Monday, December 5, 2011

Getting Back in the Saddle

Despite an outrageous rally of site visits this past weekend (hello, whoever you are), there hasn't been a lot of activity on the blog.  Well that's about to change.  With vacation upcoming, I promise to spend countless hours playing, reading, reviewing, and waxing poetic about the loves of my life on the digital platform, especially with some thoughts on upcoming titles (some exciting stuff out of Bioshock Infinite, for example).

Even if it means a total abandonment of spouse, friends, and family, I will sacrifice willingly.

For longtime fans of my work (hi, mom!), and who would like to hazard an inclusion of happy-goodness for the coming holidays, three separate Amazon.com wishlists have been developed, each with a singular focus of bringing me joy.

For the joy of reading a good book, my Kindle reading wishlist.

For the joy of getting into a good game, my Video Game & Comic wishlist.

And for the joy of not being naked, my Clothing & Accessories wishlist.

Wednesday, November 2, 2011

Video Games & College Education

With the exception of the breakout hit Oregon Trail franchise, video games are an art form developed primarily as forms of entertainment, much as novels, movies, and radio programs are.  But today I was challenged with the statement "video games are a crippling educational problem for college students."

Well, I work with college students, and I play video games.  But before I went on a rant that this statement couldn't possibly be true, I decided that I would actually research the topic.  Do video games represent a barrier for student academic success?

(Disclaimer: to be certain, compulsive video game behaviors do represent very serious barriers to academic and professional development in the same ways that compulsive internet use, gambling, or drug and alcohol addiction would.  I hope to address more habitual and casual forms of play in this analysis.)
My initial findings were not particularly endearing to my original thesis.  In A Study of Time Management, published in 2007 in CyberPsychology & Behavior, researcher Vivek Anand found an inverse trend in grade point averages with higher daily video game usage. 

Graph!

Anand did note that with the study group, SAT scores were highest among those students who played for approximately 4.5 hours, however "the p value for the correlation between a person's SAT score and video game usage was 0.618, which shows that they are most likely unrelated and thus have no correlation" (Anand, 555).

(In case you haven't been to a stats class forever, but are still reading this, here's what p means.)

However, I have some criticism to Anand's findings (which is easy, since I write a blog, and he is - you know - actually doing research).  The data presented does not indicate what types of video games are being played.  Due to the Skinner box mechanics of online gaming (and the online social environments therein), online games would represent a far different issue with GPA than offline gaming.

Also, results were not delineated by gender.  I, for one, would have liked to have seen whether or not the GPA correlation in gameplay was accurate for both genders, since Anand himself admits to having a higher percentage of male respondents.

If I had hoped a 2010 article in the Journal of Youth and Adolescence titled More Than Just a Game: Video Game and Internet Use During Emerging Adulthood by Laura Padilla-Walker, Larry Nelson, Jason Carroll, and Alexander Jensen would encourage me to think that gaming wasn't a huge concern to college students, I was wrong.  "Specifically, regardless of gender, video game use was linked to greater drug use, drinking behaviors, and lower relationship quality with friends and parents" (Padilla-Walker, et. al., 109).

Furthermore, "research suggests that time spent playing video games may also inhibit identity exploration," a complete antithesis to the notion that games can help facilitate identify exploration (Padilla-Walker, et. al. 110).

In fact, the entire article by Padilla-Walker and her team suggests that video games are bad news, not just for academic performance, but for the development of an older adolescent into adulthood!  Crud.

This article does not please me.
 Again - video games are not specifically delimited in this study, although there is a comparison between "violent" video games and non-violent games.  And, a nod to the research team, because unlike the Anand study, Padilla-Walker does an excellent job in exploring the differences between men and women.  The team went even farther to point out "another limitation [to the study] was the use of single items to assess video game and violent video game use ... future research should examine video game use in more detail by assessing specific games played, as well as other contextual factors" (Padilla-Walker, et. al., 112).

