Video Games Category Archive

Inspect Our Gadgets: Extended Version (SPIN)

Thursday, March 22nd, 2007

The annual Consumer Electronics Show brings more than 100,000 geeks to Sin City (the overlapping Adult Entertainment Expo helps, too). Here’s the music tech you should be bumping this year.  – Damon Brown

*iPhone (June, $499 for 4 GB and $599 for 8 GB) – Apple blew away the show (as usual) with its tiny smartphone. The device is all screen: 3.5” of full-color touchscreen goodness, complete iPod compatibility and Blackberry-like keyboard functionality. The Safari web browser keeps you online, while Visual Voicemail allows message organization without listening to every saved voicemail. The quad-band GSM format provides extensive coverage worldwide. The 2 megapixel camera flows into iPhoto. At press time Cingular was the only provider. We suggest you get in line now.

*Boynq Vase USB Speaker (Available now, $29 and up) – Don’t give your compact laptop some clunky speakers. Try the Boynq line of sleek sounds, the best looking being the curvy vase design. It’s USB powered, so no AC plug is required, and emits a pink or amber glow when on.

*Altec Lansing inMotion iMV712 (Available now, $349.95) – Video iPods are great, but suck battery life quicker than an episode of Scrubs. The iMotion station has an 8.5” high resolution LCD panel, neodymium (e.g. powerful) speakers and a built-in subwoofer. The small size fits easily into any crib.

*Altec Lansing PT7031 (Available now, $599.95) – If these speakers are any indication, regular surround sound is officially old-school. One slim wireless bar, carrying the left, right and center speakers, fits on your TV. The other bar goes behind your head. The whole package is clean, efficient and powerful.

*Repose Wireless Sound Seat (Available now, $599) – Entertainment seats come a dime a dozen, but this one supports your music and your video games. Five 2.1 surround sound speakers, including a subwoofer below, and a USB and iPod connector come standard. The velvety cover and cup holders complete the laziness.

*Atlantic EGO Waterproof iPod Case (Available now, $199.99) – Take your iPod to the beach or in the shower with this fully self-contained package. Batteries keep the four embedded speakers running for about 30 hours. And the sturdy case is actually made of bulletproof glass, which might help if you get shot at.

*MOTOMING (Availability and price TBD) – Looks like the iPhone has a little competition. This thin bad boy is all touch-screen operated – no keys – and sports FM radio, Real Player and multiple music format support. A removable microSD memory card makes storing additional tunes easy.

*Coby PMP-4330 (Available now, price TBD) – The PMP should be renamed the P.I.M.P. The small device plays almost any media, including text documents and FM radio, connects to home theater systems and packs a 30 GB hard drive. The 4.3” widescreen LCD doesn’t hurt, either, and data management is a snap.

*Sonos Digital Music System (Available now, $999.00 and up) – Pump your favorite Internet, PC or Mac music throughout the house without drilling holes or running wires. Mix and match the ZonePlayer 80 and ZonePlayer 100 speakers, wirelessly connect them throughout and control it all via remote.

*Delphi SkyFi 3 XM Satellite Radio (Available now, $220) – Miss your favorite XM program? The portable SkyFi 3 TiVos your satellite radio shows as you listen and can rewind them up to 30 minutes. It also holds up to 600 songs on its microSD card – the first satellite radio to pack removable memory.

 

F.E.A.R. (SPIN)

Friday, December 1st, 2006

F.E.A.R.
Vivendi Universal – PS3 and XBOX 360
Gears of War, Resistance: Fall of Man and the upcoming Halo 2 are making the first-person genre crowded, but F.E.A.R. is worth a look because a) it’s the next-gen version of, according to many, 2005 PC game of the year and b) F.E.A.R. will scare the hell out of you. Best described as Silent Hill meets Doom, F.E.A.R. puts you in charge of a paranormal S.W.A.T. team. Expect ugly first-person shooting against zombie soldiers, unnatural aliens and one creepy little girl that makes Samara from The Ring look cute. Not exactly a normal person yourself, your soldier can employ slow motion and other Jedi mind tricks to get the job done. The visuals are crazy crisp on the powerful PS3, and both the PS3 and the XBox 360 versions sport new weapons and levels. If you’re burnt out on shooters, F.E.A.R. will definitely not change your mind. However, the hot graphics, 16-player deathmatch and unique storyline make it a great FPS. Definitely a PS3 launch title worth considering – as long as you have a strong stomach.

