Wipe Out to Win an Xbox 360!

by Elise Vogel | 28. September 2009 12:04 | permalink

Our friends at KFC want to watch you crash and burn, eat pavement, or go flying off an overpass just to see what happens. In short, they want to see your biggest, most heroic, most cataclysmic wipeout. For your trouble, they're offering an Xbox 360 Elite and more!

Or, if you're more into rubbernecking than you are in-game recklessness, good news: You can even upload someone else's work of derring-do! Simply find a video, upload the YouTube link to the forums, and you'll be entered to win these awesome prizes:

Grand Prize: An Xbox 360 Elite and a copy of Dirt 2.

First Prize: A copy of NHL 10.

Second Prize: A Crispy Gamer T-shirt and hat!

I've conducted a brief study of in-game video bravado, and I have found, like the esteemed Colonel's chicken, it comes in a few distinct varieties:

Wipeout Variety #1: Look What I Can Do!
Crispy's Jason McMaster must really hate that gas station. He keeps blowing it up. (My favorite part is the in-game music: Sister Christian, oh the time has come ... for destruction.)




Wipeout Variety #2: Would You Like a Side of Asphalt With That Pavement You're Eating?
You don't need a motor vehicle to wipe out! This guy takes air off the roof of a building. The No Skateboarding signs at the mall are there for a reason.




Wipeout Variety #3: The Classic Car Chase
This guy is on the run. I think he is going for a reenactment of "The Blues Brothers."




Wipeout Variety #4: The Shred-a-thon
A lot of wipeout videos are compilations of several vehicular mishaps that feel like they were pulled from the Speed channel or MTV. This one is all about the music, interpreted through car-crashes.




Wipeout Variety #5: The Thrill Seeker
In this video, a plane comes out of nowhere and crashes into a tank.




How to Enter

1. Between now and Oct. 25, submit your best videos of in-game wipeouts. Make or find a schadenfreude-filled video and post it to YouTube (or grab the YouTube link).

2. If you haven't already, register for a Crispy Gamer account and go to the World's Greatest Wipeout Entry Thread in the Crispy Gamer forums.

3. Post your video from YouTube into the forum thread using the following code:

[youtube]your video url[/youtube]

It's that easy.

We'll narrow it down to three finalists, and then we'll turn them over to the users from Oct. 25-28 to pick the Grand Prize winner! Godspeed, thrill seekers!

Why I Love Games: Slutty Ontology

by David Thomas | 9. September 2009 11:26 | permalink

When Ian Bogost showed the slide of two turtles copulating and riffed on the term, “slutty ontology”, the room giggled along.
 
Welcome to academia. And fair warning. You might want to dig out your copy of Sartre and brew a cup of espresso before continuing on. Things are going to get epistemological.
 
Last week I round tripped 10,000 miles and slept in a dorm room for a week in order to enjoy the company of a global cadre of academics who study videogames at the Digital Games Research Association. I went looking for answers and, as usual, left with a bunch of questions. Like that freshman freakout you have after your first philosophy class where you realize that the universe might just be a projection of your own mind, or maybe an illusion created by an evil demon or maybe just something your parents talked you into, but surely isn’t that concrete thing you were sure of before the semester started, the cutting edge of intellectual thought happily leaves you bewildered.
 
At least it did for me.
 
Of course, I’m a closet academic myself. I have an ID card that says faculty and students have often referred to me as “professor” when protesting their grades.  I know the secret college professor handshake (there isn’t one) and drop K-bombs with the best of them (that’s Kant you know).
 
So with fuzzy headed jet lag slowly draining from my body, I finally have the wits to to ask: Why bother? Why spend a week asking questions that may never find answers?
 
In the world of awesomeness we call videogames it’s a special kind of thrill to take a couple hundred of the smartest people in the world, cram them into a couple of rooms and let them loose on videogames for a few days. And you know what? They cannot, no matter how hard they try, consume the subject. Like maniacal flesh eating beetles of concept, these academics tear at the body of videogames, trying to turn it into something intellectually digestible and all they do is come away stuffed and games left as fascinatingly complex as before. No matter how you try, you can’t think the fun out of games.
 
