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  • The Man Behind the Royal 'We' Says 'So Long'

    N'Gai Croal | Mar 4, 2009 11:00 AM
    knockknock.biz luggage tags. Photo courtesy of justinph.

    I guess it's finally time for me to level up.

    It was the summer of '99 when I convinced my then editor to send me on a tour of the U.S. videogame industry. When I finally returned three weeks later, my head was still spinning. I felt as though I'd seen the future of entertainment. It was then that I made it my mission to put NEWSWEEK's coverage of this growing medium on the map. I did that in print, with cover stories on the Japanese launch of the PlayStation 2 and the spread of online gaming. I did it online, with the debut of the blog N'Gai Croal's Level Up. I did it on television, with appearances on MSNBC and CNN. You all watched me push, prod, praise, scold, discuss and debate videogames across multiple media, both mainstream and enthusiast. That's because my editors were prescient enough to let me apply my talents and establish my reach beyond the magazine, from co-blogging with MTV News to writing a monthly column for Edge and more. For this, I say to them all, thank you.

    Having achieved all of this, I can say without a shadow of a doubt that I've accomplished what I set out to do ten years ago. And now it's time for me to take that decade’s worth of accumulated knowledge and do something else with it. After Friday March 6th, my passions will take me beyond the world of journalism. I’ll be wearing many hats on this new journey: videogame design consultant, media strategist, consumer technology reporter, columnist, blogger and, as always, provocateur. You’ll be able to keep track of my various adventures at ngaicroal.com, and feel free to reach out to me via email at ncroalbiz@gmail.com. It’s been a pleasure conversing with all of you, and I look forward to continuing our dialogue in the years to come.

    Cheers,

    N’Gai
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  • A Symposium On Game Reviews. Topic 1: Review Scores, Part IV

    N'Gai Croal | Dec 29, 2008 09:00 AM
     The Parthenon in Athens, Greece. Photo courtesy of wallyg.

    Are reviews primarily a consumer guide, or should they serve another purpose? Do review scores deter intelligent discussion of videogames? Is the presence or absence of a review score the only difference between a reviewer and a critic? What is the role of the reviewer when the Internet is democratizing published opinion? How should reviews and reviewers evolve in light of the emergence and growth of Flash games, small games, indie games and user-generated games?

    These questions and more were on the mind of N'Gai Croal, John Davison and Shawn Elliott last summer when they decided to expand their conversation to a number of noted reviewers, writers, bloggers and reporters for a published email symposium on game reviews. (See below for the full list of participants.) The planned list of topics include Review Scores; Review Policy, Practice and Ethics; Reader Backlash; Reviews in the Age of Social media; Reviews in the Mainstream Media; Casual, Indie, and User-Generated Games; Reviews vs. Criticism; and Evolving the Review. The participants are as follows:

    Participants

    The topic for Round 1, which will be published here in installments over the next several days, is Review Scores. Previously, we published Part I, Part II and Part III; today, we conclude the Review Scores portion of our symposium with Part IV. To read today's section in its entirety, click on the link below.

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  • A Symposium On Game Reviews. Topic 1: Review Scores, Part III

    N'Gai Croal | Dec 22, 2008 02:11 PM
     The Parthenon in Athens, Greece. Photo courtesy of cambiodefractal.

    Are reviews primarily a consumer guide, or should they serve another purpose? Do review scores deter intelligent discussion of videogames? Is the presence or absence of a review score the only difference between a reviewer and a critic? What is the role of the reviewer when the Internet is democratizing published opinion? How should reviews and reviewers evolve in light of the emergence and growth of Flash games, small games, indie games and user-generated games?