4 out of 5 stars

 

Inspector Gadget Column: “Bully” Kisses The Boys (PlanetOut)

Wednesday, November 22nd, 2006

Inspector Gadget Column: “Bully” Kisses The Boys

Rockstar Games’ new title pushes the envelope in ways Grand Theft Auto wouldn’t even consider.

 

Inspector Gadget Column: Hot new video games (PlanetOut)

Tuesday, June 13th, 2006

Hot new video games

 

PCs in Ecstasy: The Evolution of Sex in PC Games (Computer Games Magazine)

Monday, May 1st, 2006

It seems so obvious: If we invent a machine, the first thing we are going to do – after making a profit – is use it to watch porn. When the projector was invented roughly a century ago, the first movies were not of damsels in distress tied to train tracks or Charlie Chaplin-style slapsticks; they were stilted porn shorts called stag films. VHS became the dominant standard for VCRs largely because Sony wouldn’t allow pornographers to use Betamax; the movie industry followed porn’s lead.  DVDs, the Internet, cell phones. You name it, pornography planted its big flag there first, or at least shortly thereafter.

Hot Coffeegate brought the link between digital games and sex to the forefront for politicians and parents, but gamers knew that the subject was as old as Leisure Suit Larry’s toupee. However, the story goes farther back than that, as people were getting off on computers back when their green monitors only showed a blinking cursor and some florescent text. Hot Coffee wasn’t the beginning of anything, but the natural apex of a 30-year saga.

FOREPLAY
Steve Russell’s SpaceWar may have been the first video game in 1964, but the games that would follow would be less action and more pen and paper. It was a time when folks didn’t have home computers and most games, played through high-end university mainframes, were extensions of the new Dungeons & Dragons craze. In fact, almost all of the early innovators, such as Willie Crowther (with Colossal Cave) and Richard Garriott (Ultima), were heavy D & D fans.

However, as 300-baud modems and crude computer kits began to infiltrate America, Multi-User Dungeons, or MUDs, made it possible to interact with other people in the comforts of home. Here, in the mid-to-late-‘70s, we see the nascent chat rooms and text adventures made especially for adult pleasure. Naughty games would be advertised in the black-and-white classifieds section of men’s magazines, right next to escort services and product-by-mail catalog pitches.

In 1981, as the Apple ][  made home computing more affordable, a homemaker and her husband agreed to distribute an adult game by programmer Chuck Benton. Released through their company On-Line Systems, Softporn Adventure would have the player trying to bag three different women through the course of one night. The back of the box read “WOMEN! EROTICA! DERELICTS! BOOZE! and MUCH MORE!!!” It was an instant success.

“Everyone had a copy of Softporn!” Al Lowe, creator of Leisure Suit Larry, said in an interview. “You’d think it was packaged with the Apple ][.” The traditionally conservative Time Magazine profiled the title in its first-ever game column. Time also showed the Softporn Adventure packaging, an amateur photo that featured three nude ladies sipping champagne in a Jacuzzi. The naked woman at the far right was Roberta Williams. Her and her husband Ken would later rename their company Sierra On-Line.

SEXERTAINMENT
Softporn Adventure not only helped launch perhaps the best adventure game company in history, but it also showed yuppies that the computer was more than just a word processor. The right software could turn a beige plastic box into a sexy machine, something that could add hours of entertainment to any wood-paneled den or bedroom. On-Line’s Softporn was unabashedly dirty, but other companies realized that they could reach more Reagan-era customers if the sex in their games was a little more… hidden. Game companies tried several themes, even commissioning the ever-popular Dr. Ruth to sponsor a sex trivia game. However, from Softporn’s heyday to, well, now, the best selling adult party games have been based around a classic bed-warmer: strip poker.

