Thursday, February 18, 2010
Curious Georges' Survival Tips for First Year N00bs
Well aside from a few STDs and maybe waking up in the Waitakere ranges a few times, yeah that sounds about pretty dead on.
In all seriousness though, your upcoming years at Auckland Uni are going to be some of your best and you will remember them for the rest of your life whether you like it or not.
You will always remember when you enquired about the upcoming verbal French test before realising you were in a Civil Engineering lecture, and your friends will remember that time you fell down the stairs after a few too many jugs at Shads that time. 21st fodder right there.
You will also remember seeing great bands at O-Week such as Minuit, The Checks and ol’ King Kapisi (all for FREE!) as well as taking part in the Shadows’ pub quiz. The same goes for getting into the Uni lifestyle by joining up with Bfm and getting all their sweet as bCard deals, cos you like free/cheap stuff right?
But aside from these upcoming moments in your university career there will be some pretty trying times.
Ask around and you’ll surely hear tales of people winging their way through a test they didn’t study for, or starting a 40% essay the day before it’s due and still getting a B+. Makes uni sound pretty breezy right? True. But for those of us who have tried this it really involves about 3 litres of Lift Plus, a truck load of sugar and a computer that doesn’t crap itself just as you’re submitting your essay. In short: yeah it is possible to fluke this shit off, but fuck it sucks doing it.
Basically what this primate is saying to all you plucky first years is: have fun at Uni, but don’t be an arse and think you can out-drink or out-think a seasoned Auckland Uni veteran – these are a hardy bunch and they will make you work for their respect.
Wednesday, January 13, 2010
Assassin's Creed 2 review

The first Assassin’s Creed received mixed responses from critics and gamers alike. Praise for its style and relative grace as well as just how damn pretty it was, whilst loud complaints were directed towards its tedious and repetitive mission structure as well as its general lack of difficulty. While the game’s praises led many to purchase the title, the flaws halted a number from gritting their teeth to complete the damn thing (myself included). Despite the game’s flaws it was clear that Ubisoft had a franchise worthy of a follow up and hence we have Assassin’s Creed 2.
While many elements of the game will be instantly familiar to those who played the original (free running, combat, stealth, etc) there are a few notable changes. Most obvious of which is the change of scenery: Crusade-era near-east is replaced by Renaissance Italy – whose themes of rediscovery of forgotten ways is very fitting for the sequel. Among multiple references to the original’s protagonist/ancestor, Altair, codex pages are inevitably discovered unlocking more Assassin secrets such as blueprints for a primitive gun and even a second hidden blade. Whereas other games may automatically upgrade your abilities upon collection of these collectibles, it is who you take these seemingly empty collectibles to that gives the game, and setting, real soul and believability – Leonardo da-goddamn Vinci. Yes, the Renaissance-era legend has a firm place in this title by being a close friend of our protagonist’s ancestor Ezio. It’s the little things just like da Vinci that give this game its charm and, as the timeline progresses over the years, the cities themselves change – bridges and churches are built, areas become more populated by believable people, etc. Speaking of which a little while into the game you are given access to your own villa-come-village that, as you invest in it, changes from a dreary hole to a bustling town complete with everything from a church and shops to a brothel (apparently a tourist attraction in Renaissance-era Italy), which earns you money relative to how much money you throw at it.
Settings and themes aside AC2 plays very much like its predecessor which is both good and bad. Good in that it is easy to pick up and thoroughly enjoyable whether whisking along rooftops or descending on a target. Bad in that it is at you may blindly find yourself resembling a squished tomato after gleefully jumping the wrong way off a ledge. Also, at times the combat is too easy with the all too reliable strategy being waiting to counter enemies’ strikes. Luckily these are the only remaining flaws from the original’s gameplay that remain, the tedious eavesdrop/steal/etc missions have been mercifully replaced by more varied missions that provide good pacing and actually feel that they are a part of the wider story arc.
Another major aspect of the original AC that makes a return for the good and bad is the visuals. While there is a lot of visual gratification for climbing up a church spire to admire the view there are at times some very jarring shortcomings in the graphics department. For example, characters’ faces still look exactly as they did in the first game, while very good they appear very tired and just plain lazy when compared to the AAA heavy hitters that AC2 is meant to compete with. While it may seem a very small gripe to make this type of shortcoming does prove to be detrimental to the experience which is a bit of a shame.