    These questions and more were on the mind of N'Gai Croal, John Davison and Shawn Elliott last summer when they decided to expand their conversation to a number of noted reviewers, writers, bloggers and reporters for a published email symposium on game reviews. (See below for the full list of participants.) The planned list of topics include Review Scores; Review Policy, Practice and Ethics; Reader Backlash; Reviews in the Age of Social media; Reviews in the Mainstream Media; Casual, Indie, and User-Generated Games; Reviews vs. Criticism; and Evolving the Review. The participants are as follows:

    Participants

    The topic for Round 1, which will be published here in installments over the next several days, is Review Scores. Last week we published Part I and Part II; now we continue with Part III. To read today's section in its entirety, click on the link below.

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  • A Symposium On Game Reviews. Topic 1: Review Scores, Part II

    N'Gai Croal | Dec 19, 2008 10:14 AM
     The Parthenon in Athens, Greece. Photo courtesy of caribb.

    Are reviews primarily a consumer guide, or should they serve another purpose? Do review scores deter intelligent discussion of videogames? Is the presence or absence of a review score the only difference between a reviewer and a critic? What is the role of the reviewer when the Internet is democratizing published opinion? How should reviews and reviewers evolve in light of the emergence and growth of Flash games, small games, indie games and user-generated games?

    These questions and more were on the mind of N'Gai Croal, John Davison and Shawn Elliott last summer when they decided to expand their conversation to a number of noted reviewers, writers, bloggers and journalists for a published email symposium on game reviews. (See below for the full list of participants.) The planned list of topics include Review Scores; Review Policy, Practice and Ethics; Reader Backlash; Reviews in the Age of Social media; Reviews in the Mainstream Media; Casual, Indie, and User-Generated Games; Reviews vs. Criticism; and Evolving the Review. The participants are as follows:

    Participants

    The topic for Round 1, which will be published here in installments over the next several days, is Review Scores. Yesterday we published Part I. Today we continue with Part II; to read this section in its entirety, click on the link below.

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  • A Symposium On Game Reviews. Topic 1: Review Scores, Part I

    N'Gai Croal | Dec 18, 2008 01:00 PM
     The Parthenon in Athens, Greece. Photo courtesy of tsak_d.

    Are reviews primarily a consumer guide, or should they serve another purpose? Do review scores deter intelligent discussion of videogames? Is the presence or absence of a review score the only difference between a reviewer and a critic? What is the role of the reviewer when the Internet is democratizing published opinion? How should reviews and reviewers evolve in light of the emergence and growth of Flash games, small games, indie games and user-generated games?

    These questions and more were on the mind of N'Gai Croal, John Davison and Shawn Elliott last summer when they decided to expand their conversation to a number of noted reviewers, writers, bloggers and journalists for a published email symposium on game reviews. (See below for the full list of participants.) The planned list of topics include Review Scores; Review Policy, Practice and Ethics; Reader Backlash; Reviews in the Age of Social media; Reviews in the Mainstream Media; Casual, Indie, and User-Generated Games; Reviews vs. Criticism; and Evolving the Review. The participants are as follows:

    The topic for Round 1, which will be published here in installments over the next several days, is Review Scores. To read Part I in its entirety, click on the link below.

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  • In Which the Vs. Mode Withdrawal Society, aka Slate Gaming Club 2008, Draws to a Close

    N'Gai Croal | Dec 12, 2008 02:42 AM

    Yesterday, we posted excerpts from Round 2 of the second annual Slate Gaming Club, featuring four journalists discussing the year in videogames. The lineup consisted of New York Times op-ed page staff editor Chris Suellentrop, MTV News reporter Stephen Totilo, New York Times games reporter Seth Schiesel, and the staff of Level Up. Round 1 was cordial, while Round 2 got a bit more testy. How would we describe Round 3? Thoughtful. Heady, even. Some excerpts:

    Stephen Totilo, MTV News: To save us the embarrassment of not having deeply discussed 2008's biggest gaming newsmaker, I must add that [Wii Fit] served a number of interesting roles. It presented to average people the idea that playing a game could be good for you, it convinced some gaming executives that fitness gaming is the next trend that must be followed, and it expanded the currently unlabeled category of Self-Help Video Games that Nintendo's brain-workout Brain Age software opened up in 2006 (and which may someday force gaming-sales charters to give self-help games their own list, the way the New York Times had to in 1983).

