tag:blogger.com,1999:blog-10835094801439179312024-03-14T19:03:41.334+11:00Raptured RealityAnonymoushttp://www.blogger.com/profile/00626684107210848128noreply@blogger.comBlogger227125tag:blogger.com,1999:blog-1083509480143917931.post-38604870959815008572012-03-03T23:42:00.001+11:002012-03-03T23:42:06.483+11:00Bad Conscience Chicane<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-LwctJhzM5QQ/T1DQsZgcv1I/AAAAAAAABAY/I6CH3ZcT-XY/s1600/F1+2010+Malaysia+3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://4.bp.blogspot.com/-LwctJhzM5QQ/T1DQsZgcv1I/AAAAAAAABAY/I6CH3ZcT-XY/s320/F1+2010+Malaysia+3.jpg" width="320" /></a></div>
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So...</div>
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Things have been fairly quiet around here haven't they? In all honesty, that shouldn't serve as a surprise to anyone who regularly reads this blog and thus, would be aware of my inconsistency over the years, not to mention some troubling recent months. Despite this silence I can assure you that the blog isn't dead and neither is my passion for writing on it, thinking about games in a critical or analytical way and, indeed, aspiring to my personal goal of covering the racing game genre because no one else seemingly will.</div>
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Speaking of which, I have news! It's my great pleasure to announce that I have an article published in the latest issue (#5) of Ctrl.Alt.Defeat, an e-zine that you can find <a href="http://ctrlaltdefeat.me/">here</a>. The theme of the issue is guilt (and related emotions) and I took the opportunity to experiment with my piece and try something different -- not only in terms of writing generally, like my <a href="http://www.pixelhunt.com.au/2011/10/featured/review-f1-2011/">review</a> of <a href="http://raptured-reality.blogspot.com.au/search/label/F1%202011"><i>F1 2011</i></a> last year for Pixel Hunt (another e-zine, coincidentally enough), but also in terms of my <a href="http://raptured-reality.blogspot.com.au/search/label/Living%20The%20Life">Living The Life</a> story. As most of you would know, my <a href="http://raptured-reality.blogspot.com.au/search/label/F1%202010"><i>F1 2010</i></a> (and beyond) role-playing story has so far been firmly focused on the actual rounds of the championship, leaving no room for anything else. If I am to be honest, this format -- as crucial as it is considering it's the entire point of doing it to begin with -- became rather dull, fast, and that in turn provides some explanation as to why the first season hasn't seen its published conclusion yet, despite being finished over a year ago now in terms of playing. I imagine the format isn't that exciting to read, either, when a good portion of it involves describing small moments in various corners (such as running wide or locking a brake) which, let's be honest, would mean very little to people either uninterested in Motorsport or racing games, or who aren't familiar with the tracks that I'm talking about. I have tried to enhance the story series somewhat by adding exposition to certain points as they come up, such as explaining issues with traffic or discussing a circuit's pit-lane, but even with that I feel like the format as a whole is probably boring to all but the absolutely most dedicated, which to be honest only feels like myself.</div>
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Why do I feel like that? Well, firstly I realise that few people have an interest in the racing genre as a whole let alone the Formula 1 games and then, beyond that, my attempts to create a story out of my experience. I understand that what I am essentially doing is niche, and unlikely to interest most of my readers. But having said that, I also believe that this experiment I am doing -- creating this story -- is important in the sense that it can be used as a platform to highlight some interesting issues (within the sport, within the games, within gaming in general), and that it can also enlighten us in unexpected ways. As the player who is actually doing the story, I know it has certainly given me an amazing <a href="http://raptured-reality.blogspot.com.au/2011/03/life-i-live.html">insight</a> into things that I was previously oblivious to, and I'm someone who is immensely experienced with the genre and racing in general. Using that experience and knowledge to convey the less-obvious aspects of a game or the hidden attributes of a particular approach feels like a worthy endeavor, and is something that I find both fascinating and valuable -- especially if by doing so I can inform others.</div>
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So, behind the scenes, I have been thinking about ways to enhance the series and make it better, so it still does what I set out for it to do when I originally started it but does so in a (hopefully) more entertaining way. I feel I have discovered a way to improve the series and plan to implement those changes when I commence season two (believe it or not, despite silence for months now, I am still fully committed to this story) some time in the near future, but in the meantime my article in Ctrl.Alt.Defeat serves as a teaser for that change in approach. By focusing on a particular emotion, guilt, and writing about its impact on both the driver (IE: me) and the category of Formula 1 at large (and thus, by extension, Motorsport in general), the piece enabled me to highlight some of the things that are critical to racing but, for the most part, are usually overlooked. It was an opportunity to frame my story with a different but related perspective, and as a result not only do I think the piece came out brilliantly but it also gave me a foundation from which to build when it comes to making those aforementioned changes for season two. Suddenly, as if almost out of nowhere, I can make the entire <a href="http://raptured-reality.blogspot.com.au/search/label/Living%20The%20Life">Living The Life</a> story much bigger than just the individual rounds of a given season, and that feeling has certainly reinvigorated my motivation for continuing the series.</div>
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So check it out and, should you want to, let me know what you think. It is somewhat left-field when compared to the other articles found in the issue -- again, I realise racing games aren't the most compelling genre in this medium for most people -- but it was a pleasure doing it, and I look forward to doing similar things in the future. And hey, if you're not interested in reading my article then check the issue out anyway as you'll find some great content penned by some great people, including <a href="http://alivetinyworld.com/">Katie Williams</a>, <a href="http://iam.benabraham.net/">Ben Abraham</a>, <a href="http://www.playdar.co.uk/">Alex Maunder</a> and the <a href="http://www.experiencepoints.net/">Experience Points</a> guys Scott Juster and Jorge Albor.</div>
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Finally, I'd like to take this opportunity to thank Dilyan Damyanov for giving me the opportunity to begin with. It has always been a small dream to be published in a print context (rather than just online) and that desire has now been fulfilled, so thanks Dilyan, it's really appreciated!</div>
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<i><b>****</b></i></div>
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Now that I've told you about that, I suppose I should explain what has been going on with the blog.</div>
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As I mentioned above I haven't lost interest in writing, thinking about games or covering the racing genre. In fact, my desire to do so and my passion for it has only increased as each month has passed. Yet the silence here in recent months suggest that there's something up, and that bears addressing.</div>
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While I won't go into details, lately I have been dealing with some personal issues that began in December and continue (although nowhere near as badly) even now. That, along with life commitments and various other things combined to make writing for Raptured Reality more difficult than I'd like, and whenever there was an opportunity or three I was always too unmotivated to do it. I feel like the tides are changing again, however, so with any luck posting will resume on here in the near future. I'm not going to commit to a time frame or suggest that I'll be back by a certain date, because I've done that before and it has never panned out that way. But rest assured that this blog isn't dead, I still want to use it to post my opinion and analyse games, and that stuff like my <a href="http://raptured-reality.blogspot.com.au/search/label/Metroid%20Marathon">Metroid Marathon</a> will be resuming soon.</div>
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Thank you for your patience, for sticking with me and, indeed, for even reading Raptured Reality to begin with. It means a lot to me -- more than you can imagine -- and I look forward to things returning to normal around here very soon. Until then, however, enjoy your games and keep expressing those opinions on them -- it's why we are all here to begin with, after all!</div>Anonymoushttp://www.blogger.com/profile/00626684107210848128noreply@blogger.com2tag:blogger.com,1999:blog-1083509480143917931.post-52278066599957206692012-01-22T04:26:00.001+11:002012-01-22T04:36:31.108+11:00That Other XCOM<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-iDW9sgZmxos/TxrwCEADDOI/AAAAAAAABAI/disTdjTux4Q/s1600/Game+Informer+XCOM+RTS+Cover.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="189" src="http://3.bp.blogspot.com/-iDW9sgZmxos/TxrwCEADDOI/AAAAAAAABAI/disTdjTux4Q/s320/Game+Informer+XCOM+RTS+Cover.jpg" width="320" /></a></div>
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When <i>XCOM: Enemy Unknown</i> (made by Firaxis Games) was announced via the <a href="http://www.gameinformer.com/b/news/archive/2012/01/05/february-cover-revealed-xcom-enemy-unknown.aspx">latest issue</a> of Game Informer magazine, you could almost hear the collective sigh of relief as the gaming world realised that they would no longer have to worry about 2K Marin's FPS reboot of the series. Instead of complaining about how 2K Marin's title wasn't true to the franchise or how the only similarities it shared were its name and some enemies, gamers the world over could instead focus their attention on the newly announced strategy title and forget about the other one. The only problem is, they didn’t forget or move on and instead continue to take every opportunity they can get to dismiss 2K Marin's title and rub it into the ground.</div>
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Anyone who follows me on <a href="https://twitter.com/#%21/NismoR034">Twitter</a> would be well aware of how much this bothers me. I’ve lost count how many times I have vented my frustrations over the attitudes people have towards 2K Marin's game, simply because it is an issue that continues to come up. In some respects, I could understand it back when only the FPS was known about -- I respect the opinions of those loyal to the franchise, even if I disagree with their thoughts on the new game -- but now, when there are two <i>XCOM</i> titles on the way, I think it is frankly bullshit.</div>
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My problem isn't that people aren't interested in 2K Marin's game -- either because it isn't a strategy game or because it doesn't appeal to them (everyone is entitled to their own opinion) -- but, rather, that everyone appears to be so willing to dismiss the title and not give it a chance. Practically ever since it was announced people have despised the FPS reboot, lamenting the different direction it is taking and expressing concern over what it may or may not mean for the series overall. This bothers me not because I disagree with these people, but because they are making their decision on a game that hasn't come out yet (and won't for some time) and which hasn't had the opportunity to prove itself. We still know so little about what 2K Marin are doing with the title and it remains unclear just how faithful (or not) it will be to the franchise as a whole, despite claims to the contrary, so I think it is simply unfair to be talking about the game in this way. For all we know the game could be fantastic, something that could almost be assured given that 2K Marin made <i>BioShock 2</i> which was, in a lot of ways, better than the original classic. I'm not saying that their version of <i>XCOM</i> will or won't be a great game, but the fact that we don't know yet means that we shouldn't be passing judgement, which is my primary issue here. </div>
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<a href="http://1.bp.blogspot.com/-XcxA7dlJA5A/TxrwBRdi4QI/AAAAAAAABAE/jKnIptL_PpM/s1600/XCOM+2K+Marin.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="167" src="http://1.bp.blogspot.com/-XcxA7dlJA5A/TxrwBRdi4QI/AAAAAAAABAE/jKnIptL_PpM/s320/XCOM+2K+Marin.jpg" width="320" /></a></div>
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And, ignoring the actual game, the strategy title recently revealed or the franchise as a whole for a moment, what about 2K Marin themselves? How do they feel about having to hear about all of this negativity and arrogance (let's be honest here) with regards to their title, something they are no doubt putting a lot of work into and something they would probably view as a labour of love? Furthermore, how do they feel knowing that a game they have been working years on has now been so easily dismissed while <i>XCOM: Enemy Unknown</i> is lavished with praise and interest? That's my main qualm with this entire issue: the way in which these attitudes are affecting development, and the way it may or may not be impacting the team. Whether I agree with the approach or not, it is fair enough to be uninterested in a game and to ignore it in favour of other ones, but when you are sitting there insulting one because another is appeasing your own personal interests, then I have a problem. A serious problem. 2K Marin's morale is probably terrible right now because of all of the crap, most of it unnecessary, their game is receiving at the moment; by not thinking about what they are saying and not considering the consequences, the people dismissing 2K Marin’s interpretation of the franchise are giving the game a reputation it doesn't deserve, and treating the people behind it -- talented people who have families to consider and lives to maintain -- like crap. That isn't right, no matter how you feel about a product or a franchise, or how loyal you happen to be. It is also a direct example of how people can be biased and ignorant, and it also represents the sense of entitlement and privilege some players have -- whether they realise it or not -- when it comes to certain elements of their gaming passion and/or interest. People need to stop being so selfish and dismissive, grow up, and give videogames that are in development a chance. If the final product happens to be a bad game or it has serious flaws, then absolutely go ahead and criticise it so that both 2K Marin and the industry as a whole can learn from it, but until then stop judging something you know nothing about and stop whining when something doesn’t satisfy your every need. </div>
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Unfortunately, I feel like the attitudes will only continue right up until both <i>XCOM</i> titles in development are released. Everyone is happy about the fact that 2K Marin’s title was delayed until 2013 and that Firaxis’ version will be out soon. When people like the creator of the original game, Julian Gollop, are pleased with the upcoming strategy title and believes the FPS one is a “<a href="http://www.kotaku.com.au/2012/01/x-com-creator-2k-marins-fps-a-great-shame/">great shame</a>”, the problem is only exacerbated even more because it is the kind of thing that can be used as justification for dismissing 2K Marin’s efforts. And, when you consider the fact that the enthusiast press itself already refers to 2K Marin’s title as ‘That Other <i>XCOM</i>’ (as demonstrated by Game Informer <a href="http://www.gameinformer.com/b/news/archive/2012/01/05/that-other-xcom-game-is-still-coming.aspx">immediately</a> after they revealed Firaxis’ game), you realise that the FPS reboot’s fate has already been decided: no one cares about it anymore, those who did are probably more interested in the strategy game, and as a result 2K Marin (or more accurately, Take Two Interactive) may as well just cancel their title and make something else.</div>
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But I seriously hope they don’t because I care about it and I am definitely interested to see where it goes. My sole opinion doesn’t matter, of course, but I still hope the game does see release and that it and 2K Marin’s efforts are given the proper consideration that they deserve.</div>Anonymoushttp://www.blogger.com/profile/00626684107210848128noreply@blogger.com3tag:blogger.com,1999:blog-1083509480143917931.post-49575783055304114342012-01-16T15:00:00.000+11:002012-01-16T15:00:04.644+11:00The Year That Was 2011: Games Edition<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-QA5F3rIpWDY/TxMOBYA5F2I/AAAAAAAAA_Y/nNuTu_bCLtk/s1600/The+Last+Guardian+3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="191" src="http://3.bp.blogspot.com/-QA5F3rIpWDY/TxMOBYA5F2I/AAAAAAAAA_Y/nNuTu_bCLtk/s320/The+Last+Guardian+3.jpg" width="320" /></a></div>
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Now that we have looked back at what took place on the <a href="http://raptured-reality.blogspot.com/2012/01/year-that-was-2011-blog-edition.html">blog</a>, let’s shift focus and talk about the games that I played during 2011. It was a quiet and subdued year for me, the intention right from the beginning being to hold back on purchases and only really buy the games that I deemed to be ‘must-have’. This led to a focus on just a handful of titles that I eventually began referring to as the “Big Four”. Ultimately that figure decreased to three as one title didn’t come out at all (<i>The Last Guardian</i>), but the sentiment as a whole describes the year that I had perfectly, and it alludes to the approach that I had throughout it. It should also be noted that this post is replacing any ‘<a href="http://raptured-reality.blogspot.com/search/label/GOTY">Games Of The Year</a>’ posts I would have otherwise done, as I do not feel that I played enough of 2011’s range of titles to truly offer an informed opinion or to highlight the things that were done right. So, without further ado, the videogames that I got to play in 2011.</div>
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<a href="http://3.bp.blogspot.com/-PEqXMMQyal0/TxMNutc5dOI/AAAAAAAAA_I/K_Yj3VtkTPE/s1600/Test+Drive+Unlimited+2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="179" src="http://3.bp.blogspot.com/-PEqXMMQyal0/TxMNutc5dOI/AAAAAAAAA_I/K_Yj3VtkTPE/s320/Test+Drive+Unlimited+2.jpg" width="320" /></a></div>
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<b>Test Drive Unlimited 2</b> </div>
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Despite clearly being a massive fan of the racing genre, I always felt a little guilty for having this title so high on my anticipation list for 2011. For whatever reason it just felt ‘wrong’ to be excited for this game when better titles (supposedly) were on the horizon like a new <i>Zelda</i> and <i>Forza Motorsport 4</i>. Yet high it was and the reasons for it were simple: I absolutely adored the original game because it enabled me to just pick a car and drive it, wherever and however I wanted to. To be able to experience that pleasure again with improved visuals, new additions like weather and off-road racing and on a much larger scale thanks to the inclusion of two islands rather than one was incredibly enticing for me, and I simply <a href="http://raptured-reality.blogspot.com/2011/02/preview-power-test-drive-unlimited-2.html">couldn’t wait</a> to try <i>Test Drive Unlimited 2</i> when it released in <a href="http://raptured-reality.blogspot.com/2011/02/brief-impressions-test-drive-unlimited.html">February</a>. It was the first of my “big four” games and, in hindsight, it was the right choice as it absolutely delivered on the expectations I held for it. </div>
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Having said that, however, it was also a huge disappointment -- not only was it flawed it was incredibly inconsistent, too, making for an insanely fun game when it got everything right and a horribly frustrating one when it got everything wrong. It took far too long to be able to play the game as I intended -- using it for the pleasure of just driving -- thanks to a ridiculous (not to mention unnecessary) story mode; the dirt races and routes felt tacked on despite still being rather fun; and new features such as weather were nothing more than superficial add-ons at best. I have still lost countless hours playing it and just driving freely, so my experience with it has been mostly positive, but there are some serious issues with the game, too, and for the most part they are inexcusable. </div>
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I will be covering <i>Test Drive Unlimited 2</i> in a little more detail in the near future, so keep an eye out for that.</div>
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<a href="http://3.bp.blogspot.com/-qsoxkiGzk9A/TxMNnRShvyI/AAAAAAAAA-4/mDI26eiogLY/s1600/L.A.+Noire.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="179" src="http://3.bp.blogspot.com/-qsoxkiGzk9A/TxMNnRShvyI/AAAAAAAAA-4/mDI26eiogLY/s320/L.A.+Noire.jpg" width="320" /></a></div>
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<b>L.A. Noire</b></div>
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The second of my “big four”, <i>L.A. Noire</i> was easily my most <a href="http://raptured-reality.blogspot.com/2011/05/preview-power-la-noire.html">anticipated</a> game of the year. Sure, Rockstar’s involvement with it was certainly a big factor but I was more intrigued by how different it appeared to be, and by Team Bondi’s overall ambition with the title. A meticulously recreated 1940s version of Los Angeles to inhabit; a protagonist who is a cop rather than the usual criminals leading other games; <i>and</i> a game in which conversations and discovery (IE: the interrogations and investigations) are the most prominent parts, not shooting or driving or any of the usual suspects? Yes please! </div>
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Unfortunately my excitement didn’t pay off as much as I would have liked as the game was somewhat of a let-down. It was still good and I am still <i>very</i> glad that I got to experience it, but it definitely has its problems and some of its main components conflict with each other more than they should, too, which is unfortunate. And the game’s rendition of LA, the feature I was looking forward to the most? Very impressive, no doubt about that, but also very redundant as it is nothing more than a dull and empty space. </div>
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Ultimately the game was overshadowed by the controversy that followed its release involving Team Bondi, Brendan McNamara and the eventual (perhaps even inevitable) closure of the Sydney-based studio. Despite these real life dramas and the inconsistencies that <i>L.A. Noire</i> exhibited, I still enjoyed the game and still firmly believe that it was an important title and certainly one worth investigating. It could have been so much more than it actually was, but what was there was still worth the time I put into it. </div>
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I plan to revisit <i>L.A. Noire</i> in the near future to try and knuckle down on my thoughts, as it definitely comes across as a game that I need to discuss here on the blog. </div>
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<a href="http://1.bp.blogspot.com/-1yY6lOXV9As/TxMOC9E-0YI/AAAAAAAAA_k/E7tJoaJg7jg/s1600/Portal+2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="179" src="http://1.bp.blogspot.com/-1yY6lOXV9As/TxMOC9E-0YI/AAAAAAAAA_k/E7tJoaJg7jg/s320/Portal+2.jpg" width="320" /></a></div>
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<b>Portal 2</b> </div>
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In all honesty I wasn’t expecting to be playing <i>Portal 2</i> this year. It’s not that I wasn’t interested in it or didn’t want to play, it just happened to be a game that I was prepared to wait for like so many of the other big 2011 titles. However, shortly after I purchased my <a href="http://raptured-reality.blogspot.com/2011/07/pc-personal-conquest.html">gaming PC</a> I was lucky enough to get the game and, in typical Valve style, it delivered on all expectations. </div>
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How do you surpass perfection? By continuing to be perfect, that’s how -- precisely what <i>Portal 2</i> did. There’s no denying that the sequel had some big shoes to fill and I am sure it would be fair to say that most people out there had their doubts, despite the game being made by Valve, and yet it nailed everything that it set out to do. Objectively, it is the game of the year purely because of how skillfully and elegantly it achieved its goals, but subjectively it would be a strong contender for that nod because it is just simply fantastic. I had an absolute blast playing around with the new mechanics and found myself, once again, baffled by some of the genius level design and clever puzzles. It has one of the best videogame endings of all time, I think, and personally one of the best openings, too -- I was absolutely hooked as soon as I heard how much Wheatley had to say when I left the game idling, and when I was ready to actually play I couldn’t because I was in hysterics. Humour in videogames is still seldom seen, unfortunately, so I absolutely cherish the funny moments that the entirety of <i>Portal 2</i> gave to me. </div>
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<a href="http://3.bp.blogspot.com/-0SSW-LMVB2U/TxMNgZN31sI/AAAAAAAAA-o/cLY2DY1zwpw/s1600/F1+2011.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="179" src="http://3.bp.blogspot.com/-0SSW-LMVB2U/TxMNgZN31sI/AAAAAAAAA-o/cLY2DY1zwpw/s320/F1+2011.jpg" width="320" /></a></div>
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<b>F1 2011</b></div>
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After being blown away by <a href="http://raptured-reality.blogspot.com/search/label/F1%202010"><i>F1 2010</i></a> and inspired to do things like my <a href="http://raptured-reality.blogspot.com/search/label/Living%20The%20Life">Living The Life</a> series, it was inevitable that this game would be a key title from 2011’s lineup. What you might not have known, however, was that I was prepared to hold off buying it until perhaps even this year due to the aforementioned desire to hold back on my purchases. That was until I found myself in possession of a <a href="http://raptured-reality.blogspot.com/2011/10/f1-2011.html">review copy</a>, anyway. </div>
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<i>F1 2011</i> is hard to comment on because, aside from playing it enough to be able to write the <a href="http://www.pixelhunt.com.au/2011/10/featured/review-f1-2011/">review</a>, I have barely touched it -- not when compared to the amount of hours I have put into its predecessor <i>F1 2010</i>, anyway. What I did play, however, demonstrated to me that the game was absolutely an improvement with some great refinement being made by Codemasters, and key new features like the inclusion of the Safety Car being thoroughly welcome. It wasn’t just an annual release ready to cash-in on the brand or license, it was a genuine successor that illustrated that <i>F1 2010</i> wasn’t just a one-trick pony, and that Codies had a direction that they wanted to go with the series. Whether it can sustain everything in its current form for another go with <i>F1 2012</i> later this year remains to be seen but, right now at least, <i>F1 2011</i> is another fantastic Formula 1 and racing game, and the franchise as a whole is well on its way to being one of the genre’s finest. </div>
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I will be covering <i>F1 2011</i> extensively this year, as well as using it for the second season of my role-playing story. I refuse to focus on the title until I have covered <i>F1 2010</i>, however, so expect musings on that game in the very near future. </div>
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<a href="http://2.bp.blogspot.com/-IJAoSlfBABM/TxMNxZLrxOI/AAAAAAAAA_Q/lJKmZUg8g-k/s1600/Drake%2527s+Deception.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="179" src="http://2.bp.blogspot.com/-IJAoSlfBABM/TxMNxZLrxOI/AAAAAAAAA_Q/lJKmZUg8g-k/s320/Drake%2527s+Deception.jpg" width="320" /></a></div>
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<b>Uncharted 3: Drake’s Deception </b></div>
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The third (and final) game of my “big four”, <i>Uncharted 3</i> was absolutely high on my list because it was the follow up to the impeccable <a href="http://raptured-reality.blogspot.com/2010/01/games-of-year-2009-uncharted-2-among.html"><i>Uncharted 2: Among Thieves</i></a>, and because it was being made by one of my favourite developers in Naughty Dog -- a studio I firmly believe deserves to be considered in the same light as Rockstar, Nintendo, Valve and the other behemoth names of the industry. Most of all, however, I was eagerly anticipating <i>Drake’s Deception</i> because it meant another journey with some of my favourite characters in the medium, meaning I could share more adventures with Elena, Chloe, Sully and, of course, Nathan Drake. </div>
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Interestingly, now that I have played it, I feel like <i>Uncharted 3</i> was a bit of a let-down. A feeling that actually bothers me because there is nothing inherently wrong with it and because it exceeded what <a href="http://raptured-reality.blogspot.com/2009/12/uncharted-2-among-thieves.html"><i>Uncharted 2</i></a> brought to the table back in 2009. The graphics were sublime; the set-pieces were absolutely amazing; the levels and locations were incredible; and the continuation of the story and the ability to see more of the characters was brilliant. Yet, somehow, I feel like I enjoyed <i>Uncharted 2</i> more and I find that fascinating to contemplate because on an objective level <i>Drake’s Deception</i> is better in every way. I’m sitting on my thoughts about the game for a few months so I can revisit it and really understand them, so when I play it again I will cover it here on the blog. In the meantime it absolutely is a fantastic game (despite what some of the backlash it is receiving might suggest) and ultimately it ensures that the <i>Uncharted</i> franchise as a whole is one of the best to have come out of this current generation. </div>
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<a href="http://1.bp.blogspot.com/-WZN4inUkrLg/TxMNjdukGaI/AAAAAAAAA-w/crG5dfB9qqM/s1600/FM4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="179" src="http://1.bp.blogspot.com/-WZN4inUkrLg/TxMNjdukGaI/AAAAAAAAA-w/crG5dfB9qqM/s320/FM4.jpg" width="320" /></a></div>
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<b>Forza Motorsport 4 </b></div>
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Like <i>F1 2011</i>, commenting on <i>Forza Motorsport 4</i> is difficult for me because I have barely played it and, once again, I wasn’t expecting to have access to it, either. For whatever reason a very generous friend decided to buy two copies and lend one to me, and now we’ve made a deal in which I will be buying the game off him once I am ready to do so. Being the Collector’s Edition means that I am rather grateful to be in a situation like this, but either way it is interesting because it was totally unexpected. </div>
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The first thing I noticed was how much better overall the sound quality was: cars sound absolutely fantastic now, and the environmental ambiance and general aural performance has been improved immensely. Physics, too, have continued to be refined to remarkable levels, something I won’t fully get to understand until I have played it for some time. The graphics are also better -- that’s obvious from screenshots alone, as demonstrated above -- but, as a simulation game, I don’t pay too much attention (okay maybe a <i>little</i> bit) to that. </div>
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Unfortunately, however, I just haven’t played it enough to give you any decent summary of how good it is. Why haven’t I spent time running it through its paces or driving lap after lap after lap? Because I am still working on <a href="http://raptured-reality.blogspot.com/search/label/Forza%203"><i>Forza Motorsport 3</i></a> and I am trying to wrap that up before fully transitioning into <i>FM4</i>. Look out for some coverage on the game later in the year once I have given it a proper go. </div>
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<a href="http://4.bp.blogspot.com/-NwFoVthm8L0/TxMODsGvpTI/AAAAAAAAA_s/laygFIORQpU/s1600/Skyrim.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://4.bp.blogspot.com/-NwFoVthm8L0/TxMODsGvpTI/AAAAAAAAA_s/laygFIORQpU/s320/Skyrim.jpg" width="320" /></a></div>
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<b>The Elder Scrolls V: Skyrim</b> </div>
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Another game that I wasn’t expecting to play and thus, can’t really comment on, <i>The Elder Scrolls V: Skyrim</i> is a hard one because I both like it and don’t think it is as fantastic as everyone else makes it out to be. I realise having played very little I can’t speak to it like everyone else can, but the brief sessions I did have with it illustrated to me that whilst it was a massive improvement over <i>The Elder Scrolls IV: Oblivion</i>, it is also full of the issues that have plagued the series for years, too. It looks and sounds better, has a more interesting setting and features a world that looks like a joy to get lost in, and yet it still has wooden (and fairly uninteresting) characters, the same goddamn voice-overs and repetitive quests and/or dungeons. I don’t know, the game just had (and continues to have) such incredible hype surrounding it and yet <i>that’s</i> what the final product is? Really? </div>
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I just don’t see it, but then as I said I have barely played it so it isn’t right to judge. I am sure it is a fantastic game (I did enjoy what I played, honest!) and that I will enjoy it when I can finally play it properly, but at the same time I just don’t think the series as a whole is right for me, or that I am just missing what everyone else sees in it. I guess time will tell on that one. </div>
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Oh, and for the record: I was able to play it due to another generous friend. I don’t own it myself yet, unfortunately. </div>
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<a href="http://4.bp.blogspot.com/-aprvKQP4z1k/TxMOCWC95JI/AAAAAAAAA_g/yrLCpZCBReU/s1600/Mario+Kart+7.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="190" src="http://4.bp.blogspot.com/-aprvKQP4z1k/TxMOCWC95JI/AAAAAAAAA_g/yrLCpZCBReU/s320/Mario+Kart+7.jpg" width="320" /></a></div>
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<b>Mario Kart 7</b> </div>
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Yet another game I wasn’t expecting to play because I wasn’t expecting to own the platform you find it on. It wasn’t until last month, December, that I got my Nintendo 3DS (yes, as a Christmas present) and as such this game only barely scrapes onto the list. Despite this it already stands out as one of the year’s most interesting and enjoyable games, and I definitely look forward to playing it some more in the very near future. </div>
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The fact that Retro Studios had a hand in its development is also something I find fascinating, not just because of their own pedigree and what it means for the game but because of what it may suggest for Nintendo (and thus, the medium) going forward, too. By collaborating with Retro to design some tracks and environments, EAD Tokyo have indicated that they are not against the idea of working with other development teams; western development teams. This is significant information and could be very interesting to keep an eye on as the Wii U comes out and Nintendo enters the High Definition race -- Retro may not have released any HD games themselves yet but, being a Western team, they would absolutely be familiar with it. Will they be leading the charge, so to speak, when it comes to the approach Nintendo ultimately have with their upcoming console? Probably not, but it’s still an intriguing thing to observe and contemplate. </div>
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<a href="http://2.bp.blogspot.com/-hEyXxQuB3TY/TxMOEEyr4RI/AAAAAAAAA_0/COI5VQDzQRM/s1600/Super+Mario+3D+Land.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="192" src="http://2.bp.blogspot.com/-hEyXxQuB3TY/TxMOEEyr4RI/AAAAAAAAA_0/COI5VQDzQRM/s320/Super+Mario+3D+Land.jpg" width="320" /></a></div>
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<b>Super Mario 3D Land </b></div>
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As with <i>Mario Kart 7</i> I wasn’t expecting to own this and because the purchase was so recent I haven’t played it enough to really comment on it. What I did see was impressive and I look forward to playing more, but having said that it also didn’t grab me as much as I was perhaps expecting it to. </div>
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Regular readers of Raptured Reality would be <a href="http://raptured-reality.blogspot.com/2010/04/amongst-stars-super-mario-galaxy.html">aware</a> of the fact that I am not as into <i>Mario</i> or <i>Zelda</i> as most Nintendo players are, my series of choice instead being <a href="http://raptured-reality.blogspot.com/search/label/Metroid%20%28series%29"><i>Metroid</i></a>. They would also be aware, however, that <i>Super Mario Galaxy</i> captivated me and surprised me with its genius level design and fantastic use of perspective, so my reaction to that wonderful game definitely played a key role in my interest for <i>Super Mario 3D Land</i>. A mix of <i>Super Mario Galaxy</i> and old-school Mario platformers, in 3D, on a handheld? It almost sounds too good to be true and, if I’m honest, it is… What is there is seemingly a really well made, fantastic title, but by being an amalgamation rather than a unique experience I also feel like the game might ultimately fall a little flat for me personally. But, again, I have barely played it -- let’s revisit this subject once I have given it a proper chance. </div>
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<a href="http://1.bp.blogspot.com/-Xm-qirdj1uU/TxMNqo6snXI/AAAAAAAAA_A/zhNkqZ1eiSM/s1600/Estate+Sunset.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="169" src="http://1.bp.blogspot.com/-Xm-qirdj1uU/TxMNqo6snXI/AAAAAAAAA_A/zhNkqZ1eiSM/s320/Estate+Sunset.jpg" width="320" /></a></div>
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<b>Minecraft</b> </div>