Artworx’s Strip Poker: A Sizzling Game of Chance was the first major adult party game of consequence. Released in 1982 for Apple, Commodore, IBM, and Atari computers, it set the standard for every strip poker game to come: The requisite semi-nude blonde covergirl, holding her cards close to her exposed chest; The nigh-impossible difficulty that truly tested the player’s libido. One trend Strip Poker did not set was unisex opponents: While the original game featured nude women and men, nearly every strip poker game to follow from any company would have only female competitors. This would be indicative of how sex in games would be portrayed in the decades to come.

Artworx did wonders with the black-and-white (or green) graphic displays, creating nude characters that were remarkably clear for the time period. Amazingly enough, Artworx is still in business today and has released dozens of strip poker games, as well as some, ahem, Solitaire titles.

During the mid-‘80s, as strip poker sales started to soften up, companies began bringing in celebs to prop up flaccid sales. Artworx added popular British “Page 3” girl Maria Whittaker to its products, while Martech got the topless model/pop singer Samantha Fox to star in Samantha Fox Strip Poker. It’s unclear whether a MIDI-version of “Touch Me (I Want Your Body)” played after a winning hand.

ADULT ADVENTURES
The late ‘80s brought a higher sophistication to the portrayal of sex in games, primarily because games in general were becoming more advanced. Complex titles from companies like Origin (Ultima), Interplay (The Bard’s Tale), and Sierra (King’s Quest) opened the door to exploration, while better graphics cards and new computers like the Amiga made some irresistible opportunities.

Inspired by the new freedom, Ken Williams of Sierra asked one of his programmers – whose specialty was making Disney games – to update Softporn Adventure for the “three-dimensional” era. That programmer was Al Lowe, and while he was a fan of the original, he was surprised by how stale it was when he replayed it. “There’s no way I could bring this game into the ‘80s unless I make fun of it,” he told Williams. “It’s so behind the times, it might as well be wearing a leisure suit!”

Williams thought it was a brilliant idea and asked programmer Al Lowe to make the new game a parody of the old one. Released in 1987, Leisure Suit Larry would follow the adventures of the sleazy but lovable loser Larry Laffer. The visuals were detailed, the plot ridiculously silly and the jokes appropriate on a truck stop bathroom wall. However, the roots of the game were clearly in classic text adventures, making Leisure Suit Larry a definitive bridge between the blinking cursor and the constant visual avatar. Released in 1987, it would sell more than one million copies.

JAPAN ON TOP
Japan, with its sexual openness, had tons of erotic computer software available by the time Leisure Suit Larry arrived. Gal’s Panic, a Qix-clone featuring naked women in schoolgirl outfits, was a minor arcade hit at the end of the decade. Bootleg games for the Nintendo Entertainment System remixed traditional video games with steamy visuals, or at least as steamy as you could get on an 8-bit system. According to Power-Up author Chris Kohler, the first major Japanese computer sex game may have been Koei’s Night Life, an instructional Kama Sutra released in 1983. Koei would later plow those profits into historic war/strategy games like Nobunga’s Ambition and Romance of the Three Kingdoms.

Though Japan continued to produce a number of sex games for its own market and for the PC underground, it would take almost 10 years for them to become more mainstream. In 1992, Megatech released Cobra Mission, which featured a gumshoe named JR Knight on the hunt for missing women in a seedy part of Florida. [Our headline for our review was “Land of the Rising Nipple.” – ed] In this game featuring a top-down view and pudgy characters, your reward for saving each woman was an erotic minigame with a first-person view. The R-rated retail edition didn’t go beyond tight shirts and a little nudity, but an X-rated edition was very graphic, closer to typical Hentai pornographic games but without the tentacles.

