Archive for Games

FLCL and Piracy

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I was doing some online window shopping with a craving for FLCL. I enjoyed watching the show when it was on Cartoon Network, but never got around to buying the series on DVD. This is mostly due to the series being split into three $30 volumes, with two episodes per volume. Surely by now the box set will be available at a discounted price, as with most other anime.

Alas, no. FLCL‘s been out of print for a few years now; its box set (new or used) selling for upward to $150. Maybe I should have bought it when I had the chance… And a few extra copies to profit from later!

flcl-02After some research, I’ve learned that the company that holds the FLCL distribution license in the USA has pulled out of American distribution. This leaves the possibility of future releases of FLCL in limbo.

So here’s my plea: Could someone please get on that? It’s perfectly obvious that the previous print runs of FLCL were insufficient in meeting demand since there is a large enough market willing to throw down a C-note or more to get a hold of one of the remaining copies. FLCL is a valuable property and would be well worth some other distributor’s effort to acquire its license.

The key, of course, is that once an American distributor possesses its license, they mustn’t sell the complete series set for more than $20. $60-75 for a 6-episode series ain’t gonna fly. But selling a highly acclaimed product for $15-20 a piece and it will sell through the roof.

Square-Enix figured this out with Final Fantasy Tactics and Chrono Trigger. Capcom figured this out with Marvel Vs. Capcom 2.

If this can’t be sorted out, it only encourages anime piracy. Publishers can’t honestly cry foul on piracy for costing them DVD sales when they refuse to produce DVDs to sell.

I make similar arguments for downloading old video games. I’ll illustrate using Red Earth (aka Warzard) as an example:

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Me:
Hey, Capcom… I want to legitimately play Red Earth. Let me buy an arcade cabinet from you. I could buy a used one, but you might still moan about not making money from that.

Capcom: We can’t. We don’t make them anymore.

Me: Fair enough… Well, how about you produce a port of the game that I can play on a modern console? I would gladly pay the standard retail price for it. Or a cheaper, download-only version will do. I know a large community that would join me.

Capcom: Nah, we’d rather not bother with the expense of producing it. Sorry.

Me: Okay, now who is really keeping you from selling this game? Me or you?


I always discourage piracy of existing products. I like for people to profit from a good product with the hopes they invest that toward more good products in the future. But if a company refuses to sell a product then I call abusing previous releases to be fair game.

Otherwise it would be like your neighbor charging you with theft for pulling an old bicycle out of their dumpster. He wasn’t doing anything with it (in fact he pretty much abandoned it!), so you’d might as well use it. But if he wants to sell the bike and you ride off with it, then it’s stealing and preventing a sale.


Good Luck Cancelling Your ECA Membership

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Back in September, I blogged about my initial hunches about the Entertainment Consumers Association, and then again with a follow-up.

At the time, I’d attempted to sign up for my own membership under the promotion of one free year, care of a coupon code provided in a Game Informer article. Because of some technical issues with their website, I was unable to successfully set up a membership account. I’d made a mental note to re-apply some time later, but never got around to it.

It looks like I’d dodged a bullet.

Reports are coming in that the ECA has removed a member’s ability to cancel their membership and disable automatic renewal. The ECA will continue to charge you for your annual membership fee and you are forbidden from turning it off. That is, unless you write a letter and pray it’s processed within 30 days of your next dues collection.

As explained by ECA Chapter Manager, Daniela “Gypsyfly PMS” Lao, the reason why the organization has had to implement this method of detouring members wanting to cancel is because the organization has “grown too large to handle the volume”. (Screencap below.)

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My question then becomes, if you have a sufficient automated system for managing membership accounts, where is the need for manpower to handle the volume?

While researching the ECA and its related branches (GamePolitics, GameJobs, and GameCulture), I became frustrated with the frequent roadblocks in site navigation. The sites had multiple broken links or generic FAQs. It appears that in the past couple months, much has been fixed, hopefully with the enlistment of competent web developers. Though in hindsight, a blessing in disguise considering that’s what prevented my own membership.