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What can I say about <i>Minecraft</i> that I haven’t already <a href="http://raptured-reality.blogspot.com/2010/11/talking-about-minecraft.html">said</a> <a href="http://raptured-reality.blogspot.com/2010/12/talking-about-minecraft-2-narrative.html">countless</a> <a href="http://raptured-reality.blogspot.com/2011/03/talking-about-minecraft-3-dancing-with.html">times</a> <a href="http://raptured-reality.blogspot.com/2011/06/talking-about-minecraft-4-surprise_23.html">before</a>? The game is a marvel, quite literally, and if hours played were a defining factor behind choosing a game of the year the thing would win hands down. Featuring it for two years in a row is also a little weird, as no other game (except maybe <i>World Of Warcraft</i>?) can remain as important and as prominent as Mojang’s indie sensation has. Of course, the game ‘officially’ came out late last year by finally leaving Beta status, but no matter what state the game is in one thing has remained consistent and abundantly clear the entire time: <i>Minecraft</i> is on this list because it is inspiring, mesmerizing and because it unleashed a creative side to my personality that I didn’t even know I had. It is one of the best games I have ever played and I fully expect that I will be playing it for many more years to come, too. </div>
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This may be a touch hyperbolic so early into a new one but, <i>Minecraft</i> isn’t just one of the games of the year, it’s one of the games of the decade. I eagerly look forward to seeing what other developers can do with the new genre that Mojang have created. </div>
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<b>*****</b></div>
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So there you have it, the games that I was lucky enough to play during 2011. As suggested above it was a rather quiet year for me and I didn’t get to play everything I wanted to, including <i>The Last Guardian</i> which was unfortunately delayed for whatever reason. I missed <i>Batman: Arkham City</i>, <i>The Legend Of Zelda: Skyward Sword</i>, <i>Bastion</i>, <i>Deus Ex: Human Revolution</i> and so many more games that I definitely wanted to play. Unlike 2011 my aspirations for 2012 aren’t restricted in any way so I definitely will be catching up with all of the titles that I missed throughout the year. I will also be playing a whole host of games due to come out, too, but I will have more on those in a preview for 2012 in a couple of days. </div>
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Finally, I suggested in yesterday’s post that I found the year to be disappointing. The reason for this is because I felt like all of the titles that had high expectations and immense hype either underperformed or failed to deliver. It’s not that the year’s best games weren’t great experiences and worth waiting for but, rather, that after looking so strong for so long the final outcome for each of these titles was a little… lackluster. A similar thing happened with 2010’s range of titles but I definitely feel like that year was a better success (if you will) than 2011 ultimately was. Was the year yet another example of hype reaching unrealistic and unattainable levels? Maybe, but either way it is an interesting thing to observe and contemplate. Here’s hoping 2012’s line-up has a better chance. </div>
Anonymoushttp://www.blogger.com/profile/00626684107210848128noreply@blogger.com2tag:blogger.com,1999:blog-1083509480143917931.post-7237163150535019662012-01-15T23:00:00.000+11:002012-01-16T02:19:53.189+11:00The Year That Was 2011: Blog Edition<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-fXMTDEiyObk/TxGdJHOIjGI/AAAAAAAAA9g/016H8MHQIu4/s1600/Illium+2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="160" src="http://2.bp.blogspot.com/-fXMTDEiyObk/TxGdJHOIjGI/AAAAAAAAA9g/016H8MHQIu4/s320/Illium+2.jpg" width="320" /></a></div>
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If I were to sum up last year with just one word, it would most likely be: horrible. I choose this word because of things that took place in my real life, such as the death of my Nan; I choose it because of how disappointing, I felt, the year was for gaming (more on this tomorrow); I pick it due to some of the events that took place within the gaming industry, such as the <a href="http://raptured-reality.blogspot.com/2011/04/system-shock.html">PlayStation Network hack</a>; and I use it because of my unproductive, less than ideal year here on the blog. Despite starting and pursuing some things that I thought were really interesting, such as my ‘<a href="http://raptured-reality.blogspot.com/search/label/Living%20The%20Life">Living The Life</a>’ series, I definitely feel as if 2011 as a whole was disappointing as far as Raptured Reality is concerned, and that it was probably my worst year of blogging to date. I am proud of some of the content I produced and some of the experiments I conducted but, for every success it felt like there were many more failures, so I am definitely unhappy with the blog’s final outcome for 2011. I tried some things that didn’t eventuate (and which you never knew about), I seemingly failed to stick to my word and keep my promises whenever I laid out my plans to you, and my consistency was… well, it was non-existent. The year is over now, though, so there is little point in dwelling on what could or should have been. Instead, it is time to reflect on the year that was, so here are some thoughts, observations and insight into some of the posts that were published on Raptured Reality in 2011.</div>
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<a href="http://3.bp.blogspot.com/-YXIggQIRL74/TxGdCYcHGGI/AAAAAAAAA9Y/lMXEyV4JuxQ/s1600/Wounded+Lara.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="136" src="http://3.bp.blogspot.com/-YXIggQIRL74/TxGdCYcHGGI/AAAAAAAAA9Y/lMXEyV4JuxQ/s320/Wounded+Lara.jpg" width="320" /></a></div>
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<b>January-March</b></div>
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The start to the year was interesting because it felt like I hardly published anything and yet I did get a fair bit done. I explored some interesting subjects, continued to add to things like my <a href="http://raptured-reality.blogspot.com/search/label/Living%20The%20Life">Living The Life</a> series and I started a new tradition, too, by looking back at the year that was <a href="http://raptured-reality.blogspot.com/2011/01/year-that-was-2010.html">2010</a>. Re-reading over that post now brings to my attention that I didn’t get to do a lot of the things I wanted to as I began 2011, but despite this it was interesting to reflect back on the insanely packed year that 2010 was and to remember the games, issues and themes that defined the year for me. I revealed the ten games of 2010 that were important to me through two <a href="http://raptured-reality.blogspot.com/2011/01/games-of-year-2010-1.html">extensive</a> <a href="http://raptured-reality.blogspot.com/2011/01/games-of-year-2010-2.html">posts</a>; achieved a mini-goal of mine by looking at and responding to the reveal of the new <a href="http://raptured-reality.blogspot.com/2011/02/new-tomb-raider.html"><i>Tomb Raider</i></a> (the goal being to respond to things I found interesting more often, also demonstrated by a look at the <a href="http://raptured-reality.blogspot.com/2011/03/core-concerns.html">cancellation</a> of <i>Perfect Dark Core</i> in March); continued to display a deep affection for and addiction to <i>Minecraft</i> by taking a look at the addition of <a href="http://raptured-reality.blogspot.com/2011/03/talking-about-minecraft-3-dancing-with.html">Wolves</a> to the game, of all things; and I reflected back on the season so far of my <a href="http://raptured-reality.blogspot.com/search/label/Living%20The%20Life">Living The Life</a> series after finishing the <a href="http://raptured-reality.blogspot.com/2011/02/living-life-spain.html">fifth round</a> (of nineteen) of the season. This last one was particularly intriguing and fun to do as it enabled me to look back on the story both <a href="http://raptured-reality.blogspot.com/2011/02/living-life-season-so-far-1.html">in character</a> and <a href="http://raptured-reality.blogspot.com/2011/03/life-i-live.html">out if it</a>, highlighting some of the things that doing this role-playing story had enlightened me to as well as explaining some other aspects that were only merely mentioned in the summary of each round up to that point. It is an aspect of the series that I plan on continuing as the season progresses (it’s already finished in terms of playing but, obviously, not in terms of being published here on the blog) so look out for more insight as more rounds are published. </div>
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February also marked the release of the first of my “big four” games of 2011 (more on those tomorrow) with <i>Test Drive Unlimited 2</i>, a game I was <a href="http://raptured-reality.blogspot.com/2011/02/preview-power-test-drive-unlimited-2.html">eagerly anticipating</a> after loving the original but ultimately a game that was somewhat <a href="http://raptured-reality.blogspot.com/2011/02/brief-impressions-test-drive-unlimited.html">disappointing</a>, too. I still love it of course and will explain why in the near future but there’s no denying that it has a lot of problems and flaws, too, and that it didn’t meet expectations either. A trend that seemed to be a theme for the entire year, actually, but you’ll have to wait until tomorrow for me to elaborate on that. </div>
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<a href="http://2.bp.blogspot.com/-aX1giRBm1SA/TxGeKCwzpMI/AAAAAAAAA9w/mj56Fo1g6hg/s1600/PSN+Hacked+Post.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="179" src="http://2.bp.blogspot.com/-aX1giRBm1SA/TxGeKCwzpMI/AAAAAAAAA9w/mj56Fo1g6hg/s320/PSN+Hacked+Post.jpg" width="320" /></a></div>
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<b>April-June</b></div>
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April was a particularly significant month for two reasons, one public and one private. Publicly, it was the month in which the <a href="http://raptured-reality.blogspot.com/2011/04/system-shock.html">PlayStation Network hack</a> occurred and where gamers around the world were concerned about whether their credit card details were obtained or not. Personally, while I was worried too, I was more interested in the response to the debacle and whether other companies, Sony themselves or industries in general would learn from the situation and use it to ensure online security in the future. It was the most important ‘event’ of the year, no doubt about it, and I really wanted to see everyone react to it in that way but, instead (and like I expected), people got over it pretty quickly -- especially once the PlayStation Network itself was back up and running -- and now it is almost as if the entire thing didn’t even happen. That is the most disappointing thing about 2011 for me as a whole, but it is not surprising at all and was probably predictable from the start. When the potential was there for identity theft and personal information to be obtained (if not utilised) everyone rightfully was in a state of panic, but once it became clear that the only real impact was a lengthy down-time for the ability to play games online on the PS3, everyone expressed their disdain and then ultimately moved on to forget about it. Not only is that an example of how quickly people move on and forget on the Internet but, more seriously, it is also an example of how blasé industries, companies and consumers all are when it comes to the convenience of the thing and its many online services. When things go wrong the complaints come thick and fast but when they become ‘right’ again, everybody goes back to their routines, privileges and schedules, and it gets lost in the digital ether until the next big disaster takes place. It really bothers me (if you can’t half tell) but that is the Internet for you, so whining about it here isn’t going to change anything. </div>
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More privately the month was also significant because of something that was happening behind the scenes and also something that ultimately didn’t eventuate. Any regular reader of this blog knew that I had a strong addiction to <i>Minecraft</i> and that part of that obsession involved watching videos on it such as <a href="http://www.youtube.com/show/coesquest">Coe’s Quest</a>, a series I had mentioned in 2010 a couple of times when <a href="http://raptured-reality.blogspot.com/2010/11/talking-about-minecraft.html">discussing</a> my experiences with the <a href="http://raptured-reality.blogspot.com/2010/12/talking-about-minecraft-2-narrative.html">game</a>. What you didn’t know, however, was that I had contacted Coe and asked if I could interview him, something he kindly agreed to. I requested it because he was approaching his 150th episode and I thought it would be a good thing to coincide with the milestone and, some email exchanges later, I had a series of questions and answers ready to go. So why wasn’t it ever published? Quite simply, because it wasn’t finished and for whatever reason Coe never responded to one of my emails. He had a particularly busy period with his work and also preparing for that milestone and as such he went quiet for a few weeks, apologising every now and again for not replying to me. I told him that it was fine and that I was happy to wait (that and the 150th episode still hadn’t aired yet, so I thought there was plenty of time) and after that I never heard from him again. As you can imagine that was quite annoying as we had already progressed quite far and, because interviewing someone was something new for me (one of the many experiments I ended up trying in 2011), I was really looking forward to finishing it and publishing it here on the blog. Despite these frustrations I don’t hold anything against Coe for failing to respond and I am still glad I got the opportunity to try interviewing someone, even if it didn’t pan out or ever see the light of day publicly. I even still watch Coe’s Quest which recently hit 200 episodes and continues beyond that, so really nothing has changed for me and my relationship (if you will) with his story in <i>Minecraft</i> -- the only thing that was different was that I had talked to him and no one ever knew about it. That’s disappointing to be sure, but it is the way things go sometimes, too, so I put it down as an interesting experiment and nothing more. </div>
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<a href="http://3.bp.blogspot.com/-fOZZpF3GyPg/TxGeOuCKqNI/AAAAAAAAA94/z4cftC6wcVk/s1600/Project+Gotham+Racing+4+Bike+And+Car.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="179" src="http://3.bp.blogspot.com/-fOZZpF3GyPg/TxGeOuCKqNI/AAAAAAAAA94/z4cftC6wcVk/s320/Project+Gotham+Racing+4+Bike+And+Car.jpg" width="320" /></a></div>
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April was also rather hard to bear as it was the month in which I wrote a tribute, of sorts, to <a href="http://raptured-reality.blogspot.com/2011/04/how-bizarre.html">Bizarre Creations</a>. When news broke that Activision were shutting down the studio I was pretty upset about it. Sure, studio closures and lay-offs were nothing new in the industry -- especially last year -- and as such, it is something I should be accustomed to, but it was particularly hard news personally because Bizarre made some of my favourite racing games of all time and were absolutely one of the best developers in the genre. Alongside Criterion Games (thankfully still alive and well), Bizarre defined what Arcade racing thrills meant to me so to lose that was not only serious -- due to insane talent losing their jobs and thus, livelihoods -- it was devastating, and probably the other big low-point of 2011 for me. Most of the talent appear to have landed on their feet and now work for other studios, which is good to see, but it was still a significant loss to the industry and, perhaps more importantly, the medium of videogames itself, too. Rest in peace Bizarre Creations.</div>
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May was also a busy month as it saw the release of <a href="http://raptured-reality.blogspot.com/2011/05/preview-power-la-noire.html"><i>L.A. Noire</i></a>, the second game of my “big four”, as well as posts looking critically and analytically at <a href="http://raptured-reality.blogspot.com/search/label/Gran%20Turismo%205"><i>Gran Turismo 5</i></a> and <a href="http://raptured-reality.blogspot.com/search/label/Mafia%20II"><i>Mafia II</i></a>. The former also marked the beginning of my ‘<a href="http://raptured-reality.blogspot.com/2011/05/behind-wheel-series-overview.html">Behind The Wheel</a>’ series which is where all my racing game critical coverage will now go. I enjoyed looking at <i>Gran Turismo 5</i> from <a href="http://raptured-reality.blogspot.com/2011/05/behind-wheel-of-gran-turismo-5-product.html">three</a> <a href="http://raptured-reality.blogspot.com/2011/05/behind-wheel-of-gt5-grand-tour.html">different</a> <a href="http://raptured-reality.blogspot.com/2011/05/behind-wheel-of-gt5-racing-rivals.html">perspectives</a> and definitely took pleasure in trying to pin-point just what made <i>GT5</i> unique, but I was also fairly disappointed, too, because looking back on the year as a whole I now realise that I still haven’t finished appraising that game in the way that I intended. Something to attend to this year, then, especially considering that I feel like the game has been rebooted (in a sense) after the release of Spec 2.0 in October: a significant update to the game that brought with it some interesting changes and was released in preparation for the (then) upcoming downloadable content. </div>
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Even worse than failing to continue my look at <i>Gran Turismo 5</i> in-depth was my failure to continue talking about <a href="http://raptured-reality.blogspot.com/2011/05/mafia-ii.html"><i>Mafia II</i></a>, a game that left me with incredibly mixed, strong feelings and a title that still to this day stands out to me as intriguing and important. Back then I likened it to the way in which <a href="http://raptured-reality.blogspot.com/search/label/Mirror%27s%20Edge"><i>Mirror’s Edge</i></a> ultimately made me feel, an analogy that I think is even more apt now as I reflect back on my time with <i>Mafia II</i> and realise that, despite its flaws, I really loved it. I think one of my goals for this year will be to return to <i>Mafia II</i> and knuckle down on what my overall thoughts on it actually happen to be because I truly do believe the game deserves some more time in the spotlight. I think it will be even more interesting to do it now that I have also experienced <i>L.A. Noire</i>, as the two games have more than just their 1940s setting in common.</div>
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Perhaps luckily after all of that, June was a rather quiet month, the distraction that is E3 being particularly prominent. Even so I still managed to begin another series that I have since left neglected. As you would expect I am not proud of the fact that I posted just one entry in the ‘<a href="http://raptured-reality.blogspot.com/2011/06/evaluating-my-driving-style-1-general.html">Evaluating My Driving Style</a>’ series before leaving it dormant, so that’s something that frustrates me especially now that we are in 2012. Having said that, I never lost interest in doing it as I believe the series as a whole will offer a fascinating insight (for people who aren’t as familiar with the racing genre -- or racing in general -- as I am) into the ways in which someone can approach a videogame or, indeed, racing. So I definitely intend to continue the series this year. I have the entire thing planned out and drafted so in a sense it is appalling that I never got it done, but these things happen and I will rectify this problem in the future. I promise.</div>
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As I touched on above, E3 was particularly significant in June with many games revealed, many more announcements made and the industry as a whole taking the time to celebrate all things gaming. What you might not have realised, however, was that I didn’t post anything on the show last year, breaking a self-imposed tradition that I wanted for Raptured Reality in the process. I had eight (!) posts lined up in reaction to the show, believe it or not, but for whatever reason I couldn’t get them done straight away and then later in the month my Nanna passed away, distracting me even further. Obviously I regard her death as the biggest and most unfortunate event of the year, which makes June the worst month of the year for me by default, but even so I found it frustrating that I couldn’t offer my thoughts on E3 or anything related to the show. In hindsight, it was probably good that I didn’t get to publish the other thing related to E3 that I was going to, which was a response to all of the snark and sarcasm that appeared, particularly after the conclusion of each press conference. I was absolutely appalled by some of the comments and behaviour exhibited by various people -- both whom I knew and random comments on trailers and stuff like that -- and really wanted to rant about it and call them out on it, but it didn’t take place for the same reasons any E3 coverage here on the blog didn’t eventuate. Having said that, people really need to <i>think</i> about what they are saying publicly because a lot of people looked absolutely silly during E3 and we as a collective whole are never going to move forward or mature if everyone is behaving like that. Hopefully this year’s E3 is different but, if I am to be honest, I expect it will be even worse -- especially if the big three reveal their new consoles…</div>
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<b>July-September</b></div>
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The third quarter of 2011 was perhaps the best part of the year for the blog, for a variety of reasons. Not only was it the most packed and varied in terms of content, it also saw the beginning of two new projects and the publication of a few posts that were important to me. I also happened to buy my purpose-built <a href="http://raptured-reality.blogspot.com/2011/07/pc-personal-conquest.html">gaming PC</a> in July, finally giving me access to a platform and range of games that I had to ignore for so long prior to that purchase. Of course, my love affair with <i>Minecraft</i> and inability to keep on top of the things that I commit to has resulted in my Steam library remaining largely untouched, but as the months and years go on I definitely look forward to exploring PC gaming fully, and having an even deeper understanding of and connection to the medium I love so much: videogames. </div>
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Perhaps the most important thing that happened in the third quarter was an especially important milestone for a franchise that I absolutely adore: <a href="http://raptured-reality.blogspot.com/search/label/Metroid%20%28series%29"><i>Metroid</i></a>. Not only did the series <a href="http://raptured-reality.blogspot.com/2011/08/marking-milestone-with-marathon.html">celebrate its 25th birthday</a>, an incredible feat that few other franchises can manage, the milestone also inspired me to get on with a series of posts I had been planning for months: my <a href="http://raptured-reality.blogspot.com/search/label/Metroid%20Marathon">Metroid Marathon</a>. So far, I would say the Marathon has been a success with people enjoying my analysis and coverage of the game -- particularly the post in which I look at the game’s '<a href="http://raptured-reality.blogspot.com/2011/08/metroid-marathon-metroid-primes-magic.html">Magic Moments</a>' -- and personally I have really enjoyed the fact that I can take such an in-depth look at what is easily my favourite franchise ever. It has gone a little quiet in recent months for various reasons, but so far it has been great and I look forward to continuing it throughout 2012.</div>
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<a href="http://1.bp.blogspot.com/-Xbck0nPpRKA/TxGgMwbpGfI/AAAAAAAAA-Y/EkPEZYVW-9Y/s1600/DET+GTA+IV+7.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://1.bp.blogspot.com/-Xbck0nPpRKA/TxGgMwbpGfI/AAAAAAAAA-Y/EkPEZYVW-9Y/s320/DET+GTA+IV+7.jpg" width="320" /></a></div>
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Other interesting posts to come out of the period included some <a href="http://raptured-reality.blogspot.com/2011/07/some-thoughts-on-lets-plays.html">musings</a> on Let’s Plays, continuing my desire to respond to various things; a post <a href="http://raptured-reality.blogspot.com/2011/07/liberty-blues.html">lamenting</a> the inevitable ‘loss’ of Liberty City from <a href="http://raptured-reality.blogspot.com/search/label/GTA%20IV"><i>Grand Theft Auto IV</i></a> once it is succeeded by even more impressive cities, most likely from future <i>GTA</i> installments; the continuation of my <a href="http://raptured-reality.blogspot.com/search/label/Living%20The%20Life">Living The Life</a> series after yet another little hiatus, as well as a look at some discoveries I had made whilst playing <a href="http://raptured-reality.blogspot.com/search/label/F1%202010"><i>F1 2010</i></a> <a href="http://raptured-reality.blogspot.com/2011/07/outside-life.html">out of character</a>; a look at the ways in which developers can (and do) approach <a href="http://raptured-reality.blogspot.com/2011/08/racing-realism.html">realism in racing games</a>, including a convenient <a href="http://raptured-reality.blogspot.com/2011/08/racing-realism-example.html">example</a> not long afterwards; and an <a href="http://raptured-reality.blogspot.com/2011/07/beautiful-disaster.html">editorial</a> expressing my desire to see games use Mother Nature and natural disasters a little more effectively and in ways that affect the game experience. Writing that last one was hard as it had to be delayed a few times due to (and out of respect for the victims from) the many natural disasters that took place in real life during 2011, and because it is hard to contemplate the subject as it relates to games when it is unclear as to what will and won’t be possible in the future. In theory the ways in which games can use disasters and Mother Nature to impact the gameplay has massive potential and, as such, that’s why I would like to see that aspect of the medium explored further; in practice, however, it’s simply not clear what technical limitations will impede on the possibilities in this area, so I will continue to observe with interest as we continue moving forward into the new generation and beyond. I do hope we can make some progress in this space, however, and that weather in general doesn’t just remain a superficial element of videogames only. </div>
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<b>October-December</b></div>
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If the third quarter was the best part of the year for the blog, then the final quarter was the worst. All three months were relatively quiet with very little happening on the blog, mostly because I needed to take a break from my usual routines as I dealt with some stuff in my personal life. This silent period bothers me because I don’t like being inconsistent, but history from previous years would suggest that consistency as a whole is an issue that I have always had trouble dealing with and that, in particular, the final months of the year are always rather quiet here on the blog. I would like to take the opportunity now to apologise for that because it is in no way intentional but obviously it keeps occurring, too, so it is something that I need to work on.</div>
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Having said that, the period wasn’t all bad. I still did some interesting things, the most significant being yet another experiment. In October I may have only posted one post but that post was a link to and <a href="http://raptured-reality.blogspot.com/2011/10/f1-2011.html">additional musings</a> on my very first <a href="http://www.pixelhunt.com.au/2011/10/featured/review-f1-2011/">review</a> which focused on <i>F1 2011</i>. I wasn’t really expecting to try my hand at reviewing back then but I am glad I was given the opportunity and thought that I did fairly well for my first attempt, though whether anyone who read it agrees is another thing entirely. Obviously I haven’t reviewed anything since, either, which may or may not suggest things to you, but overall I am glad I tried it and wouldn't mind doing so again in the future if the opportunity ever arises. Even if it doesn't, however, I would be fine with that too as I much prefer the freedom that editorials provide, and my incessant ability to ramble certainly ensures that I prefer longer-form writing as well.</div>
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Perhaps ironically, the month after my first review I published a <a href="http://raptured-reality.blogspot.com/2011/11/some-thoughts-on-reviews.html">post</a> that looked at some recent reviews surrounding the blockbuster videogames that had just been released, expressing concern with the seemingly relentless praise these titles were garnering. The idea wasn’t to suggest that these reviews were “wrong” or anything like that but, rather, that critics should (and need to) be careful with their appraisals and should try to avoid falling under the spell of hype and excitement that the end of year release schedule usually brings. Seeing a whole host of games be awarded ‘perfect’ scores (IE: 10/10) was worrying not because they were full marks, but because of how easily (and quickly!) titles can have a backlash a few months after release. In the post I used <i>The Legend Of Zelda: Twilight Princess</i> and <i>BioShock 2</i> as my examples; now, just a couple of months after release, there’s people retracting their opinions on <i>Batman: Arkham City</i>, <i>The Legend Of Zelda: Skyward Sword</i> and <i>Uncharted 3: Drake’s Deception</i> -- all titles that received perfect scores at some publications.<b>*</b> I’m not going to be so bold as to say I told you so or anything like that, because that is just being arrogant, but the change in perception around these titles certainly suggests that I was right to be as concerned as I was.</div>
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<a href="http://2.bp.blogspot.com/-bzdIijxg2qg/Tq_x7rLu1fI/AAAAAAAAA7Q/XsRrU9WjZk0/s1600/GTA+V+Announcement.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="179" src="http://2.bp.blogspot.com/-bzdIijxg2qg/Tq_x7rLu1fI/AAAAAAAAA7Q/XsRrU9WjZk0/s320/GTA+V+Announcement.jpg" width="320" /></a></div>
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The final significant thing of the year, aside from yet another return of the <a href="http://raptured-reality.blogspot.com/search/label/Living%20The%20Life">Living The Life</a> series after <i>another</i> hiatus, was a post looking at the announcement of <a href="http://raptured-reality.blogspot.com/2011/11/preparing-for-gta-v.html"><i>Grand Theft Auto V</i></a>. Any regular reader would know how much I love <a href="http://raptured-reality.blogspot.com/search/label/GTA%20IV"><i>GTA IV</i></a> so it was only natural that I was going to be excited by the announcement, and eager to hear more about what direction the franchise was heading in. I used the opportunity to lay out some of my own desires for where I think <i>GTA</i> should go, as well as gave some predictions for <i>GTA V</i>. Really, though, I simply look forward to the day that I can step out into the re-envisioned Los Santos for the first time and discover what it has to offer -- I love getting lost (figuratively) in new virtual environments and can't wait to explore the city and its surrounding countryside when the game finally hits. </div>
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<b>*****</b></div>
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And there you have it, a look at the year that was here on Raptured Reality. As I said this is now a blog tradition for me as I find it really interesting reflecting on the year that I had and commenting on some of the posts that I made, giving you insight into how I go about writing here as well as the way in which some posts came about. It wasn’t exactly the most ideal or pleasant year, but overall I'd classify the year as a learning one. Will 2012 be as experimental and inconsistent as 2011 was? Honestly I have no idea, but unlike last year I have some direction for where I want to go with the blog this year, some of which you will be seeing sooner than you may think. </div>
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Hopefully you have enjoyed this look back at 2011 as it fared on Raptured Reality. Come back tomorrow for a look at the games that I played throughout the year, as well as some explanations as to why I found the year as a whole to be rather disappointing.</div>
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<span style="font-size: x-small;">*I’m actually somewhat surprised that <i>The Elder Scrolls V: Skyrim</i> isn’t receiving a similar level of backlash, as I would argue that the titles that <i>are</i> receiving some negativity are more polished than Bethesda's title ultimately was.</span></div>Anonymoushttp://www.blogger.com/profile/00626684107210848128noreply@blogger.com2tag:blogger.com,1999:blog-1083509480143917931.post-74720082254872609292011-12-19T23:00:00.000+11:002011-12-20T03:18:35.470+11:00Living The Life: Valencia #2<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-CntGAfPlF14/Tu9hYgE_DuI/AAAAAAAAA84/elK8LegLmbs/s1600/F1+2010+Valencia+1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="http://3.bp.blogspot.com/-CntGAfPlF14/Tu9hYgE_DuI/AAAAAAAAA84/elK8LegLmbs/s320/F1+2010+Valencia+1.jpg" width="320" /></a></div>
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[<span style="font-size: x-small;"><span style="font-style: italic;">Part of a series of posts in which I detail the events that occur during my first championship season in Codemasters'</span> F1 2010. <span style="font-style: italic;">These will be written in a diary-esque form describing my thoughts and reactions as I participate in each event. Today, part two of the European Grand Prix in Valencia.</span></span>]<b><br />
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<b>Saturday Afternoon, Qualifying, Cloudy</b> </div>
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I was a little more enthusiastic about Qualifying after the improvements made in P3 earlier this morning. I had no expectations, of course, knowing full well that my 10-spot grid drop penalty would seriously affect my ultimate starting position. Despite this I was still anticipating getting out there and attempting some Quali-style laps so overall the mood wasn’t as bad as I thought it might have been. Virgin, on the other hand, did have expectations, their desire for Valencia being 20th place or better. The team also added a new electronics update to the car between sessions, giving me that throttle map after my tests during Practice. </div>
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As always, allow me to detail the events of each segment of Qualifying before speaking about the end result and my feelings towards it.<br />
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<b>Q1</b></div>
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The first run of Qualifying was clean with no dramas, although I did have a slight brush against the wall on my third lap which was enough to cause me to abort it and come in early. No damage from the touch, though, so that was nice. </div>
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The second run was a little more eventful, however, an issue with Pedro De La Rosa on my first lap being particularly frustrating as he blocked me on the bridge. It’s already incredibly tight and narrow on that thing -- not to mention so abrupt, too, since it is such a short section of the track -- so it’s definitely no fun when there’s a Formula 1 car in the way as well. I also almost lost the car in turn 13 on my third lap after sliding the car to avoid running up against the wall, but I was able to control it and continue with no real impact on the lap. Otherwise the run was good, yielding a time of 1:43.868 which was good enough for 14th and progression into the second segment.</div>
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<b>Q2</b></div>
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Things happened fast in this segment, my first run being great with no issues whatsoever and a nice time delivered instantly. I didn’t want to go out for a second run to save my tyres and, more importantly, my engine, but I was forced to due to how my rivals were performing and as such I went out for a quick dash near the end of the segment. It didn’t result in any improvement, however, so my fastest time from the first run was all I could manage and, therefore, my Qualifying session ended with me in 11th place on a 1:43.220. Obviously my penalties ensure that I will actually be starting in 21st tomorrow, but I’m still satisfied with my time regardless because it was very close to being another progression into Q3, and I also exceeded Virgin’s expectations as well. That lap was my best of the weekend, too, which is a positive sign after starting Friday in less than ideal circumstances. </div>
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As per Practice form, Vettel, Webber and Hamilton grabbed the first three positions for tomorrow’s race. Clearly Red Bull are on form here although it is nice to see that McLaren are giving them a run for their money, too.</div>
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An interview after Qualifying asked about my title hopes, which I thought was a little curious, as well as my thoughts on the session and how Virgin are faring with car setup for each circuit. I replied by suggesting that my championship hopes are probably non-existent this year given I am a rookie and in a brand new team; that I have been and will continue to give it my all with each Qualifying session; and that so far Virgin have been doing pretty well with car setup considering we have been punching well above our weight, something that is evident in rounds such as Turkey and Canada.</div>
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I may be starting at the back of the field tomorrow but, after today’s efforts, I have to say I am actually looking forward to the race. It remains to be seen if my decent results in recent rounds will continue, though.</div>
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<b>Sunday Afternoon, Race Day, Sunny</b></div>
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I go into today’s race with little to no expectations, instead preferring to just do my own thing and be happy with whatever I can get. Virgin are approaching the race differently, however, expecting a position of 18th or higher in the race. I think that’s certainly achievable, especially given recent form, but there’s no denying that my penalties are already affecting my chances so we will just have to wait and see what happens. Despite not making Q3 and thus, not being required to start on them, Virgin have given me a fresh set of Option tyres to start the race with, no doubt hoping that I can use them to gain a few places early and start things off positively. Being a street circuit I’m not so sure that’s the right move to take but it is their choice, of course, and I will be happy to have good rubber under my belt to get things started, so I’m certainly not going to argue with them about it. Being Options, however, the grip will no doubt fade quickly so right now the strategy is to pit at around lap 18 or so and switch to the Primes. I guess it depends on the race’s pace this afternoon, and how much dirt and dust is hanging around off the racing line as well. Anyway, I have some sponsor commitments to attend to so wish me luck.</div>
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<b>Race Start; 57 laps</b></div>
