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American Made - 02/04/05 - Andrew
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It seems like every update I make lately starts off with a reference to an earlier update, and for that I apologize. I swear this atavistic behavior is in no way intentional, other than perhaps being indicative of an ability to intuitively pluck long-lasting threads of discussion out of the aether, or otherwise harp on the same ten topics in an endless cycle. But in any event, sometime last year I made sure to mock the statement
American McGee: If you go to the store and find American McGee's Alice or Oz or Grimm, all of those are signature titles that have to fall within the dark, twisted fairy-tale genre. They're gonna be action games, they're gonna be 3D, they're gonna be, from now on, primarily console games.

Hansel & Gretel
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with the intention of displaying how predictably lame and boring his moniker would become. Make no mistake, I'm looking forward to American McGee's Hansel & Gretel where you play a two-headed, three-armed set of conjoined twins jumping from mushroom to giant mushroom while throwing bread crumbs at evil gingerbread men. But if I wanted yet another formulaic piece of carefully marketed shlock, well I already have the entire video game industry, thank you very much. But then I saw a review for American McGee's Scrapland and now everything has changed. Instead of a dark gothic brooding third person action adventure game, Scrapland is a bright futuristic cheery third person action adventure game. This is bizarre enough that Gamespot made sure to ask about it when they recently interviewed American McGee. The site may or may not be overrun by McGriddles at the moment so I'll just paste it here:
GS: What are the origins of Scrapland? How and why did you decide to make a colorful action adventure game featuring robots?
AG: I sent a note to Scrapland's lead designer, Enric Alvarez, and asked him. He wrote back and said this: "Scrapland is a very complex game with many influences. From Stanislaw Lem's sci-fi literature to Pixar's films...I'm only mentioning the more obvious ones. In general, it can be said we have been influenced by games, movies, and books that try to innovate and move some steps forward from the establishment. Personally, I don't like wasting time doing things that have already been done."
How and why does anyone decide to do anything? No, seriously. Answer the question.
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To drain the well dry of personal anecdotes that I could possibly relate on this site, back when I wrote the short-lived fake gaming news site The Smoking Gun (mirrored here in case Gamespy gets wise to how I have been leeching free E3 passes for years), I wrote a short blurb about American McGee's Alice, and how Lewis Carroll was a drug addled pedophile, &c. Somehow one of American's overzealous cronies caught the scent and I received a terse email asking where this quote came from and American never said such a thing. I can't remember how I responded but I probably kowtowed in abject fear like I did when The Onion's lawyers threatened to sue me... but that is another story.
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American is just so lovably eccentric that the little extra paragraph tacked on to the end of his response doesn't set off any alarm bells when really it exhibits an awful lot of low key paranoid hostility. It would be easy enough to ignore it entirely if you didn't know that American had absolutely nothing to do with the concept or design of the game. None, zip, zero. Any Babylonians reading this article will be unable to grasp the extent to which American was not involved. In truth, by the time American joined the project as executive producer the game had already been in production for two years. So rereading his answer with that in mind it becomes clear that American tries his best to provide some sort of coherent response while completely ignoring the fact that half the question is entirely incorrect. It's possible that American is simply attempting to cover up Gamespot's faux pas and spare the interviewer the embarassment of not having done five minutes' worth of research on the subject. Or it's possible that American is just perfectly content to hog all the credit for something he didn't make. The choice is up to you.
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Fuck that, the choice is up to me. Not only is American a bald faced liar, he couldn't even be bothered to ask the real creator for a proper answer, so he cribbed lead designer Enric Alvarez's response to a question from an earlier IGN interview completely verbatim. And I am pretty sure that by reprinting content without permission, Gamespot is now the legal property of IGN. Thanks a fucking lot, American.
Since I'm never going to talk about this game again I'll throw in the astonishing differences I found when reading the respective Gamespy reviews for the two different platforms for which this game has been made:
| XBox review |
PC review |
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"All of the characters of are well animated, and show a level of emotion and personality sorely lacking in most human characters in other video games. The voice acting in the game is also extremely well done."
