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August 2007: Table of Contents

Cerise Issue 3 [August 2007]

Features

From the Editors

Craft Check: Custom Game Master’s Screens

With a wide variety of back-to-school supplies currently in stock in office supply stores, now is the perfect time to construct your own custom game master’s screen. These screens are very adaptable, and can be made suitable for any tabletop game.

Gaming in the Media: Much Ado about AO

Is getting an Adults Only (AO) rating as much of a death sentence as RockStar Games made it seem? Latoya looks at the recent controversy over Manhunt 2 and what it could mean for game developers.

Interviews

Miriam Ruiz: Game developer

Articles

Gender & Live-Action Role Play: Introduction

Author: Samara Steele
Samara kicks off her series looking at LARPing from a feminist perspective.

Myth Busting: Gaming as Antisocial Behaviour

Author: Andrea Rubenstein
Andrea takes down the myth that games are inherently antisocial events.

Women will Love Stranglehold: A Hands-on at E3

Author: Yvonna Lynn
Yvonna talks about her experiences playing Stranglehold at E3

Gamer Stories

Notes from the UnGamer

Author: Jewel Faulkner

8 a.m. on Saturdays

Author: Karen Healey

I’m a Female Plant Shaman: A Crash Course in Geekdom

Author: Anna Holt

Reviews

Jade Empire PC Special Edition

Author: Cherie Thomason

Retro Review: Prince of Persia

Author: Abby Wilson

Odds ‘n Ends

The Back Page

Retro Review: Prince of Persia

By Abby Wilson

Prince of Persia, Virgin Games, Inc, Nintendo Entertainment System, 1991

And they say that video games can’t be educational.

The first time I played this game, way back in the twilight months of 1992, I thought Persia was a fictional country, filled with the dragons and elf warrior princesses that occupied my imagination at the time. Until my mother saw me playing the game and informed me that, no, there aren’t any dragons in Persia, but that it was a real country once upon a time. It burst my bubble but I continued playing anyway; plenty of other imaginary kingdoms to pretend to rule!

When I told a friend of mine that I was going to do Prince of Persia for this review, he laughed and said, “Oh, the unbeatable game, right?” This game is a classic in many ways, but mostly for its incredible difficulty. I was a video game prodigy at seven, but even this game proved to be a little too hard for me. To this day, in the year 2007, I still have never beaten this game… without using a cheat code, that is. I know, I know. It’s on my list of things to do. (more…)

Jade Empire PC Special Edition

By Cherie Thomason

Jade Empire is an action RPG developed by BioWare. Published by Microsoft, it was originally released for Xbox in 2005 and released for the PC as a special edition in 2007. I had not previously heard of Jade Empire when my husband brought it home. But I knew I would play it when he made the connection to Knights of the Old Republic (also by BioWare), a game I thoroughly enjoyed. I played the PC version of Jade Empire and I’m not sure I would have known that it was originally an Xbox game. The environments looked beautiful and the controls supported both my customized keyboard layout and a gamepad. While my husband played with the gamepad, I took to using the mouse/keyboard setup after I figured out which keys I needed to map to my numpad for most efficient flailing (it’s how I play action games, honed from my Mortal Kombat days).

Combat

The combat system was relatively straightforward to understand once I’d seen it in action, and the game made sure to initiate me on it right away. The manual described it as a rock, paper, scissors system. In the game, it translated to attack, block, and power attack where blocks stop attacks, attacks interrupt power attacks and power attacks break blocks. I understand that it’s possible to watch my opponents, determine what move they’re about to perform and react accordingly. As it turned out, I rarely employed blocks and favored meaningful flailing which amounted to a lot of jumping and rolling away, then jumping back into range to deliver attacks and power attacks. And yes, the rolling did help – it delivered blows to any opponents unfortunate enough to get in my way, preventing them from hitting me in return. Complexity is added to the system by way of many fighting styles. There are Martial Styles (hand-to-hand), Magic Styles, Weapon Styles, Transformation Styles (transforming into a mythical beast), and Support Styles (beneficial, no damage attacks). There were too many styles for me to explore fully or even understand through the course of the game, but it did add some variety in how I could fight. Fortunately, I didn’t need to understand or even use every style I came across to finish the game. I primarily used Martial and Weapon Styles with the rare Transformation and Support Style thrown in.

The game keeps track of three conditions: health, chi (a.k.a. magic) and focus. Health and chi work as one would expect. Focus dictates how much you can use weapons and can also be expended to slow down time. Running out of focus forces you to switch to hand-to-hand combat, which cuts down on both range and damage output.