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Despite feeling like it was slow initially, that was probably my best start in Formula 1 yet, my quick thinking and success in taking advantage of the opportunities that were before me resulting in a nice advancement up the field whilst everyone else slowly -- to avoid collisions -- sorted themselves out. By the bridge and turn 10 I had made up 3 or 4 places and I took another position -- around the outside I might add -- by the end of the first lap. Not long after that I grabbed another one in the fast series of corners after the hairpin (turn 17) in sector three due to cars going slower than usual, yet again, as they sorted themselves out. As I commenced the third lap, I was already in 17th -- not a bad start given it is a street circuit. By lap 5 I had made it to 15th, where I stayed until my pit-stop on lap 18. On lap 10 my (Option) tyres started to go away from me which ensured that I ran wide a few times at various corners but Liuzzi, who was behind me, was unable to pass and I gained some time back in sector three where I appeared to be more comfortable and confident than some of the others. He came close a few times to be sure, but I was able to hold position for the first stint and even as I entered the pits, too, as he followed me in. Virgin even complimented me on the stint while I was driving down the lane because of how many positions I gained -- who said passing in F1 was impossible? </div>
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I left the pits on lap 19 in 16th after Buemi passed me on the straight. I quickly received another compliment over the radio for a “perfect pit-stop” which was nice to hear and certainly wonderful encouragement for the rest of the race. I should ask Virgin to say things like that in every race. Anyway, I managed to get 15th back on lap 25 and then went on to have an eerily quiet few laps between lap 25 and 31, especially on the bridge and the subsequent (first) back straight. Like Bahrain and Turkey, the lap around Valencia feels somewhat like a journey, a feeling exacerbated by just how long the circuit is. Unlike those two venues, though, Valencia does stick close to itself so it was only in that particular section where things were rather quiet. The frontrunners began lapping me on around lap 32, and I had a small brush with the outside wall of turn 3 on lap 38. After that things were good, clean and consistent, with nothing in particular occurring and my driving remaining smooth and at a steady pace. On lap 55 I had a lockup in turn 2 that I couldn’t get out of in time as I had already committed to the corner, meaning that instead of running down the run-off area like I did a few times in Practice, I collided with the wall instead and lost my front wing. Naturally the team ordered me into the pits to get it replaced but when I heard the margin I had over Liuzzi who was (still) behind me, I decided to try and nurse the car home instead. This decision paid off as I kept my position and finished 15th, a decent result considering my starting position and the mistake at the end of the race. </div>
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Despite that mistake and my woes earlier in the weekend, particularly with the penalties, I’m really happy with that result and that race as a whole, so much so that I think it has to be one of my best yet. That makes three consecutive races in a row where I’ve had a positive weekend with better than expected results so, right now at least, I’m really satisfied with my performances and how my season has progressed so far. I think Valencia is one of my better rounds because of the general consistency I showed throughout the majority of the race, and for my many passes during the first stint -- not many passes happen at the start of any race let alone on a street circuit, so to do what I did today was remarkable and something that I am definitely pleased with. Perhaps my love of street circuits is starting to show after all? </div>
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Virgin was also happy as, obviously, I was three places ahead of their expectations today. They also seem pleased with how things have been progressing thus far, so it feels good knowing that my efforts aren’t just doing wonders for my development but for theirs as well. Interestingly, Valencia reminded me of a few of the street circuits I used to race at in America, probably because of the way in which the sunshine lit up the track. It helps, too, that the track is so modern and looks wonderful. </div>
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Anyway, Lewis Hamilton won the race with Alonso coming second and Vettel rounding out the podium for third. Lucas Di Grassi, my team-mate, finished in 23rd. Without being cocky or arrogant, I think it is fair to say that I am performing at a much stronger level than he is right now, something that has been consistent for most of the season so far. Hopefully this works to my benefit later in the year but, of course, we will have to wait and see on that one. My result today means that I am still 21st in the drivers’ standings, while Virgin remain last (11th) in the constructors’. </div>
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With the way things are going lately I’m beginning to think that a points-finish can’t be too far off, surely? Here’s hoping I’m right, first and foremost, and that it happens at the next event in Britain and the world-renowned Silverstone circuit. I have mixed feelings towards Silverstone which I will elaborate on when we get there. It’s undoubtedly a classic track but they have been making changes to it recently, too, so we will see how I feel in a fortnight’s time. </div>
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<span style="font-size: x-small;"><i><b>Note:</b> All images, save for the course map, are courtesy of Xbox Live friend and fellow F1 fanatic <a href="http://live.xbox.com/en-AU/Profile?gamertag=Rossa%20AU">Rossa Au</a>.</i></span></div>Anonymoushttp://www.blogger.com/profile/00626684107210848128noreply@blogger.com0tag:blogger.com,1999:blog-1083509480143917931.post-33765692782546494282011-12-14T23:00:00.000+11:002011-12-15T04:27:25.706+11:00Living The Life: Valencia #1<div class="separator" style="clear: both; text-align: center;">
<a href="http://4.bp.blogspot.com/-_fE5lAGu3OE/TuYgDro2DwI/AAAAAAAAA8U/nzrDuGpgsfw/s1600/F1+2010+Valencia+5.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="http://4.bp.blogspot.com/-_fE5lAGu3OE/TuYgDro2DwI/AAAAAAAAA8U/nzrDuGpgsfw/s320/F1+2010+Valencia+5.jpg" width="320" /></a></div>
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[<span style="font-size: x-small;"><span style="font-style: italic;">Part of a series of posts in which I detail the events that occur during my first championship season in Codemasters'</span> F1 2010. <span style="font-style: italic;">These
will be written in a diary-esque form describing my thoughts and
reactions as I participate in each event. Today, the return of the story and part one of the European
Grand Prix in Valencia.</span></span>]</div>
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Arriving in Valencia this weekend for the next round of my first season in Formula 1 means three things: it’s a new venue that I need to acquaint myself with; it’s another street circuit which makes its learning curve difficult but more enjoyable, too, as I love racing so closely to the barriers and within tight chicanes and corners; and, on a personal level, that this round is interesting due to what it represents.</div>
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While this isn’t the first time that the Valencia round has been held in Formula 1, it is still interesting to consider because of what it means. Technically, this round is classified as the European Grand Prix because Spain already has a round in Catalunya and Bernie Ecclestone -- the head of Formula 1 -- doesn’t allow two rounds in the one country. Previously, the ‘European’ round has been held at tracks such as the Nurburgring GP circuit in Germany but since that now alternates with Hockenheim each year, the new round takes place here in Valencia and on the still reasonably new street circuit that was built along the harbour. This particular venue is also interesting because it represents what a modern F1 race circuit should be, with exceptionally smooth tarmac, wide corners and long straights; carefully placed marshal points and easily visible LED screens for when the track is under yellow conditions or there’s a red flag; and a unique visual style that screams modern rather than the well-worn appearance of classic tracks such as Canada or Australia, or even the still relatively young (but not compared to Valencia!) venues at Malaysia and China. It is almost an insight into where Formula 1 racing will be in the near future, if you will, but regardless of that it’s an interesting circuit to consider because it is visually distinct, and because it’s such a contrast to some of the recent rounds we have had. Naturally, it is even more impressive for someone like me who is new to the circuit and has only seen it on TV previously, so it should be fun driving those first few laps in P1.</div>
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Also notable this weekend is the presence of the press or, rather, how much more people there appears to be when compared to previous rounds. I have been asked for interviews and have had cameras following me around a lot more than any other round prior to this one, so is that something exclusive to this round only or are people starting to notice me after my great performances in Turkey and Canada?</div>
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Speaking of which, at the end of Canada I honestly thought that I would be kicking myself a little bit for some of the mistakes I made during the race and that, as a result, I might be feeling a little less enthusiastic for this weekend. Instead, I’m feeling fantastic and I can’t wait to get out there and tackle the street circuit for the first time -- am I maturing as a driver by having a much more relaxed, motivated attitude or am I just going through a decent and positive period right now? Either way, I’m going to enjoy it while I can.</div>
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<b>Friday Morning, Practice One, Sunny</b></div>
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As seems to be the case every race weekend these days, I got some laps in early whilst everyone else was focusing on preparing their cars and running installation laps. This gave me a chance to get familiar with the track while it was quiet, which was nice, and to begin learning what makes it unique as well as what it takes to put a decent lap together around here.</div>
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Valencia appears to have a good flow but it is also incredibly busy -- there's a lot of corners, 25<insert here="" number=""> in fact, and as a result the lap is rather long when compared to some of the other venues we've visited thus far this season. Even the straights, of which there are three main ones, feature steering wheel input of some sort as they turn slightly as you progress down them. These corners, including turn 1, can be taken flat out of course but it's still worth mentioning because there's little time or room to take a breath around the lap; it's maximum concentration, all of the time, and for a longer period than other venues -- exactly what a street circuit should be. The track looks sleek, too, despite our driving perspective being so close to the ground and the barriers obscuring the view. It's somewhat pleasant, in a way, to be driving along the lap and realising that you just passed a couple of luxurious yachts while doing so. I like the contrast of raw speed against blissful exuberance. </insert></div>
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My initial laps weren't entirely perfect, though, the usual mistakes and run-offs that always happen when learning a new circuit occuring as you would expect. I also got confused in one corner (I can't even remember which one), taking it far quicker than I should have. This resulted in some front wing damage after I clipped the outside wall and was sent careening into the opposite one. This ensured some lost time in the pits, too, as the team got to work on fixing it.</div>
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Subsequent runs brought to light some issues with traffic, as well as personal problems with turn 2 -- I ran wide and off twice there while exiting the pits because it sneaks up on you so fast -- as well as turn 10 <insert here="" number=""> which is the hairpin coming off the bridge, and the final and very tight corner leading onto the front straight. I also ran wide at turn 4 and had to completely back out of things as I had to cut turn 5 in order to get back on track. No penalty, though, because I slowed right down. I also had some minor struggles with turn 17 at the end of the second back straight, as well as an amusing moment when I recovered from running off at the corner at one point: I had to let a gaggle of cars through upon getting back on the circuit and couldn't help but laugh at them because they have all the room in the world on this long track and yet they're all together like that? Why waste your potential behind other cars when you can find plenty of space if you just wait a bit? It didn't make sense and I chuckled as a result, but it is their weekend that is (or could be) getting affected, not mine, so it's not my problem.</insert></div>
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My third run was about tinkering with the car's setup as well as taking care of Virgin's R&D requirements. They wanted a lap time of 2:12.622 to test for a new throttle map setting, another time that was easy because I had exceeded that well before I even attempted it, probably even achieving it on my first lap around this new (to me) circuit. That's fine, though -- I prefer lenient goals like that because it means I can get them out of the way and focus on other things, such as testing what the changes we made to our setup did to the car and, of course, it gives me a chance to learn the intricacies of the place, too, particularly important at a track like this. I took care of it within the first lap and went on to have a slow and quiet run as there were few cars out at the time, and I wasn't able to find any pace or develop a rhythm, only improving my time in minor increments. I also had a minor spin on the curb exiting the bridge (turn 10), and my final lap was impeded by a bunch of slow cars. On my way into the pits I was also given a 5-spot grid penalty for speeding in pitlane. This is the fourth grid drop penalty I've had in as many rounds and it was frustrating because I wanted to break that trend this weekend, but the penalty itself was fair as the reason I was speeding was due to the tricky entry pitlane has. Situated on the final hairpin turn, it's rather abrupt as you still navigate the hairpin, sort of, and then as soon as you have done so you need to hit the speed limiter because you are directly in the lane. Most other circuits have a bit of tarmac that preceeds the lane that gives you the chance to prepare for entry, but as it is immediate here it caught me by surprise and I was reprimanded (rightfully) as a result.</div>
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My fourth run was fairly lackluster despite my attempts to wrestle the car (on purpose) around Valencia as I tried to find some pace. I didn't improve my time at all and received another warning for corner cutting, too, on the brief right-hander before the final turn. There was also another minor spin at turn 12<insert here="" number="">, the corner at the end of the first back straight.</insert></div>
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I changed my setup again for the fifth run opting for lower downforce and higher top speed. This, combined with more grip now that some rubber had been laid down around the track, should have resulted in some improvement but ultimately didn't as I had some more issues during the run. I had to abort my first lap after brushing up against the wall exiting turn 3 and had my second lap affected by some slow traffic who were entering the pits just prior to it, ensuring a less than ideal entry onto the main straight to commence the lap. I was also still feeling uncomfortable, too, my efforts to find pace or push the limits resulting in no gains, despite how quickly I learned the track's layout earlier in the session. Unlike other venues my ability to learn a circuit quickly just wasn't paying off here, and it was definitely starting to affect my mental state for the weekend.</div>
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This continued into the sixth run, too, as I had to abort my first lap yet again due to traffic. I also had another spin in the corner at the end of the first back straight (turn 12) which was fine until, as I waited for traffic to pass so I could recover, I was given three warnings for illegal blocking by the stewards. I understand that it's tight down there and as such, I was close to the racing line, but what else was I supposed to do as my rivals approached? I didn't want to get in their way or block their laps while I was recovering, after all, so I thought it was best to just wait. Guess I was wrong, however, as these warnings resulted in another 5-spot grid penalty -- my second for the weekend and this session -- which I thought was unfair but the officials obviously deemed it to be unsafe. In frustration I threw the car around a bit for my final lap which, ironically, was faster initially but didn't yield any improvements as you'd expect. I finished the session 14th on a 1:45.731 which isn't too bad but I definitely felt as if it should have been better, too. It doesn't really matter now, though, with two penalties basically ensuring a race at the back of the field. Hamilton topped the time sheets and Button and Vettel followed him closely behind.</div>
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<b>Friday Afternoon, Practice Two, Sunny</b></div>
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I had mixed feelings about the rest of the weekend entering the second Practice session after my guaranteed 10-spot drop. I wasn't feeling particularly motivated, and I was debating with myself as to how I'd approach things now that my chances weren't as positive as I felt they should have been. On one hand, as a response to my situation, I felt like approaching it lazily and perhaps being a bit blasé, but on the other I'm a professional race driver with a job to do and who should always be striving to do their best, so I was torn between a more relaxed attitude (with any decent results being a nice surprise) and doing what I'm paid to do.</div>
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Somewhat unusually, this was perhaps a little evident in my actions as the session commenced, as I went against my normal trait and sat in the garage for ten minutes letting the others do their thing while I waited. This was nice as I was able to watch the timing monitor for a while and see what the others were up to, but when I did eventually go out it meant that I was doing my first run with a busier circuit, with more cars on track. This meant that I had to abort my first few laps due to slower cars in front and traffic in general, an issue that was becoming particularly prevalent here in Valencia. I also made some mistakes and had another spin off the bridge (turn 10), too, which didn't help things.</div>
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My second run was fine, if a little lackluster, the only thing of significance being two warnings for corner cutting. The first of these happened at the final turn and the second at the end of the first back straight (turn 12), but since I have never actually been penalised for cutting corners (yet) I didn't mind too much and ignored the warnings, for the most part.</div>
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The third run was, once again, about fulfilling Virgin's testing requirements, a time of 2:12.755 (which is actually even more lenient, slightly, than P1's goal, interestingly enough) being the goal this time around. As usual I took care of it immediately then went on to find a little bit more pace throughout the run, despite still feeling a little unmotivated and as if I wasn't "in it" this weekend. I also got another warning for cutting the right hander that preceeds the final turn (turn 24), but like before I didn't take much notice. I did pay attention to the spin I had off turn 5's curb, though, as it highlighted to me that I just wasn't concentrating enough as I got front wing damage, once again, as I was sent towards the wall. Despite being minor damage overall this put a damper on the session -- not that it changed my mood all that much anyway, considering I was already feeling down -- and I went on hoping for the session to end so I could put the day behind me.</div>
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I had no time improvements in the fourth run and also had a somewhat strange issue where the team told me over the radio about yellow flags in sector three, yet every time I arrived (it probably happened about three times) there was nothing there. That was off-putting because I was intentionally slowing down each time to be ready for anything that might be there and nothing eventuated, which I found to be a little bizarre.</div>
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Virgin informed me to watch my revs in the final run as my engine was apparently showing signs of wear, news that added to my seemingly negative weekend as you might expect. The run also ended up being a non-event, too, as I got some wheelspin as I changed gear out of turn 3 and clipped the outside wall as I corrected it, sending me spearing into the opposite one and damaging my wing yet again. I recovered to the pits with no hassles but there wasn't enough time to go out again, so that was the end of the session for me. I finished 15th with a time of 1:45.215 which was faster than my P1 time but still average and off the pace. Vettel was on top whilst his team-mate Webber and McLaren's Hamilton were second and third respectively.</div>
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For someone who is supposedly good at and enjoys street circuits, my performance and circumstances thus far at both Monaco -- an abysmal round for me -- and here in Valencia have been terrible. Here's hoping tomorrow is a little better.</div>
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<b>Saturday Morning, Practice Three, Sunny</b></div>
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I woke up feeling better today and a little more optimistic too, something that should and did help with confidence, concentration and enthusiasm during the morning Practice session.</div>
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It began with more R&D testing in the first run, a time of 1:55.842 being expected and something that, as always, was easily achieved on the first lap. Interestingly Virgin elected to keep my worn engine in for this session and, indeed, the weekend, opting to try and save some of our others (out of an allocated eight for the season) for future rounds. This made sense strategically considering that Virgin are a new team with limited resources but it was a little frustrating for me personally, because it could have affected our car performance for the weekend but didn't appear to in this session. Thankfully.</div>
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Like yesterday, traffic became an issue quickly and made itself known in my second run, as did my personal problems with turn 10 off the bridge and the final turn. My first lap was hampered by Adrian Sutil who was exiting the pits and decided to swerve abruptly to get on the racing line, as opposed to waiting for me to pass. This forced me down the run-off area behind turn 2 in a similar manner to my offs leaving the pits in P1, which was a little unnecessary. My third lap also had some drama with Karun Chandok causing Hamilton (who was also in front of me) to hesitate and thus slow, the two of them together blocking my path heading into turn 4. This was entirely Chandok's fault and Lewis even came up to me after the session finished to make sure I knew that he didn't mean to get in the way, which I thought was nice of him. While preparing for the next lap (still on lap 3), a slow Vettel moved aside at the last minute as I approached the final turn, forcing me to throw the car at the apex in order to make it. Naturally this caused me to cut and I was warned, but I accepted this warning in my stride as I didn't feel as if this particular mishap was my fault. The last lap of the run also saw another minor spin at the turn 10 hairpin exiting the bridge, but there was nothing to be concerned about with that one.</div>
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My third run was fine save for more traffic issues. Seriously, if someone is exiting the pits as you navigate the flatout turn 1 then that lap is basically ruined because no one moves out of the way or stays offline until you pass. It's so bad I actually collided with Sebastian Buemi on my third lap -- my front right with his rear left -- because he didn't see me coming and went straight onto the racing line. I didn't receive any damage but he didn't receive any penalties or warnings over it, either, so it was incredibly annoying. And what's with the traffic problems anyway? This track is huge and far wider than most other venues we visit. There shouldn't be a problem at all.</div>
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The final run was also fine save for the inevitable traffic problems, my plans to use the Option tyres (which I had finally switched to after spending the entirety of yesterday using the Primes) not coming through -- I did improve my time and progress forward as you would expect using the softer compound of rubber, but I couldn't nail any of my laps because of the aforementioned traffic so I didn't get to see their full potential. I finished the session 11th which was a nice enough improvement, on a time of 1:43.702, my fastest for the weekend. That was because of the Options, of course, but I also felt as though I found some pace and picked up my performance in that session, so it was a nice reward to see myself move forward after the less than ideal events of yesterday. Vettel was on top again and Webber and Hamilton rounded out the top three, repeating the front results of P2 yesterday.</div>
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An interview after the session asked if the team have been happy with my Qualifying performances so far, and how I have been coping with the testing ban. I responded by saying we’ve been doing okay with Quali so far this season, and we are dealing with the lack of testing the same as any other team, really. Now that things seemed to have turned for the better, I look forward to tackling Valencia under Qualifying conditions later this afternoon.<br />
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<i><span style="font-size: x-small;"><b>Note:</b> All images, save for the course map, were provided courtesy of Xbox Live friend and fellow F1 fanatic </span></i><a href="http://live.xbox.com/en-AU/Profile?gamertag=Rossa%20AU"><span style="font-size: x-small;">Rossa AU</span></a><i><span style="font-size: x-small;"> -- thanks yet again man for all your help. </span></i></div>Anonymoushttp://www.blogger.com/profile/00626684107210848128noreply@blogger.com0tag:blogger.com,1999:blog-1083509480143917931.post-35320828347128955872011-11-08T23:00:00.000+11:002011-11-09T00:08:14.572+11:00Some Thoughts On Reviews<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/-po9bcIk19DA/TrV9_2mMahI/AAAAAAAAA7w/kGNvIsAeMBc/s1600/Arkham+City.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="179" src="http://4.bp.blogspot.com/-po9bcIk19DA/TrV9_2mMahI/AAAAAAAAA7w/kGNvIsAeMBc/s320/Arkham+City.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">It's nice to see superheroes get some love, but full marks?</td></tr>
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Videogame reviews are an often contentious subject, their broad significance and final scores usually the biggest topics up for debate. They’re constantly complained about; their integrity is often contested; and it’s not uncommon to find people question the meaning of scores, particularly these days after the creation of aggregate sites like <a href="http://www.metacritic.com/">Metacritic</a>. Add in the fanboy ingredient -- where people are so infatuated with their favourite franchises and/or developers that they can’t see things rationally or objectively, nor accept another person’s <i>opinion</i> -- and you have an egregious, somewhat explosive (unnecessarily) subject that does more harm than good, and which causes pointless hostility between people who should be sharing in their passion, videogames, rather than arguing over it.</div>
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Personally, it’s a topic that I have mostly avoided because I find the discussion over reviews to be, mostly, redundant, and because I’m open-minded enough to be interested in what other people think about a particular game, and how they felt about their experience with it. I couldn’t care less whether a big blockbuster game scores a perfect ten or only receives a seven; I have no interest in whether a review should be a “buyer’s guide” or if it should approach a game critically; and I certainly don’t care about the perceived narrow spectrum of scoring, where videogames are supposedly only scored between the seven-to-nine range. I’d much prefer to be talking about something else, in other words, so I have kept quiet about reviews because I know which ones are the kind I would like to read, and whose opinions are most likely to represent (or at the very least, correlate with) my own.</div>
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But lately, there has been a semi-related issue regarding reviews that I am more interested in, and one that, if I am to be honest, has me feeling somewhat concerned and uncomfortable.</div>
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As most gamers would know we are currently in the midst of what I call ‘Onslaught Season’: the period in which most developers and publishers release their biggest titles, and where we as players are insanely excited for these games as well as worried that we’re not going to be able to afford them all. This means that blockbuster franchises like <i>The Elder Scrolls</i> and <i>Uncharted</i> make their return, and publishers like Activision will make a lot of money due to yet another release in their <i>Call Of Duty</i> series. It’s crazy season, basically, and definitely one of the most enjoyable times of the year due to the enthusiasm and anticipation that drives it. A byproduct of this period, however, is the way in which these giant games are reviewed and, more importantly, whether the authors of these evaluations are able to cast aside their personal preferences and elation to make a better informed and more meaningful assessment.</div>
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<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/-v3TEdexIPdc/TrV9-n2FypI/AAAAAAAAA7o/oyvyH0jvamU/s1600/UC3.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="180" src="http://4.bp.blogspot.com/-v3TEdexIPdc/TrV9-n2FypI/AAAAAAAAA7o/oyvyH0jvamU/s320/UC3.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Yet another GOTY in the making?</td></tr>
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This year alone, we’ve already seen three titles that have received 10/10s at various publications. And while such scores might not be consistent with every website and magazine, the general perception is that these games -- <i>Batman: Arkham City</i>, <i>Uncharted 3: Drake’s Deception</i> and, seemingly, <i>The Legend Of Zelda: Skyward Sword</i> -- are the year’s best thus far, and the cream of the crop of modern gaming. Now I have no problem with games receiving full marks and actually believe they should get that level of recognition if they deserve it -- unlike others who believe that the aforementioned spectrum of 7-9 is more applicable -- but I do have some concerns if these scores are seemingly thrown around in a carefree manner.</div>
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By giving these titles top marks, whether they deserve it or not (I can’t comment on that since, aside from <i>Uncharted 3</i>, I have not played them), the reviewers of this industry send out a message that suggests that these titles are some of the finest you will ever play. That’s fine if these authors mean it and can justify their opinion, but it isn’t good if the result of that message insinuates something that mightn’t be necessarily true later, once this exciting rush of games has passed. It also suggests that these games are better than some of the big name titles from previous years, the ones that are otherwise agreed upon to be this generation’s defining games.</div>
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Are we really sure that -- as a collective industry that includes critics, developers and publishers, and players -- we want to claim that <i>Batman: Arkham City</i> or <i>Skyward Sword</i> is better than, say, <i>Portal</i>* or <i>Assassin's Creed II</i>, both games that are regarded exceptionally highly and yet didn’t necessarily receive those elusive 10/10s on release? What about the reputation that such high scores bestow upon the developers behind these wonderful games -- do we want to imply that Rocksteady or Naughty Dog** are better than a Rockstar or Irrational? If yes to both questions, why? Now I’m not saying that these developers or games <i>don’t</i> deserve such praise and adulation, especially when I haven’t had the pleasure of playing them yet, but what I am saying is that do we really want to convey that message -- that these games are better -- because they’re the ones getting perfect scores when other high profile games may not have received similar recognition? If we do then fair enough, but if we don’t because next year when the insanity has died down and we’ve gotten over the initial awe of playing these brilliant games we’ve realised that maybe they aren’t as good as this generation’s best names, then how are we going to deal with that? How are we going to assess and analyse these games, and their position within the wider medium, when we’ve already sent the message out that they’re so phenomenal that they deserve the best scores. When singing the praises of <i>Portal</i> or <i>BioShock</i>, yet again because they really are <i>that</i> good, will we put them above or below the games that have received full marks this year? And what of next year’s titles which have the potential to go even higher?</div>
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I’m not arguing any particular point here nor am I trying to suggest these games -- or any others in the future -- don’t deserve 10/10s. What I am saying, however, is that full marks have been appearing quite frequently lately and I just want to make sure it is for the right reasons, rather than because the people awarding these high scores are influenced by the gorgeous graphics, spectacle and riveting gameplay that these titles have to offer. I’m saying that the industry as a whole needs to be careful, because once it has committed to a perspective there is no changing it and we should be wary of the future whilst we are enjoying the present. You only need to look at games like <i>The Legend Of Zelda: Twilight Princess</i> or <i>BioShock 2</i> to see an example of the way in which these titles can have a backlash post-release, so just be mindful of what you’re doing when assessing these games and please, ensure that you <b>own</b> your opinion and mean every word you use to convey it -- failure to do so is failure to represent the medium sincerely, and none of us want that.</div>
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<span style="font-size: x-small;">**It should be noted that <i>The Orange Box</i>, the package that <i>Portal</i> originally came in, <i>did</i> receive full marks at a variety of publications, but it wasn’t until subsequent rereleases (such as on <a href="http://raptured-reality.blogspot.com/2008/12/out-of-blue.html">XBLA</a>) that the game itself got judged individually.</span></div>
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<span style="font-size: x-small;">**Disclaimer: I personally <i>do</i> believe that Naughty Dog deserve to be seen in the same light as a Rockstar or a Valve, and can only hope that the success of <i>Uncharted 3: Drake’s Deception</i> will get them there. Guess time will tell on that one.</span> </div>Anonymoushttp://www.blogger.com/profile/00626684107210848128noreply@blogger.com7tag:blogger.com,1999:blog-1083509480143917931.post-84708426164766384992011-11-01T23:00:00.000+11:002011-11-02T02:52:01.772+11:00Preparing For GTA V<br />
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<a href="http://2.bp.blogspot.com/-bzdIijxg2qg/Tq_x7rLu1fI/AAAAAAAAA7Q/XsRrU9WjZk0/s1600/GTA+V+Announcement.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="179" src="http://2.bp.blogspot.com/-bzdIijxg2qg/Tq_x7rLu1fI/AAAAAAAAA7Q/XsRrU9WjZk0/s320/GTA+V+Announcement.jpg" width="320" /></a></div>
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Tomorrow, after a surprisingly long duration of silence, we will finally know what is happening with <i>Grand Theft Auto V</i>. Announced last week with nothing more than a suggestive logo (seen above), the appearance of the game came out of nowhere after a few years of Rockstar focusing on their other titles, namely <a href="http://raptured-reality.blogspot.com/search/label/Red%20Dead%20Redemption"><i>Red Dead Redemption</i></a> and <a href="http://raptured-reality.blogspot.com/search/label/L.A.%20Noire"><i>L.A. Noire</i></a>. We all knew a new <i>GTA</i> was coming but <i>when</i> was another story, so the arrival of the game's trailer will certainly be interesting. </div>
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If you have been following me on this blog for a while then you would be aware of how much love and respect I have for the last <i>Grand Theft Auto</i>: <a href="http://raptured-reality.blogspot.com/search/label/GTA%20IV"><i>GTA IV</i></a>. While I wouldn't necessarily consider it to be one of my most favourite games from this generation, the fascination I (still) have with the game's version of <a href="http://raptured-reality.blogspot.com/search/label/Liberty%20City">Liberty City</a> elevates it to a level that few other games reach -- simply put, I believe Rockstar's achievements with Liberty City in <i>GTA IV</i> are incredible, and the place still manages to blow my mind every time I pop in for a <a href="http://raptured-reality.blogspot.com/2011/07/liberty-blues.html">visit</a>. I've covered this many times before, however, so I won't expand on this point but it goes without saying that, due to my love for Liberty City in <i>Grand Theft Auto IV</i>, my anticipation for whatever Rockstar have in the pipeline for <i>GTA V</i> is sky-high. As soon as I heard the news last week that it was <i>finally</i> coming, it shot straight to the top of my most desired games from next year. Yes, even over <a href="http://raptured-reality.blogspot.com/search/label/BioShock%20Infinite"><i>BioShock Infinite</i></a> and the new <a href="http://raptured-reality.blogspot.com/2011/02/new-tomb-raider.html"><i>Tomb Raider</i></a> -- how's that for excitement, eh? </div>