Which, to my mind, is a rare thing in popular culture.
 
It would be easier to take a part a Quentin Tarantino film or a Cold Play song than to figure out why players take joy in the sloppy lightsaber simulation in the Wii version of The Force Unleashed. Videogames are these rich objects that entertain us effortlessly but send professional theorists into the depths of philosophy looking for answers as to why.
 
Back to Bogost: In a keynote speech that ranged from ludology versus narratology (games as a form of story versus games thought of as a set of rules), the new field of platform studies (looking at games as interlocking layers of hardware, software, interfaces and players) and, if course,  metaphysics (you always get extra points for talking about Kant), Bogost constructed a complex, persuasive argument about game studies ontology.
 
Ontology?
 
Exactly.
 
This branch of philosophy asks what brings things into being. And like all good philosophy questions, trying to answer it sends you like Alice in Wonderland, head over heels into surreal space.  Because the best answer to “What causes something to be?” is “We don’t know” or “It depends.” Is it the mind working on the material of the real world or the real world working on the mind? Is it agreement amongst the tribe that worms taste good or do worms just contain something necessarily tasty? Maybe it’s everything at once or nothing at all.
 
Bogost chose not to get embroiled in the conversation by suggesting that, when it came to studying games, it didn’t matter. Or at least, the room that game studies occupied was big enough to hold every perspective, every form of social scientist, every philosophical tradition and that there was no reason to assume that you should look at games from a certain point of view. He didn’t come right out and say it but the implication of his argument was games are not Sweet ‘N’ Low saccharine substitutes for real culture. Nope.  You can’t take a game apart with a handy sociological framework or a convenient philosophical argument.
 
Instead, games are as rich a mine of possibility and cultural meaning as your tattered paperback of “As I Lay Dying.” If games are just silly past times for kids, then “Moby-Dick” is a book about some guys who went fishing.
 
As a gamer, and as an academic, to know that games raise more questions that they answer is, well, to use the most precise philosophical term, just awesome.


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Does Nintendo even care?

by James Fudge | 11. August 2009 13:31 | permalink

You may have read various opinions on why the new Wii MotionPlus isn't all that great. I honestly could care less about dipping my toe into the waters of that debate. But I do have a bone to pick with Nintendo about something the company should incorporated into its design a long time ago: the ability to recharge your controller directly from the console.

Frankly, the minute that Nintendo saw the Xbox 360 and PS3 controllers were capable of this, it should have began work on designing a similar system for recharging the Wii remote. Instead it was left to companies like Nyko, Mewe, Mad Catz and PDP.  That's all well and good for them, but what about the consumer who has to drop extra cash for something that should be built in. Don't worry Wii fans, Microsoft did the exact same thing with charging us for wireless internet on the 360.

The average cost of a rechargeable battery is around $10 USD, while the docking station (which sometimes comes with batteries depending on what model you are buying) cost anywhere from $20 - $45 USD. Mad Catz also offers a (wait for it!) a USB based recharging solution for right around $10. So while others might gripe about Wii Motion Plus I'm pissed off about the little things like a simple solution for recharging batteries (including the balance board - which Mad Catz has also created a solution for). 

The console that is supposed to be easier to use for the average consumer puts a lot of unneeded barriers in the way in my opinion. Perhaps it is time for Nintendo to start thinking less about moving units and more about refining the experience just a little bit. It's not too late for it to create such a solution and bundle it with newer Wii's hitting retail, at the very least.

 

And on the plus side, at least my Wii doesn't RROD.

