The Incredibles is Really Good

Notice how I avoided the obvious and already overdone pun?

Anyway, The Incredibles was released on DVD here today and I somehow managed to miss another Pixar movie at the cinema (so far I’ve only managed to catch the Toy Story movies), so I’ve just seen it for the first time. I really enjoyed it and was further convinced that it’s impossible for Pixar to do any wrong. I’d probably say that only the original Toy Story and Monsters Inc are better.

It’s a great example of how something can be designed to appeal to everyone with slapstick and visual humour that appeals to everyone, especially kids, and satire and clever humour that they might miss but adults are going to enjoy (the fact that people are suing superheros for compensation), without falling into the trap of talking down to or alienating anyone. Hopefully I’ll be able to do a full review over the weekend.

Spore

Will Wright is undeniably creative, and one of the few people behind the scenes of game development in danger of being recognised on the street, even if I thought The Sims was one of the most inane things I’ve ever played. My personal preferences aside, he’s perhaps even better than Nintendo at taking the idea of an open-ended and unique game idea and running with it to create something really extraordinary.

What does have me amazed, if indeed it’s more than a tech demo for dynamic asset creation, is his latest project: Spore. It starts of as basic as Pac-Man, but through evolution you can take yourself from amoeba to complex organism, right through basic tribes and civilisations into interstellar travel. Not only does the scale of the game change but so does the style of gameplay, going from Pac-Man to Populous to Civilisation right up to the ultimate in macrocosmic god games. If The Sims was a sandbox game, this could be a Sahara game.

The Sims and the GTA games, amongst others, prove that giving players a pretty sandbox is a very successful formula, both commercially and critically, and is probably one of the best ways to capture those who perhaps won’t play the usual goal-orientated title (the EyeToy style of game being the other). It’s not a new idea and isn’t what I’m looking at here. What I’m more interested in is the idea of dynamic content creation by the game itself. Past experiments with it have been moderately successful at best, with RPGs using random dungeons turning into monotonous crawls as a computer program that is infallible at crunching numbers just can’t have an intuitive idea of what is going to keep interest alive. Of course even a flesh-and-blood level designer can’t always account for taste, but it’s just not something that a computer can do.

What I don’t remember ever seeing before is dynamic creation of game assets such as textures and animations. Obviously it’s never going to work for a story-driven adventure which needs the assets created by its army of designers, but for more open-ended games it could mean an end, or at least a curb, to huge game sizes as they would house nothing but mathematical equations instead of huge bitmap images. Have you ever played a game like Resident Evil and wondered why the virus that causes random mutation creates absolutely identical mutants and zombies, even down to bloodstains? Or how RE4 contains only a handful of villagers who you’ve apparently killed hundreds of times each? This technique could change that.

No more cloned, homogenous mercenaries to blow away in your favourite FPS – each one has a unique face, body structure, voice, and even animations. No more guessing what your enemy is going to do by looking at which animation cycle they’re in the middle of because each one with throw a grenade or reload their gun differently. That’s a good application of new technology to solve a flaw of modern games, and coupled with the advancements in combat AI that we’ve seen in the likes of Halo it could prove to be a major step on the road to more lifelike characters.

FSW Treats PTSD Says MSNBC

I just saw this story referenced on the Edge website about how Full Spectrum Warrior, a game originally conceived as a training tool for soldiers in the US military who are about to enter an urban warfare environment which was also adapted as a commercial game, is being used to treat post-traumatic stress disorder in soldiers coming back from Iraq. I’m not that big on war games or strategy games, but FSW took the best parts of both into a game that I really enjoyed. The US military didn’t, but I couldn’t give two shits about them (the military itself, not the soldiers; put your angry emails away).

It’s very ironic that a game designed to prepare personnel for the kind of combat that they face in Iraq failed spectacularly in that respect but turned out to be a reasonably successful commercial game, which is in turn being used as a therapeutic tool to treat soldiers who have been traumatised by Iraq. “Not accurate enough” to train them, but apparently realistic enough to trigger painful repressed memories. The most constructive $5 million they’ll ever spend.

Sony Hates Us

It’s just been made official that the PSP has been delayed in Europe for “several months”, thus proving the theory that Sony just doesn’t like us very much.

I’ve been hearing rumours about this for a while now, ever since my friend’s shop (which has been doing a booming trade in import PSPs) received a flurry of orders from people who had heard from an unidentified source that it wouldn’t be reaching our shores until Christmas, but this is the first real confirmation that a delay was going to happen. To be honest, I doubt it’s going to affect the PSP that much as it’s still going to be the must-have at Christmas, but it could give the DS more of a foothold than Sony would like.

The DS launch last week was fairly successful by most accounts and the best part of a year to establish yourself is a big advantage. Sega didn’t manage it with the Dreamcast but from what I’ve seen the hype for the PSP isn’t nearly as immense as it was with the PS2 and when you’re getting testers on Radio 1 putting the DS and even the Gizmondo ahead of the PSP (I know it’s not exactly scientific, but it’s very prominent), this handheld war could get more interesting.

On the Relevance of Shorthand…

One of the key parts of my course is to learn Teeline shorthand, with hitting 120wpm after three years being the planned outcome. We shot through the theory in the textbook within a term and now it looks like we’re going to spend the next two-and-a-bit years drilling – repeating sentences over and over again until we get fast enough. I’m sure that it might have been useful a few years ago, but I just can’t see the relevance now.

I’ve sat in on a fair number of interviews and press conferences in my (limited) time in the field, and I’ve yet to see anyone actually using shorthand. I suppose that anyone involved in games is going to have some kind of affinity for technology and therefore might find shorthand irrelevant in the face of dictaphones and MP3 players with recording capabilities, but I still can’t imagine even the most grizzled veteran of the provincial press actually choosing to scrawl a transcription in favour of a little MiniDisc recorder.

I just can’t see why people conducting an interview would prefer to stick their face in a notebook while someone talks to the top of their head instead of talking into a little microphone. If you’re interviewing someone important it just seems rude and someone who wants their or their product’s name in print enough to call a press conference isn’t going to care either way. Maybe the point of it will come to me with time, but it certainly isn’t here yet.