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Anyway, I thought I'd take the time to make some personal predictions and disclose some of the things I want from the new game, particularly given that it's a numbered title rather than one with a subtitle. Usually when this happens it is because Rockstar believe they've made a ground-breaking step with the franchise, as was clearly demonstrated with the step up from the <i>GTA III</i> era (which includes <i>Vice City</i> and <i>San Andreas</i>) to <i>GTA IV</i> (whose continuation lied with the downloadable episodes, rather than individual titles). I know, I know, everyone jumps on the speculation train when it comes to something new in the <i>Grand Theft Auto</i> franchise so by doing it myself I'm just adding to the noise that, eventually, no one will even remember. But part of the beauty of the <i>GTA</i> series is the personal takeaways and anecdotes that its open-world, free-form nature allows for, so as a result it's only natural that its players have their own personal desires and expectations for each new title. That and, if you ask me, it's about time <i>Grand Theft Auto</i> as a whole started to do some things differently, so you'll find my desired changes below.</div>
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<tr><td style="text-align: center;"><a href="http://3.bp.blogspot.com/-UP0CzYjDBAM/Tq_yAwP_X_I/AAAAAAAAA7Y/F2PYj3uefNY/s1600/Liberty+City+4.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="240" src="http://3.bp.blogspot.com/-UP0CzYjDBAM/Tq_yAwP_X_I/AAAAAAAAA7Y/F2PYj3uefNY/s320/Liberty+City+4.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">If <i>GTA V</i> can eclipse this, it's doing something right.</td></tr>
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<span style="font-size: large;"><b>Things I Want To See</b></span> </div>
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<u><b>A Continued Push Towards Realism:</b></u> <i>Grand Theft Auto IV</i> divided the fanbase into two camps, those who enjoyed the more realistic and mature approach Rockstar took with the title, and those who missed the more zany, outrageous antics of the PS2-era <i>GTA</i>s. Naturally, as we approach details of <i>GTA V</i> these two camps are being very vocal about which direction they'd prefer to see the game take, complaining whenever the opposing one suggests something they don't like. Personally, I fall into the <i>GTA IV</i> 'mature' camp, but not because of the same reasons these people do. I want <i>Grand Theft Auto V</i> to continue focusing on maturity and, in particular, a more realistic approach because the ramifications of that direction appeal to me more. Rockstar have made some intriguing experiments with videogame storytelling in their recent titles and as someone interested in seeing games allowing us to inhabit these fictions, that's something I'd like to see continue with the new game. But if not for the narrative's sake, then I want a realistic approach to permeate <i>Grand Theft Auto V</i> because of the way in which it gave consistency and coherency to Liberty City in <i>Grand Theft Auto IV</i> -- put simply, I believe the game was more immersive because of the attention to detail and atmosphere that a more realistic style required. I thoroughly enjoyed the physics and handling of <i>GTA IV</i>'s vehicles, for example, and how they behaved a little more like real cars (as opposed to floaty boxes) due to the sense of weight they now had. While obviously nowhere near the levels of racing simulations, this weight allowed for the game to communicate things like grip in a believable way, giving tactile feedback and a more informed sense of control to the driving mechanics of the game, as well as ensuring that these vehicles actually felt connected to the road and, more importantly, that they belonged in the environment. While Niko's (and later, Johnny and Luis') movement controls were inconsistent and arguably a little slow, his animations and weight also gave the impression of a connection to Liberty City, enhancing the ability to assume his character as we explored the environment and developed the story. These minor details, plus many more, really lifted <i>Grand Theft Auto IV</i> above other open-world games for me, something that continued in <i>Red Dead Redemption</i> -- it'd be nice to see <i>GTA V</i> follow the same direction, if not for the potential in storytelling than certainly because of the way in which it affects the game space. </div>
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<u><b>A Female Protagonist:</b></u> It remains to be seen whether we will ever be granted a female protagonist in a <i>Grand Theft Auto</i> game, but if any developer was going to try it and actually do a meaningful job with it, it's Rockstar. You only need to look at a character like Bonnie MacFarlane from <i>Red Dead Redemption</i> to know what they can do with female characters, so extending that to a playable woman (or girl -- think along the lines of <a href="http://raptured-reality.blogspot.com/search/label/Bully"><i>Bully</i></a>) for <i>GTA V</i> would be an interesting outcome for the franchise. They've already experimented with characters of colour (<i>San Andreas</i>; Luis from <i>The Ballad Of Gay Tony</i> expansion) and other, less explored territory for their characters (Gay Tony would be another example -- it's up to you to decide whether these experiments have been meaningful or not) so seeing a female protagonist in <i>Grand Theft Auto V</i> isn't necessarily as big a stretch as it may initially seem, particularly when rumours abound suggesting that this new installment might contain multiple playable characters for the main story, rather than just one like its predecessors. But whether one dominates the game like Niko did for <i>GTA IV</i> is another story (if one is included at all), so I guess we will find out either through the trailer tomorrow, or as more details about the game show up as we head towards its release. Personally, though, I would absolutely love it if the whole game was led by a female protagonist, as the result of that wouldn't just be interesting from a <i>Grand Theft Auto</i> point of view, it'd also be interesting from an industry perspective, too. Rockstar are usually regarded as pioneers and it's not unusual for developers to follow their lead -- if Rockstar were brave enough* to use a female protagonist then that could indirectly motivate other developers to use them for their games, too, improving the videogame medium by making it more diverse and catering to a wider spectrum of players. Time will tell on this one. </div>
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<u><b>New Faces, New Places:</b></u> While <i>GTA: Vice City</i> and <i>GTA: San Andreas</i> were interesting from a character development point of view, it wasn't until <i>Grand Theft Auto IV</i> that I believe Rockstar begun to make real progress as far as creating decent characters was concerned, something that only improved as the two downloadable episodes were released, and then later again when <i>Red Dead Redemption</i> hit the market. Now that they've gained some experience in creating multi-layered, unpredictable and intriguing characters, I'd love to see what Rockstar can do with a completely new cast that is separate to anything and anyone that we've seen before. I don't want to see cameos by Niko, Luis or Johnny, and I certainly don't want to see Claude, CJ or Tommy Vercetti appear either; instead, I want new people to get to know, new people to make friends (and enemies) with, and new relationships to be born. It doesn't matter whether this is in the form of multiple protagonists (as is rumoured), an emphasis on relationships (family or otherwise) as in <i>GTA IV</i>, or in the list of characters that make up the rest of the game -- all I want to see is new faces who continue to embody the direction that Rockstar appear to be heading in and who, more importantly, become people we care about as they join the ranks of the medium's other wonderful characters, such as the aforementioned Bonnie from <i>Red Dead Redemption</i>, the cast from <i>Mass Effect</i> or the companions from the <i>Uncharted</i> series. </div>
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On top of that, I don't want to see a return to Vice City or the large, diverse environments that made San Andreas so compelling, even though a modern take on them would be quite fascinating (think of the way in which Liberty City changed from <i>GTA III</i> to <i>GTA IV</i>). Instead, I want to see a completely new city or expanse of land, one that gives Rockstar the chance to take us somewhere new and to show us something different, and one that can join those wonderful places as being some of the best videogame locations of all time. Aside from rumours floating around about a return to Vice City or Los Santos (<i>GTA</i>'s version of Los Angeles, suggesting that the new game could be set in San Andreas), there's also some suggesting that this time around the game could be set in Washington D.C, particularly poignant given the material such a setting would give Rockstar, political or otherwise, and because of the proximity of that city to places like Baltimore and Philadelphia (not to mention New York or, in <i>GTA</i> terms, Liberty City). While nothing more than a rumour right now, I actually really like the sound of a Washington setting so while I'm not going to commit to expecting it, I do definitely think it would be an interesting change to what we experienced with Liberty City just a few short years ago. Wherever <i>Grand Theft Auto V</i> is set, be it a return to familiar places or new environments entirely, I am sure that the same care and attention will be given to the setting and as such, I can't wait to inhabit and explore <i>GTA V</i>'s locations, no matter what they end up being. But it would be nice to see something new, so here's hoping that Rockstar's feeling the same way. </div>
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<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/-u9Rs-DN4Y9E/Tq_yB23pngI/AAAAAAAAA7g/2YgWzQD5-UY/s1600/Liberty+City+2.jpg" style="margin-left: auto; margin-right: auto;"><img border="0" height="212" src="http://4.bp.blogspot.com/-u9Rs-DN4Y9E/Tq_yB23pngI/AAAAAAAAA7g/2YgWzQD5-UY/s320/Liberty+City+2.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Will <i>GTA V</i> see the same level of detail?</td></tr>
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<span style="font-size: large;"><b>Some Predictions</b></span></div>
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<u><b>A First-Person Perspective:</b></u> This may be somewhat bold (not to mention surprising), especially considering how crucial a third-person viewpoint is for things like driving and brawling, but I predict that <i>Grand Theft Auto V</i> will have (because I'd like to see) a first-person perspective because that would represent the kind of shift Rockstar like to make whenever they do another numbered installment in the franchise. <i>Grand Theft Auto IV</i> was already incredible due to its atmosphere and attention to detail, where walking around the city was just as exciting as participating in an intense battle was -- imagine if <i>GTA V</i> provided this in a first-person perspective, where we were even more up close and personal with the environment and where things like shooting could adopt the insane progress we've made in recent years from other genres. Imagine driving with your focus behind the steering wheel as opposed to the car you're driving, or the potentially visceral brutality of melee as you fight against your foes. By using the first-person, Rockstar could fix a lot of the issues that <i>GTA IV</i> still exhibited despite immense improvements over the PS2-era titles, because our medium's obsession with First-Person Shooters has resulted in great gun-play while things like movement have been advanced thanks to titles like <a href="http://raptured-reality.blogspot.com/search/label/Mirror%27s%20Edge"><i>Mirror's Edge</i></a>. The likelihood of <i>Grand Theft Auto V</i> being completely in the first-person perspective is probably rather slim, despite my desire to see Rockstar attempt such a thing with the series, but I have a feeling with <i>GTA V</i> so I guess we'll have to wait and see. If anything, they could opt for a mixture of first-and-third-person, similar to what Bethesda does with their <i>Elder Scrolls</i> and <a href="http://raptured-reality.blogspot.com/search/label/Fallout%203"><i>Fallout</i></a> franchises. </div>
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<u><b>Multiple Cities:</b></u> Whether it's revisiting old favourites or taking us to where we (and <i>GTA</i>) have never gone before, I believe <i>Grand Theft Auto V</i> will feature more than one city. The first reason I think this is because that's a direct way to improve on what was managed with Liberty City in <i>GTA IV</i>, signifying the next step up that the 'V' in the title represents, and the second is because Rockstar are ambitious like that and would want to send this generation out in a way that only they can. If the main game doesn't contain at least two cities (with rural areas and etc. in between), then I think they'll do it using downloadable expansions after the success they had with <i>GTA IV</i>'s DLC. If the rumours about LA/Los Santos are true then it is quite possible that we will see the entirety of San Andreas, recreated as Liberty City was last time around. If it is a new setting altogether, like the aforementioned possibility of Washington D.C, then we could be seeing places like Baltimore, Philadelphia or Chicago appear for the first time. Wherever it will be, and whether it's on the disc or through expansions after release, I definitely believe <i>GTA V</i> will have multiple locations for us to explore and inhabit, so I look forward to seeing what those places will be when Rockstar reveal them. In some respects, they can't <i>not</i> offer more than one city: the fans have been pining for a new <i>San Andreas</i> for years and whilst what we may be getting with <i>GTA V</i> might not satiate that particular desire, I dare say the new environments -- and the fact that multiple locations offers the diversity that these people are after -- certainly will. </div>
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<u><b>Storytelling Progress:</b></u> Whilst I already covered what I'd like to see Rockstar do with storytelling above, what I believe they will do happens to follow the same path -- after playing <i>Red Dead Redemption</i> I have no doubt in my mind that Rockstar have made it their goal, somewhat, to focus on and emphasise the importance of storytelling in videogames, and that they will be demonstrating their progress in this area with <i>Grand Theft Auto V</i>. Whether it is driven by a strong suite of characters, the journey that its protagonist(s?) will take or through the environmental information its setting can convey, I definitely think Rockstar are keen to continue telling tales and if they expand upon the progress they have made so far, then <i>GTA V</i> will be very interesting from a narrative point of view. Ultimately speculating on this aspect of the series is difficult because it's hard to know what direction they want to take the franchise in, let alone what they may or may not want to do on the storytelling front, but their approach to this generation thus far has all but confirmed to me that they are trying to advance the medium, once again, because few other developers seem comfortable in doing so. Will it result in the same levels of controversy that previous <i>Grand Theft Auto</i> titles have received? Maybe, but then again it is <i>because</i> of this controversy in the first place that we've made the progress we have in such little time, so I do think we will see it continue with <i>Grand Theft Auto V</i>. I just can't see them returning to the immature, juvenile antics that they used to revel in. Sure, it has its place in the medium as <i>Saints Row</i> clearly exemplifies, but Rockstar had their adolescent fun so now it is time to see how they're faring as an adult -- something I'm sure they are just as eager to find out as we are. Guess we'll find out with the trailer tomorrow!</div>
<br />
<div style="text-align: center;">
<span style="font-size: large;"><b>****</b></span></div>
<br />
<div style="text-align: justify;">
So there you go, my personal desires and predictions for <i>Grand Theft Auto V</i>. I can't wait to see what Rockstar will be revealing in the trailer and, indeed, as the game gets closer to release (I strongly suspect <a href="http://www.gameinformer.com/">Game Informer</a>'s next cover will feature the game, too). Despite having these preferences and forecasts, I'm excited for the game no matter which direction they choose to head in. The franchise is one of the few in this industry that transcends the medium it exists in and is truly a global, cultural phenomenon -- the explosion on the Internet after that simple logo was shown proves this -- so, no matter what the game actually involves, it's just great to have a new <i>GTA</i> on the horizon and something to reinvigorate people's passion for games again after an arguably dull period in recent times. A new <i>Grand Theft Auto</i> is an event as much as, if not more than, it is a new game in a successful franchise so yeah, absolutely, I'm going to indulge in the emotion and attention that such a thing inspires in so many people. Something like this doesn't happen every day so the fact it is happening tomorrow is an incredibly exciting thing. Bring it on! </div>
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<br /></div>
<div style="text-align: justify;">
<i><span style="font-size: x-small;">*It irks me having to call using a female protagonist a “brave move” but, let's be honest, male-centric campaigns dominate the medium currently and whilst some developers have made inroads (think BioWare, or Valve), the reality is that most are too comfortable with using male characters for their games' leads. Things are changing, slowly, but they would change even faster if Rockstar led the way and showed them how things can, or <b>should</b>, be done. Here's hoping. </span></i></div>Anonymoushttp://www.blogger.com/profile/00626684107210848128noreply@blogger.com2tag:blogger.com,1999:blog-1083509480143917931.post-62740173480333944582011-10-13T23:50:00.001+11:002011-10-13T23:50:31.167+11:00F1 2011<div class="separator" style="clear: both; text-align: center;">
<a href="http://www.pixelhunt.com.au/home/wp-content/uploads/2011/10/f1_2011_wip_spa_1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="178" src="http://www.pixelhunt.com.au/home/wp-content/uploads/2011/10/f1_2011_wip_spa_1.jpg" width="320" /></a></div>
<div style="text-align: justify;">
<a href="http://www.pixelhunt.com.au/">Pixel Hunt</a>, an E-Zine and online website, recently posted their review of <a href="http://www.pixelhunt.com.au/2011/10/featured/review-f1-2011/"><i>F1 2011</i></a>... meaning that after many years posting here on the blog, I have finally been published elsewhere!</div>
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<br /></div>
<div style="text-align: justify;">
Yes, it's true, I wrote the review of Codemasters' latest installment in their rather wonderful Formula 1 series, and it was an absolute pleasure to try my hand at writing a review rather than whatever I feel like here on Raptured Reality. Writing a review means that you're writing for an audience, basically, so with that in mind I tried my best to keep things simple and cover a variety of things about <i>F1 2011</i> that I thought would be beneficial to anyone who may end up reading it. F1 being what is, however, it was rather challenging as the sport is just too complex to be able to describe without venturing into motorsport jargon territory, or at the very least areas in which only automotive enthusiasts would understand. Still, I thought the review came out pretty well considering it was my first, so do let me know what you think.</div>
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<br /></div>
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While we're on the subject of Formula 1 games, I suppose I should address a few things. First of all, reviewing this year's title suggests that I have moved on from last year's <a href="http://raptured-reality.blogspot.com/search/label/F1%202010"><i>F1 2010</i></a> and, by extension, that I might be done with my <a href="http://raptured-reality.blogspot.com/search/label/Living%20The%20Life">Living The Life</a> story or, indeed, covering that game from an analytical point of view. Not true! Whilst I have slacked off, again, with coverage for the game and my story, I don't consider myself to be finished with either and will continue to focus on that game until I am. This means that you can expect the story to resume (sooner than you may think, too!) and that I am still dedicated to seeing it through to the last round, in Abu Dhabi. You can also expect me to start posting about why I fell in love with <i>F1 2010</i> so much as well as pick up on some of the issues I think the game has -- some of which I actually mention in my review of <i>F1 2011</i>. </div>
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<br /></div>
<div style="text-align: justify;">
Once I have done that, then I will shift my focus over to <i>F1 2011</i> and begin discussing what makes that game worth playing, as well as why it is so different (surprisingly) from Codemasters' first effort with the license. I will also elaborate on some of the things I covered in the review, and point out some of the things I left out. Then I'll begin the second season of my Living The Life story because I'm interested in what it would be like to experience another season using that mentality (or persona) and to then convey those findings, once again, here on the blog. </div>
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<br /></div>
<div style="text-align: justify;">
As far as other content is concerned, both the <a href="http://raptured-reality.blogspot.com/search/label/Metroid%20Marathon">Metroid Marathon</a> and <a href="http://raptured-reality.blogspot.com/search/label/Red%20Dead%20Ruminations">Red Dead Ruminations</a> posts will continue (apologies for the delays) and I will also be taking a look at both <i>L.A. Noire</i> and <i>Test Drive Unlimited 2</i>, finally, as I am now ready to think about my experiences with them.</div>
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<br /></div>
<div style="text-align: justify;">
It was an absolute pleasure to try something new and do a review of <i>F1 2011</i> for Pixel Hunt. I'd like to take this opportunity to thank my editor for the review, Dylan Burns (if he's reading this), for giving me the chance to experiment with my writing. Will I do more reviews in the future? I'm not sure yet but considering this experience was nothing but positive the entire way through, I am certainly willing to consider it if the chance arises once again.</div>
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<br /></div>
<div style="text-align: justify;">
Anyway, if you're interested then by all means give it a read and let me know what you think. Thanks again for reading my work, everyone, and happy gaming.</div>Anonymoushttp://www.blogger.com/profile/00626684107210848128noreply@blogger.com2tag:blogger.com,1999:blog-1083509480143917931.post-22914299183388536062011-09-20T23:00:00.001+10:002011-09-21T03:58:15.698+10:00Red Dead Ruminations: Life In The West<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-85-JPzll45g/TnjQH8-lf1I/AAAAAAAAA60/93O8mqWi9t8/s1600/Red+Dead+Ruminations+Life+In+The+West.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://1.bp.blogspot.com/-85-JPzll45g/TnjQH8-lf1I/AAAAAAAAA60/93O8mqWi9t8/s320/Red+Dead+Ruminations+Life+In+The+West.jpg" width="320" /></a></div>
<div class="MsoNormal" style="text-align: justify;">
<i>Red Dead Redemption</i> is a fantastic game. It was last year
when it was first released, it continues to be now and, in a decade or so when
people look back at important videogames (again, since we all love doing it so much),
<i>Red Dead Redemption</i> will stand out as a significant and crucial release. The
reasons for this are many and have been detailed plenty of times elsewhere,
particularly last year when it was the focus of everyone’s conversation, but it
is still worth pointing out anyway because games like this don’t come along
very often, and deserve all the attention that they can get. That is why, over
a year since it released, I’m still going ahead with my own series of posts
about the game -- simply put, it inspires a lot of thoughts and discussion, and
I’m certainly not excluded from that fact.</div>
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<br /></div>
<div class="MsoNormal" style="text-align: justify;">
So, what do I think about the game? Well, as I’ve said <a href="http://raptured-reality.blogspot.com/2010/04/preview-power-red-dead-redemption.html">twice</a>
<a href="http://raptured-reality.blogspot.com/2011/09/red-dead-ruminations-overview.html">now</a>, it was my introduction to the Western genre, so it was
especially interesting playing the game with that in mind, discovering and
learning about the core qualities of that particular genre. Perhaps even more
fascinating, however, was how I came to realise that <i>Red Dead Redemption</i> is an
even better take on the old Wild West because it doesn’t specifically focus on
the genre’s tropes or quirks, and instead treats them as mere details in a much
larger, broader experience. Beyond that, my fascination with game spaces saw
another intriguing game to consider, given how incredible <i>RDR</i>’s environment is
-- both in scope, and in detail. Of course, being a Rockstar game the
atmosphere and sense of place in <i>Red Dead Redemption</i> isn’t surprising, but it’s
still very interesting to think about because, I feel, the game stepped it up
another level again -- even over <i>Grand Theft Auto IV</i>, in some respects.
Finally, I was interested in the game because it seemed like Rockstar were
intending to continue their more mature approach to their storytelling, first
seen in Liberty City and <i>GTA IV</i>. While some characters are questionable, for
the most part it really came across as if Rockstar were trying to pioneer, yet
again, with <i>Red Dead</i>’s narrative, and the end result of that is remarkable,
depending on the context. I will address the game’s characters, general plot
and my connections to both in future posts but, for now, let’s talk about my
introduction to the genre, and the game’s interesting use of its environment.</div>
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<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-NMDB7qetHPg/TnjQJDYa3II/AAAAAAAAA68/WgyLrGMaB-k/s1600/Life+In+The+West+Duels.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="179" src="http://3.bp.blogspot.com/-NMDB7qetHPg/TnjQJDYa3II/AAAAAAAAA68/WgyLrGMaB-k/s320/Life+In+The+West+Duels.jpg" width="320" /></a></div>
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<b>Why hello, Mr. Marston</b></div>
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<br /></div>
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Entering into a game (or any entertainment product, really)
that adheres to a specific experience with no idea of what to expect is,
somewhat, surreal. <i>Red Dead Redemption</i>’s general adoption of Rockstar’s open
world template, however, ensured that there were enough features in the game
that were familiar to me whilst I learned about all of the elements that were
foreign: I knew about their emphasis on atmosphere and a sense of place in an
expansive environment; I knew how the game ‘felt’ due to its similarities to
<i>Grand Theft Auto</i>; and I was also quite familiar with the game’s structure of
cut-scenes, objectives, and then rewards. This allowed my attention to be
firmly focused on everything that was new (to me), meaning that I was able to
get engrossed a lot quicker than I initially expected to. What I wasn’t
expecting, however, was how the Western status of the game took a back seat to
the rest of the experience -- it is a videogame based in a Western setting, not
necessarily a Western itself.</div>
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<br /></div>
<div class="MsoNormal" style="text-align: justify;">
This was surprising
to me because, before release, I was totally expecting the videogame version of
a Western. That was how (I thought) the game was advertised throughout its hype
campaign and the various previews and interviews, and that was what I wanted
because, as I keep on repeating, I was new to the genre and wanted to use the
game to see whether I liked it or not. And it did answer that question, too --
I did get to see what a Western entailed, and I did get to understand what my
own personal stance on such a specific experience would ultimately be, but I
acquired that insight indirectly as I engaged the whole adventure and not just
certain aspects of it. On the surface, the tropes and incidental details that
you’d expect from a Western -- duels, train robberies, cowboys saying
“giddy-up”, etc. -- are present and
accounted for but these traditional elements of the genre simply aren’t thrown
in your face in <i>Red Dead Redemption</i>. Instead, they exist in the background:
just like sheriffs and ranches do, like cacti and wolves, and, indeed, like the
desolate landscape itself. They aren’t included in the game to ensure its
authenticity to the genre or to inform its players that, yes, <i>Red Dead Redemption</i>
is a Western; they’re merely details in a world full of them, and they give
this world weight through their beautiful, delicate, coherency. Recognising
that fact -- that <i>RDR</i> is a game with a Western setting, rather than one that <i>is</i> a Western -- took some time and didn’t occur until well after I had
finished the game. But once I did acknowledge this subtle distinction, I
realised that it enriches the experience in the same way that the <a href="http://raptured-reality.blogspot.com/2011/09/metroid-marathon-little-things-mp1.html">little things</a> do for other titles.</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
Attention to detail is one of <i>Red Dead Redemption</i>’s most
significant qualities, but I think it would be fair to say that most people
wouldn’t think about what it does or doesn’t do with the genre as one of the
areas in which the game carefully creates its overall experience. I would
argue, however, that this is why the game is so remarkable to begin with: it took
a genre from another medium, adopted the essence of it for a new one, and
masterfully turned it into something that wasn’t just unique, it was only
possible as a videogame.</div>
<div style="text-align: justify;">
<br /></div>
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-qIsKMMwgojU/TnjQIWkVv_I/AAAAAAAAA64/3vAfE1jHOFA/s1600/Life+In+The+West+Blackwater.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="179" src="http://3.bp.blogspot.com/-qIsKMMwgojU/TnjQIWkVv_I/AAAAAAAAA64/3vAfE1jHOFA/s320/Life+In+The+West+Blackwater.jpg" width="320" /></a></div>
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<b>On The Lone Prairie</b></div>
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<br /></div>
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Not too long ago I wrote a post <a href="http://raptured-reality.blogspot.com/2011/07/liberty-blues.html">expressing my disdain</a> with the notion that, eventually, <a href="http://raptured-reality.blogspot.com/search/label/Liberty%20City">Liberty City</a> from <i>Grand Theft Auto
IV</i> would be forgotten in favour of more impressive environments, perhaps even
from another <i>GTA</i>. As technology and graphical fidelity continue to progress --
among other things -- I can see a future in which Liberty City is no longer
considered a technical achievement or a sense of wonder, indirectly allowing
for it to become a memory much in the same way that, say, the entirety of San
Andreas has -- a particularly fond memory, undoubtedly, but a memory
nonetheless.</div>
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<br /></div>
<div class="MsoNormal" style="text-align: justify;">
Well, unsurprisingly, I feel the same way about <i>Red Dead
Redemption</i>’s magnificent depiction of the Wild West. Like Liberty City, I believe
that the game’s environment is one of the best examples we have yet of a world that
feels like it truly exists; only this time the game’s particular setting
ensures that we’re revisiting a bygone era, rather than a modern metropolis. The
sense of place, life and, of course, atmosphere in <i>Red Dead Redemption</i> is
unparalleled, and somewhat conveniently exists as the demonstration of what the
opposite of Liberty City could and should be. Instead of the urban jungle we
have an expansive piece of land which teams with wildlife, sporadic hints of
civilization, and which features a surprising amount of variety. I will address
that last one in a future post but the point is that there is simply nothing
like <i>Red Dead Redemption</i>’s landscape, and the fact that it is so incredibly
detailed and full of unexpected surprises is not only a testament to Rockstar’s
prowess with creating these virtual worlds in which we get to inhabit, but to
their ability to showcase some of this generation’s most significant technical
achievements, too. Few other developers can pull off such a large environment
that is full with things to see and do, and fewer still can also provide a
place in which key, personal <a href="http://raptured-reality.blogspot.com/2010/10/moments.html">moments</a> can occur for each and
every player.</div>
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<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-JjIr3xhvYy4/TnjQJu_hQHI/AAAAAAAAA7A/vpnRsVsAgUw/s1600/Life+In+The+West+River.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="179" src="http://3.bp.blogspot.com/-JjIr3xhvYy4/TnjQJu_hQHI/AAAAAAAAA7A/vpnRsVsAgUw/s320/Life+In+The+West+River.jpg" width="320" /></a></div>
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<br /></div>
<div class="MsoNormal" style="text-align: justify;">
But it’s not about how impressive or special it can be;
rather, it’s about how in the not too distant future I get the impression that,
yet again, <i>Red Dead Redemption</i>’s landscape is going to be forgotten in favour
of something else that is bigger, better, and certainly more beautiful. Right
now that sounds absurd but we’re talking about a videogame, too -- the medium
progresses at an insane rate and, as we’ve seen time and time again, it only
takes a couple of years before a game is completely outclassed by something
newer. Just look at the differences between <i>The Elder Scrolls IV: Oblivion</i> and
<i>The Elder Scrolls V: Skyrim</i> for an example of what I am talking about: both
games are amazing at the time of their release, but the inevitable iteration
and technical advancements of the medium ensure that, eventually, they’re seen
as less impressive and even, at times, ugly. As we reach and surpass the
uncanny valley and photo-realism that problem becomes less significant but,
right now, it’s still an issue and because of this I fear that, like Liberty
City, <i>Red Dead</i>’s world will become nothing more than a memory for the majority
of people because there simply won’t be any reason to visit it anymore. There
<i>will</i> be better and, while I can’t wait to see what that might
actually be myself, I also dread it because I personally believe that these
environments that we already have now -- today, in the current generation --
should be cherished and even celebrated -- if not for their impressive
coherency, than certainly because of all the resources, hard work and effort
that went into making them.</div>
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<br /></div>
<div class="MsoNormal" style="text-align: justify;">
Ultimately this disdain I feel for the (potential) future of
these game spaces is a personal thing that I have developed alongside my
passion for virtual spaces as a whole, and while important it doesn’t
necessarily reflect how I feel about the future. I’m eagerly awaiting what
might appear on the horizon, and already have some idea of what that future
entails with games like <i>BioShock Infinite</i> taking us to places that, once again,
we cannot go in reality. The future is very bright when it comes to virtual
worlds, but I’m not going to jump up and celebrate their arrival if, as a
consequence, what we already have now is left behind and forgotten. That’s not
the kind of approach I want to take with a medium I hold so dear, and that’s
why I’m a little more reluctant to proceed than the majority of gamers out
there.</div>
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*** </div>
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<br /></div>
<div class="MsoNormal" style="text-align: justify;">
That’s some of my initial observations about <i>Red Dead
Redemption</i>. A review, if you will, of some of the things that stood out to me upon the game’s completion. Naturally, being a Rockstar game means
there is plenty more to talk about, and what I’ve covered above is only
scratching the surface. In my next post I will discuss the opening moments of
the game, and how they effectively set up the overall experience whether we
realise it or not -- where better to start covering such a large game than the
beginning?</div>
Anonymoushttp://www.blogger.com/profile/00626684107210848128noreply@blogger.com7tag:blogger.com,1999:blog-1083509480143917931.post-29218064479394894642011-09-19T21:00:00.000+10:002011-09-21T04:07:03.900+10:00Red Dead Ruminations: Overview<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-DEhahFwZ93M/TnY041J3oII/AAAAAAAAA6w/_0krxW9zv8s/s1600/RDR3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="179" src="http://1.bp.blogspot.com/-DEhahFwZ93M/TnY041J3oII/AAAAAAAAA6w/_0krxW9zv8s/s320/RDR3.jpg" width="320" /></a></div>
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I wasn’t supposed to play <a href="http://raptured-reality.blogspot.com/search/label/Red%20Dead%20Redemption"><i>Red Dead Redemption</i></a>.</div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
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</div>
<div>
</div>
<div class="MsoNormal" style="text-align: justify;">
That’s the feeling I have after finishing it a few months
ago, and after many instances where I almost gave up on playing the game
because of circumstances (mostly beyond my control) that tried to ruin my
experience with it. It’s not that I didn’t enjoy the game -- quite the opposite, actually -- but, for whatever reason, various things tried to get in
the way of what should have otherwise been an awesome time. Anyway, I’m past
that somewhat bizarre mish-mash of extremely positive <a href="http://raptured-reality.blogspot.com/2010/10/moments.html">moments</a> and strange, negative situations, so now it is time to actually talk
about my time with Rockstar’s Western epic.</div>
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<br /></div>
<div class="MsoNormal" style="text-align: justify;">
</div>
<div style="text-align: justify;">
</div>
<div class="MsoNormal" style="text-align: justify;">
In my <a href="http://raptured-reality.blogspot.com/2010/04/preview-power-red-dead-redemption.html">preview</a> of the game I mentioned the
fact that before <i>Red Dead Redemption</i>, I hadn’t experienced anything in or
related to the Western genre, and that I was using the game as my first foray
into this unfamiliar territory. Sure, I had heard plenty over the years about
the genre and had a fair idea of what made a Western a Western, but it was
still interesting to head into the game with no preconceptions about what to
expect or how I should be feeling. Not only that, I wasn’t sure whether I would
actually like the genre, so I looked forward to using the game to satisfy my
personal curiosity.</div>
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<br /></div>
<div style="text-align: justify;">
</div>
<div class="MsoNormal" style="text-align: justify;">
Now that I have played it, I have a fair bit to say and this
series will cover everything that came to mind during my time with the game.