I would be more sympathetic with the ECA if their policy were closer to this: A member signs up and pays for their first year up front. They can cancel long-term membership at any time and disable any automatic payments. Meanwhile, the current year of their membership is non-refundable and the member is entitled to all the benefits of the organization until that year expires. That sounds fair for both parties. I saw even before trying to redeem my offered free year that the cards were stacked in the ECA’s favor.

I fully support the spirit of consumer advocacy that the ECA represents. However, it’s situations like this that keep me suspicious of the organization’s motives and methods. There are non-profit groups younger than the ECA and its directors that exercise a firmer sense of organization. I look forward to reading Jason Anderson‘s press release on the subject and seeing how Ms. Gypsyfly’s role in the organization is affected.


UPDATE 12-02-2009 8:15pm EST

the-eca-hal-halpin-01ECA President, Hal Halpin issued a response to the press that erupted this morning around this issue. He states that the membership cancellation issue is the result of a group of people taking advantage of an exploit related to the coupon code I mentioned above. Essentially, they patched a flaw with another flaw. They attacked the symptom instead of developing a cure.

But since Halpin mentions implementing more automation in its infrastructure, I now put him and the ECA to task. Come on, guys… We can do this. Let’s get this worked out. With all the layoffs that went down this year, I’m sure you can scratch up a few competent IT cyberninjas to set up your websites.

Above all, don’t punish the legitimate members for the actions of a few criminals. That’s what the publishers that you guys are supposed to protect consumers from are doing.


Penny Arcade Reality Show Launched

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Nearly two weeks ago, Penny Arcade launched the pilot for its upcoming online reality show, dubbed “PATV“. More episodes are promised soon.

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If I may brag for a moment, during these past two weeks (and who knows for how much longer) my post covering the overlooked announcement of the then-anticipated reality show has dominated Google’s search results for the key phrase “penny arcade reality show“. It’s even eclipsed Penny Arcade’s own page announcing the series’ debut. Suck it, video game journos asleep at the wheel on that one.

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With that shamelessness out of the way, I’m thoroughly excited to see the reality show come to fruition! I’m a decade-long fan of Penny Arcade with Jerry Holkins as one of my top wordsmith role models. Viewing the behind-the-scenes vignettes covering the creative process behind the comic strip fills the void that their oft forgotten podcast had left open. I look forward to each episode as they’re released…as should you!


Obscure: The Aftermath PSP Review (Deleted Scenes)

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Last week, I wrote a review for the PSP version of Obscure: The Aftermath for GotGame.com. Unfortunately there were sections from my original draft of the review that didn’t quite make it into the final cut.

I’ve never let good content go to waste, so I present to you here those lost sections…


I’ve been a casual observer to the survival horror genre, preferring to watch my friends play than bear that responsibility myself. All the same, I do have an appreciation for what makes those games good. Hands down, horror games are best played on a TV, in a dark room, and with excitable friends. Mix in some Red Bulls and pizza delivery, and you’ve got a party!

It's just not the same.

It's just not the same.

It’s a tall order to attempt translating the experience onto a portable platform, like the PSP.

The fear effects are lost when playing on a commute or lunch break, because of the distracting environment. If you do get spooked, it’s embarrassing for your co-workers or surrounding strangers to see you suddenly burst out with, “Oh, shit! Oh, shit! What the damn???

The best place to play a game like this on a portable device might be in bed with the lights out. That way, if you fling the PSP out of your hands from fright, it will land safely on the foot of your soft blanket.

Meet Amy, your protagonist and female role model.

Meet Amy, your protagonist
and female role model.

But if you simply can’t put the game down wherever you may roam, this game’s pacing works out for the best. Each chapter only lasts around 20-35 minutes, depending how sharp you are at solving puzzles or survive attacks.

I did notice an uncomfortable presence of misogyny in the game through its play mechanics. I ran into a situation in an early area while playing as Amy (with her boy toy Kenny in tow) where I needed to enter a building that had all locked doors. The solution was to drag a crate over so that I could climb it to the roof.

