
Also known as Kyburz's office code, or Australia Day, in Bioshock!
It shouldn’t bother me as much as it did, because it is expected from Fox News to disregard fair and honest journalism, but they went way too far this time. In this clip, from a segment called “Se”Xbox, the host, an “expert” psychologist and a panel of ill-informed reporters spout off on a number of blatant inaccuracies regarding Mass Effect. I give a lot of credit to Geoff Keighley, for whom I also have new found respect, as he attempted to get a few words in edgewise. The words he did get in were to the point and achieved the desired effect of pointing out that they had not played the game and were in no place to make hearsay judgments about the game. The gaming community responded the best way possible by spamming the reviews of the psychologist’s book on Amazon and venting in forums.
However, in a move that I’m not sure that anyone expected, based on the reaction, EA stepped up and defended Bioware’s work in a letter to the show’s producer asking that the inaccuracies be addressed on the show.
The resulting coverage was insulting to the men and women who spent years creating a game which is acclaimed by critics for its high creative standards. As video games continue to take audiences away from television, we expect to see more TV news stories warning parents about the corrupting influence of interactive entertainment. But this represents a new level of recklessness.
It’s encouraging to see EA, who is usually cast in a malevolent light, sticking up for not only their newly acquired IP but for video games in general in the mass media. Our medium is a threat not only because it is an unknown to them but because it takes away viewers and therefore advertisers. We’re still waiting for that apology and I hope they take legal action if needed since they’ve used the word “slandered” to describe the hard working folks at Bioware.
The worst part of the situation is that Fox News clearly neglected to do any research on the topic or game itself. It appears as someone caught wind of this rant on the conservative Townhall Blog (which, curiously, is no longer available) and ran with it. If they had done a quick search on their own website, they would have seen it was “one of the best-written and best-looking games in a long time,” earning three and a half stars out of four, and one of their top ten games of the year.
Update: Cooper Lawrence, the psychologist on the show, admitted that she received bad information about the game and has since seen someone play the game for a couple hours, saying that she has "seen episodes of Lost that are more sexually explicit."
Speaking of demos, the Turning Point: Fall of Liberty hit Xbox Live the other day and failed nearly every aspect of David Edery’s suggestions for successful demos. I had limited awareness of the game play (I actually thought it would be a strategy game based on the title) and was only vaguely aware of the alternate timeline, Nazi invasion of the United States storyline prior to playing the demo. Needless to say, I will be skipping this game when it hits store shelves.Edery’s first point is that a demo does not need to be the opening level or the tutorial, but that’s where Turning Point places the player. The game opens with the Statue of Liberty be blown to pieces and then the player finds himself in control of an iron worker on the top of building that is also being bombed. So not only is the tutorial level chosen for the demo, but this first-person shooter game starts with a platforming and balance beam section. It’s quite odd.
He continues to emphasize that the demo should not confuse the player. Unfortunately, and everyone’s experience may differ, but my first encounter with a Nazi soldier was thoroughly confusing. In an attempt to demonstrate the game’s close quarters combat, tutorial text quickly appears on screen leaving me to mash buttons in an attempt to figure out what I was supposed to do. I wrestled with the Nazi for a couple of seconds and then let go, only for the Nazi to stand as still as a statue totally oblivious to the person behind him who just grabbed him. I then ran a circle around him and then he turned around and shot me in the face. After reloading the last checkpoint, I trained my eyes on the small text and finally figured out what I needed to do (press any direction on the D-pad).
The next point, making the player wait for the fun, was the killing blow for this demo for me. It only took about fifteen to twenty minutes to get to the end of the demo and not once did I feel like I was having fun.
This brings me to the next feature of a successful demo: length. Edery suggests that the demo should find a happy balance between being too short and too long. Since it was over before I was having any fun, I would say it was too short. But since I was not impressed by the graphics (which frankly resembled an Xbox title), boring and weak weapons, and silly enemy AI (I don’t think they teach soldiers to run straight at the enemy, do they?), I don’t any length of time would have swayed my opinion of this game.
When it was all over, I was left with a very empty feeling. As Edery suggests, there was no suspense, no curiosity. Why should I care about this iron worker that the player takes control of? Does he have an interesting back story? Is his family in immediate danger? With no motivation, I feel no compelling reason to experience more of this game.
Edery then points to the upsell screen as possibly the last image of your game the player will be left and should highlight what sets your game apart. I don’t know, being an American, I was a bit put off by the constant reminder on this screen that I get to experience the Nazi destruction of US cities and landmarks. This is not a really compelling feature, especially with the final images of the demo in which people are running from a collapsing building in New York. And while I enjoyed Cloverfield, at least it was a fictional monster that allows us to deal with some of these fears, not terrorists or invaders attacking our country.
A downloadable game's trial is everything. It doesn't matter if you licensed the three greatest IP of all time and fused them into the holy trinity of game design itself.Demos have become one of the most important features of Live for me and there have been several games that I wished I had a demo before I made a purchase (I'm looking at you Ghost Recon and Splinter Cell). These games weren't bad but they weren't for me and I suffered some buyer's remorse. Demos has also saved me the trouble of each and every racing game that has hit the market over the last couple of years. No matter how many demos I play, I just can't get into racing games.
If the trial stinks, most people won't bother to lift the curtain on the full experience.

While these examples only cover a few games and genres, it can be applied to nearly all games. Platformers and puzzle games can save after each level is completed, such as in Zach and Wiki. First person shooters and adventure game should drop the random save points in lieu of the autosave at these checkpoints. Role-playing games should follow Oblivion’s example and save very often. Finally, since loading screens will not be going away anytime soon, it is always good to autosave at this point as well.
