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What bugs me about Need For Speed Hot Pursuit

The Need For Speed franchise has been around for a long time. To date, my best were Underground, Most Wanted, Porsche Unleashed, NFS World and my favorite is definitely Need For Speed: Shift. The new Need For Speed Hot Pursuit is none of that. Apparently gamers didn’t think Shift was a good franchise reboot and wanted something a bit more simplistic, less real and more like facebook. Need For Speed Hot Pursuit does just that. Even though it has amazing graphics, there is no racing game in there. Just a social network of boasting the biggest numbers to your online friends and nothing more. There are no currency systems, no modifications to your cars whatsoever, hell the cars are not really yours; they’re just unlocked by the tons as you play Facebook Hot Pursuit.

Why did I say it’s not really a racing game? Well first of all; really bad car handling. It feels like all brakes of all cars were made with pairs of loafers trying to squeeze the wheels while you’re headed dead-on to a concrete wall. Next, and most frustrating; let’s say you win a race in career mode by a tenth of a second and by god you must be really proud of that feat and you wish to know how close you were; it’s impossible to know. There are no scoreboards, no time boards no nothing. You just hit A a couple of times then hit the Gas and drift around until you win a medal.

I can’t wait for Gran Turismo 5.

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The Game This Week: Gran Turismo 5

After many thousand delays, Gran Turismo 5 is finally at our doors!

  • Gran Turismo 5 (PS3)

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BLOG58: Five Years!

Creation date: 14 Nov 2005 01:55:26

Wow, what was I doing in 2005? I think I was starting out video game school at the NAD. What were you doing in 2005?

  • 2005 is the year they unveiled and officially announced the Wii, PS3 and Xbox360 to the public.
  • The Hot Coffee scandal was still in the media.
  • Splinter Cell Chaos Theory got released
  • So did God of War 2
  • Psychonauts
  • Guild Wars
  • Battlefield 2
  • Indigo Prophecy and so many other awesome games were released.

Sadly, since I’ve changed hosting company and servers twice since 2005, I’ve lost everything of what was my blog back then…

These memories bring me to a question; Why in the first place did I create a blog? Myspace was big, Facebook was starting to get big… why would I go and create a blog instead of a social network profile page?

I guess I just wanted to know what was a blog so I did a little research and stumbled on Justin Hall, one of the earliest blogger and thought to myself: this must be cool to know your blog was there at first when it all started. Even though I was almost 10 years later and blogging was almost dead already I decided to open myself a blog just to be part of those who have had a blog.

From that point on it became a melody of random stuff I posted, half-assed game reviews and other things I found on the net. As time passed by my posts became more coherent and I actually found a purpose for the blog; my little digital footprint on the web. I will keep this blog going as long as I can so that one day some dude can see the common: “PLG WAS HERE 2005 – 20XX”.

In 2015, for the 10 year anniversary, I’ll throw a party and invite all my readers out. It’s a promise.

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Games of the week albeit a bit late..

Some little problems with my blog being down but now everything is back to normal so, the games:

  • Assassin’s Creed: Brotherhood (PS3, 360)
  • Need for Speed: Hot Pursuit (PC, PS3, Wii, 360)
  • Apache: Air Assault (PS3, 360)

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MIGS2010: A talk with Olivier Proulx and Ollie Sykes

Fortunately for me, the very busy team of Producer Olivier Proux and Creative Director Ollie Sykes from EA Mobile had a bit of time for an interview. A couple years ago I was one of the lucky NAD student to have had Ollie Sykes as a design teacher and so it was with much anticipation that I couldn’t wait to meet them.

Producer Olivier Proux @ EA Mobile

Olivier Proulx is an industry veteran that has been in the games industry since 2001 working on notable games such as Scrabble and Tetris for Ipad, Rock Band for Iphone, SimCity Metropolis and Trivial Pursuit Mobile. Ollie Sykes, also an industry veteran who worked at Psygnosis, Ubisoft UK, DC Studios and EA is now heading the think-outside-the-box department of EA Mobile. Tasked with creating new games he makes sure to use the latest mobile devices such as the Iphone, Ipad, Android and others to their fullest potential.