    Chris Suellentrop, New York Times: Stephen is saying that video games are a Fourth Medium, then, something truly new under the sun. (Maybe this is just a different way of saying that games are an Eighth Art Form, as Dennis Dyack says.) I often think that's right. But it also helps explain my long face, as Stephen puts it. Don't I have the right to expect something more from this marvelous new medium? Something more wondrous than beautifully and impeccably crafted worlds filled with enemies for me to kill?

    What I want is a game with the elegant gameplay and level design of Gears of War 2 but with the story of The Force Unleashed. But I want it told in a manner like Braid—or even You Have To Burn the Rope—meaning, a telling of the tale that is consistent with the promise and the mechanics of this Fourth Medium (or Eighth Art Form).

    I haven't played this game yet. Have any of you?

    Seth Schiesel, New York Times: [W]ith every passing year I grow deeper in my conviction that the most interesting and meaningful games are massively multiplayer online games in which you have thousands of people in emergent, persistent communities with their own politics, their own tribes. In a massively multiplayer game, every day is different because people are always different. As I've played through dozens of games this year for my job, it has been so vital to maintain a gaming home base, a center of gravity with a group of people that I can just hang out and play with. I've found that most of this year in Eve Online, the hard-core science-fiction MMO that continues to grow. Eve is the kind of game in which the group of people you play with is the most important part of the experience. These are the people I'm on IRC with even when I'm playing something else, and it is that sense of community, of getting to know people from around the world just a little bit, that is the most valuable thing in gaming for me, and it is something that other media usually fail to provide.

    N'Gai Croal, Newsweek: [I]n just 24 months, Nintendo has blown past its rivals and continues to do so even though the 360 is now $50 cheaper than the Wii's suggested retail price. To put this Nintendominance in perspective, for the month of November, Wii (2.04 million) outsold Xbox 360 (836,000), PlayStation Portable (421,000), Playstation 3 (378,000), and PlayStation 2 (206,000) combined....

    Yes, the data show that the video-game industry's revenues continue to rise. But how sustainable is that when development budgets are tilted toward 360, PS3, and high-end PCs and away from the market-leading Wii and low-end PCs. If a remake of Resident Evil 4 sold extremely well on the Wii, surely there was an opportunity for Dead Space. The liberating sense of movement in Mirror's Edge could have translated well to the Wiimote and nunchuk. But because EA built those games for the top-of-the-line machines, the Wii wasn't even a possibility. So with Nintendo as top dog, I think it's time for publishers to throw it a much bigger bone by leading development on Wii, then up-porting the games to the more powerful systems, which should result in a larger addressable audience.

    Share your thoughts with us in the comments below

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  • More Legally Approved Vs. Mode Substitute, Courtesy of the Slate Gaming Club

    N'Gai Croal | Dec 10, 2008 05:45 PM

    Earlier today, we posted some excerpts from Round 1 of the second annual Slate Gaming Club, in which four writers discuss the year in videogames. The roster? New York Times op-ed page staff editor Chris Suellentrop, MTV News reporter Stephen Totilo, New York Times games reporter Seth Schiesel, and the staff of Level Up. In Round 1, the group was pretty polite, but there are definitely some pointed remarks and glowering stares in this, Round 2, of our email exchange. Some excerpts:

    Chris Suellentrop, New York Times: [W]hat to think of Gears of War 2? The game is even more shamelessly derivative than the first one. I picked up allusions to, off the top of my head, Independence Day, Battlestar Galactica (the Ron Moore re-imagining), The Empire Strikes Back, and the speeder-bike chase scene in Return of the Jedi. Mitch Krpata of the Boston Phoenix pointed out on his Insult Swordfighting blog that one of the game's levels is a tribute to, or a rip-off of, the final level of Contra....

