Categories
Debated Enjoyed

For The Love Of PixelJunk Racers

The first significant pack-in with a video game system was the Atari 2600’s Combat.

Combat is fairly ugly, and has simplistic gameplay. You are a tank (or biplane, or jet). Pressing Up on the joystick moves you forward; pressing Down moves you back; Left and Right turn. The Fire button lives up to its name and fires your cannon. The goal: shoot your opponent before they shoot you.

What made Combat interesting is that it wasn’t merely one game type – which it easily could have been, given the space constraints of the time. Instead, by making slight variations to the rules of the world, Atari crammed twenty-seven different game types in. A mode where bullets reflected off walls, or you had more than one vehicle, or you couldn’t see the walls.

Combat allowed deep variation through slight changes to the environment.

Nearly thirty years later, we arrive at yesterday’s release of PixelJunk Racers, a $6.99 downloadable game on the Playstation Network from PixelJunk.

In a generation full of gorgeous games, PixelJunk Racers is not the prettiest game in the world. IGN dismissed the graphics as “crisp, but unfortunately the backgrounds are horribly bland and static.”

PJR, like *Combat*, has simplistic controls. You are a car. L2 or R2 are the gas. Left and right on the directional pad change lanes. That’s literally it. Most people will pick it up in about thirty seconds.

PJR becomes interesting for the same reason Combat is: slight changes to the environment provide endless gameplay variations. The game features thirty-two game types that are all created through slight variations to the rules and physics. You’re fast, everyone else is slow – pass as many cars as you can. You’re slow, everyone else is faster – don’t get hit. You’re fast, but slowing down – run into someone else for another energy boost. And so on.

Plenty of games offer customization; it’s easy to give a gamer a bunch of sliders and controls and let the gamers figure them out. Combining these rules in interesting ways should be a challenge for the developers first, and the gamers second. Too many games cop-out and provide laundry lists of options. Developers should strive to provide many varied preset combinations of rules – and if you allow users to define their own, let those combinations be saved and, even better, shared between users.

(PJR, interesting, not only combines the rules of the world into different pre-defined game types, but then combines the different gametypes into sets of three to create pre-defined party modes. Result: party games that stay fresher longer.)

Back to PJR: the game is addictive, challenging, and flat-out fun. Yes, ultimately the mechanics are simple. Yes, the game is made up of slot cars. But isn’t that what we’re all supposed to be into these days – simple, easy to pick-up games? Casual games? PJR finds the balance between the simplistic and the complicated, the shallow and the deep, the meh and the addictive. It can appeal to the hardcore gamer who loves to grind high scores as well as the casual gamer who just wants a quick five minute distraction.

With ten tracks, offline multiplayer for up to seven, online leaderboards, and a progressive tournament mode, you’re looking at a pretty robust game for a very small cost. I highly recommend PixelJunk Racers for anyone with a PS3.

If you’re interested in other deep-variation-through-slight-change games, I invite you to investigate the Halo series (specifically the multiplayer), Airburst Extreme (for variations on a theme), and MLB 07 The Show (the “My Sliders” feature).

Categories
Enjoyed Recommended

The King Of Kong

Few associate them with kill screens, an arcade in New Hampshire, and an electronic ape. (Call it the Moore/Gore effect.)

I had the chance on Friday to see *[The King Of Kong: A Fistful Of Quarters](http://billyvssteve.com/)*. The story documents the history, the hysteria, and the unintentional hilarity surrounding [Twin Galaxies’ Donkey Kong record](http://www.twingalaxies.com/index.aspx?c=22&pi=2&gi=3852&vi=22) and the two main players involved, Billy Mitchell and Steve Weibe.

It does hit a little close to home – and not just because of VJA and PNN. There’s a bit near the beginning with a [Funspot](http://www.funspotnh.com/) employee proudly declaring his vices:

> “I don’t drink, I don’t smoke, I don’t do drugs – I play video games. Which I think is a far superior addiction to any of those other ones!

As soon as he finished, I knew the words that were to immediately escape Katie’s lips: “THAT IS SO YOU.” Guilty as charged.

The film is currently open in four cities, and [is rapidly widening](http://billyvssteve.com/tickets/). If you have the chance to see it, please do. It’s hard to not enjoy.

Categories
Debated Puzzled Over

Take Two’s Fifty Million Dollar Hat

Moneyhats. The phrase is frequently thrown around in gaming circles when it comes to exclusivity deals; the origin is [a Penny Arcade strip](http://www.penny-arcade.com/comic/2000/10/23) from October of 2000:

These sorts of deals are becoming more and more commonplace, and this week has had a whopper of one: Take Two announced that the “episodic content” for GTAIV will be exclusive to the Xbox 360.

Never keep Occam’s Razor far from you. As GAF user sangreal [discovered](http://www.neogaf.com/forum/showpost.php?p=6754804&postcount=375) in [a transcript of the recent Take Two earnings call](http://seekingalpha.com/article/38017), the simplest solution still is the most worthwhile one:

*Evan Wilson – Pacific Crest Securities*
>Thank you. And as it relates to the deferred revenue chunk associated with the episodic content on X-Box 360, you can see that $25 million of that moved into short-term deferred. Could you give us any sense of when that’s going to hit the P&L? Will we see $25 million at one time and then the second 25 or will it be a slow bleed?

*Lainie Goldstein – Chief Financial Officer, Take Two*
>The first 25 is for the first episodic content package that’s supposed to go out and that is in March of ’08. That’s why it moved into current because it’s in the next 12 months. The second 25 will be for the second episodic, the episode, and that will be later in fiscal ’08.

Repeat: These two exclusive content packs cost Microsoft a combined $50,000,000 to secure.

I am obviously in the wrong business.