PENETRATING THE MAINSTREAM
Two games made 1996 a banner year for sex in computer games: Tomb Raider and Catfight. Built like a bowtie donut with two infinite legs, Lara Croft showed the evolution of graphics. The fact that the PC version’s success paralleled the release of the graphics-heavy Sony Playstation only made it more obvious that video games were not a passive medium. They were made to stimulate.

Catfight was a Mortal Kombat clone with pixilated, black-eyed female cut-outs in leotards and army fatigues. A company named Atlantean Interactive unleashed this game on the public, and it was a front for porn producer Vivid Entertainment. The “Fodor’s Guide to the Apocalypse” backgrounds only reminded people that regardless of the processing power, it took skill to create a game, even a guilty pleasure. Reviewers from major news outlets called Catfight one of the worst computer games ever made. Of note, this was several years after the release of Magic Carpet’s Stroker, the Commodore 64 male masturbation simulator.

LIVE NUDE GIRLS
Lara Croft, like any model, was hounded by persistent rumors. The most notable one was that publisher Eidos had included a code that turned Tomb Raider into “Nude Raider.” The game would play the same, but the heroine would be running through dark caverns as naked as Lady Godiva. The rumor proved false – this was, for better or worse, not a forerunner to Hot Coffee – but it didn’t stop “innovative” gamers from creating suitable, if slightly odd, nude patches for their own. In 1999, Eidos and Core Design shut down www.nuderaider.com and sent cease-and-desist order to other sites featuring images of Ms. Croft in compromising positions.

Around the same time, the Electronic Software Ratings Board began to pressure Interplay over the game Giants: Citizen Kabuto, which featured somewhat bloody Clash-of-the-Titans-level battles. But the big problem was the nipples. More specifically, the game featured the Delphi, a female race named after the famous religious temple in Greece, and these lovely blue creatures were topless. The ESRB said that the nipples would have to be covered or removed, or the rating would be “upgraded” from Teen to Mature. Interplay relented, covering the nipples as well as turning the blood green. “We agree! Covering Delphi and changing the blood does suck!” Bob Stevenson, co-founder of Giants developer Planet Moon Studios, said at the time. “It was only recently that the pressure has been mounting for us to cover her up or face crippling our potential distribution.” Despite the change, the nipple-free version ended up with an M-rating.

This was not the first time cleavage caused a distribution stink. The cover of the 1987 action game Barbarian: The Ultimate Warrior had a scantly-clad warrior princess and a very big sword. The Palace Software release had the British press up in arms, despite the fact that the cover model, Maria Whittaker, regularly appeared naked in their own publications. Proof again, it’s all about the package.

SOCIAL DISEASE
The next leap wouldn’t be motivated by processors or liberal attitudes, but by modem speed. Ultima Online in 1997 showed that vast, interconnected online visual communities were possible, while Quake nearly perfected the online first person shooter a few years earlier. As in the text-only MUDs of yesteryear, gamers could now reach out and touch someone else.

In 2002, game designers Melinda Klayman and Anne-Marie Schleiner released Anime Noir, a first-person game that turned the Quake engine into a love machine. Players would create an anime alter-ego and interact with each other by punching in a variety of commands: lick, suck, bite, pony ride and penetration. It was perhaps the first significant sex game created by women, though it was more social experiment than retail product.

However, the biggest inspiration for modern day designers was The Sims. Gamers immediately started created webpages, quite a few of them R-rated, documenting their digital lives. Expansions and unauthorized patches added more sexual expression – the most famous supported option allowed same-sex marriages – but the game series maintained a wholesome, if not sterile feel. Eidos’ Singles: Flirt Up Your Life, released in 2004, played like The Sims as interpreted by The Spice Network, but it failed to generate even a quarter of the heat (or sales) associated with breadwinner Lara Croft. Playboy: The Game, the officially-licensed title from Arush Entertainment, focused strictly on the business and social dealings of Hef. It too failed to sell, even with unlockable Playboy centerfolds and better-rendered digital nipples.