The Story

In my view, the combat is only secondary to the story and characters. I could (and did) play a male or female protagonist. Common internet wisdom maintained that customization of stats came so easily through leveling as to make the initial build choice irrelevant. So I initially chose the female that wore the most clothes; my assumption was that while cotton wasn’t much armor, it was better than bare skin. In fairness, the male characters didn’t wear much in the way of upper body armor either.

The story was set in mythical China. As the main character, I was the top student in a borderland school under a revered master. But as I neared the end of my study, the master alluded to a secret past tied to disturbing happenings around the empire. But the story would have been short indeed, had not some mysterious, sinister group swept in, kidnapped my master and laid waste to the idyllic town and school. Having survived the carnage and thus been suitably motivated, I set off into the adventure. Throughout the story, I was given the choice to follow the Way of the Open Palm (light side) or the Way of the Closed Fist (dark side). The choices primarily mattered when determining the outcome of the various quests. While the general storyline continued forward regardless of my choices, there were quests, items, and even endings that were available or locked depending on which Way I had been following.

As the story progressed, I met a number of characters that joined my adventure. They were evenly split between having Open Palm and Closed Fist tendencies. While most could join and help me in combat (one at a time), there were two that were purely non-combat characters. Of all my companions, my favorites were Sky, a roguish thief with a ready wit, Silk Fox, an imperious, no-nonsense beauty with a secret, and Kang the Mad, a brilliant inventor and pilot with a quirky point of view and a less-than-perfect memory.

There were a number of moments in the game that I found refreshingly anti-stereotypical. Wild Flower, a young girl in my entourage, had a conversation with me (as a female character) concerning her admiration for the strength of the adult women in the party. One quest in the capital city had me as a stand-in in a play as a female character that needed saving. I had an interesting conversation with the playwright/quest-giver discussing the fact that traditional theater only officially employed men and how ridiculous the conditions were that women had to endure in order to participate anyway. Finally, the game provided an option to flirt with a member of the same sex, albeit mildly. My understanding is that if I flirted with both a member of the opposite sex and a member of the same sex, the relationship with the opposite sex would have taken precedence. Since I wasn’t able to resist flirting with everyone I was given the opportunity to, I wasn’t able to see how far the game designers would have let me take the same sex relationship.

There were seven unequal chapters in the game. The first chapter was necessarily linear, as the introduction to the game play as well as the story. The second and third chapters were the most open-ended, allowing me to explore the town and city respectively and rack up the side quest list. Once I reached the final section of Chapter 3, the game sadly fell into a single track, with no more side quests, in a sprint to the end. I consider this a mild complaint since I had enjoyed the previous chapters and was merely disappointed in my wish for more game content. The difficulty of the fights was also somewhat uneven. While the final boss fights were generally a step up from most of the game, I found that the most difficult battles involved relatively minor side quests earlier in the game. On the plus side, the game allowed me to toggle the difficulty mode between easy and hard at any point in the game, including mid-battle. My patience for repeating a fight wore thin at points and that toggle allowed me to continue enjoying the game rather than get frustrated with it.

One more touch that I found thoroughly enjoyable was the voice acting in the game. My companions each had very different personalities, which were enhanced by their voice actors. I could always click through the dialogue segments in order to speed up the process, but in the first play-through, I found myself listening through the conversations in their entirety. A pair of voice acting highlights for me included Nathan Fillion of Firefly/Serenity fame and John Cleese, especially since I was expecting neither of them.

Conclusion

Overall, I highly recommend this game and give it a rating of 5 lolcats. BioWare has once again provided a compelling storyline with engaging quests coupled with a combat system that was simple to learn while still providing challenges along the way. Now, if you’ll excuse me, I have a third character awaiting her turn at the game.

I’m a Female Plant Shaman: A Crash Course in Geekdom

By Anna Holt

I started gaming while at MIT. Please don’t stop reading just yet. I don’t think you’ve heard this story before. I will not speak of how, in going to the land of math, science, Assassin’s Guild, and hacking, I finally found my true niche. I will not speak of my brothers and sisters in geekdom and finally finding a place I belonged after the torment of middle school and high school. I appreciate those who can tell such stories, and I count some of them among my friends. But, I did not visit MIT as a shy high school senior and feel instantly at home for the first time. I wasn’t even a geek. I was just stubborn. To me, MIT represented the worst possible baptism into academia I could imagine — a land without the grade inflation of the Ivy Leagues, without the caring professors of the prestigious liberal arts colleges, without the whole range of ordinary kids who would make me look better by comparison, and, most importantly, without even a subdivision of the humanities. If I went there, and if I failed at math and science, I had no recourse. I did not even have the fallback of a liberal arts degree. All that was left for the “fallen” was a generic major in course 21 (“Humanities”). Obviously, if such a trial by fire existed, it was the best. If it was the best, then, to prove to myself I really belonged in science at all, I had to go there. Anything less was failure already. (more…)