While originally I was playing it when everyone else was, I stopped after just
a short time due to an unfortunate spoiler that essentially rendered the game,
particularly its story, meaningless and irrelevant (one of the aforementioned
instances that nearly ruined my enjoyment of the overall experience). The
spoiler was so strong that it turned me off the game and it has only been
recently, months after release that I was finally able to return to it.</div>
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<br /></div>
<div class="MsoNormal" style="text-align: justify;">
</div>
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</div>
<div class="MsoNormal" style="text-align: justify;">
It has been incredibly interesting experiencing my very
first Western. There have been some great moments and some unfortunate ones,
some things that have captured my attention and others that I found utterly
boring. All in all I recognise <i>Red Dead Redemption</i> for the great game that it
is and firmly believe that it deserves all the praise and respect it continues
to receive, but it isn’t perfect (what game is?) either, and I’ll discuss both
my positive and negative responses to the game over the next few posts. I hope
you’ll enjoy what I have to say about something that was so new to me. </div>
Anonymoushttp://www.blogger.com/profile/00626684107210848128noreply@blogger.com4tag:blogger.com,1999:blog-1083509480143917931.post-50272470138613781872011-09-18T23:00:00.000+10:002011-09-19T04:31:53.841+10:00Metroid Marathon: The Beauty Of Bosses (MP1)<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-nXRNqpDtGYA/TnYp5q_7dfI/AAAAAAAAA6o/ocS5Jg9_ijg/s1600/Metroid+Prime+Parasite+Queen.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="174" src="http://2.bp.blogspot.com/-nXRNqpDtGYA/TnYp5q_7dfI/AAAAAAAAA6o/ocS5Jg9_ijg/s320/Metroid+Prime+Parasite+Queen.jpg" width="320" /></a></div>
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[<span style="font-size: x-small;"><span style="font-style: italic;">Part of a series of posts in which I discuss my favourite videogame franchise:</span> Metroid<span style="font-style: italic;">. Today, some of </span>Metroid Prime's<span style="font-style: italic;"> bosses and how they are designed to teach players through intensity and strategy.</span></span>]</div>
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The boss battles contained in each <i>Metroid</i> game are one of the franchise’s staples, their challenging but not impossible design sitting as some of the highlights of each installment. <i>Metroid Prime</i>’s bosses are no different and follow the tradition of offering some intensity to the isolated adventures of Samus Aran, not to mention ensuring that the skills learned prior to each battle and the abilities obtained throughout the game are utilized in an effective manner.</div>
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Combining organic creatures already native to Tallon IV and those created or influenced by the strong presence of the Space Pirates and their operations, the boss battles in <i>Metroid Prime</i> contrast nicely with the otherwise lonely journey of the game to create its diversity whilst simultaneously also appearing to enhance the game’s narrative, themes and overall outcome. Ranging from mutated (not to mention enlarged) creatures such as the Parasite Queen found on the space frigate Orpheon, to the giant, lumbering beast that is the Omega Space Pirate, each battle and each foe offers something new and distinct from what has been seen previously whilst also continuing the trend of more difficult and menacing foes as the player (and thus, Samus) progresses. What this means overall is three different things: first, the chance to test and master the skills that have been formed over the course of the game; second, moments to look forward to after long sessions of exploration and loneliness; and lastly, a change of pace (and intensity) after slow, gradual progress and enemies that pose little to no problems. It’s about challenge and strategy but not at the expense of progress or the other key elements that make up a <i>Metroid</i> experience, namely the exploration and discovery.</div>
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Interesting, too, is the way in which these battles take place -- and, perhaps more importantly, why. Right from the very beginning of the game, as players gently <a href="http://raptured-reality.blogspot.com/2011/08/metroid-marathon-remembering-metroid.html">ease</a> <a href="http://raptured-reality.blogspot.com/2011/08/metroid-marathon-metroid-primes-magic.html">themselves</a> into the 3D, foreign feel of a <i>Metroid</i> title viewed from Samus’ own eyes rather than from a side-on perspective, a boss battle exists, designed to teach a skill that will become key later on in the game: that of strafing from left to right (or vice versa) to avoid enemy fire. The battle is simple in that there’s hardly any strategy to defeating the Parasite Queen, with quick, rapid blasts or powered up singular shots from Samus’ beam cannon making quick work of the easy opponent. In fact, the only challenge the battle poses is from a spinning force field that protects the queen, but it has enough holes in it that it’s not a problem -- if there’s no gap, you don’t shoot, simple.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://2.bp.blogspot.com/-Hx_fy5q4IbU/TnYp50lw9_I/AAAAAAAAA6s/PGch6hcGyaM/s1600/Metroid+Prime+Flaahgra.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="168" src="http://2.bp.blogspot.com/-Hx_fy5q4IbU/TnYp50lw9_I/AAAAAAAAA6s/PGch6hcGyaM/s320/Metroid+Prime+Flaahgra.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-size: x-small;"><i>Samus staring Flaahgra down in the first major boss battle of Metroid Prime.</i></span></td></tr>
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Contrast that with Flaahgra -- the mutated plant boss found in the Chozo Ruins and the source of the poisoned water that posed a small problem in traversing the remnants of a lost civilization -- who does offer a challenge and requires some strategy in order to attack. Not only is strafing important in avoiding Flaahgra’s acid attacks, confidence with locking onto the solar panels that is providing sustenance to the enlarged plant is key to efficient success as, later on in the battle, Flaahgra can knock them back down with one of its many stems. The goal of the fight is to knock the solar panels away so the sun’s rays are no longer providing energy to the plant boss, causing it to collapse with exhaustion and its tentacles to retract, allowing Samus to quickly morph into a ball so she can slip through the tunnels that were previously blocked and let off a morph ball bomb in the mechanical slot -- a technique learned prior to the battle not long after the ability was acquired -- in order to deal damage. Rinse and repeat the process -- a staple of Nintendo’s library of games and certainly not exclusive to the <i>Metroid</i> series -- and before long Flaahgra is down, alleviating the problems of a contaminated area by allowing the water supply of the Chozo Ruins to become clean and pure once more.</div>
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Future bosses provide even more complexity and challenge, the Omega Pirate and Metroid Prime itself standing out as the game’s most difficult boss fights, but regardless of whether it’s at the start of the game or at its end, the bosses in <i>Metroid Prime</i> serve a purpose in teaching, using (abilities) and changing (the game's pacing), even if only for a short period of time. They’re fun distractions more than anything else, but the lessons learned in fighting these monsters go on to serve the rest of the game, and in doing so only enhances the experience rather than hinders it. It’s a shame other games can’t get this process right more often, not to mention as elegantly as <i>Metroid Prime</i> does.</div>
Anonymoushttp://www.blogger.com/profile/00626684107210848128noreply@blogger.com0tag:blogger.com,1999:blog-1083509480143917931.post-41086099461864690322011-09-12T23:00:00.000+10:002011-09-13T05:19:56.546+10:00Metroid Marathon: The Little Things (MP1)<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-MPGx63lRw14/Tm5V6gX21_I/AAAAAAAAA6k/wGYLbztGpCA/s1600/Magmoor+Caverns.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="202" src="http://3.bp.blogspot.com/-MPGx63lRw14/Tm5V6gX21_I/AAAAAAAAA6k/wGYLbztGpCA/s320/Magmoor+Caverns.jpg" width="320" /></a></div>
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[<span style="font-size: x-small;"><span style="font-style: italic;">Part of a series of posts in which I discuss my favourite videogame franchise:</span> Metroid<span style="font-style: italic;">. Today, a look at the incidental details in </span>Metroid Prime<span style="font-style: italic;"> that are so easy to overlook, but enrich the experience when noticed.</span></span>]
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If three big moments characterized <i>Metroid Prime</i>’s transition from 2D to 3D <a href="http://raptured-reality.blogspot.com/2011/08/metroid-marathon-metroid-primes-magic.html">for me personally</a>, then it is the little things that form the game’s unique personality, give it its atmosphere and constantly surprises almost wherever you turn. It’s the little things that, when combined as a whole, give <i>Metroid Prime</i> a level of detail that few other games can achieve, and when separated provide a subtle, if even unnoticed, addition to the game’s immersion.</div>
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Attention to detail isn’t new in videogames, however, the effort some developers put into their games to create an experience that is unlike any other often being the key contributing factor as to whether the overall product -- the end result of a carefully considered vision or idea -- is successful or not. Games like the <i><a href="http://raptured-reality.blogspot.com/search/label/Uncharted%20%28series%29">Uncharted</a></i> series, <i><a href="http://raptured-reality.blogspot.com/search/label/GTA%20IV">Grand Theft Auto IV</a></i> and <i><a href="http://raptured-reality.blogspot.com/search/label/BioShock">BioShock</a></i> all take care to include the little details, minor additions that will cooperate and assist major ones in forming a particular point of view, understanding or atmosphere, each enhancing the overall experience rather than detracting from it.</div>
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<a href="http://3.bp.blogspot.com/-kHxkZbnh7Fo/Tm5UKooKvwI/AAAAAAAAA6c/yLxRZN73wXE/s1600/Sap+Sac.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="252" src="http://3.bp.blogspot.com/-kHxkZbnh7Fo/Tm5UKooKvwI/AAAAAAAAA6c/yLxRZN73wXE/s320/Sap+Sac.jpg" width="320" /></a></div>
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<span style="font-size: x-small;"><i>A Sap Sac hanging on the side of a wall. </i></span></div>
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But <i>Metroid Prime</i>’s attention to detail is, I would argue, a lot more subtle than the aforementioned games -- and it’s worth pointing out that they’re all current generation games, too -- using existing features of the game’s world to enhance the immersion. Rain droplets fall onto Samus Aran’s visor if she looks up towards the sky, whilst other drops splash and bead on her infamous beam cannon. Flamethrowers in the Magmoor Caverns area of Tallon IV -- initially something to be avoided -- can be frozen once the Ice Beam has been acquired, progress beyond them now achievable with relative and quick ease. The electricity of Samus’ Wave Beam pulsates whilst the Ice Beam leaves a tiny, cold fog as she moves her beam cannon around. Juice from a Sap Sac drips once it has exploded, whilst acid from a mindless creature’s attack splashes on Samus’ visor upon impact. Fish gently swim amongst the water, quickly scurrying as Samus draws near; a reflection of Samus Aran’s eyes and face can be seen as a burst of light emanates from a nearby explosion; steam clogs up her visor and limits visibility for a brief period of time. When submerged underwater -- particularly before the acquisition of the Gravity Suit -- movements become slow and subdued, with a pleasing sense of weight and a floaty feel making for a nice contrast to the usually quick, agile movements enjoyed on land; the morph ball’s bomb jump ability also shares a similar feeling of weight and casual buoyancy, bobbing up slowly rather than bouncing immediately as on land. Continuing the underwater theme, it actually feels like you truly are submerged when traversing its many depths, the cold, blue and translucent water stretching out beautifully while the aforementioned movement and the game’s clever use of sound enhances the feeling and ensures its effectiveness. Few other games can achieve this submerged feeling -- <a href="http://raptured-reality.blogspot.com/search/label/BioShock%202"><i>BioShock 2</i></a> is one of the only other examples that comes to mind -- keeping the immersion high and the game’s unique attention to detail amazing.</div>
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<a href="http://4.bp.blogspot.com/-NOmUt6AQC1c/Tm5UN-CJBVI/AAAAAAAAA6g/j6Mh0EmrEzo/s1600/Fish.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="http://4.bp.blogspot.com/-NOmUt6AQC1c/Tm5UN-CJBVI/AAAAAAAAA6g/j6Mh0EmrEzo/s320/Fish.jpg" width="320" /></a></div>
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<span style="font-size: x-small;"><i>Fish scurrying about as Samus approaches.</i></span></div>
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Enemies also receive this level of attention, with a variety of ways to kill them coming to mind. The environment plays a part, a carefully placed shot on a nearby Sap Sac instantly killing something upon its explosion, whilst an idle defense turret can explode on impact from a missile or be disabled by a few shots of the Wave Beam, collapsing it in confusion. The Space Pirates aren’t immune either, their weaves and dodges of one beam quickly turned around as you freeze them, their bodies crumbling to pieces upon another concussive shot. Even boss battles contain subtle ways in which to attack, allowing for strategies that might not be immediately obvious.</div>
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The little things may not be unique to <i>Metroid Prime</i> nor might they be instantly apparent, but they all combine to enhance the game overall and assist with immersion, leaving a tiny but acknowledging smile on the face of those who notice them, and indirectly improving the experience of those who don’t. </div>
Anonymoushttp://www.blogger.com/profile/00626684107210848128noreply@blogger.com2tag:blogger.com,1999:blog-1083509480143917931.post-43636728694841260992011-08-25T02:51:00.005+10:002011-08-25T03:15:32.092+10:00A Racing Realism Example<div style="text-align: justify;">Earlier this month I <a href="http://raptured-reality.blogspot.com/2011/08/racing-realism.html">posted</a> about the ways in which racing game developers chase and strive for realism, by visiting real life tracks and demonstrating their attention to detail in things like development diaries. Well, conveniently, Turn 10 have released two videos for the upcoming <span style="font-style: italic;">Forza Motorsport 4</span> that are exactly what I was talking about in that post, and below I have embedded them so you can understand my article a little better.
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<br />Both of these videos focus on specific tracks, one real (<a href="http://en.wikipedia.org/wiki/Hockenheim_Circuit">Hockenheim</a>) and the other fictional (The Bernese Alps), and as such don't necessarily cover everything that I was talking about in my post, but they're still a great example so I encourage you to check them out if you think you will find it interesting. Even if you're not into racing games like I am, watching the two videos might still be of interest to you if you find the way studios approach their development of games fascinating in any way -- it's very easy to forget, sometimes, about the amount of effort and passion and creativity that goes into these big, blockbuster videogames, so it is nice to be reminded of such when things like these development diaries come along.
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<br />Anyway, here they are.
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<br /><span style="font-weight: bold;">The Bernese Alps:</span>
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<br /><span style="font-weight: bold;">Hockenheim:</span>
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<br />Anonymoushttp://www.blogger.com/profile/00626684107210848128noreply@blogger.com1tag:blogger.com,1999:blog-1083509480143917931.post-77735774323613126592011-08-21T23:00:00.005+10:002011-08-22T05:08:31.049+10:00Metroid Marathon: Metroid Prime's Magic Moments<div style="text-align: justify;"><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/-mKzIuH-x2SI/TlFUwnLXDQI/AAAAAAAAA6Q/4JXstvXN078/s1600/Samus%2527%2BGunship%2BLanding%2BOn%2BOrpheon.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 181px;" src="http://1.bp.blogspot.com/-mKzIuH-x2SI/TlFUwnLXDQI/AAAAAAAAA6Q/4JXstvXN078/s400/Samus%2527%2BGunship%2BLanding%2BOn%2BOrpheon.jpg" alt="" id="BLOGGER_PHOTO_ID_5643385002199026946" border="0" /></a>[<span style="font-size:85%;"><span style="font-style: italic;">Part of a series of posts in which I discuss my favourite videogame franchise:</span> <span>Metroid</span><span style="font-style: italic;">. Today, a look at three moments in </span>Metroid Prime<span style="font-style: italic;"> that I believe are pivotal for why it went on to become my most cherished game. </span><span style="font-style: italic;"></span></span>]
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<br />One of my favourite things about <span style="font-style: italic;">Metroid Prime</span> is how three particular moments define my personal experience with the game, and demonstrate why I believe the game went on to become so revered. These moments are small in comparison to the majority of the game, but they stand out because of their clever use of subtlety and implied storytelling; their demonstration of just how successful the transition from 2D to 3D actually was; and because of the way in which they compel you to keep on playing through the allure of exploration and discovery. They represent my fondest memories from the game and below I detail why.
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<br /><a href="http://3.bp.blogspot.com/-q62CFIpaPOA/TlFUm4GwZcI/AAAAAAAAA6I/2VPA7wXJLO0/s1600/Exploring%2BOutside%2BOrpheon.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 280px;" src="http://3.bp.blogspot.com/-q62CFIpaPOA/TlFUm4GwZcI/AAAAAAAAA6I/2VPA7wXJLO0/s400/Exploring%2BOutside%2BOrpheon.jpg" alt="" id="BLOGGER_PHOTO_ID_5643384834944427458" border="0" /></a><span style="font-weight: bold;">Space Frigate Orpheon</span>
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<br /><div style="text-align: justify;">As you may have gathered from my <a href="http://raptured-reality.blogspot.com/2011/08/metroid-marathon-remembering-metroid.html">previous post</a>, I found the opening segment of <span style="font-style: italic;">Metroid Prime</span> to be quite amazing -- not necessarily for what it does or what it shows (though that is impressive), but because of how quickly it put you into its unique take on the <span style="font-style: italic;">Metroid</span> universe, and how suddenly it allowed you to assume the role of Samus Aran. Practically immediately you enter that first-person perspective and see the world how she sees it, and this small but significant fact is why I think the game begins so well: it doesn’t waste time with exposition or trying to set up the differences between a 3D <span style="font-style: italic;">Metroid</span> and the prior 2D ones but, rather, it puts you in Samus’ shoes so she (and therefore you) can resume her adventure. After all, this is Samus Aran: she doesn’t have the time to waste on easing players into her life or explaining why things continue to go awry; she’s on a mission to do her job as a bounty hunter and it’s up to us to engage with that fact, not the other way around. The whole reason she’s even on Orpheon to begin with is to investigate a distress call, not walk us through some tutorials and demonstrate how the rest of the game will play.
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<br />But that’s the beauty of this entire level, too: it does teach us how to play in what is, essentially, intuitively designed tutorials, but we wouldn’t ever know it because as soon as we gain control, we have inhabited the role of Samus Aran. Right from the get go we can move <span style="font-style: italic;">our</span> (emphasis required -- <span style="font-style: italic;">Metroid Prime</span> is a shared experience between Samus and the player) visor around to survey our surroundings, our reward for doing so being the large and beautiful Tallon IV that looms in the distance; a nice close-up of Samus’ gunship if we turn around; and asteroids gently hovering past just begging to be used as target practice. A quick couple of shots from the beam cannon reveals the level of detail we can soon expect to be the norm as they break apart, how efficiently our shots can dispatch whatever we line up in our sights, and how pleasing and simple it is to use our primary weapon. Switch over to the scan visor and we notice the distinct red and orange of objects that can be scanned, the boldness of the former suggesting important points of interest whilst the latter gives us information that might be relevant to our interests and/or objective. Like shooting, scanning is also basic and accessible, and it isn’t long before the force field gates standing in our way -- the first, proper hint at a tutorial -- are dealt with, allowing passage to the only door that provides entrance into the frigate.</div><div style="text-align: justify;">
<br /><div style="text-align: center;"><a href="http://2.bp.blogspot.com/-1H7mTXw--r0/TlFUSifQrkI/AAAAAAAAA6A/KPKQxn5nQ0k/s1600/Space%2BFrigate%2BOrpheon%2BViewed%2BFrom%2BAfar.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 354px; height: 198px;" src="http://2.bp.blogspot.com/-1H7mTXw--r0/TlFUSifQrkI/AAAAAAAAA6A/KPKQxn5nQ0k/s400/Space%2BFrigate%2BOrpheon%2BViewed%2BFrom%2BAfar.jpg" alt="" id="BLOGGER_PHOTO_ID_5643384485544242754" border="0" /></a><span style="font-size:85%;"><span style="font-style: italic;">Space frigate Orpheon with Tallon IV looming in the background.</span></span>
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<br />All of these things are incredibly small compared to the rest of the game and, indeed, even the opening level -- we haven’t even gotten inside Orpheon, after all -- but they’re significant because of what they do to begin the experience. Straight away we learn about our main methods of engaging with the game, through clever but minor obstacles and subtle cues that entice rather than enforce, and almost instantly we are eased into the adventures ahead and our role as Samus Aran. But while these aspects of the opening segment are for the player’s benefit, we also see Samus approaching these unknown surroundings in the only way that she can: agility and acrobatics as she jumps from her ship and lands on the Orpheon; instant investigation as she scans her environment and starts to discover what is going on; and confidence as she moves past those simple gates, shoots a few asteroids and enters the frigate. She may be alone for most of her journey but within seconds of arriving she has already displayed why she is so effective at her job, and why she has as much respect as she does: put simply, she gets the job done, but does so in a way where she’s the most informed and where she can have the best approach -- nothing more, nothing less.
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<br /><a href="http://4.bp.blogspot.com/-BAuQC3rKUYo/TlFUA3gJV_I/AAAAAAAAA54/bxIAOnDxJdo/s1600/Tallon%2BIV%2BOverworld.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="http://4.bp.blogspot.com/-BAuQC3rKUYo/TlFUA3gJV_I/AAAAAAAAA54/bxIAOnDxJdo/s400/Tallon%2BIV%2BOverworld.jpg" alt="" id="BLOGGER_PHOTO_ID_5643384181947455474" border="0" /></a><span style="font-weight: bold;">Tallon IV Overworld</span>
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<br /><div style="text-align: justify;">Changing pace from the impressive beginning of the game, landing on Tallon IV for the first time stands out for its beauty, as well as the way in which it sets the tone of the adventure. <span style="font-style: italic;">Metroid Prime</span> is organic, its environments coming across as alien but entirely natural at the same time, and our first visit to the Overworld is, perhaps, the best example of this. Flora dominates the landscape, the Red Starburst and Glowing Spidervine capturing particular attention thanks to their bright and (in the case of the Spidervine) luminescent appearance. There’s also a quaint waterfall and small pond in the vicinity, the latter of which is lined with another type of plant unique to the planet: the Tallon Fern. Combine such gorgeous foliage with the rain that saturates the landscape and beads down the sides of Samus’ beam cannon, and you have an arresting environment that is absolutely foreign and yet, at the same time, totally comforting to us (both as players and as Samus), too, given how natural it all looks. It looks like a wet jungle, feels like a rainforest and lends the game an atmosphere that is not only completely different to what was found on the Orpheon, but is much more relaxing and utterly awe-inspiring. In some ways, it’s even a poignant moment: a chance to catch a breath, take in the view, and <span style="font-style: italic;">contemplate</span> before continuing the adventure -- how many other games offer such opportunities (and so early, too) to their players?
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<br /><div style="text-align: center;"><a href="http://4.bp.blogspot.com/-DiEDuatP8NU/TlFTsDfwvcI/AAAAAAAAA5w/IRb3KzPjAxE/s1600/Tallon%2BFerns.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 355px; height: 199px;" src="http://4.bp.blogspot.com/-DiEDuatP8NU/TlFTsDfwvcI/AAAAAAAAA5w/IRb3KzPjAxE/s400/Tallon%2BFerns.jpg" alt="" id="BLOGGER_PHOTO_ID_5643383824389815746" border="0" /></a><span style="font-size:85%;"><span style="font-style: italic;">Tallon Ferns in front of a very prominent waterfall.</span>
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<br /><div style="text-align: justify;">The wonderful thing about this particular moment, however, is how captivating it is upon reflection. It might be engrossing each and every time you experience it, but even more beautiful is how it stands out in the memory and defines your connection to the game. Its organic nature and relaxed atmosphere correlates with some of <span style="font-style: italic;">Metroid Prime</span>’s core qualities: the ability to inhabit and explore new environments, and to do so at our own pace, not a predetermined one. Its immersion at its finest, then, and something that only increases as you progress and discover the intriguing fauna of the Tallon IV Overworld region, and what they add (and mean) to the planet.
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<br /><div style="text-align: left;"><a href="http://3.bp.blogspot.com/-nf-91pFcNhU/TlFTbMR3GHI/AAAAAAAAA5o/X-XynOCkeME/s1600/Entering%2BPhendrana.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 210px;" src="http://3.bp.blogspot.com/-nf-91pFcNhU/TlFTbMR3GHI/AAAAAAAAA5o/X-XynOCkeME/s400/Entering%2BPhendrana.jpg" alt="" id="BLOGGER_PHOTO_ID_5643383534689654898" border="0" /></a><span style="font-weight: bold;">Phendrana Drifts</span>
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<br /><div style="text-align: justify;">No post about <span style="font-style: italic;">Metroid Prime</span>’s most significant moments would be complete without a mention of the Phendrana Drifts and, in particular, the first time you get to see them. Many players highlight this moment as one of those true ‘gaming moments’ that seldom appear but always resonate, and I’m not one to disagree: it <span style="font-style: italic;">is</span> one incredible moment -- most certainly my favourite -- and it stands out because of how perfect it really is. Everything about entering the Phendrana Drifts region for the first time is amazing, because of how cohesive it all is. The beautiful snow glistens under the sunlight whilst those gentle piano keys of the level’s wonderful theme tune begin to play. The camera slowly pans out away from Samus to reveal a relatively large room, full of new things to see. Obviously, a snowy area is a complete change from all of the levels that had been experienced thus far -- especially the fiery depths of Magmoor Caverns -- but, more than that, what is visible in these initial moments goes a long way in setting up the region as a whole. Standing tall in front of us are some rocky pillars, a small river winding through them. Atop a cliff reside some destroyed buildings, clearly of Chozo origin considering we have already visited the Chozo Ruins and learned that they once inhabited Tallon IV. Scattering about in the sky, hastily, are some bird-like creatures, whilst over on some ledges we can see some small life-forms crawling about -- new species that we haven’t seen before, and which continue to define and add personality to the planet as a whole. An icy lake also exists here, small fish scurrying around proving to be yet another example of the level of detail that can be found in the game.
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<br /><div style="text-align: center;"><a href="http://1.bp.blogspot.com/-Dd2SswynQPE/TlFTGELRoRI/AAAAAAAAA5g/zNoCcCHHu0Y/s1600/Phedrana%2BShorelines.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 202px;" src="http://1.bp.blogspot.com/-Dd2SswynQPE/TlFTGELRoRI/AAAAAAAAA5g/zNoCcCHHu0Y/s400/Phedrana%2BShorelines.jpg" alt="" id="BLOGGER_PHOTO_ID_5643383171737297170" border="0" /></a><span style="font-size:85%;"><span style="font-style: italic;">Screens don't do it justice; this place is <span style="font-weight: bold;">stunning</span>.</span>
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<br /><div style="text-align: justify;">By now we’re fairly experienced with playing <span style="font-style: italic;">Metroid Prime</span> and certainly familiar with how to advance, what our objectives are, and how to approach whatever lies before us. This means that the Phendrana ‘moment’ doesn’t last long as we are quick to resume our adventure, but even so that doesn’t take away from its incredible impact -- it is this moment that defines the entire game, for me, and exemplifies why <span style="font-style: italic;">Metroid Prime</span> as a whole is so remarkable and unique: it’s atmospheric thanks to the strong cohesion visually and aurally; it instills a sense of loneliness and even mild melancholy because of the minimal life, ruined structures and subdued tone; and despite the moment stopping us in our tracks, momentarily, it becomes nothing more than a memory as we quickly continue on our journey. <span style="font-style: italic;">Metroid Prime</span> as a game is renowned for its atmosphere, isolation and discipline, and despite being quite a breathtaking, mesmerizing scene, we soon ignore the beauty to focus on the task at hand. Like a holiday snap on vacation it recalls a moment in time that was delightful, but as soon as you look away the impact is gone and things return to normal.
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<br />Proof, then, that small things can be just as important as their larger counterparts, if not more so, and that the execution of a moment requires incredible attention to detail. Speaking of which, detail is the subject of my next post, with specific emphasis on the little things that make this game such a delight to play.
<br /></div>Anonymoushttp://www.blogger.com/profile/00626684107210848128noreply@blogger.com9tag:blogger.com,1999:blog-1083509480143917931.post-45633525988994358672011-08-10T23:00:00.018+10:002011-08-13T20:28:04.027+10:00Metroid Marathon: Remembering Metroid Prime<div style="text-align: justify;"><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/-ir6tyBv_jyc/TkLIYJKoZoI/AAAAAAAAA5Y/gkXVZ4NjqVg/s1600/Tallon%2BIV%2BLooms%2BLarge.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 300px;" src="http://1.bp.blogspot.com/-ir6tyBv_jyc/TkLIYJKoZoI/AAAAAAAAA5Y/gkXVZ4NjqVg/s400/Tallon%2BIV%2BLooms%2BLarge.jpg" alt="" id="BLOGGER_PHOTO_ID_5639290000524207746" border="0" /></a>[<span style="font-size:85%;"><span style="font-style: italic;">Part of a series of posts in which I discuss my favourite videogame franchise:</span> <span>Metroid</span><span style="font-style: italic;">. Today, recounting my initial experience with</span> <span>Metroid Prime</span><span style="font-style: italic;">, a title that went on to become my most cherished game.</span></span>]
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<br />Do you remember the first time you played <span style="font-style: italic;">Metroid Prime</span>? I do.
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<br />Seeing Samus' Sci-Fi epic begin was an amazing moment, her 3D adventure leaving me in absolute awe as I first stepped into her shoes, but not before a marvelous display of her agility as she leapt from her gunship and onto the opening area: the abandoned space frigate Orpheon. Here to investigate a distress signal, assuming control of her was remarkably relaxing. The planet Tallon IV loomed in the distance, its rich blues and bright yellows standing out from an otherwise derelict, almost ruined frigate. Floating above were small chunks of space debris -- asteroids slowly making their way past, a carefully timed shot from Samus' beam cannon breaking them apart, revealing a neat example of the detail that would later be found throughout the game.
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<br />Entering the space frigate was eerie, the initially narrow hallways instilling a sense of claustrophobia (exacerbated by the uncertainty of what was to come next -- particularly for someone completely new to the <span style="font-style: italic;">Metroid</span> franchise) that hadn't been felt in any other game prior. Discovering the first signs of disaster was chilling: a carcass of a test specimen lied uncomfortably across the floor, small parasites chewing at its lifeless hide. Scanning the environment revealed that Orpheon's escape pods had all been discharged, their destination somewhere on the planet below, whilst space pirate bodies were strewn across the room, their cause of death varying from the severing of a spinal cord to traumatic blows to the head. Farther into the frigate's desolate ruins was yet another room with a story to tell, this time containing another example of the specimen found before, safely in a state of hibernation, while helpless space pirates attempted to attack. Their last-ditch efforts seeming almost sad as we swiftly put them out of their misery.
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<br />Omnipresent humming sounds and sudden explosions as Orpheon's panels started to collapse ensured an atmosphere that was haunting, our isolation as we continued forward causing brief, poignant moments of hesitation yet interminable curiosity as we discovered yet another piece of information about what may have taken place here. The ship's computer systems provide some facts, an experiment with a substance called Phazon and some of Tallon IV's native life appearing to have played a part in the ship's devastation, while pirate logs reveal a hasty retreat, a reaction to the fall of the planet Zebes, and a fear about the possibility that "The Hunter" (clearly Samus Aran) may be following.
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<br /><div style="text-align: center;"><a href="http://3.bp.blogspot.com/-jX4weLjZczU/TkLH743vQSI/AAAAAAAAA5Q/_L2asTqZ92U/s1600/Metroid%2BPrime%2BParasite%2BQueen.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 218px;" src="http://3.bp.blogspot.com/-jX4weLjZczU/TkLH743vQSI/AAAAAAAAA5Q/_L2asTqZ92U/s400/Metroid%2BPrime%2BParasite%2BQueen.jpg" alt="" id="BLOGGER_PHOTO_ID_5639289515113660706" border="0" /></a><span style="font-size:85%;"><span>Metroid Prime</span><span style="font-style: italic;">'s first boss may be easy, but that doesn't mean she isn't creepy.</span>
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<br /><div style="text-align: justify;">Deeper into the frigate, yet more space pirate bodies and debris lay strewn across the barren floors, our wits tested once again as the ship's defense system, some mounted ceiling turrets, attack on sight. After a short elevator ride a cheeky space pirate drops from the ceiling, his attempt to unnerve us with his sudden appearance failing as a few shots lay the final blows to his fragile body. Then we find her, the Parasite Queen, crawling out of a duct and into the ship's reactor. Protected by shields she begins her attack, though the spaces in her defenses provide an easy way for us to fight back, her timely death causing her to fall into the reactor's core, initiating the ship's self-destruct sequence.
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<br />The following escape is intense, the frigate's structure collapsing as we run through its ventilation shafts and tunnels. More defense turrets attempt to impede our progress, but a quick scan of their control panels deactivates them and allows us to continue on our way. Farther along we find Meta-Ridley, a cybernetically enhanced and reborn Ridley after his defeat on Zebes, his fleeing an incentive to follow. Tracking his flight pattern, Samus escapes Orpheon and lands on Tallon IV, its heavy rain providing a distinctive change of atmosphere as we look around and see the lush but alien plant life. Attention to detail is rife here, as exploration and scanning starts to peel back the layers of the planet's ecosystem, its flora and fauna's appearance proving to be surprisingly compelling. Raindrops fall gently onto Samus' visor, an impressive technical feat back then, whilst mist hovers above a small pond. Everywhere you look there are neat little details that immediately make Tallon IV a captivating place, and they definitely make for a wondrous change of pace after the creepy, confined spaces of the now destroyed Orpheon. Instantly, a sense of adventure is instilled inside of me as I search my surroundings and learn, along with Samus, just what this foreign planet has in store for me. Preparing for the unknown, I take a moment to take in the beauty before firing off a shot at the nearest door and continuing on with my... no, <span style="font-style:italic;">our</span> adventure.