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"You can talk to anyone in the game world, yet most characters look identical since there are just a few different generic robot types. They're poorly voiced by the same handful of actors, and most robots only utter a few silly or irrelevant lines like, 'I've got an itchy skull.'"
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"It isn't perfect by any means, but most of its shortcomings are made up for by its entertaining characters and plot. American McGee has always had talent for crafting some truly original stories, and thankfully, Scrapland is no exception."
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"One of Scrapland's biggest faults lies in its storytelling, a place it could have really shined. [...] The humor rarely works in Scrapland. The game was translated into English, and perhaps something got lost in the translation, or perhaps the writing is really just as bad as it seems."
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Now I'm not saying that American McGee would pressure Gamespy to rate the XBox game more highly than the historically lower-selling PC version. Why would I even suggest such a thing, you ask? How and why does anyone decide to do anything? No, seriously. Answer the question.
Weekly Column - 01/29/05 - Andrew
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Item! Regular readers will recall Fail Math's unproductive war against long-winded loquacious liemonger Tim Rogers. Insert Credit recently published his latest tract, which wraps up 2004 in a flurry of Japanese anecdotes and all-caps sentences. I had no desire to actually read the thing but my symbolic status as freedom fighting Erin Brockovich to Tim Rogers's evil power conglomerate demanded that I at least make an effort. Luckily Tim must have anticipated my dilemma because I had barely reached the second paragraph when I came upon the following:
As this fine website has been only gaining in popularity in the past set of years, this of course meant that the article was slammed and flamed and beat to smithereens on various websites I never read and/or have never heard of. There was one guy whose name I don't remember who had an issue with my freely admitting to my killing off of my ex-girlfriend's hardcore Diablo II sorceress. I never got a chance to clear the air on that one -- you see, her password was my name. It was my name because she always made her password my name.
And so forth. If Tim was trying to distract me from any potentially incriminating material buried somewhere in paragraph 542, mission accomplished. After reaching 100% interest within a minute of starting the article, the rest promised nothing but a long, banal slog, with only the prospect of reading about people who are not me. There is something to be said for aggressive editing, but Tim Rogers's patented stream-of-consciousness writing promises that any and all half-formed thoughts pouring out of his mental maw are transcribed in the order they occur to him. Being the subject of Tim Rogers's second line of thought about the entire year of 2004 does me proud, and if there was any sort of war going on between us, I would be claiming victory. Like the old saying goes, it's only vanity if they're not actually thinking about you.
Gravity Gun Watch 2K5 - 01/15/05 - Sidney
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From IGN:
The only futuristic weapon Cortez has at his disposal at all times is the Temporal Uplink Device. This has two main functions, the first is the holographic 3D map and the second is as an anti-gravity device. Using this you can pick up any moveable prop within the level and fire it at speed into your enemies; this becomes particularly destructive with exploding barrels.
Fuck Dayton Taylor - 01/10/05 - Andrew
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It was recently revealed that the upcoming Doom 3 expansion pack will include bullet time. This is not particularly newsworthy. Its neuron-overloadingly creative redubbing as "Hell Time" did inspire me, however, to finish up a list I've had sitting around for a few months now. If anything, this can serve as a starting point for game developers trying to determine what phrases are left that they can dub their gameplay toggle where the passage of time slows down. May I suggest "Slo-Go"?