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The underbelly of Xbox Live

by James Fudge | 28. July 2009 22:52 | permalink

 

Despite all the compassionate talk from Microsoft about homophobia and racism, both are alive and well on Xbox Live. While the people employing such colorful language might think they are just being cute and adding some spice to a Stanger’s game of UNO, for example, it is highly offensive and rampant. Here's how a typical game goes. Four players start a Live game. One or two players start insulting the entire room:  

"We don't like n*****s here. We hang n******s for fun," or "You're a f****t. Play the nine f****t."

  Now i'm a pretty thick skinned individual. Having grown up with five brothers i've heard just about every filthy, politically incorrect word on the planet. But imagine if I was an African American or Gay and I had to listen to this kind of talk. These words would be more than just salty words amongst strangers in an unfriendly game of UNO. These words would be like getting punched in the face.

Microsoft has talked about changing its policy and enforcing the rules a little better, but Xbox Live continues to be the Wild West on online console gaming.  Sadly this is regular occurrence on Xbox Live. I know that you can mute players and sometimes its just best to ignore idiotic behavior, but is it too much to ask that someone enforce at least some of the rules?

Besides, sometimes ignoring the problem is the wrong approach. Instead more players should report this kind of behavior to Microsoft - there's a system for it, after all. Then we can complain to them when they don't do what they are supposed to do.

image credit: max.limitz

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Crispy Gamer Just Got Crispier...

by Elise Vogel | 1. June 2009 12:33 | permalink
If you're reading this, it means we have successfully relaunched Crispy Gamer. We've been rethinking, reorganizing and redesigning our site to better showcase our writers, help you find what you're looking for, and make it easier for all of you to engage in discussions. Poke around! Get to know the Game Trust better by clicking on the tab labeled "Our Writers;" check out the “Games” tab for upcoming releases, the latest screenshots and videos, and our new GameFinder; or start a conversation in our new Forums. Take a look around -- we hope you like what you see.

We're also thrilled to announce the launch of CrispyTV, our new home for Crispy Gamer original video content. We've got a lot scheduled  this month, including all-new episodes of "Internet's Fastest Game Reviews" and the debut of our brand-new series "How to Be a Joystick Master." We're adding more great content every day, so come back often to watch the latest.

We all have been working to bring you this new and improved Crispy, and there will be more improvements in the coming days and weeks. If you find a pesky bug, or can't find what you're looking for, or have ideas for future features you wish we had, please post your feedback to: Site Feedback. (We'll also welcome heaps of praise.) We're eager to hear what you think.

Many of the Game Trust will be at E3 this week -- be sure to check back into the blog and CrispyTV for their impressions of the show.

Thank you for continuing to follow our progress over the past year or so. There's a lot more to come.

Elise Vogel
Managing Editor, Crispy Gamer

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How to Develop a Gaming Career

by John Keefer | 13. May 2009 05:25 | permalink

In chatting with the developers for the Origins story, many of them acknowledged how lucky they were to be in the right place at the right time. I pushed it a bit further to see what advice they'd give to aspiring videogame developers.

Gabe Newell (Valve Software): The most important decision you will make is who your colleagues are. They more than anything else will determine how much success you have and how much you enjoy going to work each day.

Sid Meier (Firaxis Games): Get a good well-rounded education first, take advantage of internships, play lots of different video games and get together with other folks who want to make video games and make a prototype -- that's the best way to show your skill.

Ted Price (Insomniac Games): Look for a company you respect and try to get in however you can. Personally I think it's better to start in a lower position at a great company than to go for a senior position at one which you think isn't so great. And when I say "a company you respect" I'm talking about having respect for both their games and their culture. How do you find out about a company's culture? Read interviews and postmortems from their folks. Check out their website. Talk to your friends who are already in games -- chances are they know someone at your target company. There are also a lot of fantastic game-centric schools and curricula out there today. Graduating from one of the more respected schools can definitely make a difference in whether or not you get noticed. Graduating from any college is a plus.