Creative Director Ollie Sykes @ EA Mobile

I asked Olivier and Ollie about the plus-side and challenges of working with smaller teams and projects with shorter development cycles. Olivier explained to me that this actually pushes creativity and helps the teams stay motivated and challenged about constantly innovating. He also added that the team really takes user feedback seriously for it is what really helps the team improve their product and drive it to always be better.

I asked both developers what game they enjoyed the most working on and playing with. They both agreed they loved Rock Band as a developer and as a player. Olivier also added the Ipad products like Scrabble were an amazing experience.

I also made an interesting observation regarding Ollie Sykes; for any aspiring designers studying at the NAD Centre, Ollie is the first designer we meet. He is a senior in the industry and has been teaching for a long time as well. He is at ease with people and well outspoken. For every designer I’ve met that has attended NAD as a student; Ollie Sykes becomes our idol and legend. He is basically what inspires every students in design to keep on going and get in to the industry. Sykes laughed and thanked me but I must say: I mentioned that as a fact. You become our first live idol of the industry to each and every one of us. Olivier added he is assured that the design team is in very good hands over at EA Mobile with a veteran like Ollie.

To all future NAD students; you will see what I mean.

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MIGS2010: A talk with Alex Hutchinson

Industry veteran Alex Hutchinson sat down and had a talk with me during the course of the Montreal International Games Summit of 2010. Alex worked on notable titles such as Spore, The Sims 2, Batman Begins and Army of Two: The 40th Day.  At this year’s MIGS, Alex Hutchinson was moderating a panel about Positive Play and Real World Gains.

Creative Director @ Ubisoft Alex Hutchinson

Alex Hutchinson is currently a Creative Director at Ubisoft and I was curious about one thing: Being a Creative Director is my career goal and so I was wondering, once you’ve reached that title what do you do? Hutchinson told me that for him, Creative Director is also his career goal and so now that he’s reached it he can focus his energy into creating games he dared only dream of.

Alex Hutchinson is a man who’s had the chance to work with Will Wright and so I asked Alex how it was to work at Maxis. He said he had a lot of fun mostly on Spore for it really is a “toy” game where you can just play around with the various mechanics and features of the game for a long time without ever really getting bored. He added that Spore is the game he has played the most when working on it and also after it was released. Alex prefers action and shooter games and it is one of the reason why he joined the Army of Two team. He mentions he really loved the 40th Day’s production the most for it is for once a project that followed its original direction. Generally, what you decide at the beginning of a project will be very much different at the end. Amazingly Army of Two: The 40th Day followed the basic idea and gameplay elements from the start. According to Hutchinson, Army of Two 40th Day was a production that went well from start to end. I can tell you these productions are rare.

What does Alex has in store for the future? Well he can’t tell but he promises it will be very fun!

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MIGS2010: A talk with Chris James

Chris James, Lead Level Designer at Beenox, stepped on the stage at the Hilton Bonaventure in front of a few hundred people to speak about what he learned as a Level Designer over the course of his career. It was his first time as a Speaker at the MIGS and even though he was nervous he still managed to grab the attention of the audience throughout all of his presentation.

Lead Level Designer @ Beenox Chris James

The next day, I’ve had the opportunity to interview Chris in a quiet place with some breakfast sweets and coffee. I wanted to keep the interview laid back and more of a talk in between me and Chris than a standard questions and answer type of interview and so we talked and reminisced about our time at EA. We both worked together on the game Army of Two.

I led the interview towards his experience as a first-time speaker and as James explained he had taught a course at the Arts Institute and at the time loved the fact that he could be helping out students and this is what motivated him to draw up his conference as a series of tips and methods of prototyping for students and aspiring designers. This year the MIGS had around 400 students attending and I can say that most of them attended Chris’ conference.