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<br />All of the above happens in the first hour or so of <span style="font-style: italic;">Metroid Prime</span> and, when compared to the rest of the game, it seems almost insignificant. But despite this, I thought it was worth reflecting on these initial moments, recalling the time I (and perhaps you) first experienced what <span style="font-style: italic;">Metroid</span> was like in three dimensions, and when the game's atmosphere, mechanics and wonderfully alien art direction were revealed for the first time. Like Mario and Link's before it, Samus' transition to 3D was a special one, and it is an experience that will stick inside my memory forever. But it's not the only fond memory I have of this game; there are plenty more moments that deserve some attention, too, and I'll discuss those in my next post.</div>Anonymoushttp://www.blogger.com/profile/00626684107210848128noreply@blogger.com2tag:blogger.com,1999:blog-1083509480143917931.post-78432084504655061312011-08-08T05:00:00.002+10:002011-08-08T05:17:59.672+10:00Marking A Milestone With A Marathon<div style="text-align: justify;"><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/-v1Gk4RZmqk8/Tj7fhy-ARjI/AAAAAAAAA5I/hHkoTW_8vyE/s1600/Metroid%2BMilestone.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 238px;" src="http://4.bp.blogspot.com/-v1Gk4RZmqk8/Tj7fhy-ARjI/AAAAAAAAA5I/hHkoTW_8vyE/s400/Metroid%2BMilestone.jpg" alt="" id="BLOGGER_PHOTO_ID_5638189555224954418" border="0" /></a>On August 6th, 2011, the <span style="font-style: italic;">Metroid</span> franchise reached an important milestone: it celebrated its 25th anniversary. That’s a significant figure to mark as few other gaming franchises have the power or the credibility to last that long, and fewer still can point towards such incredible games as examples of why such a milestone deserves to be met. In a word, <span style="font-style: italic;">Metroid</span> is phenomenal, and I couldn’t let the birthday pass without marking it in some way here on the blog. The series means a lot to me and is, without a doubt, my favourite videogame franchise out there, even beating the likes of <a href="http://raptured-reality.blogspot.com/search/label/BioShock"><span style="font-style: italic;">BioShock</span></a>. Samus Aran represents so much to me, and her impact on my life goes well beyond the iconic status she so elegantly exudes within this medium. Both the franchise and its protagonist are dear to my heart, and it has been an absolute pleasure to see them reach such a wonderful and significant milestone.<br /><br />So, to <span style="font-style: italic;">Metroid</span> and Samus Aran: Thank you, from the bottom of my heart, for such wonderful adventures, memories and inspiration over the years. Thank you for delivering me some of my most awe-inspiring and poignant gaming moments, and providing countless hours of entertainment. Thank you for showing to me just how powerful games can be, and how their design can inform not only other titles, but entire franchises and genres as well. Thank you for giving me a constant in an otherwise unpredictable and sometimes harsh medium, and for empowering me through your remarkable spirit, grace, intelligence and beauty. Most of all, thank you for entering my life, and for influencing my future. I will always love you, and you will forever have my eternal respect. Happy Birthday.<br /><br />On a semi-related and somewhat convenient note, I have recently been playing both the original <span style="font-style: italic;">Metroid Prime</span>, and <span style="font-style: italic;">Metroid Prime 2: Echoes</span> as part of a (very gradual) marathon throughout the entire series. What you might not have known, however, is that I have been preparing a series about the franchise for here on the blog, covering the individual games (well, the ones I have access to, at least) as well as the entire series as a whole. Below is the overview post I was originally going to publish when I had finished every single post that I had in mind; it’s getting published now as a way to celebrate the milestone, and because I’ve made decent progress in recent weeks. I hope you enjoy the overall series and, beyond that, join me in acknowledging how remarkable this 25th anniversary is, as well as how important the franchise as a whole happens to be.<br /></div><br /><div style="text-align: center;"><a href="http://4.bp.blogspot.com/-VlBWhUa9WDQ/Tj7fN1XAU4I/AAAAAAAAA5A/vw3n000igvQ/s1600/Metroid%2BMarathon%2BOverview.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 127px;" src="http://4.bp.blogspot.com/-VlBWhUa9WDQ/Tj7fN1XAU4I/AAAAAAAAA5A/vw3n000igvQ/s400/Metroid%2BMarathon%2BOverview.jpg" alt="" id="BLOGGER_PHOTO_ID_5638189212269302658" border="0" /></a><span style="font-weight: bold;">Metroid Marathon Overview</span><br /></div><br /><div style="text-align: justify;"><span style="font-style: italic;">Metroid Prime</span> is one of the best games I have ever played. I thought that the first time I played it, I thought it the twentieth time I finished it, and I think it now as I play it yet again. There’s just something about it that really resonates with me and every time I play it, it reminds me of why I love videogames and why I play them. But it’s not the only <span style="font-style: italic;">Metroid</span> game; practically the entire <span style="font-style: italic;">Metroid</span> series exudes brilliance and, as a franchise, it deserves every ounce of reverence it has received over the years. It might not be as well-known or popular as <span style="font-style: italic;">Mario</span> or <span style="font-style: italic;">Zelda</span>, it might not receive all the hype and praise that other big-name franchises do on rival consoles, but it has earned and continues to enjoy respect -- quite remarkable for a series that, for whatever reason, generally flies under the radar.<br /><br />The other notable game in the series would have to be <span style="font-style: italic;">Super Metroid</span> on the Super Nintendo. Despite many years and generations since release, that game still holds up superbly today and stands out as a pioneering title. It played a crucial part in forming the sub-genre we now refer to as “Metroidvania” and has influenced countless titles to date -- not all of which utilize the 2D style that the game perfected. Together with <span style="font-style: italic;">Metroid Prime</span>, you have two fantastic games that have done a lot for this industry -- even if only discreetly -- and combine to create a franchise that is a force to be reckoned with.<br /><br />But, the other games in the series also deserve recognition for their own excellent experiences. Whether you look at the original game that started it all, the two Gameboy Advance iterations or <span style="font-style: italic;">Metroid Prime: Hunters</span> on the DS, you’re almost guaranteed to find a fun, enthralling game that provides its own unique take on the <span style="font-style: italic;">Metroid</span> universe. Samus Aran has barely put a foot wrong on her many adventures and even when she does find herself in trouble, she always finds some way to get out of her unfortunate situations. The best thing though? She always manages to do it in style, taking advantage of neat new weapons or an awesome new ability. Style, grace, agility and finesse: Samus has it all and it makes for some absolutely wonderful gaming.<br /><br />Precisely, then, why I’ve chosen to undergo a marathon and play every game in the series that I have access to. I’ve enjoyed each game multiple times over the years but I’ve never looked at them with the more analytical, critical eye that I have developed in recent years. I may come across as a fanboy from time to time (can’t help what’s true, right?) but I look forward to viewing the franchise from a new perspective and I hope it allows me to discover some really interesting things. The marathon begins tomorrow with my look at <span style="font-style: italic;">Metroid Prime</span>, and will continue gradually over the coming months as I play through and discuss each game. I hope you enjoy the ride.</div>Anonymoushttp://www.blogger.com/profile/00626684107210848128noreply@blogger.com2tag:blogger.com,1999:blog-1083509480143917931.post-11269909114374815652011-08-07T23:00:00.001+10:002011-08-08T02:35:03.819+10:00Living The Life: Canada #2<div style="text-align: justify;"><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/-12wXNtJbjXM/Tj64BV6hNrI/AAAAAAAAA44/cmMFPh44mNQ/s1600/F1%2B2010%2BCanada%2B2.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="http://3.bp.blogspot.com/-12wXNtJbjXM/Tj64BV6hNrI/AAAAAAAAA44/cmMFPh44mNQ/s400/F1%2B2010%2BCanada%2B2.jpg" alt="" id="BLOGGER_PHOTO_ID_5638146116716410546" border="0" /></a>[<span style="font-size:85%;"><span style="font-style: italic;">Part of a series of posts in which I detail the events that occur during my first championship season in Codemasters'</span> F1 2010. <span style="font-style: italic;">These will be written in a diary-esque form describing my thoughts and reactions as I participate in each event. Today, part two of my Canadian Grand Prix.</span></span>]<br /><br /><span style="font-weight: bold;">Saturday Afternoon, Qualifying, Significantly Overcast</span><br /><br />I really don't know how to feel about Qualifying this afternoon. On the one hand, we've had a great weekend which suggests that both it and the race will be pretty good, but on the other I don't want that good form to trick me into thinking that I'm going to have a glorious Canadian Grand Prix, either. It's been a great ride so far and, undoubtedly, topping the time sheets in all three Practice sessions puts pressure on us because people expect that to continue, but I really don't want to believe in something that might not exist. I said in my last entry that I was cautiously optimistic -- that's perhaps the best approach I can have, as I am optimistic that I can continue to perform well here (the track seems to really suit my driving style) but at the same time I'm cautious about just how far up the field I can get, because we are meant to be a backmarker team and because Quali is simply a different beast to Practice. With this in mind, I'm personally gunning for a position in the top ten, with the obvious incentive being the higher the better -- particularly as my grid penalty will automatically drop me five places regardless of where I end up. If I can qualify on top and repeat the performances of Practice (which I doubt but we'll see), then the impact of that penalty is very low because starting in fifth would still be a great result, but if not then anywhere in the top ten should minimise the impact that it might have over my weekend. I don't want to be starting at the back of the field, not after doing so well yesterday and earlier this morning, so reaching Q3 is crucial and is my goal heading into the session. Virgin, on the other hand, have set a goal of fifteenth for the session, which is including the grid drop from my penalty. I think that's a fair and accessible goal given our form in Practice, and it correlates rather nicely with my goal of reaching Q3. If I do, then I'll have met their expectations even with the drop, so again that is absolutely my focus going in. Here's hoping it pays off.<br /></div><span style="font-weight: bold;"><br /></span><div style="text-align: justify;"><a href="http://4.bp.blogspot.com/-eBypxYCOqao/Tj63xjgNfJI/AAAAAAAAA4w/z-4F8zWUzIE/s1600/F1%2BCanada%2BMap.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 248px;" src="http://4.bp.blogspot.com/-eBypxYCOqao/Tj63xjgNfJI/AAAAAAAAA4w/z-4F8zWUzIE/s400/F1%2BCanada%2BMap.jpg" alt="" id="BLOGGER_PHOTO_ID_5638145845486255250" border="0" /></a><span style="font-weight: bold;">Q1</span><br /><br />As always, allow me to detail the events of each segment before I discuss my final result.<br /><br />Almost immediately, it was as if P3 didn't happen. I hooked up with the track nicely and put in a cracker of a lap in my first run to hit a personal best of 1:17.374. This was set on my third lap (second attempt at a time) and emphasised the run in general, too, which was also great. My first flying lap was also a corker until Schumacher forced me to change my line through turn 3 after he exited the pits for his own run. After hitting the track running I elected to stay in and not do a second run, to save my tyres and see what my opponents were up to. Sitting on top of the sheets again was surprising, even with Practice, because I honestly expected the big teams to show their cards, but it also proved to be the motivation I needed to focus in Q2, so I wasn't complaining. Interestingly, Vettel finally broke into the 1'17s with his lap, meaning that Red Bull were edging closer to my times but were still five tenths off.<br /><br /><span style="font-weight: bold;">Q2, Sunny</span><br /><br />The clouds clearing for Q2, it was another great segment though once again I only did the one run -- only this time, it wasn't to save tyres but rather because I lost time in the pits after having to get my front wing replaced. Why did it need to be changed? Because, despite a great initial run that put me back to the top, I lost my front wing n-plate after getting turns 3 and 4 wrong on my third lap and clipping the wall. That made things interesting as I was kicking myself for making the mistake, but its impact was minimal as I still finished Q2 on top with a 1:17.683, so it was definitely mixed feelings. Vettel was much closer, on a 1:17.846, and Hamilton finally broke into the 1'17s himself by setting a 1:17.915 for third. Of course, these times get reset so it doesn't matter too much, but it highlighted that the frontrunning teams were closing in (as they should be) and that Q3 was going to be interesting as well. Speaking of which, by sitting on top for Q2 I met my goals of reaching Q3, pleasing Virgin and myself despite the small setback of that front wing mishap.<br /><br /><span style="font-weight: bold;">Q3</span><br /><br />A disappointing segment, mostly due to things out of my control. I had an average first run which was affected by Mark Webber exiting the pits on one lap, and traffic in the final chicane on another, so I came in early instead. Usually I only go out for one run in Q3 because there's such little time to do anything, but because of the average run I went out for a dash to see if I could improve my time but, ultimately, I was unable to and had to settle for fifth. The provisional time I had set in my first flying lap of the segment. Had I not screwed up my first lap of the dash by running wide in turn 3 (and then having to cut turn 4, which I was warned about), things might have been different but I did and, because of the session ending, I didn't have enough time to 'fix' that mistake and set a faster time. Still, fifth place is still a remarkably decent effort for a rookie driver like me and a new team such as Virgin and, while that result actually means I start in tenth for tomorrow's race thanks to my penalty, I can still be proud of the session overall and my performances thus far this weekend. I know I could have done better, however, with circumstances not working to my favour, and Pole Position perhaps even being possible. It wasn't meant to be, though, so while it proves that timing is everything in this sport, it also proves that I do deserve to be here in Formula 1. For the record my time was a 1:18.369, nowhere near my best, whilst Vettel's was a 1:17.759 which gave him Pole. Button put it in 2nd which surprised a few people, himself included (I imagine), and Webber followed for 3rd.<br /><br />A post-Quali interview asked if my performance in Quali gives me and Virgin a boost; how I am getting on with the car set-up for Qualifying; and if my title chances this year (being in a backmarker car) are over. I responded by agreeing that we do get a boost from this good result in Qualifying, that set-up has been exactly where it needed to be this weekend, and that I was unlikely to ever be competing for the drivers' title this year but you never know. Once again answers that, I thought at least, were measured and mature, and something that was reinforced when I got back to the garage.<br /><br />Satisfied with my Saturday, for the most part, I now knuckle down and prepare for what I hope is a good race. I don't expect much from it, but it would be nice if this form continued.<br /></div><br /><div style="text-align: justify;"><a href="http://1.bp.blogspot.com/-E-WJNxV7GsQ/Tj63n7zZCeI/AAAAAAAAA4o/-h_TLEW8w2k/s1600/F1%2B2010%2BCanada%2B3.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 250px;" src="http://1.bp.blogspot.com/-E-WJNxV7GsQ/Tj63n7zZCeI/AAAAAAAAA4o/-h_TLEW8w2k/s400/F1%2B2010%2BCanada%2B3.jpg" alt="" id="BLOGGER_PHOTO_ID_5638145680210463202" border="0" /></a><span style="font-weight: bold;">Sunday Afternoon, Race Day, Significantly Overcast</span><br /><br />Like the beginning of Q1 yesterday, it's rather overcast today which could be interesting. We'll see if any showers occur during the race but everyone is approaching it as if it will be dry, and we expect it to be too, so things are still going according to plan today. Virgin expect 12th or better which, going on the past two days, is absolutely possible -- hell, a top ten finish seems achievable after Friday and Saturday's performances -- but I'd still like to be realistic and, as such, I've personally set a goal of 15th. Starting where I am in 10th means that it seems like a somewhat lenient goal and relatively easy because of this, but race conditions are always different to the other sessions so, like Turkey, I'm just going to do my own thing and see what eventuates. I do need a good start, though, as it's still an area that I need to work on. I also hope to avoid any potential collisions in turns 1 and 2, which are notorious for incidents because of how narrow and tight they are. Get through those and I should be able to settle into a decent rhythm. Our strategy for today is to come in on around lap 22 or so, a reasonably early stop since we're starting on our slightly worn Option tyres from Q3 (as per the rules), but late enough that we can adapt our strategy on the fly if we need to due to weather. Even if the race doesn't go our way I think both Virgin and myself can be proud of our weekend so far, and happy that we've made such significant inroads towards being competitive and justifying our position in the sport. I'm certainly pleased with everything, that's for sure.<br /><br /><span style="font-weight: bold;">Race (70 laps)</span><br /><br />Mixed feelings describe my thoughts on that race, the result itself being good and matching our previous best in China (more on that in a moment) but at the same time also featuring a lot of unnecessary mistakes. For whatever reason I just couldn't find a decent rhythm and continually locked my brakes, ran wide and even had a moment where I let someone through after inducing wheel-spin and having to catch it. It was my best race of the season, probably, but I definitely feel as if I could have (or even should have) done more with it, too, so definitely feeling a little disappointed with how things went. So how did they go? Let me explain.<br /><br />Despite seeming slow and sluggish at first (with wheel-spin in 2nd gear), I actually got a pretty decent start and managed to keep 10th place heading into the first two corners. Everyone approached them cautiously and slowly, too, so we all got through and that was nice to see. I kept 10th all the way until my pit-stop, too, despite almost passing Rosberg up the inside of the turn 11 hairpin on both lap 2 and 3. He managed to find a rhythm not long after that and drove away while I battled with the two Force Indias of Sutil and Liuzzi, both of whom stayed on the back of my car by taking advantage of my slipstream on the straights. They never really made any attempts to pass, however, so despite feeling some pressure from their pursuit and also thinking that it might look like I was holding them up, I kept my position and ran my own race. The clouds began to clear at around lap 10 or so and, as scheduled, we pitted on lap 22 to switch to the Prime tyres. The pit-stop went well and we left the pits in 13th. Cold tyres saw me get some wheel-spin out of turn 7 which I had to correct, even going so far as to gently bump the outside wall, but I didn't get any damage and was able to press on. I made it to 12th on lap 24 due to Kobayashi pitting but the guys ahead, in 10th and 11th, appeared to be too far ahead to catch so 12th is where I stayed. Not sure what happened there but oh well. On lap 27 I was lapped by the leader Jenson Button, and from then on I was content in 12th place, moving aside as I needed to and running at a pace I was comfortable with. By this point it was clear that the car was behaving a little differently to the sessions earlier in the weekend -- perhaps because it was heavier, perhaps not -- and also that the conditions weren't suiting it as much either, but I was still quite glad to be where I was considering the differences, and that we could have been much farther down the field. On lap 50 Kobayashi had caught me, partly because of me having to move aside for frontrunners, partly because I was running wide and locking up unnecessarily. On lap 52 he got through thanks to me stupidly catching the curb of turn 8 and having to correct the wheel-spin that followed, confirming that I wasn't driving as well (or consistently) as I was in previous sessions and also that my tyres were starting to go off. I got warned for cutting the corner in that mistake, too, which was nice. Moments in turn 4 on lap 64 and again on lap 66 coming out of turn 1 confirmed the tyre wear issues, so I reacted by slowing down a little and maintained a steady pace until lap 69 where I finished the race, one lap down and in 13th place.<br /></div><br /><div style="text-align: justify;"><a href="http://3.bp.blogspot.com/-LdqmF-DFUMQ/Tj63cfZ1CwI/AAAAAAAAA4g/nmkPjxQC3fY/s1600/F1%2B2010%2BCanada%2B5.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 250px;" src="http://3.bp.blogspot.com/-LdqmF-DFUMQ/Tj63cfZ1CwI/AAAAAAAAA4g/nmkPjxQC3fY/s400/F1%2B2010%2BCanada%2B5.jpg" alt="" id="BLOGGER_PHOTO_ID_5638145483608492802" border="0" /></a>It was a good, solid effort, then, but as I remarked before also disappointing because I made some mistakes and just generally wasn't performing as well as I had been earlier in the weekend. I met my own goal of finishing ahead of 15th, which was nice, but didn't meet Virgin's goal of 12th which I felt guilty about after topping the time sheets in nearly every other session. 13th is still good, though, and matches our previous best in China. The reason I said it was probably my best race of the season so far is because, unlike China, we reached 13th legitimately and without rain playing its part on proceedings, but either way both races remain our highlights thus far, with Canada also having the added benefit of such good Qualifying and Practice sessions. The result is certainly higher than a Virgin (and definitely a rookie like me) is expected to be and puts us in good spirits heading into the next round in Valencia. Even though I stupidly let Kobayashi through when I made that error, I feel like the lack of consistency was my downfall today, my inconsistent driving and unnecessary mistakes (even if only minor) sending us down the field a little when, arguably, we should have been higher. Because it was my fault I can accept that the result is still good and certainly remarkable for a team like mine, but at the same time I know I will kick myself for not doing better, too -- especially after doing so well earlier on in the weekend.<br /><br />Anyway, Button won the race, Vettel came in 2nd and Hamilton followed for 3rd. My teammate Lucas finished in 22nd, which is not bad for him actually, and I remain 21st in the drivers' standings whilst Virgin are still last in the constructors'. According to my agent some other teams are starting to express an interest in my driving -- namely HRT, Lotus, Toro Rosso and BMW Sauber -- so that's interesting; perhaps some contract offers will start appearing if I can continue driving well? Guess I'll find out soon enough. Overall I had a fantastic time in Canada and thoroughly enjoyed both my visit to the country, and my ability to have a great weekend and truly perform -- it felt good, I was in a great mood the entire time and, combined with Turkey, it seems like we are in a really good place at the moment as a team. I hope that continues in Valencia, a circuit I've never been to and another street circuit, too. I may have had a terrible time in Monaco, but I do still love my street circuits...</div>Anonymoushttp://www.blogger.com/profile/00626684107210848128noreply@blogger.com0tag:blogger.com,1999:blog-1083509480143917931.post-39303303370431960702011-08-05T23:00:00.004+10:002011-08-07T22:13:06.697+10:00Living The Life: Canada #1<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/-_f52yPqJfbU/Tjwji7o0gYI/AAAAAAAAA4Y/dMt-gWV5Loc/s1600/F1%2B2010%2BCanada%2B1.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 250px;" src="http://2.bp.blogspot.com/-_f52yPqJfbU/Tjwji7o0gYI/AAAAAAAAA4Y/dMt-gWV5Loc/s400/F1%2B2010%2BCanada%2B1.jpg" alt="" id="BLOGGER_PHOTO_ID_5637419916592447874" border="0" /></a><div style="text-align: justify;">[<span style="font-size:85%;"><span style="font-style: italic;">Part of a series of posts in which I detail the events that occur during my first championship season in Codemasters'</span> F1 2010. <span style="font-style: italic;">These will be written in a diary-esque form describing my thoughts and reactions as I participate in each event. Today, part one of my Canadian Grand Prix.</span></span>]<br /><br />Now that I have had more time to think about it, our previous round in Turkey was a lot better than it initially seemed. While the final result might not reflect it, Turkey felt like a turn around for us, particularly when it comes to our fortunes. On the back of two woeful rounds that really left us feeling depressed and unmotivated, it was great to turn that around with some positive progress in all of the weekend's sessions, be that Practice, Qualifying or, indeed, the race. Again, our 16th placing might suggest an average round, not a decent one, but Virgin and I came away very pleased with how the Turkish Grand Prix went as a whole, and personally I'm satisfied with my driving again after feeling pretty terrible in Spain and Monaco. I hope to continue this new, inspired attitude this weekend, particularly as it's in Canada -- a country I have <span style="font-style: italic;">always</span> wanted to visit.<br /><br />I can't really explain why but this country has always been appealing to me. Its beauty is perhaps the obvious answer, those gorgeous mountains and serene lakes and waterfalls making for some awe-inspiring scenery, but I don't know, I feel like it is more than that too. Every Canadian I have ever met, back in Australia before I was racing on the world stage, was a joy to talk to, their attitudes seemingly similar to that of our own. Culturally we also appear to be quite on par, though I will admit that something like that is hard to gauge when you've only met a handful of people. Whatever draws me to Canada and makes it appealing to me, it is great to finally be able to make one of my dreams a reality by visiting it, and especially doing something I love, too: racing cars. Speaking of which, that is my job and while I'm elated to be here, I'm not silly enough to neglect that fact, either, so I'm definitely focused on what needs to be done this weekend. I'm looking forward to it.<br /></div><br /><div style="text-align: justify;"><a href="http://4.bp.blogspot.com/-12Rn9lZffes/TjwjbC-RV0I/AAAAAAAAA4Q/nkqH9Y8Bpkc/s1600/F1%2BCanada%2BMap.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 248px;" src="http://4.bp.blogspot.com/-12Rn9lZffes/TjwjbC-RV0I/AAAAAAAAA4Q/nkqH9Y8Bpkc/s400/F1%2BCanada%2BMap.jpg" alt="" id="BLOGGER_PHOTO_ID_5637419781122512706" border="0" /></a><span style="font-weight: bold;">Friday Morning, Practice One, Sunny</span><br /><br />A typical first Practice session, somewhat marred by some confusing warnings and yet another five-spot grid penalty, my third in as many rounds -- not a trend I want to continue. I had the usual, expected run-offs and moments of running wide as I familiarised myself with the circuit -- something that occurred a lot quicker than I expected it to -- and, as is seemingly becoming the norm, I also took the opportunity to run laps early in the session while my opponents played around with their set-ups and ran installation laps. I quickly learned the track, continuing my ability to get acquainted with new venues easily and with little hassle, and also learned that it was a very enjoyable track to drive -- both because it's quite picturesque, and because it's a challenging circuit with tight corners, a generally twisty feel and, of course, extremely close barriers. In fact, Canada reminded me instantly of a street circuit. It also reminded me of Australia and while that venue is more sweeping than Canada, it's an apt comparison because it actually is considered a street circuit (despite not always seeming like one). Leaves are a significant issue, however, with the low-hanging trees dropping their leaves all over the circuit and then wind (not to mention our cars speeding past) blowing them around everywhere. I think the walls that closely adorn the track are why so many of them are contained within; Australia had a fair amount of leaves as well but they always seemed to float up and over its walls, usually landing in the nearby (and gorgeous) Albert Park lake. It won't affect the progress of the weekend at all, but I did find it interesting and thought it was worth noting. Circuit Gilles Villeneuve is also a deceptive little thing, its corners enticing you to brake late and accelerate early even though that might not actually be possible. It was this, mainly, which caused my little moments during the session but once I recognised that things weren't as they seemed, I was able to adapt and felt a lot more comfortable after that. I even felt like I could push, which was great because usually that doesn't happen until sessions later in the weekend and also because it suggested we were in for a good round, something that was later confirmed. But more on that in a moment; how did the session itself fare?<br /><br />It went well, I have to say. The aforementioned warnings and penalty didn't help, of course, but overall I was happy with our progress, our pace and how quickly I eased into everything. Turns 2 and 10 were probably the trickiest to get used to, the two hairpins requiring maximum acceleration as early as possible but both also teasing you into pushing too early and causing wheel-spin. Turns 4, 7, and 9, not to mention the final chicane leading onto the main straight, were also tricky, mostly because you get back onto the throttle so quickly but do so as you ride the various curbs, too, which can also induce wheel-spin if you're not careful. Otherwise, the track was great and very enjoyable to drive. Not even my penalty or warnings could hinder my enjoyment, despite the latter confusing me somewhat and the former a silly and unnecessary mistake on my behalf. I got the five-spot grid penalty on my third run, coming back into the pits. I misjudged my entry and was unable to get the speed limiter on in time, so that was classed as speeding in pit-lane and I was subsequently awarded the penalty for my efforts. I could have taken it as a bad omen and gotten frustrated over it, but for whatever reason I took it in my stride and continued on as if it didn't happen -- an approach that, in hindsight now that the session is over, I'm very glad I did. But what about those warnings? Well, I got a few for cutting corners as I ran wide or off on some laps -- something very easy to do here as Canada's corners usually flow in the opposite direction to the one you just went through, a nice example being the final chicane -- but the confusing one was a warning for illegal blocking, as I cruised down the back straight preparing for a new lap. I was well off the racing line and was being followed by a Red Bull but, apparently, I was in the way and I got warned for it. It was confusing because I didn't impede on anyone's hot lap and the Red Bull was also cruising -- and that confusion went on to affect my concentration on the following lap -- but I got over it pretty quickly despite feeling it was a bit unfair. Traffic, too, played its part as it always does, some laps hampered by slower cars and/or bad timing, the most significant examples for this session being Felipe Massa starting a hot lap as I was approaching to pass him, as he was going slow down the back straight, and traffic in the turn 10 hairpin affecting my racing line at times.<br /><br />Otherwise, the session was great, our choice to change set-up for my third run paying off nicely as it seemed to suit the track (and car) to a tee and allowed me to really get on with my job. Arguably, I did that <span style="font-style: italic;">too</span> well as, at the end of my fifth run, I was surprised to see myself on top of the time sheets as I looked on the monitor back in the garage. At the time I put it down to the frontrunners having not found ideal set-ups or having not used the Option tyres yet, but I was corrected when, at the end of the session, I found myself on top after 30 laps completed. Yes, you read that right, I was on top of the time sheets. First. Number one. Ahead of the Red Bulls, McLarens and the Ferraris! I couldn't believe it -- I still don't -- and was definitely shocked to see that things went that well. I feel like maybe they weren't showing their cards yet or had struggled to find ideal set-ups, but either way I'm totally ecstatic that my name has topped the time sheets of a Formula 1 session, and seemingly so easily, too, as my time set on Primes would have been good enough, let alone the one I managed on Options late in the session. Speaking of which, that time was a 1:17.565, over a second ahead of Mark Webber in second on a 1:18.896 and his team-mate Vettel who managed a 1:18.904. Surely such a result doesn't reflect the weekend? I mean, how can it? How can my Virgin, a car that is supposed to be at the back of the pack, be more than a second ahead of a Red Bull? It can't be, so while I'm very happy with this result I don't expect it to be replicated in the next session. Guess I will find out later this afternoon.<br /></div><br /><div style="text-align: justify;"><a href="http://3.bp.blogspot.com/-CwV3y7-xhyg/TjwjTQpv9rI/AAAAAAAAA4I/oBsmYkPj5Lg/s1600/F1%2B2010%2BCanada%2B4.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 250px;" src="http://3.bp.blogspot.com/-CwV3y7-xhyg/TjwjTQpv9rI/AAAAAAAAA4I/oBsmYkPj5Lg/s400/F1%2B2010%2BCanada%2B4.jpg" alt="" id="BLOGGER_PHOTO_ID_5637419647355582130" border="0" /></a><span style="font-weight:bold;">Friday Afternoon, Practice Two, Cloudy</span><br /><br />A mixed session, my good laps interspersed with the drama of little mistakes, traffic and a challenging pit-lane. All of my good laps continued to improve my times and lowered them enough to suggest that a 1'16 was possible (on Options), but ultimately I didn't manage it and settled for a low 1'17, instead. Which leaves the more negative stuff.<br /><br />First of all, I made a lot more mistakes than I wanted to, locking brakes at inopportune times, running wide and either hurting my laps or having to abort them because I was off in the grass (even if only momentarily), and catching wheel-spin sporadically as I pushed the circuit more and more. For the most part these tiny errors are to be expected and are a by-product of trying to push the limits of a track, but I definitely felt like I was making more than I should have been and certainly more than P1, which is where these mishaps should be taking place. It didn't affect our progress too much (if at all), but it was noticeable enough to be concerning to me personally, and I didn't like it at all.<br /><br />More concerning, however, was the traffic problems. Multiple laps of mine had to be aborted due to cars cruising, being in a different stage of their weekend to mine (for example, being on Primes while I was on Options -- the faster tyres) or because they simply didn't see me in time to move out of the way. One example of this was a moment with Kovalainen, who saw me at the last minute during my first lap of my second run and didn't move aside enough (in time), causing me to take a weird line to pass which sent me wide at turn 6, ruining the lap. I wasn't angry with the traffic problems -- Canada essentially being a street circuit means that I understand how narrow and tight it can be when cars are trying to find track space -- but it definitely played with the general progress of the session, particularly when opponents appeared to gloss over my (and I assume others') presence when they were driving slow. But, if my strange warning from P1 is anything to go by, I'm just as guilty of it as everyone else so it's not something I am complaining about, or want to dwell on for too long -- it was just simply an issue, and because it was a bit more prevalent here than other rounds, it bears mentioning.<br /><br />Another issue, undoubtedly, is pit-lane. Both its entry and exit is awkward, and both cause troublesome moments depending on who is where on the circuit, and who is either entering or leaving the lane. Anyone who wants to enter, for example, has to do so by crossing onto the racing line for the final chicane. The approach to that chicane is from the left side, to allow for a straighter line through the brief double-corner, and quicker acceleration onto the main straight. Cars entering pit-lane, usually on the right side of the track if on an in-lap, have to suddenly cross over to find the lane, and it can be a problem if someone is on a hot lap and speeding towards the final chicane, only to have someone cross over at the last minute and get in the way. It's particularly bothersome because it's the last two corners of the lap; having a great lap ruined by such a moment is frustrating, and makes all of the work on the corners prior a waste of time. Despite this, I'd say that the exit of pit-lane is worse, simply because of how distracting it can be. There were quite a few times where my laps were ruined because someone was exiting as I was starting my lap and traversing turns 1 and 2. Whether it was getting distracted after turn 1 because cars were straight in front of me, exiting, or awkward moments as people tried to move out of the way as I was taking turn 2, the exit of pit-lane here is tricky and definitely an issue. I get that we all have to exit pit-lane and that it is up to us drivers to manage both ourselves and our competitors in a generous way, and that the way the Canadian venue flows makes it exceptionally difficult for it to be designed differently, but like the traffic woes it bears mentioning because it can (and does) affect people's sessions temporarily. A characteristic of the Canadian Grand Prix, to be sure, but an issue all the same.<br /><br />Anyway, aside from those problems the session was great and mimicked much of P1. As I said above my laps improved, my confidence around the track developed with each decent lap and ultimately, once again, I ended up on top of the time sheets. Yes, despite thinking it was impossible I somehow managed to repeat my performance of P1 and put my name on the top again, even though it still doesn't feel right and I believe the frontrunners can do better. For whatever reason I seem to be really hooked up with this circuit here in Canada, even with those mistakes, and it's certainly being reflected with the final results. I'm still not going to treat it as a sign to come but it's definitely great to be able to put my name on that top spot, legitimately, and prove to everyone that I can drive and do deserve to be in Formula 1. Will this positive progress continue into tomorrow? Maybe, maybe not (probably not), but regardless of that it shows that I do have the talent required to drive one of these cars, and to compete at the level that I do. My time was a 1:17.552, only slightly better than the time I managed in P1, but still an improvement nonetheless. As I suggested before I felt like a 1'16 was possible but a combination of the aforementioned issues and worn tyres (I used the Options I used in P1 again) meant that it didn't happen. Once again I was a full second ahead of fellow Australian Mark Webber, who set a 1:18.598, and Vettel who achieved a time of 1:18.633 for third. How I can be quicker than the Red Bulls is beyond me -- am I dreaming? -- but I'll take it and, no matter how the rest of the weekend fares, I think I can be proud of my performance so far here in Canada. Bring on tomorrow!<br /></div><br /><div style="text-align: justify;"><a href="http://1.bp.blogspot.com/-D_t6lytpTzg/TjwjF3vX8nI/AAAAAAAAA4A/7VhaZsjoQCI/s1600/F1%2B2010%2BCanada%2B6.