Tuesday, October 29, 2013

Game Over! Retry? Podcast: Episode 23 - The Harold and Jason Show

I have to disagree with the headline (I blame this on Jon entirely).  You can tell which part I spaced out on (all of the social stuff), and yes. I physically rolled my eyes when it came to the whole Facebook stuff.

Direct: http://www.secondary-fire.com/gor023-the-harold-and-jason-show/
iTunes Subscribe: https://itunes.apple.com/ca/podcast/game-over!-retry/id653554634
RSS: http://feeds.feedburner.com/GameOverRetry
He’s back! This week, Jason Wilson makes his glorious and triumphant return to the podcast after many many strikes, and some game dev crunch time. In this Rolling Start episode, Harold comes bearing gifts, Jon tries to get the podcast to do his Kris Kringle design dirty work, and Jason goes board game with Munchkin. For our Design Exercise, we roll Looting, Point & Click, Shooter, and Destruction… with obvious results… at least we think they’re obvious. But ultimately, it all boils down to Harold and Jason ignoring Jon, creating a hilarious series of awkward pauses.

Monday, October 28, 2013

Game Over! Retry? Podcast: Episode 22 - Reunited and it Feels so Good

Oh, and while I totally forgot to be posting these, we totally took a break too!

Direct: http://www.secondary-fire.com/gor022-reunited-and-it-feels-so-good/
iTunes Subscribe: https://itunes.apple.com/ca/podcast/game-over!-retry/id653554634
RSS: http://feeds.feedburner.com/GameOverRetry
After a two week hiatus, we get back to our old ways. Harold finally gets around to playing a little more GTA5 and Jon, having been out of town, got to spend some quality time with Fire Emblem: Awakening. We segue (terribly) into tutorial and intuitive UI discussions as Harold shares his first impressions of Pokemon X/Y, and Jon sneak attacks Harold with some quick Splinter Cell: Blacklist multiplayer analysis. Ah… it’s good to be back.
    Oh, and once again, also behind on Pokemon, surprised?

    Sunday, October 27, 2013

    Game Over! Retry? Podcast: Episode 21 - Copy Cat Killers

    Wow, I'm so late on reposting these.  Life has gotten too busy, I hope you've figured the drill by now and was downloading these directly from the RSS/iTunes!

    Direct: http://www.secondary-fire.com/gor021-copy-cat-killers/
    iTunes Subscribe: https://itunes.apple.com/ca/podcast/game-over!-retry/id653554634
    RSS: http://feeds.feedburner.com/GameOverRetry
    How many times have you played a game and threw down your controller in disgust, thinking “This is just a clone of X”? This week, Harold and Jon wax about the difference between inspiration and just plain copying. We make comparisons between Playstation All Stars and Super Smash Brothers, why one is more successful than the other, and run through some of the major differences between Dead Space and Resident Evil. Of course, we also talk briefly about our impressions of GTA5, Harold wishes he was a puppeteer, and Jon tries to escape a Cave of repetition.
    Have I gotten further in GTA5 since then? A bit.  Puppeteer? Not at all! :(

    Sunday, September 29, 2013

    Game Over! Retry? Podcast: Episode 20 - Returning to our Homeworld

    I think I'm a week late to this, but since the last week's episode isn't up yet, this is still "timely".  Enjoy,

    Direct: http://www.secondary-fire.com/gor020-returning-to-our-homeworld/
    iTunes Subscribe: https://itunes.apple.com/ca/podcast/game-over!-retry/id653554634
    RSS: http://feeds.feedburner.com/GameOverRetry
    Episode 20 WOOOOO! This week, Harold revisits Lumines with Electronic Symphony, Jon lightly gripes about Payday 2′s updated economy, and we both get deep (like deep space deep) about bringing back Homeworld. We make attempts to conceptualize controlling a strategy game in three dimensional freespace, and end up biting off more than we can chew. We eventually get to the larger problem of axes of control with limited inputs. It gets hairy.
    Games Referenced This Episode:
    • Forza Motorsports 4
    • Lumines: Electronic Symphony
    • Payday 2
    • Call of Duty (Series)
    • Homeworld
    • Freelancer
    • Terminal Velocity

    Thursday, September 12, 2013

    Game Over! Retry? Podcast: Episode 19 - Rolling Start: Good Game Hunting

    With Jason out of the picture this week, I was free to talk about whatever I want, but then we did this...

    Direct: http://www.secondary-fire.com/gor019-rolling-start-good-game-hunting/
    iTunes Subscribe: https://itunes.apple.com/ca/podcast/game-over!-retry/id653554634
    RSS: http://feeds.feedburner.com/GameOverRetry
    Harold gives Jon a gift … his Essentials Edition of Forza Motorsports 4. We discuss the nature of change for change’s sake with the upcoming PS Vita and 2DS hardware revamps. And when it comes down to the Rolling Start, we roll Hunting, Driving, Physics, … and Real-Time Strategy. Harold applies his love of weight transfer to an animal-driving game, and Jon mixes in a little line-driving approach. We come up with a fairly decent base concept, but end up putting it all on hold for Harold’s epic idea: People of Walmart: The Game.
    Games Referenced This Episode:
    • Forza Motorsports 4
    • Little Deviants
    • Legend of Zelda: Phantom Hourglass
    • Trine 2
    • Motorstorm (Series)
    • Assassin’s Creed (Series)
    • Donkey Kong Racing
    • Metal Gear Solid 4
    • Bushido Blade
    • Fight Night 3
    • Wipeout
    • People of Walmart
    ...wait, People of Walmart isn't actually a game yet, is it?