| Max Payne | "Bullet Time" |
| Enter the Matrix | "Focus" |
| Perfect Dark | "Combat Boost" |
| Turok | "Spirit Mode" |
| Bloodrayne | "Dilated Perception" |
| Every Star Wars game | "Force Speed" |
| Prince of Persia | "Slow Motion" |
| Spider-Man 2 | "Spidey Sense" |
| Blinx | "Reactive Time" |
| Catwoman | "Domination Mode" |
| FEAR | "Hyper Sensitivity" |
| 007: Everything or Nothing | "Bond Zone" |
| Red Dead Revolver | "Dead Eye" |
| Burnout 3 | "Impact Time" |
| Viewtiful Joe | "Slow-Time" |
| Crimson Sea 2 | "Time Extend" |
| Secret Weapons Over Normandy | "Reflex Time" |
| Advent Rising | "Super Speed" |
| Dark Angel | "Rage" |
| NARC | "Marijuana" |
| ESPN NFL Football | "Slow Mo" |
| Samurai Spirits Zero | "Enlightenment Mode" |
| Psychotoxic | "Slowdown" |
| Virtua Cop 3 | "ES-Mode" |
| Samurai Jack: The Shadow of Aku | "Sakai Mode" |
| Dungeon Lords | "Time Warp" |
| Chaser | "Adrenaline Mode" |
| Vampire: The Masquerade - Bloodlines | "Celerity" |
| Doom 3: Resurrection of Evil | "Hell Time" |
The expansion pack will also include a gravity gun, marking the first step of what will undoubtedly be a long and arduous process as every FPS for the next three years has to come up with an original moniker for their specific incarnation of it. However, id was quick to point out that they had a similar tool in their game even before Valve ruined it for everyone:
"It's one of those things that's just fun, and we've had it around in our engine," Hooper explains, "we actually used it as a tool throughout development where we'd grab physics objects and place them around the world." While there was some thought to adding the gun to DOOM 3, the team decided against it. "We talked about that quite a few times, but we had such a big arsenal of weapons, and so many other cool things going on, that it was just one of those things that never made it in."
That the gravity gun was, by id's own admission, "just fun" was apparently no reason to favor its inclusion over a twenty-third level made up of poorly lit tech-base tunnels.
UPDATE: Looking at the article a little closer, I think I stumbled upon something completely revolutionary in the field of Mars base photon directing solutions.
ENERGON!!! - 01/09/05 - Andrew
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It's a well known fact that all game reviewers consider their profession a temporary calling until their literary talents are discovered by some higher-class employer and they're whisked away into a magical lifestyle where people revere them for their ability to write sentences at a nineteenth grade level and overlook their crippling interpersonal disorders. Usually their grandiloquence is kept in check by having to run down the laundry list of the various facets of whatever game is in the docket. When reviewing Halo 2 about all a writer can do is look through a thesaurus for a Microsoft-approved list of superlatives. It's when a game has proven terrible, or at least unforgivingly mediocre, that the artiste can bring his full command of the English language to bear. In the absence of any obligation to treat a game fairly or bother devoting the review to discussing the game itself, reviewers fall prey to the belief that people want to read a review just to enjoy their writing. Hell, I'm hardly exempt. My Deus Ex 2 review falls prey to this same disorder. What does some botched academic experiment have to do with anything? Not much, beyond my attempts to show that I can rattle off inane trivia, and the ability to marginally relate it to the subject at hand.
Sometimes this conceit actually ends up working, as in the Computer Gaming World review of Universal Combat:
In 1982, maverick German director Werner Herzog released a film called Fitzcarraldo, which detailed a 19th-century robber baron's attempt to drag a riverboat over a mountain in the Peruvian jungle. A documentary on the making of this movie came out the same year. It revealed that Herzog, rather than relying on special effects, had actually dragged a real boat over a real mountain in the real Peru - and in the process, drove himself and everyone around him insane. The minor tragedy of the whole episode is that the documentary is a lot more entertaining than the ponderous film.
Such had been the case with the long-running Battlecruiser series of space sims. The very public lawsuits, countersuits, cease-and-desist orders, heated debates, stalkers, tantrums, threats of physical violence, and general miasma of controversy that surrounds the series' visionary creator, Dr. Derek Smart, have been more thrilling than any of the rickety, awkward games that resulted from his decade-long obsession with creating the ultimate space simulator.