Luckily, I did find an article from CyberPsychology & Behavior by Marko Skoric, Linda Lay Ching Teo, and Rachel Lijie Neo that found a strong causal link between the amount of time playing video game on weekdays and English scores, supporting the notion that Intensive English Language Institute (IELI) students may benefit from playing games in English.  So, I am not left wholly disheartened - only mostly.

The findings from the Anand and Padilla-Walker studies are both pretty directional into my understanding of one very important thing: we've got a long way to go in understanding how video games impact academic performance.  While neither study had great things to say, they were also both quick to establish that they are trailblazers in this area of research, and that without more studies, there could be no conclusions drawn.

If video games are a significant impediment to academic success (research seems to be leaning this way), it would behoove those of us who are assigned the task of removing barriers success to know a little more about them, and a little more on how we can employ harm reduction techniques to make education a priority, and gaming a recreational activity.

But until more research can be done, I guess we'll just wait.

Saturday, October 29, 2011

The Legend of Zelda: Twilight Princess

Zelda, half of the titular princesses.
Released in 2006, The Legend of Zelda: Twilight Princess was a desperate chance to save the dying Nintendo Gamecube.  While available for purchase on the 'cube, TP found its primary success on the newly arrived Nintendo Wii.

Zelda games are on par with with the Mario Bros. franchise for the well over-used, but I'm happy to report that TP is heads and tails one of the best Zelda games released.

For starters, Twilight Princess delivers an engaging story that is otherwise lost on other titles in the franchise.  The environs are teeming with life, and everything contributes to a well-rounded, purposefully constructed story.

But okay - yes - first we finish 3 tiny dungeons and then expand to whole world to battle our way through 5 more.  Each dungeon contains a specific item that alone can be harnessed to crush the dungeon master, freeing a sage to lock away evil, blah-blah-blah...

What sets TP apart (besides its gorgeous and detailed environment), is the clever twist it takes on the old favorite.  All of the puzzle-based delights are still there, but the robust world of Hyrule delivers opportunities to enhance outside-the-dungeon puzzles.

For the most part, external, world-based pursuits are for collectibles, which TP delivers in spades.


Firstly, with the piece of hearts now split in 5 instead of the usual quarters, there are 45 piece of heart containers to collect and enhance your life bar.

An additional 24 golden bugs can be collected for rupees and to increase the wallet size.

You can fish (which is especially interesting, considering the impending doom).

And finally, in the style since The Legend of Zelda: The Ocarina of Time, there are hidden enemies to destroy, called Poe's.  Beating one will yield one of 60 Poe's Souls.  Retrieving 20 nets you the fourth bottle, and all 60 gives you access to an endless supply of rupees.

So besides the main story, there's plenty of derping around to do.

Link atop Epona, trusty steed and world traversor.
However, the game is not without its faults.  For starters, there is my typical waggle complaint.  The sword is controlled by a shake of the Wiimote.  It's mostly responsive, but has cost us a wine glass due to my over-enthusiasm.

Using the Wiimote to aim items is also frustrating, because of how far away my couch is from the Wii-sensor.  I don't think our couch is overly far, but - apparently it IS!

All in all, the game is excellent, and makes me excited for The Legend of Zelda: Skyward Sword.

Statistics

If you click it, you can actually read it.  Data in the jump.
I like statistics, so when I learned that I could get some gameplay information from the Wii, I booted the old baby off to take a look at what I had played.

SMBC Books


Are you already thinking about the upcoming holiday season, and what voracious gifts you could bestow upon me in a celebration of my birth, which cleansed you of your sins?

Well, in that case, consider the SMBC bundle of comics, available here: http://smbc.myshopify.com/products/both-smbc-collections.

That's right!  I want to OWN a printed version of comics that I can read for free online.  It's capitalism at its best!  You alone can save the U.S. economy and support nude artists everywhere!

Smithsonian Exhibit: Art of Video Games


I already have mentioned this exhibit, but with it being only 4(ish) months away, I thought reminding everyone of the excitement of the event would be apropos.