Outside of the main story arc Ubisoft have implanted a fair bit of side quests and booty collecting in order for gamers to get the most out of their buck. As well as the aforementioned codex pages (which also grant you more health eventually) you can collect feathers, loot for treasure and take part in side quests such as assassinations, races and deliveries. However there are two particularly notable side quests that will keep platform junkies and conspiracy nuts respectively busy. The first is Prince of Persia-inspired plat forming to be found in assassins tombs which eventually rewards you with your predecessor’s armour. The latter requires you to scan certain anomalies on walls etcetera in order to decipher clues that flesh out the game’s conspiracy – hinting at a presence that has long been among civilised man.
While Assassin’s Creed 2 still contains many similar flaws to its predecessor, it is a solid game for those gamers who want to have a change from online-heavy games like Modern Warfare 2 and Uncharted 2. While still holding onto the original’s charm and beauty the team at Ubisoft have (mostly) listened to fans’ and critics’ concerns by injecting a well-paced plot and believable setting thereby crafting a game that is a joy to both play or to simply admire.
8.5 out of 10
Wednesday, September 23, 2009
A Chat with Stickmen Studios' CEO Wil McLellan
Wil McLellan is not exactly your average CEO. In fact, Stickmen Studios is not your average company either, it is in fact one of New Zealand’s few game development studios. Wil managed to take some precious time out of his day to sit down and chat about Stickmen Studios and New Zealand’s place in the global gaming industry.Established in 2006 before opening their studio in Christchurch two years later Stickmen was formed after Wil and two friends decided, “Yeah we can probably make a game in our spare time”. After speaking to people in the industry they decided to formally establish the company and see where it would take them. What followed was years of tireless research that consumed many evenings and weekends. “And then the real hard work started”. Eighty and one hundred hour weeks became the norm as they experienced just how much of a challenge the gaming industry is. What was once a hobby now became his life.
Wil and his team gained experience by working with partner companies to create Flash and iPhone games. Working with kiwi-games portal company Cerebral Fix, two games for the iPhone were produced: the retro Swarm and the family-orientated Love, Share, Nurture – both available for purchase. However, Stickmen’s big projects-focus on the home console developing titles for WiiWare and, as of June this year, the PlayStation Network.
He explains that while Stickmen could have simply chosen to pursue franchised products with an already established audience it is simply not how the company operates, “Our real drive is to make original IP”. Despite opting for a business model with significant high risk Wil is confident in Stickmen’s ability to create high calibre games. By building titles from the ground up it allows for the emergence of innovative and exciting material, something which links into their goal to create breakthrough gaming. Take their soon-to-be-released WiiWare title ‘Dragon Master Spell Caster’ for example, a fully 3D titles to be made available for download on Nintendo’s console – by no means a small feat for a first-time project. Wil is particularly proud of the dragon-fighting gameplay because in a lot of games missiles and magic rarely, if ever, make contact mid-air, “We really liked the idea that when magic collides it does something magical”. So what would happen if, say, a fireball collided with an ice-based attack? Steam of course. And what about an earth versus lightning magic? You’ll just have to find out when the game is released. As their first complete project Wil admits that Dragon Master will provide Stickmen a significant learning curve “You’ve just got to learn how it’s done first time round and that always takes time”. And it’s from these lessons, he predicts, that Stickmen will grow as a company and learn to create subsequent games with greater efficiency and quality.

Speaking of which, Dragon Master is not their only project in the works: two additional WiiWare titles codenamed ‘Project I’ and ‘Project F’ are also in development. While admitting that he cannot reveal anything significant about these games, a quick gander at their website reveals a few details. ‘Project I’ appears to be a side-scrolling puzzle-adventure featuring cute cartoon-style graphics while ‘Project F’ hints at an addictive fantasy-based experience. While remaining very tight-lipped on these projects the head-honcho of Stickmen promises that both are original IPs that again contribute towards their breakthrough gaming mantra in their own unique ways. Stickmen, Wil enthuses, does not want to be held down to a single genre of gaming, claiming that the studio does not want to follow the herd. This is clearly evident in the range of projects thus far: Dragon Master is a 3D dragon flying game, while ‘Project I’ and ‘Project F’ are respectively puzzle-adventure and “strategically-based”. However, Wil teases, there is yet another project in the works that may be released before ‘Project F’. While remaining very quiet on any details he promises that this mystery project continues to carry on a “very different look and feel” to their other products, promising only that further information will be revealed come-November.