There's no doubt that the reviewer is flexing his cinema-buff pecs, but the factoid is so interesting, and it ties into the main thrust of the piece so well, that it's hard to find any real fault. Sadly, that's the exception rather than the rule, which clears the way for accomplishments like this Eurogamer review of Alexander:
Please remember: as you read this, Cybertron is under threat.
The planet-destroying Chaos God, Unicron, is approaching the Transformer's home-planet. While already ploughed a path through the civilised Galaxy, it seems he plans to consume its two moons before moving on to devour the errant silver globe that Cybertronians call home. And even worse, due to a surprise strike by the Decepticons, the Autobots are going to have to try and stop him without the leadership of Optimus Prime. Since that kinda puts Ultra Magnus in charge, things are looking pretty dire. What are they going to do?
While "We're living in the future!" has become - well, at least in my terribly cool circles - a catchphrase to be cheerily chirped whenever the slightest technical jiggery-pokery rears its head, from text messaging upwards, as the 2005 inches onto the Calendar a horrific truth becomes apparent... this is the year which Transformers: The Movie is set.
We are living in the Future. And thinking of the sub-par RTS I've been playing, I can't help but feel disappointed. Optimus Prime died for this?
Although it's hard to imagine that anyone would bother reading a review of the universally panned Alexander RTS other than to get a cheap thrill, protracted references to giant robots hardly fit the bill. If I wanted to wallow in 80's nostalgia there are plenty of places I could go. For shame, Eurogamer.
Olsen Free Zone - 12/30/04 - Sidney
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 "So Eidos can no longer sell The Guy Game because it has underage nudity? Is there a way we can have the same thing happen to every Eidos game from now on?"
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The recent allegations that the critically panned "The Guy Game" may have inadvertently captured an underage girl's drunken boob flashing, and her lawyer's statements that the poor victim was simply trying to throw herself back into church and community service, provided a veritable constellation of jokes and observations which, sadly, have all been carefully noted and catalogued for the past week while we were ignoring the story. It's not our fault, really; first we had to gear up for the holidays, then we had to tastefully gear down and sit on the story for a few days out of tribute for the millions of brown people who were killed, maimed, or involuntarily bathed by a rogue tsunami. Would you prefer that we plow on with our game-industry observational humor while rescue workers are dredging tangled piles of bodies out of mangrove swamps? You monster.
The idea that a couple of rogue nipples can throw an entire commercial-industrial complex into a frantic tizzy is just the sort of low-risk, high-reward venture that can give other, less drowned brown people some funny ideas. How much money is Eidos going to lose in this venture? True, it's doubtful that "The Guy Game" sold more than maybe fifty copies but still, the amount of work, stress, and bad press that accompanies a product recall is not something to be sneezed at. Osama bin Laden may have downgraded his worldly ambitions from dismantling American hegemony to pleading with Iraqi citizens to act like bigger jerks towards their conquerors, but even he can probably manage to finance the six-pack of Keystone Light necessary to get a product unintentionally labeled as child porn. Or imagine if, say, in the final days of Halo 2, some H1 contract programmer from Qatar secretly managed to sneak in a cheat code that showed a couple of freshman cheerleaders servicing each other. The chaos that would ensue would make a couple trillion tons of water look pleasantly refreshing.
The very idea of child porn has some problems anyway, and here I have to put on my water wings and tread lightly. Never mind the drastic change in age-of-consent laws within the past hundred years or so; you're not going to catch me arguing that having sex with minors is a-OK. But it's the all-encompassing, infinitely self-assured attitude that our modern ideals of non kid fucking have blessed us with that make me wonder. Observe:

July 1, 2004
"Dude she's a minor, what sort of sick freak are you?"
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July 2, 2004
"Holy shit dude I would fuck her until my eyes bled"
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Great Pedophiles Throughout History #32
In 1886, Grover Cleveland became only the second president to marry while in office. His new bride Frances Folsom was a mature 21 to Cleveland's 49, but more disturbingly, Cleveland had served as the girl's guardian since the age of 11 and once purchased a baby carriage for her. He also signed the Interstate Commerce Act and appeared on the $1000 bill, thus completing the true player trifecta.