    [Yet] I think Gears of War 2 was the most fun game I played all year, and the game that most achieved the goals it set for itself. If you want to see what an interactive Sylvester Stallone movie looks like, play Gears. It's everything a big summer blockbuster should be. But this is awards season, right?

    Stephen Totilo, MTV News: Gamers abandon games--even games that they like--before finishing them. Gamers get angry at games--even games they like--for being repetitious or derivative or for falling short of being as good as it seems like they could be. That's what you get when you, the gamer, indulge in a creative form that was created to convey satisfying-but-repeatable, controllable bits of action for a quarter per minute. This is the creative form that has somehow evolved into a medium of 25-hour, $60 collections of satisfying-but-repeatable, controllable bits of action without inventing many successful strategies for telling stories, figuring out how to develop characters, or turning into a more interesting way to spend an hour than listening to Beethoven or watching The Wire.

    Seth Schiesel, New York Times: Over the course of this year, plowing through game after game, what surprised me most was simply how good most of them were. Though the crop of 2008 has demonstrated its talent in different ways, it seems clear that the overall level of production quality and creative talent is higher now in video games than it has ever been. This is the real golden age of gaming because only now is the audience large enough, variegated enough, and mature enough to support high levels of investment in such a broad portfolio of genres on such a wide range of devices and screens.

    The major publishers have finally figured out that schlock is not a business strategy that can compete in the long term with producing a high-quality product. I have played through and reviewed most of the biggest games of the year, with a few formal reviews still to come, and the one word that keeps coming back to me is professionalism.

    N'Gai Croal, Newsweek: Your point about professionalism also intrigues me. You're correct that, by and large, the level of craft in the video game industry continues to grow each year, and 2008 was no exception. I wonder if, however, by settling for the professionalism inherent in the acknowledgment that "we are those men, and we had fun with these games," we let games off too easily when they take the easy way out, interactively speaking....

    Was Epic's handling of Maria's fate a failure of craft or art? I say it's worth thinking hard about, especially when writing for a mainstream audience like yours in the Times and mine at Newsweek. Because when we avoid such questions, we're gulling our readers into believing that story and gameplay are mutually exclusive--or that games are just like other media.

    Feel free join in and take shots at us in the comments below, or just share your thoughts on the best and worst of 2008.

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  • Going Through Vs. Mode Withdrawal? Slate's 2nd Annual Gaming Club Is Here to Save the Day

    N'Gai Croal | Dec 10, 2008 05:53 AM

    Last year, the Web magazine Slate (which, like NEWSWEEK, is owned by The Washington Post) convened its first ever Gaming Club to discuss the year in videogames. Participants included New York Times op-ed page staff editor Chris Suellentrop, MTV News reporter Stephen Totilo, New York Times games reporter Seth Schiesel, and the staff of Level Up. We debated and discussed such notable titles as BioShock, Halo 3, Desktop Tower Defense, Portal and more before drawing things to a gentlemanly close. Now don't go calling it a comeback, but we've returned for a second installment of what we all hope will be an annual affair. The epistolary exchange kicked off yesterday with three of the Four Musketeers contributing, while today's round will include the full quartet. Some excerpts:

    Chris Suellentrop, New York Times: One thing I've been wondering: Is it a good sign or a bad sign for the medium that this year's crop of games has produced such a wide divergence of opinion? Michael "the Brainy Gamer" Abbott thinks Fable 2 is perhaps "the most seductive game world ever created." Chris Dahlen thinks Fallout 3 "balances—and sometimes betters—the approaches of other videogame masterpieces: the retro immersion of BioShock, the paranoia of Portal, the exploration of Oblivion and the seamless storytelling of Half-Life 2. The pseudonymous "Iroquois Pliskin" says GTA IV is "a classic, and stands head and shoulders above its previous iterations and nearly every other game released this year."

    Those are three more of the smartest people writing about games. They each think their Game of the Year is a new addition to the canon. Maybe they're right. Or, more likely, this was a year of just-misses, which is why there's an absence of consensus.

