is immense! Imagine telling the writhing masses that you only need one Demigod license for everyone on a LAN to play. They will be queueing up to buy copies! Or more realistically, one dude (or dudette for those that don't recognise the unisex connotation of 'dude') will buy a copy and that person's friends will just mooch off them every LAN. But we all knew that was going to happen anyway. In fact, without this liberating clause in Demigod's user manual I reckon it was more likely that everyone at said hypothetical LAN would simply play a warez copy and no-one would own a legal one.
Of course there's no such thing as legal piracy since software piracy is defined as the breaching of the clauses governing copying and distribution in End User License Agreements. But I got you reading didn't I?
Frogboy mentioned the ability to run a LAN off a single license in one of his daily updates during Demigod's multiplayer teething problems. By 'teething' I mean huge and debilitating, of course. This was on 29 April, 3 weeks after the official launch of Demigod, and in the same post where Frogboy/Draginol/Brad "declared victory in spite of (t3h) Piracy" as misreported by our more illustrious newsmongers.
Unfortunately Stardock doesn't make it particularlyeasy to make use of this feature. From my experimentation and reading through various threads on the Stardock forum it seems the only truly feasible way to install the game on different machines is using ImpulseAnywhere. This involves downloading a full build of the game at around 2.8GB. And you'll have to do that everytime you install a new patch in-between LANs. That's probably why Demigod's fantastic LAN licensing terms aren't advertised far and wide.
There are many that argue that piracy helps provide exposure for games (a similar argument is made for music as well) and that the PC gaming scene would see even less action than it does now if it weren't for the illegal copying and distribution of games. Here, finally, is a company that recognises that.
Rather than criminalising their customers they listen to them. They enable them (that would be you and I, the common game consumer) to enjoy their game license with their friends over LAN, and thus let their existing customer/fanbase and the game itself do marketing for them.
Posted in May 21, 2009 ¬ 02:16h.The ExtremistNo Comments »
It began with something game fans hadn't really experienced before. Here was a AAA title that had delivered a poor launch-day performance and the publisher stepped up to the plate, took responsibility for the problems and set about fixing them. On top of that the CEO of the publisher provided daily updates on the status of the issue(s).
The sheer excellence of the service kept the fans appeased for awhile. For quite a while, in fact. All the transparency, honesty and accountability in the world can't keep unhappy customers placated forever though. So what had to go wrong with Demigod for possibly the best PR effort in gaming history to run out of juice?
On Monday morning (EDT) Brad Wardell (CEO of Stardock) published a massive statement on his blog entitled, Demigod: So what the hell happened?. Kotaku picked up on it earlier yesterday (20 May 2009).
For those not in the know, a summary of the woes that befell Demigod.
Gamestop "breaks the street date" (Frogboy lingo) of Demigod by selling it on 9 April already instead of waiting until 14 April. The release-day server infrastructure isn't ready and it's Easter weekend. Staff are called back from their Easter break to help deal with the problem.
Demigod torrents are released onto trackers and by release day around 85% of players are using a warez copy (i.e. 85% of the users of Demigod pirated the game).
An innocuous HTTP request that checks for updates brings Stardock's server infrastructure to it's knees. It's so bad some people struggle to even get in the game because it sits and waits for a response from the server. Launch day is a disaster.
A patch shuffles (most) licensed users over onto a separate server infrastructure as well as disables the HTTP request at launch. This improves the situation dramatically.
It turns out, however, that there were some fundamental problems with the multiplayer matchmaking system provided by ImpulseReactor. This was compounded by bugs and perceived imbalances in Demigod itself. A particularly debilitating bug worth mentioning is the one where your Demigod will stop whatever it was doing when you activate an ability and then not return to the task when it's done casting the ability. Together with a bug that leaves a Demigod totally unresponsive until it moves, this allows another Demigod that you are busy ganking to get away while you scream at your monitor to make your mouse clicks do something.
All this started receiving mention on the Demigod forums in the first few weeks after launch, not to mention features like a replay system, a friends system that integrates better into the game, a better in-game chat system, a bettter lobby. Ke5trel on the Demigod forums put together a post that'll put any effort I make to summarise all the feature requests to shame. For four weeks (Frogboy counts three, but I count four) the multiplayer issues got all the attention.
I could find only one or two things Frogboy might have done wrong as ad-hoc community manager for the Demigod multiplayer debacle. The biggest by far is that he gave false hope by saying that the problem would be resolved by a certain date. His assessment was made with the information at hand and with the understanding of the problem that Stardock had at the time. As Stardock came to better understand the problem, what became known as the "Be-all End-all Multiplayer Fix" on the forum was delayed more and more, jading customers that had hoped on a fix by the second week after launch.
During the week leading up to the eventual major multiplayer patch which was released late on Thursday 15 May (EDT), it became evident that players were growing increasingly impatient. It felt like posts were generally more negative and that there were far more and far more vocal unhappy players posting. The unhappiest were those whose games were working before a patch and who then couldn't get into an online match after a patch.
This just goes to show that no matter how good your customer service is or how transparent you are, when you keep your customers waiting too long or if patches degrade performance even the most tolerant start getting impatient. They get to a point where they no longer want to hear promises, they want to see results.
Stardock managed to still the growing volume of the grumbles when they released the major patch in preperation of the European retail release (which didn't quite happen as advertised, as I wrote previously). There are still some very unhappy people that either still can't play the game, or were able to play online once upon a time and now no longer can. According to Wardell those players are in the 5% minority, however. If the general tone of the responses are anything to go by, Stardock has managed to turn around an increasingly negative sentiment into a positive one reminiscent of the first daily update blogs.