This brought me to ask him what got him to think: “hey I’ll do a conference for the MIGS!” ? Funny enough he replied: “maple syrup“. He explained that at the time he was still at Lucas Arts, missing the good old Canadian Maple Syrup and thought giving a talk at the MIGS would justify a good reason to buy some syrup. In a more serious tone he added that back when he was but a student he wished some experienced designer could have given a talk to aspiring designers about what it really is to work in the industry and this is what he decided to do. Chris James came to the MIGS to inspire students and shed some light on the industry letting them know it is a really cool place to work and build a career.

Chris also talked about the fact that he really enjoyed the teams he’s been working with since the beginning of his career and it is primarily what motivates him over the titles. When asked if he would prefer to work on a Barbie game with an awesome team or work on the next big Franchise but with an O.K. team James responded quickly he would rather work on the Barbie game since to him, teams are what really brings his career forth considering the amount of experience you gain when surrounded with great people. A very valid point indeed.

I was curious to know what Chris is the proudest of as a game developer and as a gamer. His answer was Star Wars The Force Unleashed 2 because it’s a game that reaches out to everyone. According to Chris, pretty much everyone has heard of Star Wars whether it’s from the old movies, the new movies, the clone wars animated series, the toys or the video games everyone knows and like Star Wars and The Force Unleashed 2 reaches out to all the fan.

After all that, I was still wondering if Chris managed to get Maple Syrup… He only offered some sort of evil laugh and left in a puff of smoke. It seems like we can add that to the list of the World’s Greatest Mysteries my friends…

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L.A. Noire Trailer: Best facial animation I’ve ever seen!

Just take a look at that! It looks like an old 50′s black and white mystery movie combined with AMC’s Mad Men! This is amazing work!

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MIGS2010: Notable Conferences

I had the chance and privilege to attend some conferences that were offered at this year’s MIGS and here is what I kept and learned from them.

Ed Fries Beauty, Constraint and the Atari 2600

To me, one of the best conferences of this year’s MIGS was definitely Ed Fries’. Surprisingly it was about coding.  Coding? Like C# and such? Yes. Coding. You see, Fries brought a very cool point: if you have certain constraints, do you tend to create something more beautiful than if you had none? Ed Fries was VP of Game Publishing at Microsoft. He is basically the guy that made Bungie, Ensemble and Rare studios big names today. He was also involved in the startup of AGEIA the company that brought PhysX. He is also the guy that created Figure Prints where you can get your WoW character as a figurine.

However important Fries’ contributions to the game industry are he decided to educate us about the art of programming on the Atari 2600. You see, Ed Fries recently released a game on the Atari 2600 called Halo2600 and explained the constraints of coding on the Atari. This means you had to find out of the box solutions for common problems that seem easy to fix when you’re not limited by the Atari. What surprised me is how true this statement can actually be. I feel it is left to debate if it’s true for any genre of gaming but anyway he pointed out some interesting examples regarding Art such as the Impressionist painters; they constrained themselves to only paint impressions through shapes and little dots of an image instead of the exact replication. Fries then linked us to the video games we know demonstrating the constraints such as MadWorld that is limited to 3 colors only, Minecraft that is constrained to only blocks and Kirby’s Epic Yarn with textures only made out of fabric.

Interestingly enough, when one is limited he will use what he has at his disposition in a more creative way thus creating beauty. Does this apply everywhere in the gaming industry? I don’t know. I think that if we all try to limit ourselves we will not come out with anything good. Something is deemed beautiful based on many things and one of them is what surrounds them. Beautiful games will arise when there are normal and ugly games flooding our industry.

Chris Ferriera, The Art of the Sell: Pitching your ideas

Industry veteran Chris Ferriera who worked on notable franchises such as Godfather, Batman, Army of Two, Lord of the Rings and Spore Hero is now a Creative Director at Behavior and held a conference at the MIGS 2010 about the art of selling your ideas.