    Stephen Totilo, MTV News: Fable II as Game of the Year? Getting warmer. In the reverse order of what happens in GTA IV, this game begins with a poorly defined character in an uninteresting medieval European fantasy world but winds up with you controlling a man or woman who is literally the shape of the choices you've made in the game. All that celery he ate made my guy skinny; his ample scars came because he was a clumsy swordsman; his youthful visage remained, because I chose not to sacrifice his looks when given the alternate option to sacrifice a maiden to the gods instead. Ten years from now, the world will remember Nov. 4, 2008, as the day America elected its first black president. I'll also remember that day, I'm sure, as the day when I was first emotionally affected by a video game. Pausing my DVR just after California was called for Obama, I had to go back to Fable II to make the game's final moral decision, a triple-optioned Sophie's choice involving money, loved ones, and community that would affect characters I'd interacted with for weeks. I'm still haunted by the pick I made. Obama's victory speech later that night distracted me from the unease that my final actions had put in my heart, but as I went to bed, with cheers still echoing down the Brooklyn streets near my apartment, I was haunted by the wonderful emotional pain I finally felt from a video game.

    Yeah, that's my frontrunner for Game of the Year.

    N'Gai Croal, Newsweek: [Fallout 3 and Braid] aren't the only two games I'm considering for whatever top 10 list I assemble whenever I assemble it; others include Patapon, Grand Theft Auto IV, Geometry Wars: Retro Evolved 2, The Last Guy, PixelJunk Eden, Gears of War 2, LittleBigPlanet, Left 4 Dead, and Play Auditorium. But I'll end here by asking each of you to name and discuss the game you've had the hardest time expressing your opinion of. For me, it's Resistance 2, a staggering work of heartbreaking mediocrity from one of the industry's most accomplished studios. Staggering in its we-put-every-dollar-up-on-the-screen production values, in its scope, in its careful borrowing from all the right touchstones of the shooter genre. Heartbreaking in that its overblown scale may have helped do it in, in that it has created a fictional world that over two games has never truly connected with me, in enemy encounters that hit all the notes without ever quite playing the tune. It's not mediocre in the way that most games are mediocre. It's just off, and for the life of me I still can't figure out a succinct way to explain why.

    Any games from 2008 make you feel that way?

    Consider this an open thread for sharing your opinions on our discussion as well as your favorite games of 2008, and check back later for a post on Round 2.

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  • The Big Idea: Are Videogame Reviewers Missing the Forest for the Trees When It Comes to Assessing Important and Innovative Titles?

    N'Gai Croal | Nov 25, 2008 04:24 AM
     Rodin's "The Thinker." Courtesy of innoxiuss, edited by Level Up

    The Idea: Game reviewers and game players get so hung up on minutiae-i.e. game controls and combat systems-that too often, they miss what's important and innovative about games. This in turn creates a culture where gamers are searching for aspects of a game to dislike. Instead, what's needed are more critics and gamers who champion particular developers and games.

    The Thinkers: Leigh Alexander, Ben Fritz, Keith Stuart

    The Sources: Sexy Videogameland, The Cut Scene, Games Blog

    The Quotes: "When a title attempts to explore uncharted areas, it risks stumbling into areas that have been neglected for a good reason--because they don't work as well. But when we fault them for trying, without recognizing that the game might have done a few new things well, or when we treat creativity or an attempt at inventiveness as a design flaw, we're sending the industry some problematic mixed messages. We demand innovation and invention, and then we crucify any attempts in that direction."
    --Leigh Alexander, Sexy Videogameland

    "[I]n the case of games that are different in some way (like a new IP, or a sequel from a new developer as in the case of "Silent Hill: Homecoming"), a lot of videogame critics obsess about the small stuff because they don't like the big picture....If we re-arranged our priorities, I think we'd have more critics "championing" certain games or developers. In the end, that's what I'm calling for and I think that's what Leigh's implying. In the film world, there were critics who championed the then-radical filmmakers of the '70s who transformed the world of cinema. Wouldn't it be great if there were more videogame critics who championed certain titles or artists, while acknowledging their imperfections, the way Leigh does "Silent Hill: Homecoming" and Hideo Kojima?"
    --Ben Fritz, The Cut Scene