In alphabetical order, the games featured will include:
1943: The Battle of Midway
Advanced Dungeons and Dragons
After Burner
Attack of the Mutant Camels
Bioshock
Boom Blox
BrĂ¼tal Legend
ChuChu Rocket!
Combat®
Desert Commander
Diablo II
Donkey Kong™
DOOM II
Dune II: Battle for Arrakis
Earthworm Jim
Einhander
Fable
Fallout
Fallout 3
Final Fantasy Tactics
Final Fantasy VII
flOw
Flower
Geometry Wars: Retro Evolved 2
Goldeneye 007
Gradius V
Gunstar Heroes
Halo 2
Heavy Rain
Jumpman
Lord of the Rings: Battle for Middle Earth II
Marble Madness
MassEffect 2
Metal Gear Solid
Metal Gear Solid 2: Sons of Liberty
Metroid Prime 2: Echos
Minecraft
Okami
Pac-Man
Panzer Dragoon II: Zwei
Panzer Dragoon Orta
Panzer Dragoon Saga
Phantasy Star
Phantasy Star IV
Pikmin 2
Pitfall II: Lost Caverns
Pitfall!
Portal
Rez
Shadow of Colossus
Shenmue
Sid Meier's Pirates!
SimCity
SimCity 2000
Sonic Adventure
Space Invaders
Spy vs Spy
Star Fox™
Star Fox™: Assault
Star Strike
Star Trek: Strategic Operations Simulator
StarCraft
Super Mario 64
Super Mario Brothers 3
Super Mario Galaxy 2
Super Mario World
The Bard's Tale III: Thief of Fate
The Legend of Zelda
The Legend of Zelda: Link to the Past
The Legend of Zelda: Ocarina of Time
The Legend of Zelda: The Wind Waker
The Legend of Zelda: Twilight Princess
Tom Clancy's Splinter Cell
Tomb Raider
TRON: Maze-Atron
Uncharted 2: Among Thieves
Utopia
Worms Armageddon
Zack & Wiki: Quest for Barbaros' Treasure
Zaxxon


Also, there are some really cool opening weekend activities, so I would encourage anyone interested to check on the Smithsonian's Exhibition page (http://americanart.si.edu/exhibitions/archive/2012/games/) to learn more about those.

Friday, October 21, 2011

Final Fantasy VII



First released almost 15 years ago, Final Fantasy VII marked the long-running (and somewhat less than final) series' move from 16-bit graphics into the stunning world of polygons and CGI cutscenes.  For many, FFVII represented the first epic gaming experience.  I recently put FFVII into the backwards compatible PS3 to see how well the game had held up after all this time.

The story is a well-known one.  You play as Cloud, the ex-SOLDIER (a kind of elite fighting force of the Shinra Corporation) turned mercenary freedom fighter.  The game opens with Cloud's participation with Avalanche (eco-terrorists who want to stop Shinra's use of Mako energy - which they believe to be lifeblood of the planet) as they set explosives on a Mako Reactor.  Because the heavy dialogue sequences between characters are all text, it is much easier to communicate this complicated exposition than it might be with modern RPGs that have an abundance of voice-acting.

They story takes whims and weaves all over the place.  In addition to the leading plotline, there is a crisis of the very planet itself, wherein Cloud and his ragtag group of allies must confront the diabolical and other-worldly Sephiroth, who seeks to destroy the planet by summoning a huge meteor to crash (very slowly) into the planet.

When released, the game boasted some truly incredible graphics and graphical effects.  Some of it has been lost upon age, but for the technology available, the game still looks good.  Like sprite-based games before it, FFVII asks us to use our imagination to connect the polygons and make things life-like.  My imagination is happy to oblige!

And while the field graphics are the really painful ones, the battle graphics are actually very nice.  Enemies are still polygon-based, but there is limited reskinning and almost every enemy feels unique. 

FFVII has held up well, but I notice that while playing I've become very programmed by more modern games.  I am slightly disappointed that no trophies appear as I play, and the analog stick is completely non-responsive, making the use of the directional-pad standard.  But for nostalgia: it's worth it and then some.