Using a very nicely crafted powerpoint presentation, Ferriera demonstrated the Elevator Pitch concept to the audience; You must sell your idea in 30 seconds to 2 minutes. It’s called the elevator pitch because you should be able to pitch your idea within an elevator ride. With a simple list of Do’s and Do Not’s Chris explained how you must always know your audience, adapt to them and make sure they are always feeling in control and happy about what they are hearing. Chris Ferriera has a way to explain something we always knew yet were never able to put in words and rationalize. Using his own skills of selling ideas he sold us to how to sell ideas. A very compelling Q&A followed where Chris really made sure to fully respond to each and every questions asked.

Alex Hutchinson, Michelle Hinn, David Edery, Dante Anderson, Genevieve Lord, Ann DeMarle – Positive Play Real World Gains.

This panel covered an important aspect of gaming: Positive Impact Games. This does not mean non-violent games; this means a Special Interest Group studying the impact video games have on our society and evaluating the positive aspect it has. The panel discussed about the possible danger of Crowdsourcing from multiple examples drawn from the book Changing the Game by David Edery.

For example the Google Image Labeler where you play for points in identifying images with an unknown partner on internet. You even get leaderboards for the points you make but the interesting thing is that this game is actually helping google identify its image database which means that through playing you are helping optimize google image search. As a contrast, a hacker created a game where players identify captcha words and the more they identify the more they see of an image of a nude woman. This can be compared to brute force hacking for the captcha system done through crowdsourcing. The panel focused on its positive effects versus its negative effects. As a moderator, Alex Hutchinson led the discussion in a captivating way involving the audience.

Rafael Chandler, The Narrative of Narrative

One very interesting conference was the one of Rafael Chandler, a freelance game writer who worked on amazing titles such as Deep Black(coming soon), SOCOM 4(coming soon), SOCOM: Fireteam Bravo 3, MAG, SOCOM: Confrontation, Ghost Recon 2, Ghost Recon 2: Summit strike and Rainbow Six: Lockdown. His conference starts out with: It doesn’t matter what you think you’re writing; what’s important is how people interpret it.

Chandler doesn’t actually talk about how to build a good story but more about what makes people like a good story based on the fact that a game writer is working with a team of designers, programmers, audio engineers, voice actors and animators who are all integrating the work in the game in a very technical way.

Rafael Chandler sees a project as a story and it is the way you work inside that story that will make sure what you are writing for the project makes a difference or not. He also adds that entering unknown territory by inputting personal and visceral stuff from your guts will set the story apart. He supports this point by mentioning that everything is worth justification or it really risks being cut.

Based on the theory of diminishing returns he states that, as a writer, every idea is valid yet the value of said ideas will diminish over time. What may seem like the best idea ever during pre-production may be the worse you can have if you try and input it when nearing the end of production.

Rafael Chandler also brought a very important point as he was concluding his conference, he says that “whenever you start at a new place, you have to come in very strong to make a good first impression”. I think those words are extremely meaningful for pretty much every profession in the industry.

Olivier Proulx and Ollie Sykes – Touchy, Feely: The pleasures and pitfalls of creating games for Apple devices

As we all know the Iphone and Ipad are now very important gaming devices and EA Mobile studio is proud to say they are accomplishing amazing feats on those devices. Olivier Proulx, producer and Ollie Sykes creative director constantly think outside the box to create top-rated Iphone and Ipad games such as the famous Scrabble that can be played with an Ipad and Iphone together. They also came up with the incredible Rock Band for Iphone and Ipod Touch.

The message is simple; the Iphone and Ipad are very powerful portable gaming device. In fact, they revealed that 60% of the people who bought an Ipad bought it for gaming purpose.

As we all know, there are thousands of applications and games on the App Store and the best way to stand out is really to have a “kickass game” said Olivier Proulx. A strong Brand and a good Publisher does help but the overall quality of the game is what makes the sell.