It is easy to assume that an incident like Hot Coffee will set off a seismic shift in the handling of sexual expression in videogames, almost as if San Andreas showed us the worse thing that could happen and anything less explicit than that would be more acceptable. But, as states fight to get Mature-rated video games classified in the same category as porn, one has to wonder where the future of sex in video games is going. As long as gamers are human, one thing is clear: it isn’t going away.

SIDEBAR: Making the Atari 800 Sexy (Computer Games Magazine)

 

Making the Atari 800 Sexy (Computer Games Magazine)

Monday, May 1st, 2006

Like the Playboy under the mattress or scrambled pay cable channels, Artworx’s Strip Poker was the first pornographic exposure for many 20- and 30-somethings. Released in 1982 for the Atari 800, it became the standard by which all sexual party games would be measured. Here we are, 25 years later, and the company is still around.

Arthur Walsh established Artworx to sell his popular bridge game, simply called Bridge. He branched out after distributing an excellent, but poorly selling poker game by legendary Atari 800 programmer Jerry White. “We realized that there were more poker players than bridge players out there, so we thought ‘Why don’t we push poker [more]?’” he says. “Then one of my associates said, making a joke, ‘I bet if it was strip poker, it would sell.’ That was the birth of the idea.”

Walsh and his two collaborators hired a professional photographer to do nude studies. The resulting slides, with models posing in a hotel bedroom, bathroom or the ever-popular Jacuzzi, would be projected onto an Atari 800-connected television. The artist would then fill in the 320 x 192 screen, pixel by pixel. Realizing he had a hit on his hands, Walsh translated it to the Apple ][, IBM PC, and other new computers as they came along.

Clones followed, but one distinctive element was the use of “data disks,” which were software add-ons that gave players new opponents, both male and female. Sometimes they were presented as a couple that people would play against at the same time. “The multi-opponent ones were very popular, but we’ve also seen it be used by a spouse. A husband will use it as an excuse to buy [the game] because he’s ‘buying it for his wife,’” says Walsh.

Walsh says that increasingly conservative storeowners took Strip Poker and its many sequels off the shelves in the ‘90s, but Artworx is alive and well online. Now headquartered in Naples, Florida, the semi-retired Walsh now has Strip Poker on PDAs and plans to hit cell phones later this year. He’s not too worried about the opposition.

“There are some other [comparable cell phone] games available, but it looks like ours will be the quality product,” he says. “We’ve always done the whole thing in extremely good taste… it’s like comparing Playboy to Hustler. We didn’t want to produce a Hustler.”

MAIN ARTICLE: PCs in Ecstasy: The Evolution of Sex in PC Games

 

Atari 2600′s E.T. Inspires Music Video Director (Spin)

Monday, May 1st, 2006

From Buckner & Garcia’s “Pac-Man Fever” to Lil’ Flip’s “Game Over,” gaming culture has inspired its share of hit songs. So why are there so few music videos that crib their style from classic arcade and console titles? Keith Schofield doesn’t know, but he’s perfectly happy to be thought of as the first director to indulge his digital-gaming obsessions in his work. “I’m fascinated by how our whole generation has a sentimental attachment to these electronic toys,” says the 27-year old filmmaker.

An NYU film school alum, Schofield first caught the music industry’s attention with a 2005 clip for DJ Format’s “3 Feet Deep,” centered on Konami’s Dance Dance Revolution, in which MCs Abdominal and D-Sisive earn points with microphones in place of the game’s familiar, goofy exercise pads.

It was Schofield’s video for “When I Wake Up,” by the Los Angeles indie-rock quartet Wintergreen, that earned him a permanent place on hard-core gamers’ high-score tables: Mixing some well-chosen stock footage with scenes of the band playing a vintage Atari 2600, the short retells the notorious tale of the video game version of E.T. the Extra-Terrestrial. In 1982, Atari rushed millions of copies of the genuinely awful game into stores, only to see it fail on an epic level. Urban myth has it that Atari buried its unsold E.T. inventory in the New Mexico desert, so the video accordingly ends with Wintergreen digging up those lost cartridges. “We were worried at first that the audience wouldn’t get it,” says Schofield. “But then we thought ‘Hey, if they don’t, they don’t.”

