Daily News Spin July 31, 2001 (Tuesday)
Max Payne reviewed
We don't normally link to reviews on other sites, but this Eurogamer
review is quite entertaining. It's written in the tough-guy
voice that the game employs.
But just when you thought you had reached the deepest depths
of horror it suddenly got worse. A maze of rusty containers, a
factory where molten metal boiled and bubbled, a secret underground
lab full of dead scientists and trigger happy marines, the laser
trip mines. The feeling hit me like a point-blank shot in the
face. I've seen this before. I've seen it all before. The game
was a patchwork of other people's ideas, tied together with yellow
tape.
My options soon decreased to a singular course, a linear progresssion
through twenty levels of hell. I walked straight in, playing it
Bogart, like I'd done a hundred times before. I died. I hit the
quick load key. A grenade trickled down the stairs, blew me to
pieces before I could even move. This is the way the world works.
It isn't about how smart or how good you are. It's chaos and luck,
and anyone who thinks different is a fool. Death was cheap today.
Kudos to Eurogamer.
Can't get enough bad writing in Max Payne?
If you've finished the game and need more bad writing, head on
over to the official
site for the Bulwer-Lytton Fiction Contest. Some funny stuff:
The moment he laid eyes on the lifeless body of the nude socialite
sprawled across the bathroom floor, Detective Leary knew she had
committed suicide by grasping the cap on the tamper-proof bottle,
pushing down and twisting while she kept her thumb firmly pressed
against the spot the arrow pointed to, until she hit the exact
spot where the tab clicks into place, allowing her to remove the
cap and swallow the entire contents of the bottle, thus ending
her life.
These contest winners have nothing on Max Payne. Think we're kidding?
Here are some samples, collected from the beginning of the game.
The sun went down with practiced bravado. Twilight crawled across
the sky, laden with foreboding.
Outside, the city was a cruel monster.
It was colder than the devil's' heart, raining icy pitchforks
as if the heavens were ready to fall.
Fun game, horrible writing. (Here's the main
page for the contest site.)
"Washington still wonders how to save the damn children"
Reason Online
takes a look at the latest Congressional hearings about violence
in the media, including videogames. Sam MacDonald finds little to
be concerned about.
To illustrate just how hard it is to know what the kids are buying
these days, the concerned committee trotted out a real-life mom,
one Laura Smit from Columbia, Maryland. Smit complained that her
busy schedule made it impossible to filter all the media her two
kids demand. She said she wavered between being a �good mom� who
takes the time to check it all out (Impossible! She helps out
with the neighborhood swim team!) and a �cool mom� who lets them
wallow in the filth to help them �fit in� with the other mass
killers in training.
To prove her point, Smit brought an 11-year-old to demonstrate
a popular video game called Time Crisis. Namco, the makers of
the game, had cleverly tricked unsuspecting parents like Smit
by giving the game a clearly marked "TEEN" rating and by providing
a realistic-looking handgun players have to point at the screen.
In this case, however, there was a happy ending, sort of: The
little guy couldn�t get the game to work on the committee�s television
system.
Good article. Thanks Bruce!
Emerging from the ghetto?
It's a sign of the game industry's growth, perhaps. International
Creative Management, which manages the careers of stars like Catherine
Zeta Jones, is now opening a division aimed at game designers, according
to the Financial
Times.
Its founders claim the launch of ICM-Interactive, is the first
time a powerful general entertainment agency has sought to target
games developers, who have traditionally suffered from an image
problem.
Duncan Heath, chairman of ICM, said: "It is high time the creative
talent working within the games industry was recognised in the
same way as its counterparts in the film and TV business. The
new agency is a natural progression for ICM and we will seek to
expand and strengthen the synergies between the film and TV and
the games industries."
Hmmm...playing up developers as star personalities really worked
well for Ion Storm.
How to reduce online cheating
Brad Wardell takes a look at how to combat online cheating in his
latest Airspeed
column.
I've thought about this a long while and the answer lies in the
online communities themselves. Take the burden away from the game
developer and put it into the hands of the people who play the
game itself.
3am
New Line Cinema and EA have made the official announcement about
EA getting the rights to make games based on the Lord of the Rings
movies. Also, EA announced that Majestic has gone live. The first
episode's free, but others will be $9.95, with a new episode each
month.
There's a Mechcommander 2 demo now available, weighing in at 95
megs. Here's the official
site.
The Las Vegas Sun has a nice overview
of boardgames, touching upon ancient ones like Nine Men Morris and
the new dominance of the market by the Germans.
You've heard of cyber cafes, but what about comic
book cafes? They're the latest thing in Japan.
The Planet of the Apes remake was a 900 pound gorilla at the box
office, taking in $69 million. Zounds! No one ever went broke underestimating
the American public's love of monkeys.
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