Hardcore games on mobile devices will peak and drop quickly when compared to more “casual” games where they will stay in the top sales and best rated for a long time.

The ratings on the App Store are given by users. This is great for developers because they really know where the problems are. On the other hand the critics, when user based, can be pretty vocal if there is something wrong about a product and even if the said product is free.

On devices such as the Ipad and Iphone, less is more. The interface and control scheme need to be minimal and natural. The devices use your fingers to work on iOS therefore using the same control scheme with your games will only make it natural for the players hence a better learning curve.

They explained the basic principles of a good Iphone/Ipad game; you need to grab the player with a simple concept, an easy entry and a quick sense of reward. You then need to hold the player by layering your mechanics, including a sense of discovery and placing a Eureka! moment.

Sykes summarized with Oooh!, Ah-ha!, Wheee! and RAWR! Oooh! stands for discovery, Ah-ha! stands for understanding, Wheee! stands for having fun and RAWR! stands for mastering the game.

They ended the conference with the challenges of developing on portable devices such as the Iphone and Ipad with the multiple constraints they have such as the different SKUs, QA, the rapidly evolving platform, the short development time, the tools needed to develop and playtest and finally the portability to other smartphones such as Android and Blackberry. I felt like buying an Ipad as I came out that conference.

Chris James, Notes about Level Design Prototyping and Practices

Chris James is a Lead Level Designer at Beenox. In the past he worked on games such as Full Auto, Army of Two, The Force Unleashed Sith Edition and The Force Unleashed 2. He gave the attendees a speak about what he learned as a level designer for aspiring and junior level designers.

The conference moves from definition of design and prototyping to basic do’s and do not’s of prototyping and practices within the industry.

This year’s MIGS had many students and Chris James’ conference was an excellent way for them to learn what it is to be a designer in the game industry. Chris’ experience and good games lineup brought the Q & A session to a whole new level where it lasted almost as long as its conference. Students had the perfect opportunity for them to get to know what it is like to be working in a development studio.

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MIGS2010: Interview with Marie Claude Bernard

I’ve had the chance to sit down and talk with one of the people behind the biggest video games event in Canada and the East Coast of North America. Marie Claude Bernard is the Communications and Public Relations Director at Alliance numérique, the association behind the MIGS.

Marie Claude Bernard - Alliance numérique

The city of Montreal and the province of Quebec recently saw a major growth in the video games market with new studios opening in Montreal. Studios such as Warner Interactive Montreal, THQ Montreal, BioWare Montreal and Funcom Montreal. Along with the already existing and very big Ubisoft Montreal, Visceral Games Montreal (what was EA Montreal), Eidos Montreal and Behavior (recently renamed from A2M). These large companies along with the smaller ones such as Trapdoor manage to put the city of Montreal as the reference when it comes to digital medias. In fact, did you know that the video games industry encompasses more than 7 000 jobs in Quebec with 105 companies all related to video games and medias?

Montreal has become a reference within the industry and it is for that purpose that next year’s MIGS will be bigger, much bigger. When I asked Marie Claude what we could expect for next year she replied “Bigger, better and improved”.  She sees next year as a challenge to one-up the success of this year hoping to bring all of the media sectors into one big festival with the integration of e-learning, mobility and Internet. They are viewing the MIGS as something more open and more accessible. It should be lasting longer as well.

All in all she labeled next year’s MIGS as Montreal Digital or as MTLDGTL and they even have a sweet logo for it.

mtldgtl

Montreal Digital - MTL DGTL

Next year will be the Alliance’s 8th MIGS and I must admit that considering what I saw this year it will indeed be a challenge to build something even better. The MIGS received over 1 500 attendees and had 35 exhibitors and over 80 conferences as well as the D3D contest and the parties, cocktails and installations related to the MIGS. When they said Montreal Takes Control they really meant it.

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