Thursday, September 13, 2007

Clip from Danny Ledonne's Playing Columbine

A clip from the rough cut of Danny Ledonne's documentary Playing Columbine: a true story of video game controversy, has been released today to mark the anniversary of the Dawson College shooting this day, last year. The 13-minute preview sheds more light on the the film and the direction Ledonne is taking, focusing not only on Columbine, and the game itself, but on trying to understand the psychology behind school shootings. Joel Kornek a Dawson College shooting survivor contributes his thoughts among authors, professors, serious game developers and advocates. Kornek who previously contacted Ledonne after the shootings, has established a website called Kill Thinking, an online resource with information on school violence and bullying, featuring a forum that offers support on various topics youth may be dealing with.

Whatever you may think of Ledonne, or his game, one thing is certain, it has sparked much conversation and debate on all sorts of issues in today's society. I've interviewed Ledonne, I've also met the man himself and he's genuinely concerned for troubled youth who may be dealing with issues, and he's passionate about his cause. The film shows that video games can be viewed as an art form, and a tool to explore serious topics. As well it shines light on those who would blame video games for the root cause of violence in society, when the problem runs deeper than that, beginning with families, and parents. True, Ledonne may be riding the wave caused by his game, but it's something that is unavoidable. He's using it to further discussion on topics that haven't been studied, and that need to be discussed.

If you're a video game enthusiast, you should be able to appreciate a wide range of game genres. From the mainstream to indie and obscure. Video games should be able to explore any subject, and theme without fear of censorship. Super Columbine Massacre RPG!, though imperfect in design has been called many names, positive and negative. The reaction it gets from House Moms and University professors, game designers, and game players, says a lot about us, people in general.

Tuesday, September 11, 2007

SpaceGiraffe2Cool?

Forming an opinion on Space Giraffe could be easily expressed with one word, if the game was as black and white as a vague adjective. It's not. I can't seem to decide on how to accurately describe the game without being tempted to use the word 'SUCKS'. It's complicated, and I guess I'm conflicted. Torn between loving it, and hating it, Space Giraffe isn't exactly Tempest 2000, in fact, Jeff Minter's space shooter is different in many respects, yet it shares many similarities to his previous shooter. And, despite the name change, increase in psychedelic graphics, and gameplay tweaks, to those who have actually played Tempest (and Tempest 2000), this game in more ways than one, might seem like a let down.

If you're anticipating a game that revolutionizes the way shooters are played -- or ups the ante established with Tempest 2000 -- you'll be sadly disappointed. Space Giraffe feels more like an idea conceived as an extra gameplay mode to one the Atari Jaguar's most popular games, and not a game worthy of its own release. A game idea that years later, only now sees the light of day on the XBL Arcade. Does anyone even remember Tempest, let alone Tempest 2000? If not, Space Giraffe might make a descent introduction to Minter's (and Dave Theurer) shooter style. And if you think about it, it's like a gateway drug that may make you seek out its (better) predecessor.

After all Space Giraffe could be perceived as one of Minter's drug trip visions. But enough with the drug references, the graphics don't seem to have any focus other than to blind the player, trying to convince them that this is the greatest thing ever seen in a videogame. That just doesn't work for me. Neither does the music. It has its moments, but it lacks the energy of Tempest 2000. If the gameplay is gonna be similiar, the music might as well be too. When you first play the game you'll be blown away by the graphics, but once you start dying because you can't see what's going on, you'll find it frustrating.

Sharing the same uncomplicated gameplay established with Tempest, the game itself requires players to move their ship left and right, on a polygonal board. You in turn shoot your enemies before they get to your end. You can jump, and even ram your enemies for more points. Staying alive, and getting a high score is the point of the game. I recognize the classic arcade style, and I greatly appreciate it! In this day and age of mainstream titles, Minter brings the retro coin-op feel. I give it an A for effort.

The game is absolutely playable despite what others may say. It has just about the right amount of challenge to give you a reason to play again, get better and top your previous score. Once you get a hang of the control, and really focus on the barrage of enemies approaching amid the gaseous particle effects, you'll enjoy the game. There is a good game in there, somewhere... you just have to find it.

Space Giraffe isn't what I expected from all the buzz. I mean I like it, it's fun, but it's just I expected more. Is this a case of a video game legend running out of creative steam? Building hype around a project that just doesn't live up to it?

Well, one thing is clear, Tetzuya Mizuguchi has nothing to fear. The game guru has built a following and reputation for creative music infused titles. Maybe Minter should ask him for some advice?