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What the hell is this? A necessarily hard-edged legal statute has somehow bled into the public sense of morals as a razor-edged precipice of decency. There's no question that seventeen year old boobs are, qualitatively speaking, exceedingly similar to eighteen year old boobs. And yet the social mores that govern a person's reaction to one or the other are honed into "sick pervert whose life must be destroyed" versus "no problemo".

Boy that girl is hot. Or wait, maybe she's actually 17 and only a pervert would find her sexually attractive. I don't know, is she 17 or 18? Is she an innocent child or a sexpot? If I haven't measured her age, does that mean I actually have a superposition of quantum boner states just waiting for a wavefunction collapse?
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The oddity of this situation is only exacerbated by the entire porn industry, where the "younger is better" mentality works until an asymptotic limit of exactly eighteen solar revolutions, beyond which angels fear to tread. What is the title "Barely Legal" supposed to signify? Presumably sexual titillation rises as the age bracket trends downward, and beyond the immovable bulwark there's some enormous hypothetical bell curve of which the eighteen-plus segment is only the outward tail.
What's my point in all of this? I don't know. I'll just remind everyone that it was obviously Rob Dyer's fault.
Great Moments In Game Journalism - 12/29/04 - Andrew
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In a refreshing bit of candor, Gamespy recently leveled a tough-but-fair criticism against the haunted hotel level in Vampire: The Masquerade - Bloodlines:
The Ocean House is filled with every haunted house cliché you can imagine. Lights flicker on and off as you approach them. A chandelier nearly drops on you as you walk in the front door, "Get Out!" written in blood suddenly appears on a wall, a screaming woman in a nightdress runs down the hall, and when you turn the corner, there's nobody there!
So naturally, it's the best level of the year.
Anniversary - 12/21/04 - Staff
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The realization that we've now spent an entire year in this Fail Math venture is not so much shocking to the two of us as it is a benign resignation. For a brief period we harbored thoughts of massive and uncharacteristic success; a delusion we, luckily, no longer cling to. Our only really comparable counterpart, True Meaning Of Life, shut down because as the author so explicitly put it in his farewell address, the site wasn't getting enough attention. To us it seemed like an admission of defeat, but we were proven wrong when later the guy was hired to write snide video game comments for a living at Kotaku. Then, he was fired because the site wasn't getting enough attention.
 "I've been less popular lately than Clippy and Scott Peterson combined! I'm ranked lower than Japanese birthrates! I hate myself!"
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I guess the lack of attention is something that we thrive on. Want to post some random shitty pictures of Vampire: Bloodlines stolen from Caltrops? Hey, go ahead. Want to forget the site for a month and a half and then pre-date the next article by a few weeks so it doesn't look quite as bad? Why not? To be sure, we've made abortive attempts at receiving some sort of notoreity. For a while Andrew was trying to stir up a war between Fail Math and Insert Credit, which soon became became a more specific war against Tim Rogers. It actually succeeded in Tim Rogers noticing our existence and threatening to stab Andrew in the chest with his fist, but sort of fizzled out after that. Maybe because there was nowhere left for it to go, or because we didn't get any sort of public recognition that would fuel the fires of our hatred, or because we got bored and stopped reading anything he wrote.
Nevertheless, the rise in readership from an absolute zero to a couple of hapless web surfers misled by a Google match for "Doom 3 walkthrough" or "fag hunting" does point to an empirical rise in readership of infinity percent, and in that we have been successful. Furthermore, mired among the endless hyphens and references to gay retards are some pieces that are, in our endlessly-self-effacing-to-generate-sympathy language, pretty okay. So it hasn't been a complete waste of time.
What can we expect in the coming year? John Romero will probably be mentioned, and we'll make fun of IGN, and maybe review a first person shooter or two. Beyond that, who knows? It's wide open, and the only thing that can stand in our way is getting attention. Luckily, that is something we excel at avoiding.
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