Amy is not only unable to move large objects, but she vocally insists Kenny accept the chore, claiming she’s “just a girl”. So Amy has a supposed phenomenal skill at deciphering and breaking near-impossible codes but she’s stumped by large boxes? Is there a legitimate reason why a girl can’t move crates? Or at least combine their efforts? Claire Redfield, Lara Croft, and Ashley Robbins would object.

To the developer’s credit, Amy is acting well within the context of her character. In fact, the first line of her in-game character profile describes her as “Miss Wet T-Shirt Contest” and savors the collected affections of two of the male characters.

Amy’s real-life counterparts are typically sorostitutes adorned in Mardi Gras beads and are especially useless in tasks that don’t involve jell-o shots or Rohypnol.


For more of the work I’ve done for GotGame.com, you can see the full list here.


Scoping Out The Entertainment Consumers Association

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This past Friday, an article of mine was published on GotGame.com, expressing some of my views on consumer ownership in the video game industry. I’d placed Scribblenauts in center spotlight for the piece, since it’s not only the hottest new title but also because it has one of the most offensive end user license agreements I’ve ever read.

game-informer-october-2009-01Within hours of its publication, a reader posted a comment suggesting I’d plagiarized a similar article in the October 2009 issue of Game Informer, which had hit shelves just days before.

I wasn’t offended–I get my video game industry news almost exclusively online and I can prove that I’d written the article weeks ago, should the gauntlet be thrown down. Though it did spark my curiosity to pick up said issue of Game Informer, in the relief that I might have a kindred spirit.

Lo and behold, on page 38, there’s an article about consumer ownership rights by Hal Halpin, president of the Entertainment Consumers Association. The ECA is an organization devoted to spreading awareness about consumer rights and the dangers of industry trends that threaten them.

While drafting my You Don’t Own Scribblenauts article, I’d searched around for such an organization to give my audience further reading options (and to provide credence to my otherwise ravings from a paranoid lunatic). Unfortunately I could not find a group in time for publishing, having exhausted all the variations of “consumer”, “ownership”, and “rights” I could imagine into a search engine.

The organization sounds good and I support any other group cut from the same cloth. You can sign up for membership at the ECA website, but there is a catch. In order to claim independence from corporate influence, the organization requires annual dues paid by its members. If that turns you off, the article in Game Informer does offer a coupon code good for one year’s membership for free.

At the time of this writing, I’ve had difficulty establishing my own membership with the ECA, due to security red flags triggered in my web browser. I get the feeling that this is due to poor website design, but I’ve contacted their tech support for clarification.

I will offer my hunch… At first, it made sense to me that this type of article was published in Game Informer, GameStop’s proprietary video game rag. After all, GameStop’s entire business model depends on the secondhand market providing more than half of their revenue. Of course their publication is going to spotlight an article forewarning the dangers of digital distribution over tangible media. Nevertheless, I was happy that someone is covering this topic and that there’s an organization devoted to the cause.

game-politics-corporate-news-01As I investigate further, I’m beginning to suspect that the ECA may have even been founded, if not heavily backed by GameStop as an unofficial branch of their corporation. This implies that the ECA (who, by the way, also controls GamePolitics.com) is a subversive public relations device whose true priorities are geared toward sustaining the interests of retailers, rather than consumers.

What’s worse, if this is true, that means that the organization is a facade, with its membership fees being just another channel of income for GameStop.

Whatever your political view regarding GameStop, you may want to seek out an alternative organization with similar goals. Count on me providing updates regarding the ECA, as they come to me.


Penny Arcade Done Stole My Joke!

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Dear Penny Arcade,


Regarding today’s comic strip: I totally called it.

You’ll be hearing from my lawyers.*



-The Grey Ghost

*Just kidding.


Batman: Arkham Asylum Glitch Busts Pirates

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A user on the Eidos message boards posted a tech support question for the PC version of Batman: Arkham Asylum. What made his question suspicious was that it was posted on September 4, 2009. The PC version of the game isn’t due to be released until September 15th.

Apparently, Eidos had programmed the game to disable some of Batman’s abilities if it detected that it was a pirated copy. An Eidos message board moderator responded:

The problem you have encountered is a hook in the copy protection, to catch out people who try and download cracked versions of the game for free.