    "[I]f it were a movie, Mirror's Edge would be critically lauded by the specialist film press--it would be considered a forward-thinking masterpiece. Sure, it's dangerous to compare two such different media, but there are key similarities--one is the way in which critics should be able to deconstruct the experience on offer and draw from it undeniable values that outweigh concerns about basic construction. For example, no-one complains that, say, 'Pan's Labyrinth' or 'Eraserhead' lack the formal, easily recognisable narrative structure of a conventional movie. Their aspirations exempt them from that requirement. So should we really be marking Mirror's Edge down for control issues--a game that aspires to re-interpret the very interface between player, screen and character? Yes, I know, it's a clumsy comparison, but the underlying point is--should reviewers just accept that sometimes incredibly new experiences will lack some of the formal substance we expect from traditional games? That's what innovation is, it's leaping out into the unknown."
    --Keith Stuart, Games Blog

    The Reaction: Personal tastes aside, we don't buy the argument that the nature or the amount of innovation in a game should exempt it from criticism in other areas that determine how a reviewer or critic evaluates a game's quality.

     To read the rest of today's installment of "The Big Idea," click on the link below.

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  • The Big Idea: Should a Game Whose Core Audience Is Teen Girls Become a Movie Aimed at Teen Boys?

    N'Gai Croal | Sep 22, 2008 01:15 PM
     Rodin's "The Thinker." Courtesy of innoxiuss; edited by Level Up

    The Idea: A teenaged male's wish fulfillment story is the best way to make a movie out of The Sims.

    The Thinker: John Davis, movie producer

    The Source: A Q&A on Collider.com

    The Exchange:

    Collider.com: What is it going to take to make the really good video game movie? Cause a lot of fans out there have been less then satisfied.

    John Davis: I think we have it in The Sims. I’ll tell you why.

    Collider.com: Every one’s said that though. I’ve heard this before.

    Davis: I know, but I think we have it in The Sims. First of all, The Sims, 65 million units have been sold, the most successful video game ever. Right? Ever.

    Collider.com: How will this translate to being a great movie?

    To read the rest of today's installment of The Big Idea in its entirety, click on the link below.

     

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  • Sackboy Wins the Hearts of LittleBigCritics With An Industry-Leading Five Nominations

    N'Gai Croal | Jul 29, 2008 04:03 PM

    The respected Game Critics Association--of which the Level Up staff is a part--has just announced its nominations for the best games for the 2008 E3 Media & Business Summit which recently took place in Los Angeles. Last year's front-runner was Rock Band (from the three-headed hydra of Harmonix Music Systems, MTV Games and Electronic Arts) with a five nominations. This year? It's Media Molecule and Sony Computer Entertainment's roll-your-own Playstation 3 platformer, with a similar industry-leading total of five nominations. Our obsession with the game has been well-documented here on Level Up; after today's announcement, it would appear that our fellow scribes share our enthusiasm.

    Just behind LittleBigPlanet with four nominations each were Gears of War 2 and Left 4 Dead, both console-exclusive to Xbox 360. They were in turn followed by four games that each received three nominations: Fallout 3, Mirror's Edge, Resistance 2 and Spore. The winners will be announced next week; you can see the entire list after the jump. While the Level Up staff has yet to convene to determine which games will make its final ballot--theough we will confess to having a soft spot for Best Original Game nominee Flower--we encourage you to drop us a note in the comments section and let us know which games you think we should vote for, and why.

    To see the entire list of nominees, click on the link below.