Brian Reynolds (Big Huge Games): The way to get a job in the industry is to show companies you can directly and immediately start contributing to their current projects with a near-zero amount of training. There are several common ways to accomplish this:

  • Be a completely bad-ass C++ programmer. Send executable samples of your own programming work, preferably as bad-ass as possible.
  • Go to a well-known art school and study 3D animation. That's where we get most of our artists.
  • Design some amazing levels/scenarios/mods for your favorite games, and use their inherent coolness to apply to those very companies.
  • Apply to the QA / Playtest departments at local videogame companies and get your foot in the door. You'll learn a lot about the nitty gritty of how games are put together.

Lars Gustavsson (DICE): This totally depends on what discipline you are going after but education is never wrong. The first thing I look for when we hire people is cheer passion, then personality, experience and education, in that order. So get educated, start up your own project/portfolio to show that you can perform and keep going after jobs. Don't give up. I don't know how many people I know in the industry that are in here because they refused to give up.

Chris Taylor (Gas Powered Games): Take whatever skills you have, whether it is programming, art, design, and go deep with it. Find others to make games with, whether they are simple or complex, casual or hardcore. I discovered the Mac and the incredible suite of tools a few years ago, and have found them to be incredibly sophisticated. The great thing about the Mac is that it's the platform to develop for iPhone, which is rapidly becoming one of the key handheld platforms for gaming. There are huge opportunities here for people breaking into the business.

Randy Pitchford (Gearbox Software): Try hard and keep trying. Build a skill and do it great. Commit. Never give up. And, when you think you’ve learned some things and have something to offer, find a studio that can help you with the catch-22 problem of not being able to get a gig without experience and not being able to get experience without a gig. Gearbox Software, for example, occasionally runs programs to give three month contracts to up-and-coming talent to give them a chance to prove themselves. There are some awesome developers that came into the industry through Gearbox Software's program, so people hoping to join the industry should visit the gearboxsoftware.com website and look up the contacts page.

Greg Zeschuk (BioWare): In our 15 years of time in the game industry, we have never seen a period comparable to the current market where anyone can literally make a game, put it up on the iPhone App Store and simply see what happens. Getting into, and being successful in the industry requires passion, dedication and a love of the craft. It's also a good idea to get education or training in the field you want to work in (though it isn't absolutely required as there are plenty of successful self-trained people in the business). Learn how to make games, and then make something; that's the most sensible way into the business today.

Ken Levine (2K Boston, formerly Irrational Games): It's tougher to get in now, I think. Our industry is the only one where you can get an entry level job that exposes you to all aspects of the creation of our product: QA. But get a QA job onsite at a developer, where you are working moment to moment with game developers. You've got to absolutely love games. I know that goes without saying, but it still needs to be said. A huge turn-off for me in an interview is when I find a narrow field of interest. The more stuff you're passionate about, the better. I like omnivorous nerds.

World's Greatest Videogame Toilets: Crispy Gamer

by Ryan Kuo | 6. May 2009 12:59 | permalink

Our series of the World's Greatest Videogame Toilets has finally drawn to a close with today's Bonus Flush, 3D Realms' highly dubious Shadow Warrior. What I've learned from this series is that videogame toilet humor died out a long time ago. Today's virtual toilets are photorealistic but not a whole lot of fun. Then again, breaking toilets in real life is kind of a drag. See above.

(Check out the toilet archive here.)

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Interface Designers, I Shake My Fist At Thee

by David Thomas | 20. April 2009 05:56 | permalink
Standing in my living room, pumping my Wiimote up and down in time to the music, yes, I feel like a dork. It also has gotten me thinking about this whole motion control thing.
 
I’ve been playing Major Minor’s Majestic March, a game so weird that you feel like you can’t hate it in case you are missing something. So, you act cool while pretending your Wii controller is a drum major’s baton and you thrust your hand up and down with snap precision in order to assemble a motley collection of frogs, monkeys flowers and other hallucinatory band members.
 
And pretty soon, your arm gets tired (I know, hahhahaha. Insert your own joke here, because I’m not gonna do it.).
 