“We don’t want to be predictable”, Wil says, and tells me that he is particularly proud of Stickmen because the team are not part of a machine per se. In a writing meeting, for example, everyone gets to put their ten cents in, resulting in a team unified by something that is their shared creation: “I don’t know if it’s unique, but it’s certainly a very enjoyable way to work”.
With so many projects on the go and such an inviting space for employees to stretch their creative muscle, one would think that game development would be a popular career in New Zealand – a nation that prides itself on innovation. Unfortunately this is not the case. Wil points out that countries like Scotland and Canada, who respectively employ 11,000 and 14,000 people in the industry, earn their economies billions of dollars. While New Zealand’s few hundred game industry folk bring in a just a few million per year. A pretty embarrassing statistic, Wil laments, undoubtedly not helped by the lack of opportunities available to those wanting to get into the industry itself despite having the right qualifications. Those who miss out on the very limited positions in NZ’s gaming industry end up working for corporate IT or, as was the case of one of Stickmen’s developers, getting qualified then stacking shelves whilst trying to get into gaming. And then of course there’s the ever-occurring brain-drain: the exodus of talented and qualified kiwis overseas to pursue careers that are simply not available in their own country.
What is New Zealand doing to prevent this loss of talent? Aside from companies like Stickmen and Wellington’s Sidhe Interactive doing whatever they can, it seems very little. While very grateful to the support provided by WINZ (Work & Income New Zealand) and FRST (The Foundation of Science, Research and Technology), Wil still believes the central government could do more. “What I would like to see is some more government support for the industry” Wil declares, just like the recent support and subsequent rise of New Zealand’s movie industry. He holds a lot of respect for the Kiwi movie-makers who have proved that New Zealand is a great place to make films, but now he wants to prove that this is the case with our gaming industry. Pointing to the success of Shatter, Sidhe’s critically acclaimed downloadable game on the PlayStation Network, Wil claims that this is proof that New Zealand is more than capable of making great games.
So what could the government be doing to support our gaming industry? By providing a small investment and a few incentives similar to those offered by other countries, Wil predicts we could see an exciting growth similar to that of our movie industry. In fact, New Zealand game development has the potential to become as powerful, if not more so, than our world renowned movie industry. The explosion of gaming’s popularity thanks to the emergence of casual gaming in recent years has led to some statistics putting the industry growth rate at twice that of television and movies – proving that gaming is no longer a restricted medium. While joking that 95% of statistics are made-up, Wil still points out that the while the film and television grows at 5% per year, gaming rockets along at a whopping 10.5% a year – thus proving that it is no longer a restricted medium and the perfect place for investment.
So where to now for the New Zealand game industry? Will our government answer the phone and provide support to some of our most creative minds fighting to prove New Zealand’s place in the global industry? Or will companies like Stickmen continue to prove themselves through tireless innovation just as they have been doing so since they established themselves as one of the country’s very few game development studios? As more titles are released and announced it is plain to see that so long as Stickmen keep to their goal of delivering breakthrough gaming, New Zealand is sure to increasingly feature on the world stage. And who knows maybe in a few years we will proudly be seeing a kiwi presence at the E3 Expo in LA.
Transcription of Interview with Stickmen Studios' CEO Wil McLellan
Stickmen’s goal, your internet site claims, is “breakthrough gaming”. Has this always been the case since Stickmen was formed in 2006? And how do you aim to maintain this goal?It has always been the case, we didn’t want to make a company that followed a more traditional model which is I guess doing lots of projects for other people. Most of our projects we fund ourselves and as such we get to work on our own ideas, so our real drive is to make new original IP. It’s a real hard model to do because you’ve got to fund the whole thing yourself but it’s a real exciting one because the guys are creating genuinely new games. However, this model is high risk, because the newer the game concept, the more untried and untested it is, whereas if you take a well-loved franchise and put it out there there’s already a following. But we do like this approach because it was this desire to create new innovative and exciting entertainment that is behind Stickmen. Hence the first project Dragon Master [Spell Caster] is an original very bold project.