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  • I Need a Hero, for Hire: A Look At What President Eisenhower and Solid Snake Have In Common

    N'Gai Croal | Jun 7, 2008 05:51 PM

    Grand Theft Auto IV and Wii Fit have scored headlines for shifting public opinions about videogames by deftly tackling the respective subjects that inspired them: crime and fitness. Now comes Metal Gear Solid 4 ($60; konami.com), whose major themes derive from a most unlikely place: President Dwight D. Eisenhower’s 1961 farewell address warning against the dangers of the military-industrial complex.

    Well before last October’s hearings into possible abuses by real-world contractors like Blackwater, game designers became fascinated with the character of the hired gun, including such pro-mercenary titles as Raven Software’s Soldier of Fortune (2000) and Pandemic’s Mercenaries (2005). The appeal is perhaps obvious, but psychologically telling: placing you in the role of a merc gives you access to all the cool ordnance you’d find in the glut of Army games out there, but without having to deal with the annoying hierarchical command structure that comes with the armed forces.

    MGS 4 isn’t the only game looking skeptically at the post-9/11 corporatization of military functions—clips and quotes from Eisenhower’s 1961 speech were prominently featured in the trailers for both Army of Two ($60; ea.com) and Cipher Complex (not yet released; ciphercomplex.com)—but it’s by far the most thoughtful, even if its premise is not particularly original. Yes, a villain from the previous games turns up in the Middle East with yet another plan for global domination and, yes, only your lone hero—the prematurely aging Solid Snake—can stop him. But creator Hideo Kojima clearly has more on his mind than a repeat of the hide-seek-and-shoot mechanics that have made him the master of the genre he calls “tactical stealth action,” which emphasizes patience and strategy over the simple pleasures of run-and-gun.

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  • The Edge of Reason: When It Comes to Previews, The Journalist's Creed Should Be 'Write What You See'

    N'Gai Croal | Jun 2, 2008 01:36 PM
     The 1928 film "Un Chien Andalou," directed by Luis Bunuel and co-written with Salvador Dali. Image courtesy Film Reference

    For the May installment of our Edge column, "Playing In the Dark," we tackled the sometimes thorny issue of game previews. What got us thinking about this was a flashback to our much-discussed post of last year, titled "Now Who's Being Naive, Kay? Or, Reflections on the Fundamental Contempt In Which the Enthusiast Press Is Held By Publishers--And Its Own Employers." Here's what we said about it in our Edge column:

    In the wake of the GameSpot/Jeff Gerstmann scandal of last year, I examined the various elements that had led the enthusiast press to this point in a blog post. I wrote that one of the contributing factors was ‘the fundamentally broken nature of the preview-feature- review process, in which historically previews and features have almost invariably been positive--or optimistic, if we're being more charitable--before the truth, good or bad, was finally revealed in the text and scoring of the review'.

    And while I stand by that point, it's not the entire truth--it's not as simple as saying that videogame previews have been too optimistic and should now become pessimistic instead. There's more to it.

    What's the "more" that we're referring to? It is:

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  • Objection: What's Missing From Mainstream Reviews of Videogames? Oh, That's Right--Gameplay

    N'Gai Croal | May 5, 2008 02:15 PM
     

    Anyone who's been a faithful reader of Level Up knows we have some pet themes to which we keep returning. Among them: games are not a fundamentally narrative medium; we all "see" games with our hands; we videogame journalists need to develop a critical vocabulary that will enable us to better explain the unique qualities of this art form. This week, we managed to smuggle some of that thinking into the pages of NEWSWEEK by means of a page-long essay on Grand Theft Auto IV, in which we wrote:

    When I write a post about videogames on my NEWSWEEK.com blog, Level Up, my target audience is the sizable one that's already knowledgeable about the medium. The real challenge, however, comes when I return to the pages of the magazine. It's not easy to explain a game like Grand Theft Auto IV to an audience that's not native to this art form. Yes, I said art: to draw an analogy or three, Grand Theft Auto is to videogames what "The Sopranos" was to television--a sprawling, operatic crime series that has elevated the genre and made its creator very rich in the process (Rockstar Games took in more than $1 billion in the United States for the last three GTA games alone). But on the TV show, you only watch Tony and his minions kill their enemies. In Grand Theft Auto IV, you also direct and star in a story that unfolds over as many as 100 hours, depending on your skill as a gamer.