8 a.m. on Saturdays

By Karen Healey

Let me tell you, I’m a geek. I love comics (I love superhero comics), I was reading fantasy and sci-fi before I lost my first tooth, I’ve been a drama nerd for years and last year I gave in and bought a Macbook.

I’m establishing my credentials to soften this confession: I don’t game a lot. I played Final Fantasy VII and VIII, but the others didn’t appeal. A quick game of Solitaire or Puzzle Bobble can provide procrastination, but only after I’ve exhausted my blogroll. And though I’m fond of creating characters in WoW, I’ve never bothered to get any of them past level 20.

Some of it’s because I get sick of sexism and racism in even my casual entertainment, but much of it is because my attention span is minute and without mental stimulation I tend to get very bored, very fast. I love intriguing, interactive stories, but I hate manouvreing a character down endless roads, or beating my head against some intractable puzzle, or fighting the umpteenth Silver Goblin Dude in hope he’ll drop the Whizzbang Gobby Gidget I need for the next quest. So in most respects, I’m an extremely casual gamer. (more…)

Notes from the UnGamer

By Jewel Faulkner

“You’re such a gamer. Gamer!”

My big brother used to taunt me a lot with that when I got out of college. And I always stared at him funny and went, “…I am not a gamer! I don’t even like video games!”

He always snorted at that and went, “…Gamer.”

“But I don’t play games!”

And he always smirked, shook his head, and said, “Doesn’t matter. You’re a gamer.” (more…)

Women will Love Stranglehold: A Hands-on at E3

By Yvonna Lynn

Yvonna Lynn attended the E3 Media and Business Summit in Santa Monica in July. Here, she gives our readers a look at upcoming game Stranglehold. (more…)

Myth Busting: Gaming as Antisocial Behaviour

By Andrea Rubenstein

When gamers are talked about the image that springs to most non-gamers minds is that of a grown man living in his parents’ basement doing nothing but sitting in front of the television and/or computer wasting the precious years of his life by playing games. This constructed “gamer” has no friends, no social skills, and no interest in life outside of his games.

It is probable that most gamers at some point in their lives have embodied one part of this stereotype or another, but to use the stereotype to pass judgment on games as being inherently antisocial ignores important issues such as the popularity of multi-player games, as well as the tendency for gamers to play single-player games with their friends. (more…)

Gender & Live-Action Role Play: Introduction

By Samara Hayley Steele

Stranger in the Mirror

Four Years Ago…

It is the day of my first LARP game. After riding in a cramped car for over a hundred miles, my companions and I have finally arrived at the campground. We unpack our gear and wander through the trees, searching for the tiny cabin that will be our home for the next two nights. When we find it, we push through the door and spread the contents of our suitcases across the dusty, pine-needle-covered floor.

I look into a mirror and see more than a mere reflection of myself in a costume. I see an opportunity, a chance to step out of my skin for a weekend and create a new identity free from the constraints of normal society.

Within minutes the six of us are donning tabards and leather armor, painting our faces with stage makeup, and tying little tinkling bells to our ankles. Someone is gluing little elfish tips to his ears, and the fellow next to him is affixing satyr horns to his forehead. I weave little rubber cat ears into my hair and paint whiskers across my face.

When I am finished I look into a mirror and see more than a mere reflection of myself in a costume. I see an opportunity, a chance to step out of my skin for a weekend and create a new identity free from the constraints of normal society. I imagine what my new character will be like: a gruff rogue barmaid that swaggers when she walks and don’t take shit from no one. I visualize myself strolling into the village tavern, edging up to the bar, swigging a rootbeer, and demanding a job. In my naivety, I think that it will be easy to define my character; that I will be given the same creative freedom and opportunities as everyone else. (more…)

Interview with Miriam Ruiz: Game developer

By Ariel Wetzel

Miriam Ruiz is an engineer hailing from Spain. She is a game developer for Debian, a Linux operating system, and is currently the only female blogger at the Spanish tech blog Barrapunto. (more…)

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Compilation copyright © 2007 - August 27, 2008 Cerise Magazine.