We are working hard to ensure that all the games that we are currently working on at the moment have a new angle or breakthrough in them. What we didn’t want to do was follow the herd. We want to make original titles that will excite and entertain, which is a real challenge but it’s what why we’re into games.
Speaking of Dragon Master Spell Caster: when will that be available for release?
Yeah I guess it would be a funny use of the word I know, testing time for you guys seeing as this is your first IP. This is your first real go at it, so it’d be quite important for you guys.
Dragon Master Spell Caster is our first complete project so you’ve just got to learn how it’s done first time round and that always takes time. Obviously what you hope is that the second one is faster and a lot smoother, and the third one and the fourth one... and you get better at it. It’s like anything I guess: provided you learn from your mistakes, the more you do it the better you get.
So tell me about ‘Project I’ and ‘Project F’, how will these contribute to ‘breakthrough gaming’.
I’ve noticed that you guys have recently gained development status for Sony’s PlayStation 3 and for the PlayStation Network. This could be too early to ask you this but how will this compare to developing for the Wii due to the power differences between the machines. Would you guys also be aiming to pursue a different audience because of the Wii is obviously more aimed towards the more casual markets whereas the PlayStation is going towards the more blockbuster feel of these big powerhouses. Are you guys chasing after a new market or are you simply trying to do something different?
That’s a good question because as you correctly say a lot of the consoles are directed at different audiences. What we are looking to do is to have the option to move the products across onto platforms where appropriate because gaming isn’t standing still, the markets are evolving. The PlayStation is a very exciting platform for us and obviously our guys are looking forward to learning about it and getting hands-on. I think it will be nice for people to experience our products in different ways as well because we can obviously customise them to suit those platforms. Why did we do it? It boils down to the fact that if you’re going to have a really good opportunity moving forward then it pays to have as many open doors as possible.
The NZ gaming industry is really just limited to a handful of players. There’s some embarrassing stats which are like Scotland employs 11,000 people in the industry, Canada employs 14,000, New Zealand: probably a couple of hundred people. That’s a real loss for New Zealand because these other countries are receiving literally billions of dollars a year towards their economy, New Zealand’s making a few million. And the real sad thing is that New Zealand is a great innovative country: there’s kids leaving university with the right qualifications and they’ve got nowhere to go. They’ve got a handful of organisations and if they don’t get the jobs there they have to leave the country or, as we found one of our lead developers, one of our great guys with a first-class degree, stacking shelves because there wasn’t an industry to employ him. They kind of jump out after education and go “Great I want to get a job!” and it’s either do you want to join corporate web design or graphic design? “No, I want to get into gaming” right well here’s a couple of companies to apply at and if they don’t have a job you can either join the queue and get a temporary part-time job or leave the country, or go into the corporate world and do a different career. So in regards to are we going to step out there: very, very much so. We have grown dramatically and that’s because there’s a lot of people around really, really keen to get into this industry. And Sidhe, who we work with very closely, they’re really driving the industry, trying to help people get out there, enormously helpful to me personally and to the company. Mario and the guys are excellent, so we are going to do everything we can to support that. And it goes without saying that if we get products out there we promote them correctly and publish them correctly then news will spread that people are actually making games in New Zealand. What I would like to see is some more government support for the industry. New Zealand’s embraced the movie industry because a few people did things the hard way and total respect to those guys. They’ve shown New Zealand can be a great place for movie-making, and Mario’s showing that you can make good games here. I mean Shatter is superb, it’s been very hard for New Zealand, or anyone in New Zealand, to achieve that. The incentives that are offered to studios opening up in New Zealand are non-existent when you compare to those in Scotland and Canada. So I think the answer to your question is two-fold. One is: yes absolutely, we’re going to do what we can to raise the profile of gaming in New Zealand and to show that it’s a fantastic place to make games. And why that is, is because you’ve got an educated population, a very attractive exchange rate, the games made in New Zealand are almost 100% export product; and you’ve got a Western culture so there’s no language-barrier when working with Europe and America which are two of the major markets. So you’ve got several enormous strengths and almost no companies here doing it. I really think the piece that’s missing is for the government to sort of sit back and go okay yeah this has got real potential and we should get behind this and see where it goes, because for an absolute miniscule investment and some incentives they could really develop a very exciting industry.