    The experience is hard enough to sum up that I'm tempted to put novices at ease by writing something like this: a first-person, here's-what-I-did-in-the-game introduction, followed by a colorful précis of the Grand Theft Auto IV story and characters, then a recitation of the numerous landmarks and radio stations that give this skewed facsimile of New York City--called Liberty City in the game--its authentic flavor. The problem with this approach is that it doesn't begin to give you a feel for what it's actually like to play the game. Just as the majority of movie reviewers still struggle to find a meaningful critical and technical language with which to discuss actors' performances, we who write about videogames have yet to find a vocabulary that enables us to thoroughly engage the medium. One that will allow us to examine the mechanics, visuals, sounds and narrative elements of videogames not in isolation, but in concert.

    When we wrote those two paragraphs, we did so specifically in response to several reviews of GTA IV that we'd read in the mainstream press, where the need to distill a game's essence for non-initiates is the most acute. Take, for instance, the ecstatic review that ran in the New York Times. Only two almost-throwaway sentences--"The point of the main plot is to guide Niko through the city’s criminal underworld. Gang leaders and thugs set missions for him to complete, and his success moves the story along toward a conclusion that seems as dark as its beginning"--describe the main thrust of the game. The rest of the review, though artfully written, starts with that "here's-some-of-what-I-did" intro we mentioned in our excerpt, and then follows it up with a laundry list of adjectives, characters, locations and narrative elements.

    To read the rest of our post, click on the link below.

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  • Things You May Have Missed: What We Said About Rockstar Games Back In the Fall of 2005

    N'Gai Croal | May 5, 2008 12:02 AM
     

    A journalist writes for the moment--the first draft of history, our profession has been called--and if the journalist is fortunate, his or her work will hold up in the years to come. Back in the fall of 2005, with the Xbox 360 on the verge of release and the Playstation 3, Wii and the event that would change the blogosphere forever Level Up still a year away, Rockstar Games released both The Warriors (for PlayStation 2 and Xbox) and Grand Theft Auto: Liberty City Stories (for PlayStation Portable). We used the one-two punch to convince our editors to part with some precious space in the pages of NEWSWEEK, but with space at a premium, we had to find a way to make each word count. We decided to try to distill what makes Rockstar different from many of its peers; here's how we kicked off our story:

    Videogame creators firmly believe that their work will someday become the dominant form of entertainment in the 21st century. So why isn't their message as original as their medium? The vast majority of story-oriented games shamelessly rip off the same set of sources as though they were the Gospels: "Aliens," "Saving Private Ryan," "Band of Brothers," "Black Hawk Down," "The Lord of the Rings" and Dungeons & Dragons. It's as if every Western game designer were cloned from the same DNA; indeed, a recent survey of game creators in English-speaking countries found that the overwhelming majority are straight white males (average age: 31).

    The one company that consistently avoids this trap is Rockstar Games. Best known for its controversial hit franchise Grand Theft Auto, the New York City-based publisher is headed by a trio of British expatriates who draw inspiration not from the heroic side of Americana, but from its outlaw side--mob movies, pulp novels, gangsta rap, '80s cop shows and spaghetti Westerns. For its latest trick, Rockstar recently released The Warriors, based on the 1979 urban gang movie, and Grand Theft Auto: Liberty City Stories, which brings its sprawling epic to Sony's PlayStation Portable. "I remember when Rockstar was nothing," says Andrew McNamara, editor in chief of Game Informer magazine. "They came to us and said, 'We're going to build a company around pop culture and youth culture.' We were like, 'Yeah, right.' And they went out and executed on every front."

    The story is somewhat reductive, as such pieces must necessarily be. But our critique was pretty accurate then. How much have things changed since?

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