Wednesday, October 19, 2011

Valkyria Chronicles

Cell shaded tank battle.
You might think that Valkyria Chronicles, SEGA's unholy union of Japanese role-playing game meets first person shooter, would be just my cup of tea.  You must think that its cell-shaded animation warms my heart while combining turn-based role-playing games (which I love) with first person shooting (which I would like to love).  Unfortunately, fair reader you'd be wrong.  This game is crap.

Listen, it's not that I don't like the idea of the game.  But I also like the idea of communism.  And being a farmer.  Ideas are fun because I don't have to do them.

Valkyria Chronicles starts with the introduction of a story told through the published works of an author.  A war being retold from the perspective of a small group of ragtag adventurers which sheds new light on the war?  Well yes, Final Fantasy: Tactics, I do like your re-made plot with loose and thin references to World War II.  However interesting World War II is, however, it's no War of the Lions.  Also, the Nazis would have been badasses if they had unobtainium, or whatever this magic mineral source is called.

Once I get to a battle scene, there's actually some fun to be had.  I enjoy the FFT like positioning of characters on the battlefield and the battle system seems well done.  There is one minor problem, however, in that the game seems to forget that it had promised turn-based battle and instead punishes any slacking on your part by having any enemy unit who can see you fire shots at you.

Is it for realism?  I like that.  But then, as soon as you aim to fire, everyone stops.  I guess in anxiety of your coming attach?

But just for the record, I could have gotten over that.  What I could get over was the cut scenes.  There were approximately 5 between battles.  And between each cut scene, we are sent back to the main menu.  It's rather annoying, and has really turned me off.  Avoid this one.

Car 11K - A Second Look at L.A. Noire


Main character, tortured hero dude, Cole Phelps.
 Upon ravishing the Catherine loan from my friend to the point in which I was having dreams about moving cubes around, I decided it was time to give L.A. Noire another run for its money.  I had great things to say about the game, but I wondered if they would hold up under the inflamed scrutiny of a replay; and to add to wanting to give the game a bad review, I decided to do so on a Platinum run.

Though it seems sadistic, my logic was this:
  1. If the game was good even if I played it to its extremity, whereby doing everything, then I would feel vindicated in my earlier, positive review.
  2. I like trophies, even though I don't understand why sometimes.
Well, looky-looky who has a cookie.  And by cookie, I mean a digital trophy icon representing my completion of the game.

But, did the game live up to its earlier success?  Find out, after the jump...

Tuesday, October 11, 2011

National Coming Out Day



Here we are again, October 11th: National Coming Out Day.  It should surprise no long-time readers that I am of the 'mo persuasion (short for homo, which is short for homosexual), least of all that I carry crushes for video game characters and developers across gaming spectrums (Megaman, Varric, Nathan Drake, the developer of the Trism iPhone app, for some quick examples).  For some, however, the thought of being ashamed or embarrassed to identify as gay, lesbian, bisexual, transgender, or queer (which I will conveniently use as an umbrella term to represent all other gender/sexual orientations) can be an overwhelming experience.

Things might be (societally) a whole lot better now than they were when I came out a decade ago, but individual experiences, environments, and struggles remain too variable for me to say: "oh you new gay kids have it so much easier." 

Video games were always a resoruce for me when I was feeling uncomfortable in my identity (whether of sexual orientation or other adolescent development areas).  It was great because these games allowed me to role-play a different identity, determining values for a virtual manifestation of myself.  Also, you know - the sheer entertainment. 

When I was coming out, my games of choice were Final Fantasy VII & VIII & Tactics, and The Legend of Zelda: The Ocarina of Time.  It's like a psychologist's wet dream really, since each of these titles deal with super-imposed battles of good and evil and striving to define the hero's identity (except for Ocarina, which was about fishing minigames).  In my defense, console game-writing hadn't evolved to a point of creating more complex writing scenarios like a battle between a filandering protagonist and a demonic representation of his girlfriend's vagina.