    Friday, September 6, 2013

    Game Over! Retry? Podcast: Episode 18 - Range of Motion

    I would have preferred calling this Rage in Motion, but yes, this "week", we talk about a bunch of motion based stuff...

    Direct: http://www.secondary-fire.com/gor018-range-of-motion/
    iTunes Subscribe: https://itunes.apple.com/ca/podcast/game-over!-retry/id653554634
    RSS: http://feeds.feedburner.com/GameOverRetry
    Sorry about last week. We had issues with … quality.
    THIS week is much better though. Jason Wilson is making himself a regular as he joins us once again to shoot the breeze. Harold tells us what he loved about Playstation Move’s The Fight (Danny Trejo), and that sends us down a rabbit hole talking about Motion Controls, and how they’re currently implemented into games. We tangent off into simplicity of input, but depth of gameplay with Divekick, describe absurd arcade dancing game moments, and Jon tries to describe Rymdkapsel to the best of his ability. Oh, and this week, we started drinking and podcasting.
    Games Referenced This Episode:
    • The Fight 
    • Wii Sports Boxing
    • Divekick
    • Just Dance
    • Dance Central
    • NFS Most Wanted (Vita)
    • Kinect Joyride
    • Mario Kart Wii
    • Dance Dance Revolution
    • Para Para Paradise
    • Rymdkapsel
    • Tetris
    • DDR on Crutches
    As usual, send feedback, complaints, and all other random messages if you liked it.

    Thursday, August 29, 2013

    Guest Opinion: What's a Famitsu 40 really worth?

    For many many years, before MetaCritic was ever a thing, Famitsu scores were the gold standard of game ratings. The Japanese magazine, which started print in 1986, had a stringent review system, which was notoriously picky in handing out perfect scores. It took five years of weekly publication before they even handed out a near-perfect, and it would be another seven before a game finally got the coveted title. 

    But things have changed. Perfect scores are now doled out at a rate which makes Famitsu seem like cheap punchline, a group of fanboys who are easily bought by huge corporations willing to dump piles of cash on decidedly imperfect games. Still, I grew up with mythos of the perfect score, and I wanted to learn more about how and when that all changed. To that end, I've taken a look at the list of perfect scores over at Wikipedia, and crunched some numbers. While I can't say I can make any conclusions, the data was interesting, and I thought I'd share it.

    (Note that contrary to many people's belief, Famitsu scores are not actually a cumulative value. The scores are actually given by a group of four reviewers, like old GameFan magazines. So when a "perfect score" is given, what it actually means is their four reviewers agreed the game was a 10. That means a 39 is nothing to scoff at, three reviewers gave it a 10 and the other thought it was near perfect)

    No perfect scores were awarded in the first decade of publication. Five were given out in their second decade. Fourteen have been awarded in the past seven and half years. Perfect inflation really took off in 2008, when they awared three perfect scores (to Super Smash Bros. Brawl, Metal Gear Solid 4, and Chunsoft's Japan-only Wii visual novel 428). The following year they awarded another four. To put that in perspective: in those two years, they awarded more perfects than their 22 year history up to this point. Inflation of near-perfect 39's also began around this time.

    Of the 19 perfects awarded, 2 are for third gen (PS1, N64), 3 are for fourth gen (PS2, GC, DC), and 10 are for fifth gen (PS3, 360, Wii). Portable games (NDS, PSP, 3DS) took 6 of the awards. The most perfects go to Nintendo systems, scoring 11 perfects over 5 different systems. Sony systems is a runner up with 8 perfects, and Microsoft has 3 (two of the games are multiplatform and were counted both under Sony and Microsoft. The remaining perfect went to 1999's Soulcalibur on Dreamcast. The Wii and PS3 are currently tied with 5 perfects each.


    The first perfect went to Legend of Zelda: Ocarina of Time. It's predecessor, A Link to the Past, had received the magazine's first 39. Every core Zelda game since  Ocarina (Wind Waker, Twilight Princess, Skyward Sword) has received a perfect score.

    While a big deal has been made about Skyrim being the first western developed perfect in 2011, there are a lot of western 39's as well, starting with 2008's Grand Theft Auto IV. Eight western games have been given a 39 so far, including two Call of Duties and a Gears of War.

    No Final Fantasy game received a 39 or 40 until FFX received a 39 in 2001. Since then, FFXII, FFXIII, FFXIII-2, and FFType-0 have all received some distinction.

    Leo Tao was raised in the wild by video games. He can be found spouting about games, art, Toronto politics, and good times on twitter at @chaicube

    Harold's comments:  Fascinating facts.  I actually don't have much to add, outside of pointing out at the scoring system: Leo is right in that the Famitsu score is done by a combination of 4 reviewers, each with a 10 point scale, but one thing to note is that the mix of reviewers are meant to be random and not guaranteed to be unbiased for or against the game/genre.  You may also take note that this scoring system is the exact one used Game Dev Stories, which took quite a bit of inspiration from how Famitsu operates.