So that hobby-on-the-side you had, was that the beginnings of Stickmen?
Tuesday, September 15, 2009
The N Word
I am talking, of course, about Nintendo. And you thought I was going to say something bad.
Nintendo is to gaming what laughtracks are to bad 80s sitcoms, it has always been there and whether contemporary gamers like to admit it or not Nintendo’s prevailing legacy will always remind us of how to make sense of an industry that has matured into a mainstream form of entertainment in the last few years. The big N has been around since the stone-ages of gaming with the Nintendo Famicon in 1984 and has arguably been at the forefront of the industry healthily holding its own with the heavyweights Sony and Microsoft. In the last generation of gaming consoles Nintendo have taken a remarkably different direction that has proven to be commercially successful on a ridiculous scale, but has also resulted in a feeling of alienation for certain core gamers.
The Nintendo Wii and the handheld DS both incorporate technology that until recently could not be matched by their competitors: the use of two screens and controls incorporating a stylus pen of the DS and the motion controlled waggling of the Wii have allowed Nintendo almost unmatched access to the casual gaming market. However in the wake of the recent E3 conference in LA the Nintendo appear is increasingly looking stale – the Wii’s motion controls (albeit enhanced by the Motion Plus) appears to be outclassed by Sony’s showcase of similar hardware for the PS3 and the announcement of a new Metroid and Super Mario Galaxy barely seemed enough to steal the show from Sony and Microsoft. However all is not lost for the company that at one time defined console gaming, a DS title turned so many heads that it became for some the game of the show.
Scribblenauts sees the player controlling Maxwell whose task on every one of the 220 levels is to collect stars by using the stylus to spell out objects to spawn. Sounds simple enough right? The beauty of Scribblenauts lies in the sheer amount of objects, both inanimate and very much alive, available to you. For example you could spawn a ladder to climb up a tree to get that star, alternatively you could burn the tree down with a flamethrower...or flagging that completely you could spawn a time machine to travel back to medieval times whereupon you can summon a Kraken to terrorise the poor folk.
Save for my Pokemon days, I have never been a fan of Nintendo – Sony and Microsoft have always captured my attention with their pretty lights and loud noises – but if Scribblenauts has taught me anything it’s that one game’s charm can far surpass another’s action. It’s the possibilities that games like Scribblenauts presents to the gamer, whether they be casual or a seasoned COD4 vet, that defines the current generation of gaming. Gaming is currently going through a transformation hardware and software wise that allows the player to increasingly express themselves, titles like Little Big Planet and Spore too are evidence to this, that fits well with the social networking of Facebook and Twitter.
The reason for me writing this particular blog is to raise the question: After being in the game for so long will Nintendo’s focus on the casual gamer be the end of them? By the time the next generation of consoles roll out will the Wii’s successor even stand a chance now that it is increasingly probable that both Sony and Microsoft will incorporate motion sensing technology? Or will Nintendo focus exclusively on the casual market, further alienating their core gamers?
Tuesday, September 8, 2009
'Sold Out' - Blindspott

Apart from some questionable sound levels and editing in the bonus section of the DVD, Blindspott’s ‘Sold Out’ is a superb CD/DVD compilation that showcases the band’s live intensity. While officially claiming that the existence of this package was not confirmed until the night of the show, it was clear that Blindspott’s final official performance was going to be special – ‘Sold Out’ is evidence to this.
4.5 stars
Tuesday, August 25, 2009
I Feel Cream – Peaches

With this being a Peaches record there are some truly pumping electro songs that’ll get anyone’s ass on the floor, of particular mention is the peculiar Freudian themed ‘Mommy Complex’ and the bass-heavy ‘Take You On’.
3.5 stars