But all this motion-controlled amusement makes me just want to flop back on my couch and kill things with as little movement  as possible. Fortunately, I’m also trying out the Fat Princess beta and I get my chance.
 
So what’s with all this motion control stuff? Wii Bowling was fun because it felt like bowling and bowling is actually something people like to do. I suppose the same goes for Guitar Hero and Rock Band. Holding your guitar up isn’t just a clever mechanism for activating star power, it actually gives you star power in your real life. More and more, the waggle the Wiimote designs have begun to till fallow soil.
 
 “Shake the control to free yourself from attackers” or “shake the controller to reload” or “shake the controller to reconcile all that is not right in the world,”  isn’t that just obligatory? “See, you are moving your hand so it must be immersive!”
 
Today I saw an ad for a phone that you shake to change songs. The iPod has an application that you shake to get restaurant reviews. And to all this shaking going on, I say, “Enough.”
 
I have a friend that took the Wii away from his son because he worried all the movement was making him hyper. And I think that maybe he has a point.  I like sitting still while I play. It helps me pretend I’m not marching in place in my living room like a dorlk.

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The REAL Weekend Playlist

by James Fudge | 18. April 2009 07:40 | permalink

 

 

I may have said in the Weekend Playlist that I’d be playing this, that and the other thing, but something happened - the plate of Cannolis pictured above. Made with the kind of love only an Italian grandmother knows, these Cannolis are better than any time spent gaming. In fact, Cannoli consumption is the greatest game of all.

The game is simple: how many of these can I eat before someone figures out that I have them and asks for one? Two down..

 

(Cannolis provided by Glenda. I love you with all my heart Glenda. Looking forward to a fresh batch next week! )

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The Last Taboo of Gaming?

by James Fudge | 16. April 2009 21:44 | permalink

What is the last taboo in gaming? While there are still many, I think that one in particular is rearing its ugly little head more than the rest lately. When games like Postal and Doom rolled came out it was violence. Killing children in games and movies was always a powder keg of an issue, but that has even changed to some small degree. Even sex, though still controversial, is no longer that big of a deal except to mainstream media and family groups.  Symbol and imagery equated with devil worship, the occult and demonology were once vigorously assailed, but are now mostly unnoticed in the medium. So what is the last taboo in my opinion: rape. Even seeing that word in print brings forth a torrent of feelings - hate, sorrow, disgust.. 

I have mixed feelings about this kind of stuff; on the one hand we want content creators, artists and writers to be able to express themselves and sometimes taboo subjects have to be there to drive a story. On the other hand, this subject is not something that should ever be taken lightly. I have a mother, three sisters and lots of friends that are women and to even think about such a thing happening to them shakes me to my core.

So how does a game developer handle such a sensitive topic without seeming to glorify the act? Mousechief's Dangerous High School Girls in Trouble tried to do it tastefully but still caught hell for it; other games have gone at it head first and have paid the price. The one thing we should never ever do is go on a witch hunt when one of these kinds of games show up. Instead you can quietly boycott such products by not purchasing it if you find it offensive or not paying any mind at all.

My concern with these kinds of games is that many of them do glorify the act, but at the same time where do you draw the line between art and just plain disturbing imagery? I honestly don't have answers to these kinds of questions. As society becomes desensitized to these and other touchy subjects, the best thing we can do is at least talk about it.

 For a good take on this topic, check out our Mousechief interview and PlayThisThing's rant about RapePlay being banned from amazon.com.  I don't endorse the viewpoints in those links but I do encourage you to read them and get some different perspectives, no matter what you think about the topic.

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Xbox 360 | PS3 | Wii | PSP | DS | PC
The Games That Time Forgot

The Games That Time Forgot


The games we're pulling together in this feature won't appear on any of those best-of lists and get confused looks when you mention them in conversation. Just because time has forgotten these titles, though, doesn't mean you should forget them, too.

» Read On

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