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="http://1.bp.blogspot.com/-D_t6lytpTzg/TjwjF3vX8nI/AAAAAAAAA4A/7VhaZsjoQCI/s400/F1%2B2010%2BCanada%2B6.jpg" alt="" id="BLOGGER_PHOTO_ID_5637419417329988210" border="0" /></a><span style="font-weight: bold;">Saturday Morning, Practice Three, Sunny</span><br /><br />A bittersweet session, the final result reflecting the positivity of yesterday but marred by mistakes (again) and discomfort in the car.<br /><br />I don't know, the session as a whole is really hard to describe as I just don't know how I feel. I'm very happy to be on top of the time sheets again (something I will address in a moment), but at the same time I am unhappy with either my performance, the car, or just the events that transpired. Maybe all of the above? Whatever it was, it was a disheartening session, sort of, but the result doesn't reflect that so maybe I'm seeing something that isn't there?<br /><br />Anyway as I said there were mistakes in this session, a lot more than I would have liked, and perhaps even more than yesterday's P2 session. The session itself started off nicely enough, my form appearing to continue early as I reached second place quickly and decisively, but what followed was a lot of locked brakes, moments of wheel-spin that had to be caught, and confusion as to whether it was me struggling to find a rhythm or the car behaving differently to yesterday. I felt like I was running wide more than usual (suggesting understeer), I was having to back out of laps after catching the car from wheel-spin, and even missing apexes (even if only slightly) was putting a damper on the spirit I had for the session. Combined with the expected traffic woes I described in P2's write up, I just felt like the session was going nowhere even though, upon its conclusion, I was still on top. I only managed to do 17 laps, too, due to constant aborting and coming in early because of affected laps -- be it through my own mistakes or opponents getting in the way. Still, I suppose I shouldn't dwell on it too much because, as I said, I did top the time sheets yet again, continuing my remarkably positive weekend and hammering home the point that I belong here in Formula 1. I just feel as if the session could (and should) have been better than it was, so the impact of my name on top for the third session in a row (even if it is only Practice) is less than it was at the end of the two sessions yesterday.<br /><br />Anyway I was ahead by a margin again today but it wasn't as big as it was in P1 or P2, Sebastian Vettel closing the gap as you would expect. I set a 1:17.884 (on Primes, which is why it's slower than my previous times) while he managed a 1:18.378, which makes Quali later today interesting if my form continues. Webber followed him for third, setting a 1:18.430, suggesting that it is yet another Red Bull weekend if I stop putting a spanner in the works and start falling to where I arguably should be, at the back of the pack. My team-mate Lucas is certainly there, finishing in 24th in all three sessions so far. I wonder how he is feeling seeing me up the front while he finishes in last -- it can't be good.<br /><br />A post-P3 interview with David Croft asked how Virgin felt about my qualifying performances, if we're getting the best out of the Practice sessions (by testing new parts and etc.), and if I feel like Virgin is giving me 100 per cent. I responded by saying that Virgin and I are working well for Quali (an answer I thought was mature despite the great outcomes in Practice so far this weekend), that we appear to be on target in terms of new parts and general progress across a weekend, and that Virgin are doing the best they can (for me and themselves) for their first season in Formula 1. Virgin seemed to be happy with my answers, my engineer confirming that my level-headed approach to the weekend despite some great driving is probably the best approach, lest we become complacent, cocky or oblivious to the realities of the sport and our position within it. I agreed with his assessment, and not long after that we started to discuss and prepare for qualifying later today.<br /><br />So, overall, I'm happy with how I have performed in the three Practice sessions so far but at the same time I do feel disappointed in how P3 fared. It wasn't inherently bad and the 'negative' niggles were minor at best, but something felt off in that session and contemplating what that might be definitely affected how I felt about the session as a whole. We're in a good position and topping the time sheets three times in a row certainly bodes well for qualifying, but I'm not stupid enough to ignore the fact that things change quickly in this sport and that what happens in Practice might not happen for the remainder of the weekend. The transition from our horrible Spain and Monaco rounds into the generally great Turkey one is the only example I need to prove this, so it's with a cautious sense of optimism that I now get ready to qualify. Wish me luck.</div>Anonymoushttp://www.blogger.com/profile/00626684107210848128noreply@blogger.com0tag:blogger.com,1999:blog-1083509480143917931.post-58334508342774149342011-08-01T23:00:00.001+10:002011-08-02T03:11:20.317+10:00Racing Realism<div style="text-align: justify;"><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/-hQLar6ESzvg/TjbdhNFpRuI/AAAAAAAAA34/2WbbcrCJ4Xw/s1600/Fujimi%2BKaido%2BRiver.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="http://2.bp.blogspot.com/-hQLar6ESzvg/TjbdhNFpRuI/AAAAAAAAA34/2WbbcrCJ4Xw/s400/Fujimi%2BKaido%2BRiver.jpg" alt="" id="BLOGGER_PHOTO_ID_5635935546219513570" border="0" /></a>Realism in videogames has been an important goal for quite some time now, the chance to replicate the real world an enticing prospect for developers across multiple genres. It is most prevalent, however, in the racing genre, with simulations and even arcade racing titles -- now selling themselves on things like their accessibility for real world tracks and cars, rather than presenting, say, a fictional experience like <span style="font-style: italic;">Mario Kart</span> -- aspiring to be as realistic as possible. It’s an interesting thing to observe as companies like EA and Codemasters fight over who has the most realistic looking game or who can deliver the best handling physics, but it is even more interesting to contemplate, particularly as we have now reached a point where games are (or can be) so good that the hunt for realism may be redundant. To understand this, let’s take some time to look at how racing games are marketed, and what developers do during development to ensure authenticity.<br /><br />On the development side, more and more these days the various racing game developers out there -- Codemasters, SimBin, Polyphony, <a href="http://raptured-reality.blogspot.com/2011/04/how-bizarre.html">Bizarre</a> (RIP) and etc. -- will take the time to visit locations they may be using as settings for their tracks, taking thousands of photographs to ensure that every last detail can be replicated authentically. While they are all aware of how gameplay (IE: the racing) is the absolute most important thing -- and they are prepared to take liberties where necessary to ensure that -- the more realistic these locations can look in a game, the better they feel the final product will be. This is true to some extent: racing around the <a href="http://en.wikipedia.org/wiki/N%C3%BCrburgring">Nürburgring</a> or <a href="http://en.wikipedia.org/wiki/Silverstone_Circuit">Silverstone</a> is great in theory, but it is not going to feel like you, the player, are doing so unless it looks like you expect it to, be that impression from something like TV footage or an actual visit yourself. This means ensuring all the corners appear to be angled correctly, reproducing the ‘flow’ of a circuit and correlating that with the image you might have of it in your head; that undulations and bumps are simulated as they exist in real life, lest your track feels flat and, by extension, dull; and making sure that buildings, pitlane and the general environment looks like it does at the real venue because, otherwise, you’re not racing at that track, are you? Such attention to detail coincides with some developers’ strong desire to make everything perfect, such as Polyphony, and the result is the highly competitive, high fidelity graphics push for (or towards) perfection that defines, in some respects, titles like <a style="font-style: italic;" href="http://raptured-reality.blogspot.com/search/label/Forza%20Motorsport%20%28Series%29">Forza</a> and <a href="http://raptured-reality.blogspot.com/search/label/Gran%20Turismo%20%28Series%29"><span style="font-style: italic;">Gran Turismo</span></a>. But that’s appearance, just one aspect of the equation -- audio and, most importantly, feel are significant too, particularly if a game is purporting to be a simulation.<br /></div><br /><div style="text-align: center;"><a href="http://4.bp.blogspot.com/-quwKTGx8Ztc/TjbdL-KcxnI/AAAAAAAAA3w/b-sJsJJv2pI/s1600/Nothing%2BLike%2BA%2BVette.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="http://4.bp.blogspot.com/-quwKTGx8Ztc/TjbdL-KcxnI/AAAAAAAAA3w/b-sJsJJv2pI/s400/Nothing%2BLike%2BA%2BVette.jpg" alt="" id="BLOGGER_PHOTO_ID_5635935181435881074" border="0" /></a><span style="font-size:85%;"><span style="font-style: italic;">Real or in game? You decide.</span></span><br /></div><br /><div style="text-align: justify;">The aforementioned developers also allocate time during development for “track days” or “recording days” to try and capture (both literally and figuratively) the realism of racing cars in real life, focusing on things like engine notes (sound) and oversteer (feel) in order to accurately reproduce these elements in the final product. On the sound side of things microphones will be attached to a variety of vehicles as they are being driven around a track, capturing the melody a car makes as it brakes for corners, accelerates out of them and even when they lose control or crash. A car’s engine sound is, obviously, the most important noise that has to be captured, but these sessions also record everything from the tyres to track ambiance and a car’s various clanks and clunks as it rides over bumps and bounces off of curbs. Cars will be also put on <a href="http://en.wikipedia.org/wiki/Dyno">Dyno</a> machines so an engine’s revs can be recorded at ranges that mightn’t necessarily be reached out on track, and so things like gear changes can also be reproduced as accurately as possible. A racing game just isn’t going to feel right if a Ferrari sounds like a Corvette (IE: using generic sounds because a budget doesn’t allow for the real ones to be captured) and, as such, this practice has become common for realistic racing games over the years. Less frequent amongst the industry is developers attending track days or visiting real world circuits in order to get a feel for how cars behave on a circuit, and to understand what needs to be included in a physics system to ensure that, once again, it feels ‘right’ once it is integrated in the final product. The big names -- again, <span style="font-style: italic;">Forza</span> and <span style="font-style: italic;">Gran Turismo</span> -- have done it for years because their reputation and consumer respect rides on the intricacies and subtleties their simulations can deliver, but it’s still somewhat rare for other developers to do it, and that’s a shame. This generation has seen that approach change, somewhat, and developers like Codemasters* are now making the effort to attend rally schools for a game like <span style="font-style: italic;">DiRT 3</span>, to make sure that their product delivers on the expectations created by their players. You don’t want a rally game to feel like you are playing <span style="font-style: italic;">Grand Theft Auto</span>, after all, so getting a feel for how a car behaves as it slides on mud and dirt is essential to the kind of experience you can ultimately deliver. You can portray the general idea, sure -- as games in the past have -- but it’s simply not the same as going out there, on track, and understanding how a car behaves as it takes chicanes and hairpins at speed. In other words, any racing title that doesn’t make the effort to record sound and car behaviour, and capture the essence of a circuit’s appearance through photography, is selling its customers short, and offering an inferior product when compared to the competition as a whole. But such attention to detail isn’t necessarily going to sell your game; there are, indeed, other methods too.<br /><br />The first of these uses everything I have just described above. You <span style="font-style: italic;">need</span> to demonstrate, to your customers, that you are serious about realism and authenticity, and the way to do that is to provide proof. This can be achieved by, for example, showcasing some of the photos taken at the locations visited or posting up an audio file of a car revving its engine, or you could go deeper and actually document your visit to the track with developer diaries. The entire medium is accustomed to developer diaries these days and the reason for that is because it’s a great way to highlight your intentions as a developer, explain what it is about your game that makes it worth buying and answer any questions that may be frequently asked. For racing games in particular, it is also a great opportunity to show that yes, you did actually visit a city or circuit. Footage of designers hooning around a track, sound producers capturing audio and your development team explaining what you’re doing at these venues can go a long way in conveying how important realism is for your product and it also becomes, in some instances, a selling point itself. Evidence of your attempts to ensure authenticity -- or in other words, practicing what you preach -- is a big coup for people who want the racing experience you purport to be making, because you are illustrating to them, directly, that you get it and understand what it takes to make a game like this. Taking the time to explain what you’re doing in detail can also grab the potential customers who don’t understand the science of racing but want to participate in a game that replicates what it is like to drive around <a href="http://en.wikipedia.org/wiki/Circuit_de_la_Sarthe">Le Mans</a>, or what it’s like to be in <a href="http://raptured-reality.blogspot.com/search/label/Living%20The%20Life">Formula 1</a>. In other words, showing, not telling can be crucial to selling your product, and does a much better job than the other commonly seen practice: borrowing the names of famous drivers.<br /></div><br /><div style="text-align: center;"><a href="http://3.bp.blogspot.com/-JPi6EKV7k2k/Tjbczr0kLsI/AAAAAAAAA3o/OPhk2DOjfxY/s1600/R33%2BSkyline.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="http://3.bp.blogspot.com/-JPi6EKV7k2k/Tjbczr0kLsI/AAAAAAAAA3o/OPhk2DOjfxY/s400/R33%2BSkyline.jpg" alt="" id="BLOGGER_PHOTO_ID_5635934764195393218" border="0" /></a><span style="font-size:85%;"><span style="font-style: italic;">You'd be forgiven for thinking this is a real photograph.</span></span><br /></div><br /><div style="text-align: justify;"><a href="http://en.wikipedia.org/wiki/Colin_Mcrae">Colin McRae</a> (RIP), <a href="http://en.wikipedia.org/wiki/Mario_Andretti">Mario Andretti</a>, <a href="http://en.wikipedia.org/wiki/Ken_Block">Ken Block</a> -- these are all names that are synonymous with racing games, perhaps even more so than the sports in which they compete, and the licensing of these names can go a long way in selling a product. This is something that isn’t exclusive to videogames -- celebrities sell, it’s just the way it is -- but definitely suggests an authentic experience to those searching for one. If a racing driver is involved then, clearly, it must be realistic, right? Well no, money talks and no matter who you manage to obtain for an appearance in your game or, indeed, its title, it doesn’t mean a thing if the end product is poor. But the implication that comes with it is enough to make a game appealing to a wider variety of people and, generally, coincides with the effort I’ve described above. Enlisting a driver means enlisting their talents: getting them to test your game to see if it feels right or using their knowledge to improve accuracy drastically affects the game you are making in a positive way, and can be the difference between whether you nail it or fail it. It also means that you can capture details that your inexperience mightn’t have noticed, enhancing the overall experience even if the majority of its eventual players won’t pick up on them. This is the kind of stuff I’m referring to when I say, for example, that <a href="http://raptured-reality.blogspot.com/search/label/Forza%203"><span style="font-style: italic;">Forza 3</span></a> has more nuance than <a href="http://raptured-reality.blogspot.com/search/label/Gran%20Turismo%205"><span style="font-style: italic;">Gran Turismo 5</span></a>, and while those two games don’t use real world drivers as a selling point, the information they can glean from people like <a href="http://en.wikipedia.org/wiki/Sebastian_Vettel">Sebastian Vettel</a> or <a href="http://en.wikipedia.org/wiki/Mika_Salo">Mika Salo</a> certainly makes the difference. The combination of a real driver’s input and the data obtained at track visits can ensure that, yes, you do deliver on authenticity and realism, and demonstrating that you took the time to gather that information publically can guarantee stronger sales. That’s not to say that doing this can’t be deceiving -- some games do rely on a driver’s name or footage from a track day to sell a game even though the final product is still rather unrealistic -- but generally speaking if you take the time to do it, people will take the time to play your game.<br /><br />Ultimately the push for realism has elevated the racing genre to levels that were unfathomable back in the PS1 era (for example), but that doesn’t mean the various racing games out there are perfect and there’s definitely a lot of progress yet to be made. Graphically, photorealism is practically already here so the graphics contest is beginning to slow down, but there’s still a lot that can be done with the way cars handle and how a track changes over time, so I look forward to a future where that level of realism can be parallel with fidelity and delivered confidently across the entire genre. In the meantime, what we have is already incredibly impressive and by writing about it here, I hope I have highlighted that because it is something, unfortunately, that is mostly overlooked. Happy racing.<br /><br /><br /><span style="font-size:85%;"><span style="font-style: italic;">*That’s not to say that Codies or anyone else hasn’t done it in the past, just that generally, such effort hasn’t been seen as being crucial to development and now developers are beginning to understand the impact such a practice can have on their games.</span></span></div>Anonymoushttp://www.blogger.com/profile/00626684107210848128noreply@blogger.com2tag:blogger.com,1999:blog-1083509480143917931.post-40988571106757473612011-07-27T23:00:00.001+10:002011-07-28T02:41:03.279+10:00Liberty Blues<div style="text-align: justify;"><div style="text-align: center;"><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/-rn4fdULo1-8/TjA927ORl2I/AAAAAAAAA3g/vOzWGb8PTMo/s1600/DET%2BGTA%2BIV%2B7.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="http://3.bp.blogspot.com/-rn4fdULo1-8/TjA927ORl2I/AAAAAAAAA3g/vOzWGb8PTMo/s400/DET%2BGTA%2BIV%2B7.jpg" alt="" id="BLOGGER_PHOTO_ID_5634071147660285794" border="0" /></a><span style="font-size:85%;"><span style="font-style: italic;">Images taken from the glorious </span><a style="font-style: italic;" href="http://deadendthrills.com/">DeadEndThrills.com</a><br /></span></div><br /><span style="font-style: italic;">Grand Theft Auto IV</span>'s Liberty City is, easily, my favourite videogame setting around. That may surprise you given my bias towards certain <a href="http://raptured-reality.blogspot.com/search/label/BioShock">games</a> and, indeed, their <a href="http://raptured-reality.blogspot.com/2010/02/space-invaders-bioshocks-rapture-part.html">own</a> <a href="http://raptured-reality.blogspot.com/2010/02/space-invaders-bioshocks-rapture-part_10.html">locations</a>, but Rockstar's faux-version of New York is king because it continues to surprise me each and every time I visit.<br /><br />Every three months or so I fire up <a href="http://raptured-reality.blogspot.com/search/label/GTA%20IV"><span style="font-style: italic;">GTA IV</span></a> simply to go for a walk or drive around Liberty City. I do this, I guess, because I want to relive my experiences of playing the game when it first came out, or when the <a href="http://raptured-reality.blogspot.com/2009/03/lost-and-damned.html">Episodes</a> proved that the city had many stories to tell. I also do it because its huge size, impressive design and sense of life is unparalleled in this medium, even three years after its release. You know something was incredible when even <a href="http://raptured-reality.blogspot.com/2011/05/preview-power-la-noire.html"><span style="font-style: italic;">L.A. Noire</span></a>'s Los Angeles -- already impressive in its own way -- can't match Liberty City's scope or awe. It truly does feel like Liberty City exists whether you're visiting it or not, and this distinct difference elevates it above any other game setting as the best one I have ever had the luxury of visiting; of inhabiting.<br /><br />Verisimilitude is wonderful and certainly something that has seen substantial progress within this current generation, but it means nothing if these wonderful worlds that get built for games like <a href="http://raptured-reality.blogspot.com/search/label/Mass%20Effect%20%28series%29"><span style="font-style: italic;">Mass Effect</span></a>, <a href="http://raptured-reality.blogspot.com/search/label/Fallout%203"><span style="font-style: italic;">Fallout 3</span></a> and <a href="http://raptured-reality.blogspot.com/search/label/Red%20Dead%20Redemption"><span style="font-style: italic;">Red Dead Redemption</span></a> are under-utilised or, worse, forgotten about. Obviously that's a non-issue at the moment as these games and their amazing environments are absolutely relevant to us right now, but my fear is that as we continue to progress and continue to move forward with technology, new hardware and new, amazing intellectual property (IP), these places of wonder will exist only in memory and nothing more. This might have been acceptable (to a degree) in the past where the medium's evolution was such a significant force, but as we reach and surpass the uncanny valley and photo-realism, I don't think it will be right to forget about Venice in <a href="http://raptured-reality.blogspot.com/search/label/Assassin%27s%20Creed%20II"><span style="font-style: italic;">Assassin's Creed II</span></a>, Empire Bay in <a href="http://raptured-reality.blogspot.com/search/label/Mafia%20II"><span style="font-style: italic;">Mafia II</span></a> or, yes, Liberty City in <span style="font-style: italic;">GTA IV</span>. So much effort, time and resources go into making these virtual masterpieces but, because of the always looking forward mentality (that I <a href="http://raptured-reality.blogspot.com/2011/04/lasting-appeal.html">keep bringing up</a> on this blog) and the perception that what has come before must be outdone, I'm seriously worried that these wonderful game settings, these amazing spaces, will be left behind. Whether they are or not remains to be seen, but if it does happen then losing the brilliance of Liberty City will be the biggest loss, I think.<br /></div><br /><div style="text-align: justify;"><a href="http://2.bp.blogspot.com/-VLqY_E5-KK8/TjA9pOhPxxI/AAAAAAAAA3Y/OLjDGHMqV-I/s1600/DET%2BGTA%2BIV%2B2.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="http://2.bp.blogspot.com/-VLqY_E5-KK8/TjA9pOhPxxI/AAAAAAAAA3Y/OLjDGHMqV-I/s400/DET%2BGTA%2BIV%2B2.jpg" alt="" id="BLOGGER_PHOTO_ID_5634070912321963794" border="0" /></a>Think about it for a second. The Episodes From Liberty City downloadable content bucked the trend of DLC by redefining the city through new, fresh perspectives, adding a different take on a place we had all become familiar with. Like, say, Minerva's Den (also fantastic) from <a href="http://raptured-reality.blogspot.com/search/label/BioShock%202"><span style="font-style: italic;">BioShock 2</span></a>, this content took what we knew about these worlds and showed us that this was only just a small part of their overall make-up, that our insight was just a small component of a much bigger, much more incredible picture. They made something old new again, and definitely enhanced our overall enjoyment (and perception) of Liberty City as a whole. But, now that those episodes have been and gone, where do we go from here? Towards the next instalment of <span style="font-style: italic;">GTA</span> (whatever that happens to be), of course, leaving Liberty City as nothing more than a memory -- an amazing memory, sure, but still a memory.<br /><br />This year's E3 is the perfect example of this situation: every single press conference that opened the show was met with gamers everywhere anticipating the announcement of the next <span style="font-style: italic;">Grand Theft Auto</span>. Like <span style="font-style: italic;">Half Life Episode Three</span> (or, indeed, <span style="font-style: italic;">Half Life 3</span>) the announcement never came, but the point is that everyone is ready to move on and experience the next title in Rockstar's seminal franchise, and they can't wait to hear about even just confirmation that it is coming. These people have moved on, in other words, and while they can reflect upon their time in <span style="font-style: italic;">GTA IV</span>'s Liberty City and acknowledge how great it is, it's no longer relevant to their gaming habits because they're too busy awaiting the future. This is understandable, of course, and I don't begrudge anyone who is excited to see where the <span style="font-style: italic;">GTA</span> franchise goes next (both literally, in terms of where it is set, and figuratively in terms of the impact it will have) -- I know I'm anxious to know as well -- but as such an immense fan of Liberty City, it's somewhat disheartening and definitely disappointing to know that no one cares about it like they used to.<br /></div><br /><div style="text-align: justify;"><a href="http://2.bp.blogspot.com/-Yse6uG6M0vk/TjA9btxVkZI/AAAAAAAAA3Q/znPfdWuEtKI/s1600/DET%2BGTA%2BIV%2B6.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="http://2.bp.blogspot.com/-Yse6uG6M0vk/TjA9btxVkZI/AAAAAAAAA3Q/znPfdWuEtKI/s400/DET%2BGTA%2BIV%2B6.jpg" alt="" id="BLOGGER_PHOTO_ID_5634070680192782738" border="0" /></a>I don't know -- I look at Liberty City and see a gigantic metropolis with so much to see, so much to do, and also get the impression that we know so little about this remarkable city. Sure, we may have it memorised (I certainly do, thanks photographic memory!) and may know where we can go to play darts or go bowling, but as a whole we are a very small element in the city's massive scale, and despite three adventures within it, we've made such a little impact on it overall. At the end of the day we're just one person roaming the streets, with thousands more like us clearly visible amongst Liberty City's hustle and bustle. We may be the protagonist and, like all games, the experience may be centered around us and us only, but as I suggested before Liberty City leaves me with a sense that it exists whether I am there or not, and that my presence won't affect its ability to be home to so many civilians. It is kind of like New York for me in real life -- I know it is there and I'd like to visit one day, but it means nothing to my life here in Australia unless I actively seek to change that by hopping on a plane and flying to America. My concern is that no one will make the effort to make the trip to Liberty City any more, and the reason for that will be because they are always more interested in visiting the places that the various videogames out there take us next.<br /><br />That's not necessarily a bad thing, but Liberty City isn't exactly a disposable thing, either -- it is still the most stunning technical achievement and fascinating environment videogames have ever seen, but all of that will be forgotten once brand new games, perhaps even the next GTA, come along to wow us with their own amazing locations. New York will never be forgotten -- why does Liberty City have to be?</div>Anonymoushttp://www.blogger.com/profile/00626684107210848128noreply@blogger.com0tag:blogger.com,1999:blog-1083509480143917931.post-72054565527796319532011-07-19T23:00:00.005+10:002011-07-19T23:00:08.407+10:00Outside The Life<div style="text-align: justify;"><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/-6BCa2gMqVJQ/TiSO6lPJafI/AAAAAAAAA3I/wAR14F5laNE/s1600/F1%2B2010%2BMonaco%2B12.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="http://2.bp.blogspot.com/-6BCa2gMqVJQ/TiSO6lPJafI/AAAAAAAAA3I/wAR14F5laNE/s400/F1%2B2010%2BMonaco%2B12.jpg" alt="" id="BLOGGER_PHOTO_ID_5630782571199162866" border="0" /></a>Now that I have resumed my <a href="http://raptured-reality.blogspot.com/search/label/F1%202010"><span style="font-style: italic;">F1 2010</span></a> story (finally!), let me talk about my time with the game outside of that <a href="http://raptured-reality.blogspot.com/search/label/Living%20The%20Life">role-playing experience</a>. Ever since finishing my first season for that narrative, I’ve been playing the game intermittently in things like its time trials, online and, recently, in the game’s career mode. I originally did this to mess around while I contemplated how I would approach my second season but as I realised it would be a while before that could commence, I did it to just enjoy the game for what it was: a racing game focused on Formula 1, and its 2010 season.<br /><br />Doing so was interesting for a variety of reasons. First of all, playing it online was insightful because of what that actually entailed, as well as observing how people respond to that. Being a simulation game centered on a real life sport, it is easy to assume that those who are playing it would understand the need to actually use the brakes on their cars, or to pit when their tires are degrading and they are losing grip. Being a racing <span style="font-style: italic;">game</span>, however, it’s also easy to assume that its players would ignore such rules and just focus on going as fast as possible, no matter what. Intriguingly, both ended up being true. Those playing <span style="font-style: italic;">F1 2010</span> online did brake for corners, allowed for a loss of grip or damage on their cars and, for the most part, raced as you would expect them to in such an environment, but they also used the people in front as aid in their braking (causing collisions) and, if they weren’t winning or if it was clear that they weren’t going to be able to, they quit the race, just like in any other game. As someone who wanted to play a game about Formula 1 against (or perhaps with) people with a like-minded interest, this latter behaviour was frustrating -- particularly as I did have some level of expectation that things would be different with <span style="font-style: italic;">F1 2010</span>, given the game’s context. But as someone who is passionate about the medium overall and thus, how players approach their games and the responses they can have to them, I found it fascinating that they weren’t just engaging with the actual rules of the game (or sport), but they were trying to use them to enjoy themselves as well… until they realised they weren’t going to win and it was time to quit. Such behaviour is, I’d say, different to how players approach a multiplayer FPS or even other racing games, and was definitely something I pondered after every race I did (and do) successfully manage to have. The online multiplayer space in general is still an ambiguous, mysterious place that definitely needs more exploration and certainly doesn’t get anywhere near as much critical attention as it should, so considering that alongside the circumstances I would find myself in with <span style="font-style: italic;">F1 2010</span> online was absolutely an enlightening experience. I’d be lying, however, if I didn’t say that I wish people could just race properly for a change and actually embrace a game’s full breadth of rules, rather than just the ones that please them. I can dream, I guess.<br /><br />Secondly, playing <span style="font-style: italic;">F1 2010</span> as a player (rather than fulfilling the role I inhabit during my story) has been interesting because it means that I can think about it in the context of it being a racing game, rather than a Formula 1 game. What that means is that, like the various other games I cover with my <a href="http://raptured-reality.blogspot.com/search/label/Behind%20The%20Wheel">Behind The Wheel</a> series, I can approach <span style="font-style: italic;">F1 2010</span> with a more analytical eye and think about it in a critical context, as opposed to just an entertainment one. The results of this are incoming, but in the meantime I have found it interesting because, as I alluded to back when I was <a href="http://raptured-reality.blogspot.com/2010/09/preview-power-formula-1-2010.html">anticipating</a> it, it’s the first Formula 1 game I have played in a long time. Comparing it to my previous experiences with really old F1 games has been interesting but also, perhaps, a little unfair given the length of time between them. That has made it somewhat hard to approach because there’s no benchmark or fair comparison to hold it up against -- aside from other racing sims such as <span style="font-style: italic;">Forza</span> or <span style="font-style: italic;">Gran Turismo</span>, which deal with different subject matter -- but even so it has been insightful trying to understand what <span style="font-style: italic;">F1 2010</span> is, and what it brings to the table. There’s no denying that I was pretty <a href="http://raptured-reality.blogspot.com/2010/09/brief-impressions-f1-2010.html">enamoured</a> (and still am) with the game when I offered my brief impressions of it, and while I consider it to be a separate entity, my <a href="http://raptured-reality.blogspot.com/search/label/Living%20The%20Life">Living The Life</a> story would also imply to anyone who reads it that the game is something that I am very fond of. Discovering precisely why that is has been good fun, and I look forward to elaborating on and explaining it to you in the near future.<br /></div><br /><div style="text-align: justify;"><a href="http://2.bp.blogspot.com/-RGA7-aOTgQI/TiSOwk65DnI/AAAAAAAAA3A/BCvoqjjvW48/s1600/F1%2B2010%2BAustralia%2B6.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="http://2.bp.blogspot.com/-RGA7-aOTgQI/TiSOwk65DnI/AAAAAAAAA3A/BCvoqjjvW48/s400/F1%2B2010%2BAustralia%2B6.jpg" alt="" id="BLOGGER_PHOTO_ID_5630782399315512946" border="0" /></a>Lastly, I have found it fascinating seeing how I have approached things like races in the career mode, outside of the context of my story. When I’m role-playing for that, I’m acting as a proper F1 driver and conveying what that reveals in a story format. Playing it as a player, on the other hand, has revealed that regardless of context, I still approach it as -- yep, you guessed it -- a driver. In other words, I’m still <a href="http://raptured-reality.blogspot.com/2010/05/friday-night-forza-driver-mentalities.html">thinking</a> about nailing every single corner, using every single inch of a circuit and driving to the utmost of my ability even though it’s all somewhat unnecessary, because I’m not doing it for a specific purpose. I’m not trying to create a compelling story or to achieve something like a fast lap time (not always, at least, on that last point) while playing as a player, so why do I still treat it like I’m a driver rather than someone who is pressing buttons on a controller? Pondering that question has been extremely interesting given my history with the racing genre, my passion for racing in general (games or real life) and, indeed, the different ways in which I approach the different games I play. But while I don’t know the answer to it just yet, I can say that it is absolutely <span style="font-style: italic;">not</span> surprising that I act in this way. When I’m playing a simulation game, where real tracks are involved and, in <span style="font-style: italic;">F1 2010</span>’s case, real drivers and real life rules play a significant part, I engage that experience through my understanding of it and what it does (or should) entail given its subject matter. I know that the infamous hairpin at <a href="http://raptured-reality.blogspot.com/2011/03/living-life-monaco.html">Monaco</a> or Eau Rouge at <a href="http://en.wikipedia.org/wiki/Spa_Francorchamps">Spa</a> are real corners, that require real consideration (in terms of how to take them, speeds that they allow, how a car should behave whilst driving through them, etc.) and, as a result, my inclination is to treat them as such rather than the virtual reproductions they actually are. As a result, getting them right and doing so consistently is crucial, to me, and when I’m not doing that or at the very least trying to, then I’m not -- in my eyes -- playing the game(s) properly and therefore not having what I deem to be the intended experience. Recognising this because of playing <span style="font-style: italic;">F1 2010</span> for fun has been wonderful, and I’m glad that the game has been able to open my eyes up, yet again, to something that I was oblivious to previously.<br /><br />It sounds strange: <span style="font-style: italic;">F1 2010</span> has given me so much and allowed me to understand far more about the genre, myself and what racing games can provide, and yet for the majority of people who play it they would only see a game that’s focused on Formula 1. Like other sports games or, indeed, other titles that focus their attention on one thing, <span style="font-style: italic;">F1 2010</span> to most people wouldn’t be anything more than enjoying that particular subject should it interest them, but to me it has been a great learning experience; a fantastic racing game; and an opportunity to celebrate and revel in some of the things that I absolutely love. What I have discussed above is just a small example of the impact it has had on me and my thoughts; what I’m yet to communicate might just be, perhaps, even more interesting. Stay tuned to see if I’m right.</div>Anonymoushttp://www.blogger.com/profile/00626684107210848128noreply@blogger.com0tag:blogger.com,1999:blog-1083509480143917931.post-25226609326478831062011-07-18T23:00:00.003+10:002011-07-19T05:22:51.525+10:00Living The Life: Turkey #2<div style="text-align: justify;"><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/-1Jtsc_BQ_Is/TiSCa111MCI/AAAAAAAAA24/NkkGfET5CHs/s1600/F1%2B2010%2BTurkey%2B5.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 250px;" src="http://3.bp.blogspot.com/-1Jtsc_BQ_Is/TiSCa111MCI/AAAAAAAAA24/NkkGfET5CHs/s400/F1%2B2010%2BTurkey%2B5.jpg" alt="" id="BLOGGER_PHOTO_ID_5630768831761035298" border="0" /></a>[<span style="font-size:85%;"><span style="font-style: italic;">Part of a series of posts in which I detail the events that occur during my first championship season in Codemasters'</span> F1 2010. <span style="font-style: italic;">These will be written in a diary-esque form describing my thoughts and reactions as I participate in each event. Today, the continuation of my Turkish Grand Prix.</span></span>]<br /><br /><span style="font-weight: bold;">Saturday Afternoon, Qualifying, Slightly Overcast</span><br /><br />The team informed me just after lunch that they had redesigned the car’s footplate, as part of another upgrade for the season. I have no idea what a footplate is but I wasn’t going to object to new parts if it meant better car performance, that’s for sure. They also reminded me that they would be pleased with a 20th or higher qualifying position this weekend, a realistic goal given our recent poor rounds but still one that implies some level of optimism, too. The team know we can do better than what most people probably think we are capable of, and I know that too, so it’s just a matter of finding that performance, running with it and having it result in positions higher up the field. Given the relatively decent weekend we’ve had so far, there’s no reason why that isn’t possible starting here, now, in Turkey rather than some round in the future. Assuming the car and team do the job on their end, all I have to do really is do my own job and things should (and hopefully will) go from there.<br /></div><br /><div style="text-align: justify;"><a href="http://3.bp.blogspot.com/-QqXVMDVuyHw/TiSCDCKMOtI/AAAAAAAAA2w/JGUfyPZ0xX4/s1600/F1%2BTurkey%2BMap.