But plenty of joystick pushers spoke Schofield’s language: When the director posted the video on keithschofield.com, the clip received more than 100,000 hits. Though Schofield’s next video, for Death Cab For Cutie’s “Jealousy Rides With Me,” won’t feature any game-related imagery, he’s still looking for musicians he can surround with pixilated visuals. “I’d love to work with The Beastie Boys,” says Schofield. “And Rilo Kiley – wasn’t Jenny Lewis in The Wizard?”

 

beatmania, Black, State of Emergency 2 (SPIN)

Saturday, April 1st, 2006

beatmania
KONAMI – PS2
Straight from the makers of Dance Dance Revolution comes Beatmania, a proving ground for wannabe DJs. Konami’s done an excellent job of replicating the full-sized turntables in the arcade version. Because of its focus on electronica, the music here seems more obscure – even the cut from Moby would probably only be well known by New York club regulars. Still, the quirkiness of the included turntable and keyboard make it a more interesting diversion than the average Simon clone. And if you’ve got the cash, buy an extra turntable and have a scratch-off against a friend. You’ve been served! B-

Black

EA – PS2, XBOX
EA gets props for releasing a first-person shooter in a post-Halo world. The photo-realistic graphics push the limits of the XBox and Playstation, making this hot Eastern European espionage tale seem that much more exciting. Below the surface though, it’s the same standard search-and-destroy missions we’ve been playing for years. Also, while sparse music can add to suspense, Black’s lack of a soundtrack forces you to come up with your own blasting tunes. Blowing stuff up has rarely looked this good, but it offers nothing we haven’t seen before. C

State of Emergency 2

Southpeak – PS2
The original State of Emergency was essentially a looting simulator with as much depth as an episode of Friends. Destruction, terror and mayhem are still the motives in this oft-delayed sequel, but here there is a solid storyline about an evil corporation pushing a crack-like drug into the Ghetto (that’s the name of the city: The Ghetto). The wonky camera angles and long levels are forgivable – especially after you start blowing up stuff – but the gameplay is too narrow for its own good. While the original had no structure, this sequel is too linear for any Grand Theft Auto gamer to enjoy it. C

 

Lapis: A Woman’s Answer To Interactive Sex In Games (WomenGamers.com)

Thursday, March 2nd, 2006

WomenGamers.com Feature

 

Final Fight: Streetwise, Crime Life (SPIN)

Wednesday, March 1st, 2006

Final Fight: Streetwise
CAPCOM – PS2, XBOX
Like the movie business, video games are learning the power of the remake. An extension of the venerable ‘90s arcade beat-‘em-up, Streetwise takes the franchise into pseudo-RPG territory with Grand Theft Auto-style missions and a new 3D perspective. The graphics and fighting are solid, and the storyline holds up enough to make the scummy locales reasonable (porn theater, pawn shop, etc.). The problems come with the preponderance of derivative mini-games and a wonky camera angle that keeps the fighting askew. It’s fairly fun, but we would have appreciated a rock-‘em, sock-‘em adventure closer to the original game. C

Crime Life
KONAMI – PS2, XBOX
Gang simulators are so 2005. This oft-delayed title features a nameless chap out to make a name for himself, battling random bullies to show his loyalty to his gang. The open-ended city actually looks like The Bronx. Unfortunately, the characters themselves are ill-formed, poorly animated and sometimes just plain weird looking. Combat is 85 percent of the game, but mastering the odd controls is the real battle here. The world music selection of hip-hop is innovative, but even guest appearances from D12 can’t save this game. With Grand Theft Auto: San Andreas, The Warriors and other better gang simulators, there’s no reason to play Crime Life. D