It’s not a bug in the game’s code, it’s a bug in your moral code.

Even if determined pirates manage to develop a patch to fix bootleg copies of the game, I gotta give it to Eidos on this one. This is a very clever way to bust and discourage people from downloading the game illegally. This is the kind of copy protection I can get behind. Ridiculous DRM methods, “justifiable” price hikes, and downloadable exclusives only punish customers that have bought the product legitimately. More video game developers should adopt these types of tricks that only affect pirates.


Dreamcast’s 10th Anniversary

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It was 10 years ago today that the Sega Dreamcast washed up on North American shores. Japan had been reveling in in the Dreamcast’s glory for a full year before we could finally experience true gaming joy. Until the introduction of the Nintendo Wii, the hardcore gaming community agreed in unison that the Dreamcast was the last true video game console.

The Dreamcast debuted at the height of the great era of arcades. Sega ruled the arcade industry, as it continues to do so in Japan. With the phenomenal creative resources in electronic entertainment at their disposal, they were able to seamlessly translate the arcade experience into the home. This meant that we not only got faithful ports of our favorite arcade titles, but also unique, innovative games that were beautifully tailored for the home gaming environment.

Being an arcade rat myself, the majority of my Dreamcast game library consists of its fantastic arcade ports. Most of all, I loved the Capcom fighters, like Street Fighter Alpha 3 and Marvel Vs. Capcom 2. Being able to practice at home with my friends was a great way to experiment and train for when we’d face the real competition in the arcades.

One thing that made the Dreamcast great was that some of its ports (like Soul Calibur) were in fact superior to their arcade counterparts. Until its recent release on XBLA and PSN, the Dreamcast version of Marvel Vs. Capcom 2 (whose source was used for the new ports) was the official version for fighting game tournaments.

Other arcade-style games that are in the class of “must-have” are House of the Dead 2 (shoot zombies!), Zombie Revenge (punch/burn/dismember zombies!), Ikaruga (top-tier shmup), Crazy Taxi (who needs roads?), and Virtual-On Oratorio Tangram (giant robots!).

I didn’t just live in the arcades; heavens no! The Dreamcast had a slew of awesome home titles, most of which carried on to other consoles, once the Dreamcast ceased production. There is of course, the cinematic Shenmue series, which tragically will never be completed. The Sonic Adventure games have been unanimously declared as the last decent Sonic the Hedgehog titles. Phantasy Star Online was the first console-based MMORPG and new episodes are available on current-gen platforms. Other games like Jet Grind Radio, Space Channel 5, Seaman, and Chu Chu Rocket never really grew beyond cult favorites; arguably because they were way ahead of their time.

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It’s been a good decade, Dreamcast. So long as there is breath in my lungs, you will not be forgotten! I still fire mine up from time to time to play some of the games that made you so great. There may never be another console like you again.


Early PlayStation Logo Designs

sony-playstation-logo-01By now, most people have heard the history of how the Sony PlayStation came to be. It was originally supposed to be a CD-ROM add-on for Nintendo’s SNES, but Nintendo dropped Sony to develop the hardware with another company. Shaking its fist and vowing revenge, Sony continued working on the project on its own. Fast-forward 15 years, and the PlayStation brand is now almost as synonymous with video games as Nintendo once was.

Various images of prototypes of the Nintendo PlayStation have surfaced; the most notable are the ones with game-rave.com watermarks. But I recently came across a diagram of rare, early versions of the PlayStation logo.

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You can see that through all iterations of the logo, the designers wanted to preserve the “PS” and include the three subtractive primary colors. It wasn’t until the final design that we see the inclusion of green (an additive primary color). In samples like first in the top row and the last in the second row, they wanted to integrate the ellipses found in the SNES/Super Famicom logo.

Ah, the 1990s… Good times.


Secondhand Rant

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There’s an item of controversy that’s infected the video game industry: The idea that buying used games somehow steals bread from the mouths of starving developers. This, of course, is lunacy.

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