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 245px;" src="http://3.bp.blogspot.com/-QqXVMDVuyHw/TiSCDCKMOtI/AAAAAAAAA2w/JGUfyPZ0xX4/s400/F1%2BTurkey%2BMap.jpg" alt="" id="BLOGGER_PHOTO_ID_5630768422750796498" border="0" /></a><span style="font-weight: bold;">Q1</span><br /><br />I had a great, if mixed, qualifying session but before I talk about the (extremely) positive result, allow me to elaborate on how the entire qualifying hour fared. Q1 was okay, as I elected to go out on Primes for my first run to try and save Options for later in the session, and just for general grip purposes. This didn’t work out, however, as traffic hampered my ability to get a decent time in and I had to switch to Options for my second run, to ensure I got through to the next part of qualifying. It was through turn 8, once again, where traffic posed a problem, the one-line flow through the quadruple-apex corner impeding any lap even when slower cars made the effort to move out of the way. It wasn’t anything drastic, by any means, but it definitely changed the plans I had for the session by forcing my hand, so to speak, to switch to the much quicker Option tires. Speaking of which, the run on those was better with at least two of my four laps yielding in decent times. Good enough for 9th and advancement to Q2, at least. For the record the time was a 1:29.208.<br /><br /><span style="font-weight: bold;">Q2</span><br /><br />As soon as I drove out of the garage to commence my first run in Q2, I regretted my decision. The predicted rain began to fall as I left pit lane and this, obviously, made me contemplate my approach and whether we needed to respond. Since the track wasn’t too slippery during my out-lap, however, I chose to go for it anyway and that paid off with two decent laps achieved relatively easily -- these uncertain conditions, and the transition from dry to wet, definitely seem to suit my driving style. My third lap had to be cautious and slow, however, due to the tarmac being too wet and, being on slicks (Options), I just had no grip whatsoever. Naturally, I came in for Intermediates but couldn’t improve my time on the second run due to the conditions being rather tricky, and because even if I could put a good lap together it wouldn’t have meant much due to dry times always being quicker than wet ones. That’s okay, the time I achieved in the first run was good enough for 6th position and progress into the final part of qualifying, the second time this season that I have managed to do that. That time, once again for the record, was a 1:31.976.<br /><br /><span style="font-weight: bold;">Q3</span><br /><br />I had an incredible Q3 thanks, in part, to the fact that the track was quiet wherever I happened to be on it, allowing me to focus and put a decent time in. The track was also drying quite quickly after Q2’s showers, so a fresh set of Options also assisted in my final, awesome time. I had to abort my first lap, however, due to a small lock up heading into the first turn, as well as venturing too wide during turn 7. Apart from that, my laps were practically perfect, though the one that I set my ultimate time on could have been better as I missed the apex slightly in turn 12, meaning that I had to pause before getting back onto the throttle to head out onto the back straight. The fact the time was still amazing, however, soon made me forget about that little blight on an otherwise brilliant lap. So what was the time? A 1.29.041 which was not only just one-one-hundredth of a second behind my P1 time, but also good enough for fifth place! FIFTH PLACE! That is the highest I have ever been in any session this year let alone Quali, so I’m absolutely elated with that result even though my 5-spot grid penalty drops me down to tenth for the race tomorrow. I’m kind of kicking myself, in hindsight, for getting that penalty as it would have been fantastic to have literally started from fifth, but at the same time I don’t care as the strong performance far outweighs any impact that such a penalty could have on my weekend. Even if the race doesn’t go too well, reaching fifth place so early in the season -- and in a car that no one would ever expect to be so high -- is wonderful, and definitely the highlight of my very short career in Formula 1 so far. It more than makes up for the previous two rounds, too, so that’s nice after all the misery that those two caused. A post-qualifying interview asked if my car will be as strong in the race as it was in that session, how I’m coping with the pressure of qualifying this season and how well is the team supporting me. I answered by saying that the car should remain, mostly, the same; that if today’s result is anything to go by, I’m handling pressure superbly and far better than I expected to before the season commenced; and that Virgin have their full support behind me, especially given some of the small but amazing highs we’ve had. Sure, there have been lows too, but generally speaking we are moving in the right direction, and quickly -- a good thing for such a young team, and perhaps even better for a rookie driver like me.<br /><br />Overall it’s great knowing how well that session went, and how easily I managed to exceed both my own and Virgin’s expectations. They wanted 20th, I wanted 15th; we ended up 5th but will drop to 10th for the actual race. Such a strange way to punch above our weight, then, but certainly one I will embrace if such positivity continues tomorrow. Also, as I discovered in P1 yesterday, Turkey really does seem to suit my driving style -- interesting considering my other two decent weekends, Malaysia and China, were also designed by Hermann Tilke. Wonder if that has any significance, or is just a coincidence?<br /></div><br /><div style="text-align: justify;"><a href="http://2.bp.blogspot.com/-igHEZ-hwRPg/TiSBo5EIQJI/AAAAAAAAA2o/i4fhBeGIo1o/s1600/F1%2B2010%2BTurkey%2B2.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 250px;" src="http://2.bp.blogspot.com/-igHEZ-hwRPg/TiSBo5EIQJI/AAAAAAAAA2o/i4fhBeGIo1o/s400/F1%2B2010%2BTurkey%2B2.jpg" alt="" id="BLOGGER_PHOTO_ID_5630767973632852114" border="0" /></a><span style="font-weight: bold;">Sunday, Race Day, Slightly Overcast</span><br /><br />The team is maintaining their realistic goals for today’s race despite the excitement of yesterday’s qualifying session. They expect me to place in 18th or higher, and to just have a generally consistent race. I believe that’s absolutely possible, both because of how well this weekend has gone thus far, and because I feel comfortable with the Turkey circuit and feel like I can be consistent throughout the entirety of the race. Especially since, despite the start up at the front of the field, I plan on just doing my own thing today and don’t have any silly aspirations to finish high. However starts and finding a rhythm early are areas that I still struggle with, so I guess the dynamic of my race depends on how I fare with those today. Time will tell.<br /><br /><span style="font-weight: bold;">Race</span><br /><br />Hm, if I were to sum up that race I’d say it was an enjoyable and consistent one, where the result doesn’t necessarily reflect my feelings towards how I fared. But I will get to that in a moment. First of all: I got a cracking start! After average ones in each of the rounds I’ve been to so far, it was fantastic to finally get a great start with minimal wheel-spin and even a pass heading into turn 1. Going up a position when the race had barely even started felt wonderful and certainly made for a nice change from the usual dropping back routine I’ve had in other races given the sheer acceleration of other cars when compared to my Virgin.<br /><br />It was buoyed by some fantastic racing, too, a battle with Rosberg in particular standing out for me personally. He initially got by me on lap 5 in turn 7 but due to a slower series of corners between turn 8 and 11, I was able to get the run on him and got back past in turns 12 and 13. Dragging all the way down the back straight was good fun and while he got passed due to his quicker Mercedes, putting me back in my starting position of 10th, I thoroughly enjoyed the battle. I almost had déjà vu not too long after that, too, as Michael Schumacher passed me on lap 10, again in turn 7, and a similar fight ensued. Unlike my racing with Rosberg, I couldn’t get a run to get back past but even so though the tussle was great as I felt like it demonstrated that I can handle the pressure of racing with the big names of the sport -- it was Michael Schumacher, after all. Sitting in 11th place, I continued on and managed to hold that position right up until my pit-stop on lap 20. Vitaly Petrov got close a few times but I held my nerve and stayed in front, even with worn Options (because I started on them after reaching Q3) making it tricky to keep up the pace. With a successful pit stop and a new set of Primes fitted to my car, I came out in 12th and got back into another clean, consistent rhythm immediately. I also noticed that it was getting darker, suggesting weather was possibly imminent but it didn’t eventuate. Petrov passed me at -- yep, you guessed it -- turn 7 (seemingly my only sticking point today) on lap 33, dropping me to 13th in the process. On lap 35 Rosberg lapped me, so clearly his pace picked up after our little tussle earlier in the race. On lap 40 Liuzzi overtook me after I went a little wide in turn 5, hurting my exit out of turn 6. Now 14th, I had an annoying moment on lap 49, losing two positions after having to react to and catch wheel-spin in turn 13 heading onto the back straight. I did catch it but by then it was too late, and I was annoyed as I definitely felt as if the moment was unnecessary. This put me into 16th where I stayed until the end of the race. I had a series of slow laps as I let some of the frontrunners through, allowing Barrichello to catch up (which kind of sucked) but I kept my position and finished what I thought was a pretty enjoyable race. It had some moments that I’m not proud of, to be sure, and the result, 16th, implies a race that went backwards as it progressed, but overall I’m extremely satisfied with my performance. I had some great fights early on and, perhaps more importantly, drove consistently throughout the entire thing, executing on the personal goal I had going into the race and suggesting that things might be turning around after the two negative weekends we had prior to this one. It’s not the highest I have finished this year -- China still holds that achievement -- but I actually believe that Turkey was better because I feel like I stepped up, that I made progress, and that I proved through my racing today that I belong in Formula 1. The race was clean with very few mistakes, our pit stop went well, and my pace was consistent the entire time unless I had to let faster cars through. In some respects you could say it was inevitable I’d go backwards anyway, as I am in a Virgin which is supposed to be a backmarker team, but I think that I showed that despite this I was able to hold my own and even race with the personalities of the sport.<br /><br />My whole weekend was great, then, even with that penalty, and puts us in good stead for the next round in Canada. Hamilton won the race, Webber came in 2nd and Alonso followed for 3rd. Interestingly, no one retired which meant that my teammate Lucas Di Grassi also finished, continuing the positive weekend for the team even if his final placing was 23rd. I’m currently 21st in the drivers’ standings and Virgin, unfortunately, remain last in the constructors’, despite a better round. It’s nice to know that I beat the team’s desired result comfortably and while I didn’t beat my own (I was aiming for 15th -- a result I probably would have achieved had I not had the mistake in turn 13), I can still reflect on my round in Turkey as being a positive one, and hopefully as a sign of things to come, too. My boss, engineer and agent all congratulated me on my weekend afterwards, and we went on to discuss how it progressed as well as how quickly things change in this sport. Now I set my sights on the Canadian Grand Prix, both because it is a track I have always loved to watch and because it’s in a country I have always wanted to visit. I seriously cannot wait.<br /></div><br /><div style="text-align: center;">****<br /></div><br /><div style="text-align: justify;">So that’s the Turkish Grand Prix done and dusted, finally, after months of unfortunate (and somewhat unnecessary) delay. It feels good knowing that I have published it, at last, and more importantly that I have resumed the story as a whole. It wasn’t easy, of course -- finding pictures is still a difficult process, sadly -- but it wasn’t a chore like some of the previous rounds have been, in part because I think Turkey was the round where I began to take better notes, and also because I was probably more motivated to get it done. I look forward to publishing the Canada round in the near future but, in the meantime, how did you feel about the separation into two parts? I did it because, obviously, I had to address why this story went quiet, but I’m curious to know if you preferred this method or liked the old way in which I just posted the entire thing in one (very long) post? Ideally I would split it into the various sessions so it really did come across in the diary format that I’m trying to approach it as, but I don’t want that to clog up my blog and then affect my ability to post other content, too, so let me know which format you prefer going forward and I’ll adopt it for future installments.</div>Anonymoushttp://www.blogger.com/profile/00626684107210848128noreply@blogger.com0tag:blogger.com,1999:blog-1083509480143917931.post-5195243536610574422011-07-17T23:00:00.002+10:002011-07-19T22:37:52.785+10:00Living The Life: Turkey #1<div style="text-align: justify;"><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/-2ncJefI2jzM/TiM2HQvi9LI/AAAAAAAAA2g/y0wNZIC6A0Y/s1600/F1%2B2010%2BTurkey%2B4.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 250px;" src="http://1.bp.blogspot.com/-2ncJefI2jzM/TiM2HQvi9LI/AAAAAAAAA2g/y0wNZIC6A0Y/s400/F1%2B2010%2BTurkey%2B4.jpg" alt="" id="BLOGGER_PHOTO_ID_5630403457524626610" border="0" /></a>[<span style="font-size:85%;"><span style="font-style: italic;">Part of a series of posts in which I detail the events that occur during my first championship season in Codemasters'</span> F1 2010. <span style="font-style: italic;">These will be written in a diary-esque form describing my thoughts and reactions as I participate in each event. If you want an explanation for the series' silence, read the full thing, otherwise skip to just above the map to find the latest installment: the Turkish Grand Prix.</span></span>]<br /><br /><span style="font-weight: bold;">Author’s Note:</span> It’s been a while, hasn’t it? Despite emphasizing my commitment to it and suggesting that it would exist on a more consistent schedule, my <a href="http://raptured-reality.blogspot.com/search/label/F1%202010"><span style="font-style: italic;">F1 2010</span></a> <a href="http://raptured-reality.blogspot.com/search/label/Living%20The%20Life">Living The Life</a> story has gone quiet in recent months, much to my dismay. The reasons for this are many and varied and don’t bear mentioning here, mostly, but the silence does need explaining so here I am.<br /><br />The first reason -- and the one that increased as time went on -- is the effort that it takes to write up a round of my story for the blog. Because I cover all three practice sessions, qualifying and the race itself, writing up everything that transpired with each round is a lengthy, time-consuming process that can be -- if I’m to be honest -- somewhat of a chore. Considering the story is still relatively early on in the season where the game was still new to me and I was making a lot of silly mistakes, there’s a lot of notes that I have taken down in the early rounds that cover everything from spins to pit-stops, and relaying all those details, coherently, in a story post is a lot of hard work. When, for example, you’re struggling for motivation to write about anything let alone a project as large as this, it’s only natural that such effort can be off-putting and overwhelming, and it’s absolutely one of the reasons why my story has been so quiet, for so long. Put simply, the pressure I had on getting one round up turned into pressure to resume the series full stop, increasing the stress I had over it and resulting in nothing getting done because of that pressure, as well as my desire to write about and do other things.<br /><br />That’s somewhat of an excuse, though, and I did say (and mean!) that I was committed to writing up this story and seeing this project through to its end, wherever that end may be. What that means is that despite the added pressure (that, admittedly, was put on by myself) I still had a desire to resume my story and tell it to you guys, both because of my commitment and because I honestly believe that the ups and downs that I experienced throughout it (yes, I finished the first season months ago…) are worth sharing. So what stopped me? Well, another example and one that’s quite recent is the unfortunate passing of my Nan. Late last month she died after a few weeks of being in hospital, and as I’m sure anyone who has experienced a death in the family would know, the things that need to be done and taken care of after someone has passed away is extensive and ongoing. This, combined with the fact that my Grandfather is also in hospital, has ensured that the past month or two has been insanely busy and, as you’d expect, I have had little time to think about the return of my <span style="font-style: italic;">F1 2010</span> story or, indeed, any of the other posts that I have wanted to make. That doesn’t explain the months prior to this unfortunate time for me and my family, I know, but it does explain the most recent reason for why I haven’t been able to resume Living The Life, and I think you would agree that it’s quite the valid one. As <a href="http://raptured-reality.blogspot.com/2011/07/pc-personal-conquest.html">recent</a> <a href="http://raptured-reality.blogspot.com/2011/07/some-thoughts-on-lets-plays.html">posting</a> would suggest, however, I appear to be getting back on my feet so I figured that now would be as good a time as any to get motivated and get my story back under way.<br /><br />So here it is, the next round of my Living The Life series, this time featuring the Istanbul circuit in Turkey. If you need to be reminded of what has occurred in the season thus far then my ‘<a href="http://raptured-reality.blogspot.com/2011/02/living-life-season-so-far-1.html">Season So Far</a>’ post will refresh your memory for the first five rounds, and then there’s the <a href="http://raptured-reality.blogspot.com/2011/03/living-life-monaco.html">Monaco</a> round which was the last I published. Because I’ve addressed the silence above, I will be splitting the Turkey round into two parts. Expect the second part tomorrow.<br /></div><br /><div style="text-align: center;">****<br /></div><br /><div style="text-align: justify;">The team was feeling a little letdown, understandably, after our woeful round at Monaco. The mood heading into Turkey wasn’t pleasant, and the disappointment was evident everywhere as everyone’s enthusiasm was muted, and their general demeanor was relatively subdued. Like myself, they understand the importance of the Monaco round and to have a poor show there was definitely a significant blow to the progress of our season. I’m lucky in that they understand just how notorious and challenging that street circuit is, though, and that it was my first visit there so it was only natural that I’d struggle with such a tricky track. Even so, their somber mood is proving to be quite inspirational as I contemplate the weekend ahead and, with any luck, I hope to use it to my full advantage as I try to get a good result here in Turkey.<br /></div><br /><div style="text-align: justify;"><a href="http://3.bp.blogspot.com/-ype5dvivswM/TiM1-kQHUjI/AAAAAAAAA2Y/ml5RwOpzyVg/s1600/F1%2BTurkey%2BMap.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 245px;" src="http://3.bp.blogspot.com/-ype5dvivswM/TiM1-kQHUjI/AAAAAAAAA2Y/ml5RwOpzyVg/s400/F1%2BTurkey%2BMap.jpg" alt="" id="BLOGGER_PHOTO_ID_5630403308142678578" border="0" /></a><span style="font-weight: bold;">Friday Morning, Practice One, Sunny</span><br /><br />As usual I began the first practice session on Prime tires and was cautious as I came to grips with the new circuit. Also as usual, I had a few run offs and went wide a couple of times during my first run, but that’s to be expected when everything is as new as they were for me. It was mostly because Turkey’s corners sneak up on you, particularly if they are atop a crest and therefore blind. Turn 3 and the infamous quadruple-apex corner of turn 8 are fine examples, their relatively fast speed making it especially difficult if you’re not familiar with their approach. I took the opportunity to run some decent laps during this session, particularly whilst everyone was in their garages -- my fellow rookies always seem to neglect the chance to learn a track when it’s relatively quiet, a strange choice on their behalf, in my opinion. During my second run the team wanted to do some more components testing, expecting me to achieve a time of 1:53.872 which was, as always, an easy time. By the time I had done it I was already well into the 1’32s, so once again the requirements were easy and I was able to get on with the job of learning Turkey and preparing myself for the weekend to come. Some slight understeer meant that I went out with a different setup for my third run, with lower downforce and higher top speed. Aside from a small powerslide exiting turn 6, the run itself was uneventful and the change of setup proved to be the right choice. I also noticed that it was slightly overcast, the sun’s rays piercing through every now and then and leaving a strong glare over the track in certain areas, making it particularly hard to see at times. A few run offs and a half spin in the next run (fourth) slowed progress a little as it broke any sense of rhythm I had gained earlier and affected me mentally, momentarily, as I knew that they were silly and unnecessary mistakes. I recovered quickly, however, and the next run was fine if a little slow. It’s not that I wasn’t trying hard enough or whatever, I just couldn’t put together a lap that was better than the ones I had done earlier and it also felt as if the car was a little sluggish too, but it was nothing that I couldn’t handle. The same thing occurred on the following run (my sixth), which I found amusing, though some better times did come late on my fourth and fifth laps. For my final run I elected to give the Options a go, to see how they fared around Turkey and also because my Primes were quite worn. It took a couple of laps to readjust to the new tires (and subsequent extra grip) but once I got used to it, my times improved as they always do with these tires and, much to my surprise, they were good enough for, wait for it… Sixth place! That’s the highest I have ever been in a session this season and the result was a great way to move on from and forget about the dramas that I had in Monaco, so naturally I was ecstatic when I got back to the garage and saw my name so high up on the timing monitor. The funny thing was that I also felt like there was more to be had, which left me feeling remarkably optimistic about the remainder of the weekend. The time I set to achieve sixth place was a 1:29.031 which was less than a second off Sebastian Vettel who was 1st on a 1:28.576. Webber followed for second, and Jenson Button ended up third for the session. In total, I did about 26 laps not including in- or out-laps.<br /><br />The positive result also reflected, somewhat, my general feeling towards the Istanbul venue as a whole, too. Designed by Hermann Tilke -- the architect behind the Sepang (Malaysia) and China circuits -- it is a fast, technical circuit with some interesting undulations and an exhilarating and utterly unique corner in turn 8, the aforementioned quadruple-apex one. Approaching that corner is tricky, absolutely, due to the crest that precedes it and because each apex is blind until you’re directly on top of them. Combine that with the reasonably fast speed with which you go through there, and you have a thrilling corner to drive if you get it right, and an immensely difficult one to learn and overcome if you don’t. The Istanbul circuit reminds me a lot of Bahrain, actually, in that it feels like you’re on a small adventure with each lap and it features some tight corners as well as some long, sweeping ones. It’s nowhere near as dusty as that track was, however, and much more in line with the flow of Malaysia and China, which is nice as it seemingly suits my driving style like those circuits did earlier in the season. Even if the rest of the weekend sucks, I can safely say that I like driving around the Turkey track.<br /></div><br /><div style="text-align: justify;"><a href="http://3.bp.blogspot.com/-GfF2zQgN4HM/TiM11YNQJiI/AAAAAAAAA2Q/3Gj0oYcFBc0/s1600/F1%2B2010%2BTurkey%2B3.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 250px;" src="http://3.bp.blogspot.com/-GfF2zQgN4HM/TiM11YNQJiI/AAAAAAAAA2Q/3Gj0oYcFBc0/s400/F1%2B2010%2BTurkey%2B3.jpg" alt="" id="BLOGGER_PHOTO_ID_5630403150290626082" border="0" /></a><span style="font-weight: bold;">Friday Afternoon, Practice Two, Sunny</span><br /><br />This session started with more R&D test requirements from Virgin, a time of 1:53.779 being my goal. As always I hit it immediately and got it out of the way, allowing the rest of the session to be focused on getting an even better handle on the Istanbul circuit. My first two runs were quite good as I used them to just ease into a rhythm and I wasn’t attempting to set the track on fire in order to achieve a particular time. Despite this, it was nice to hear that I had already hit the early 1’30s even though I wasn’t pushing and it certainly proved to be motivation for a little later in the session. The second run did feature another powerslide out of turn 6, however, so I cut it a bit short and came in early. The third run was a little off-putting due to Bruno Senna who was driving rather slowly on my out-lap -- so I passed him thinking he was on an in-lap -- but he then picked up the pace once he was behind me. This meant he was on my tail for three laps and the combination of my engine and his made for a slightly confusing few laps, and the odd short-shift or three throughout them. These tiny errors only affected my laps by a few tenths so it wasn’t an issue, but it was still a set-back that neither of us (I assume he had to deal with some of my turbulent air, so his laps were probably impeded slightly as well) really needed. He pitted on my fourth lap, though, so I pressed on and improved my time. It’s also possible, though I doubt it, that Senna was intentionally following me to get an idea of how I was attacking the Turkey circuit, but that’s something that I will obviously never know. The next two runs were clean, consistent and saw my lap time drop frequently (even if only marginally) which was nice. I had to abort my first lap in the next run (my sixth), however, as I went wide and on to the astroturf in turn 8. I also aborted the second lap due to Senna coming out of the pits and causing me to hesitate as it wasn’t clear if he was going to come onto the racing line instantly, or wait until I had passed. It didn’t mean much, however, as later on during the lap, on the final turn, I got a bad exit which sent me wide and onto the exiting curb more than usual, which was enough to induce wheel-spin and put me into the wall. I was able to slow the car down before impact so the damage was minimal but it was still enough to require a front wing change and, like any incident, it changed the dynamic of our progress for the session, even if temporarily. My seventh run proved this, somewhat, with a series of messy laps, a spin in turn 6 and a five-spot grid penalty rubbing salt in the wound. Unlike previous powerslides I was unable to catch some wheel-spin going through turn 6 because my tires were worn and, despite my best efforts, just weren’t going to cooperate as I tried to catch the car. Facing the wrong way, I did a flick spin to turn myself around which was deemed to be driving dangerously, probably because I had to go backwards (very) briefly in order to gas the car up properly for the flick spin. How else am I supposed to recover without wasting time putting the car in reverse, waiting until I’m completely off track and then slowly turning around like I might have in Monaco due to its tight corners and narrow walls? A flick spin seemed like the better solution -- not to mention quicker -- and so that’s why I did it, especially when I have seen others do it in the past and it’s been a common technique throughout my entire racing career. But, for whatever reason, the officials here in Turkey didn’t like it and as such I was consequently awarded that penalty, which put a damper on an otherwise remarkably positive weekend. Anyway my final run, now on Options like in P1, also featured a spin due to my (admittedly poor) choice to use the same set of Options from the session this morning. This occurred in turn 1 due to accelerating too early and then after that, traffic ruined any chance of an improved time on the following laps. That was okay, I still managed 10th for the session and a 1:29.612, done on the Primes earlier on. It was just frustrating knowing that there was more possible and, due to my own mistakes and some silly circumstances, I wasn’t able to unlock that potential. That’s alright, the weekend has been positive for the most part and I’m looking forward to P3 tomorrow to, hopefully, continue in that direction. Anyway Vettel, Webber and Hamilton topped the time sheets -- the usual suspects, then. Bit of a shame I have that penalty, too; guess I need a decent qualifying tomorrow to lessen the impact that it could have on our race.<br /></div><br /><div style="text-align: justify;"><a href="http://4.bp.blogspot.com/-wrZ8lNFCRjY/TiM1q8_3WmI/AAAAAAAAA2I/hWG9u0McY3E/s1600/F1%2B2010%2BTurkey%2B1.jpg"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 250px;" src="http://4.bp.blogspot.com/-wrZ8lNFCRjY/TiM1q8_3WmI/AAAAAAAAA2I/hWG9u0McY3E/s400/F1%2B2010%2BTurkey%2B1.jpg" alt="" id="BLOGGER_PHOTO_ID_5630402971188025954" border="0" /></a><span style="font-weight: bold;">Saturday Morning, Practice Three, Slightly Overcast</span><br /><br />The session began with more tests but, interestingly, the team wanted a much more realistic lap time done this time around with a 1:39.753 being the target. It was still an easy enough time to manage but it was nice to see that it wasn’t some absurd time that was 20-30 seconds behind what we, the entire field, were all achieving with ease. A mixed couple of runs got the hour off to a start, an amusing (I thought, anyway) 1:30.000 lap happening sometime during my second run, whilst a few hiccups happened thanks to traffic, wheel-spin (it wasn’t anything serious, though) and a poor exit out of the final turn -- affecting two potentially good laps -- ensured that things weren't as smooth as I'd have liked. My third run was also a bit of a dud, traffic once again preventing me from improving my time when I was on target to. For whatever reason I always seemed to come up on slower cars as I was either preparing for a new lap, or ending a good one, and it definitely played with my momentum and rhythm. I also received a warning for cutting turn 1 accidentally, due to turning in a touch too early, which I felt was fair. Due to conserving fuel (thanks to the affected laps), I got a few more in than usual but couldn’t do anything with them, unfortunately. This trend continued for my fourth run with yet more traffic affecting my ability to progress, particularly in turn 8 and throughout the entirety of the final sector. I actually had another detour out in the astroturf of turn 8, too, thanks to Alguersuari who slowed during the middle of the four-apex corner, for some reason. I went off because I had to take avoiding action, basically, and while it wasn’t anything too dramatic it was quite annoying. My teammate Lucas Di Grassi also got in the way during this run, so after the session (and just before I wrote this) I spoke to him about it. My fifth and final run, on fresh Options, was better, though I had a strange moment with Chandok on my out lap. I came out ahead of him so I moved aside to let him through but then, for some reason, he slowed so I decided to pass him. As soon as I did he sped up again so I let him through, only for him to slow down again not long afterwards. I don’t know what he was playing at but I passed him again and, yes, he sped up again but this time I kept the power down and made sure that he wasn’t coming through. If he wants to play games then I’m happy to oblige, and quite frankly I don’t care if I ruined his lap in any way, not if he is going to act silly like that. I went on to improve my time which was a nice way to end a mixed, somewhat strange session, and finished with about 23 laps completed -- not as many as I had planned, but oh well. I managed a 1:29.390, which resulted in 9th for the session. Vettel was once again on top, and Hamilton and Webber followed close behind. An interview after the session asked about my general feelings about my qualifying performances this season, my thoughts on the testing ban and my life at Virgin so far. I responded saying that I thought my qualifying had been pretty good this season, that the ban isn’t affecting us at all and that life at Virgin is positive, even after the two abysmal rounds in Spain and Monaco, mostly because they’ve made sure to make me feel welcome. Overall I’m looking forward to Quali later in the afternoon, and depending on how that fares, a decent race tomorrow. Here’s hoping, anyway.<br /></div><br /><div style="text-align: center;">****<br /></div><br /><div style="text-align: justify;">That’s the three practice sessions done, come back tomorrow for qualifying and, of course, the race.</div>Anonymoushttp://www.blogger.com/profile/00626684107210848128noreply@blogger.com0tag:blogger.com,1999:blog-1083509480143917931.post-59781762440608929472011-07-15T21:00:00.001+10:002011-07-15T21:24:22.343+10:00Some Thoughts On Let's Plays<div style="text-align: center;"><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/-dpb7HAgXIYA/Th9IJ7vDVnI/AAAAAAAAA2A/YCS3lyGh_DQ/s1600/FTLP%2BWorld.png"><img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 208px;" src="http://4.bp.blogspot.com/-dpb7HAgXIYA/Th9IJ7vDVnI/AAAAAAAAA2A/YCS3lyGh_DQ/s400/FTLP%2BWorld.png" alt="" id="BLOGGER_PHOTO_ID_5629297394727474802" border="0" /></a><span style="font-size:85%;"><span style="font-style: italic;">A familiar sight to anyone who has watched Shawn's Let's Play series.</span><br /></span></div><br /><div style="text-align: justify;">For the past year or so, I’ve become a serious viewer of <a href="http://www.youtube.com/">YouTube</a>. No, I don’t sit there watching viral video after viral video or whatever else the service might be renowned for, I visit it regularly because of my <a href="http://raptured-reality.blogspot.com/search/label/Minecraft"><span style="font-style: italic;">Minecraft</span></a> addiction. My fascination with that game has meant that I’ve been intrigued by design ideas, enlightened by tutorials and impressed, of course, with all of the amazing builds that continually get posted. But it also means that I’ve been interested in observing other people’s experiences with the game, too, and the best option for that is through Let’s Plays.<br /><br />Let’s Plays aren’t new and are certainly not exclusive to <span style="font-style: italic;">Minecraft</span>. They have been around for years and are as popular as live-streaming is on sites like <a href="http://www.justin.tv/">Justin.TV</a>, or achievement guides and general game walkthroughs are on YouTube. Practically every game has a person who is posting a Let’s Play series of their time with it, and the concept itself is a great idea -- particularly if you want to understand a game without playing it yourself. But the popularity of Let’s Plays has exploded in recent years and games like <span style="font-style: italic;">Minecraft</span> are the reasons why: they owe themselves to the format remarkably well, and the result is the inevitable over-saturation that I’m now going to address.<br /><br /><a href="http://www.youtube.com/user/shawnvmartin">Shawn Martin</a>, a YouTuber whom I’ve been following for a few months now, recently posted a <a href="http://www.youtube.com/watch?v=bkLK3_9s9Fo&feature=channel_video_title">video</a> discussing his disinterest in Let’s Plays, as well as questioning why they are so popular. In it he describes his disdain for the over-saturation of them, particularly in the context of <span style="font-style: italic;">Minecraft</span>, and mentions that he can only find an LP interesting if the people behind them are interesting themselves. I had mixed feelings towards this video as I both agreed and disagreed with it, depending on context. I suggested as much in my response to his video, and now I’m elaborating on that here.<br /><br />My stance with Let’s Plays is strange. On the one hand, I share Shawn’s view in that I find the majority of them disinteresting and would much prefer to do something else, preferably actually playing those games being shown when and where possible. But at the same time, I can understand their appeal: they provide the opportunity for people to experience games they might not otherwise get to, and they can also offer great insight into how different players approach different games, furthering an understanding of a particular title. While the subject can include all games, Shawn is mostly addressing the multitude of <span style="font-style: italic;">Minecraft</span> LPs out there, so I’m going to stick to those as well. I’ve already <a href="http://raptured-reality.blogspot.com/2010/11/talking-about-minecraft.html">documented</a> how I got into <span style="font-style: italic;">Minecraft</span>: curious as to what all the fuss was about, I randomly searched for the game on YouTube, found a couple of videos and, before I knew it, was completely enamoured with the game. The reason for this was simple: I found some compelling Let’s Plays that demonstrated the game to me more effectively than I had expected, answering why the game was becoming such a phenomenon, and as I continued to watch I realised that these adventures were actually fairly entertaining <a href="http://raptured-reality.blogspot.com/2010/12/talking-about-minecraft-2-narrative.html">stories</a> -- stories that I personally couldn’t experience, but was still able to participate in <span style="font-style: italic;">because</span> these people were posting them up publically. The potential this idea provides is intriguing, I feel, and why I find Let’s Plays to be such a fascinating concept, but despite my enjoyment with these particular narratives, I’d be lying if I didn’t say that most LPs are, frankly, boring. As Shawn suggests, once you have seen one person build a wooden house in <span style="font-style: italic;">Minecraft</span>, you have seen <span style="font-style: italic;">everyone</span> build a wooden house in <span style="font-style: italic;">Minecraft</span>. One of the reasons why I found his own Let’s Play series fun to watch is because he wasn’t playing the game in the same way that Coe or X did, so he was providing something different to see. Instead of focusing on adventure, survival or exploration, Shawn’s small series -- to me at least -- focused on what he could do with his world, as well as what kind of impact his guests could have on it too. I found the transition of his desert into an inhabited region with many unique buildings interesting (see above picture), and enjoyed seeing new ones pop up as new people featured on his LP. And because he wasn’t playing the game ‘normally’, I also appreciated seeing what designs he and his friends could come up with because he wasn’t restricted to obtaining all his materials legitimately and, therefore, had more creative freedom to construct something cool and unique. It was a different take on a familiar game and justified, in my opinion, the time I spent watching his series over yet another generic Let’s Play that did the same things as all the rest of them.<br /><br />As Shawn said in his video, it’s the people with personalities or who strive to do something different that are the most entertaining and interesting to watch, and unfortunately too many people fail to offer that experience to their viewers. People like Shawn and Coe do, in my eyes, and that, alongside the <a href="http://raptured-reality.blogspot.com/2010/12/talking-about-minecraft-2-narrative.html">narratives</a> I’ve already mentioned, is why they are so fun to watch for me personally. Let’s Plays aren’t dependant on the games they involve or the events that may transpire; they depend on the people who make them, and when everyone and their dog does it the concept loses its appeal -- and potential -- because it’s the same thing over and over again. Originality is important, then, and as Shawn expressed there’s just nothing original about playing <span style="font-style: italic;">Minecraft</span>, publically, anymore. That’s disappointing to know, especially when it was Let’s Plays that inspired my addiction to the game to begin with, but it’s not surprising, either. Perhaps the incoming Adventure update will rectify this unfortunate byproduct of the game's success.<br /></div>Anonymoushttp://www.blogger.com/profile/00626684107210848128noreply@blogger.com3