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Tycho

I’ll go into it with much more specificity at a later date - maybe Monday - but Unreal Tournament 2004 is a great game and an almost ridiculous value.  It’s only flaw isn’t in code - it’s in the human beings that feel like they have a license to say whatever they want because they bought the copy that includes a headset.

No, today we’re going to talk about Pandora Tomorrow.  I’m not supposed to talk about the single player portion, I guess.  All that does is make me want to, but I’m polite and I signed something.  I will say that it makes the original Splinter Cell look like a dry run. 

You might be curious to know how playing the new Pandora Tomorrow multi is like petting a cat.  Well, I’ll tell you.  It is fun to pet cats, and cats certainly enjoy it, but mostly when you pet a cat you’re doing it for yourself.  More than any other game I’ve played, and perhaps because of the very different roles involved, playing your best actually elevates the quality of the experience for your opponent.  You are almost working together, and in a strange way even collaborating on each round.

It isn’t like the raw competition you see in other online games - you can’t compare it to CTF let’s say, because each side in Pandora Tomorrow has such divergent goals and abilities.  What’s more, getting your ass kicked over and over in CTF isn’t enjoyable.  You each have the same equipment, so when they win it’s like they’re hitting you over the head with it.  When your opponent wins in this game, it’s because they embodied that side’s unique traits better than you did.  The trick is that if you are playing as the Shadownet spies and your Argus mercenary opponents are constantly running around with their headlamps on, planting proximity mines, setting Spy Traps, and maybe catching you with a phosphorescent grenade so that you leave glowing footprints, they are refining the properties of your spy experience considerably.  Simply by playing the game the best they can, the nastiest, they are dramatically improving the feeling of high-stakes espionage.  The same is true when you play Argus.  If spies are sneaking around the way they should be, deactivating sensors and cameras with their pistol, tracking you around the facility with Spy Bullets, disorienting you with flashbangs or (God forbid) actually grabbing you from behind and whispering sweet nothings, they are making it a better game. 

As the Spy, you want to feel like you are in a dangerous game where one false move will lay you low.  As the mercenary, you want competent prey that will test the strength of your defenses.  And you never feel more like your side when you’re hiding behind a van in a parkade as the headlamp swings by you, or when you take one more look out the window and see your Shadownet opponent hanging from one hand from a ledge outside, pistol pointed into the room in an orchestrated moment of Woovian bliss.         

Like any other person who considers themselves hard-core, I initially found the four player limit the game imposes to be somewhat antique and unimaginative.  I can remember playing on servers for the original Tribes almost five years ago that supported a hundred and twenty-eight players - four is undeniably less.  It’s only because I’ve played on the order of thirty rounds or so that I have a sense of what they they’re getting at.  I’ve actually had friendly fire kills on the Mercenary side because the tension was so great that I shot at anything that moved on Motion Tracking mode. 

(Wait a second - have I talked about the Mercenary vision modes?  Let’s get that out of the way.  Spies have the modes you associate with Splinter Cell already - night vision, and thermal.  Thermal is extremely useful in this game, as many levels have been created with its use in mind - Shadownets up above the ceiling looking down at mercenaries and tracking their movements as they go room to room.  Mercs aren’t without their own tricks, though - hitting left on the d-pad activates Motion Tracking, which casts the entire screen in red - except for objects moving at a certain rate of speed.  In this way, you can observe an entire courtyard and immediately pick out the Spy if they should be foolish enough to make a break for it.  The reason I made a point of mentioning “a certain rate of speed” is that even if you are in motion tracking, a determined spy can sneak right up to you - right in front of your face - and remain invisible in that mode.  Or, another example.  I was deactivating a machine, I can’t say what kind, but I was deactivating it good and proper.  A Mercenary walked right up by me and then proceeded to sort of hang out.  I wasn’t sure if we were friends now, if he was just shy, I had no idea.  It turns out that the motion of deactivating it was so slight that it did not register on his visor.  He got wise just before I completed it though, and when I saw the headlamp come on I braced for the three round burst. 

The other advanced vision mode, Electromagnetic, casts everything in a light blue haze except for those items which produce electromagnetic fields.  So, televisions, pop machines, light fixtures, and even spies using their visors are plainly visible - in some cases, even through walls.  Remember the spy I mentioned, the one looking down through the ceiling on thermal?  I see him too, in this mode.  Spies can always “go dark” and shut down vision modes to avoid this, but they often need those modes to get around in the places they sneak through.  Mercs also get the headlamp I mentioned, in addition to a kind of laser rangefinder that can be swept through dark areas to find prey.  Okay, segue over.)

As I was saying, we were so flipped out by the combination of the huge, dark Subway section and the sounds of whistling wind and creaking iron that we actually shot each other in fear.  If everywhere you looked there was a spy, the proceedings would immediately devolve into a sort of high-tech bop-a-mole.  It needs to be important when you see the opposition, and in order for it to be important it can’t be ubiquitous.  What’s more, since it’s four people tops, there should be tons of games out there - you might never have to play it with strangers if you don’t want to.

(CW)TB out.

there’s a desert in my mouth

Tycho

I thought for sure I had uploaded everything last night, but when I woke up this morning the server was under heavy load and wasn’t displaying them.  Either that or I dreamed I uploaded them, in which case…  Wow.  That’s a boring fucking dream.

(CW)TB

Gabe

Today is a big day for our Penny Arcade Presents projects. Here’s what’s new today:

Splinter Cell:  Pandora Tomorrow
(Click on downloads)

Pages 1 through 4 of this 16 page comic are now online. Our story is based on the multiplayer experience that Tycho described above. Ubisoft has asked for feedback on the comic to be posted in their forum. I know there isn’t a lot there just yet, but if you like what you see do us a favor and let them know.

Painkiller
(Click on downloads)

3 pages of this 4 page mini-comic are now online. After dying in a car crash, Daniel and his wife are separated. His wife is taken to heaven, leaving Daniel with a lot of questions and one very uncooperative angel. 

Farcry

Pages 1 and 2 of this 4 page mini-comic are now online. Jack risks everything to save the monkey he loves!

-Gabe out

Tycho

Penny Arcade reader Adam Fernandes was able to attend the Splinter Cell LA vs. New York event I mentioned a little while ago, and since it’s germane to what we’re talking about I decided to post it:

LA vs NY .....  a Splinter Cell story…

I left work early.. went home.. powered up the motorcycle.. and rode like the wind through the middle of crowded LA freeways to get to the “Splinter Cell: Pandora Tomorrow”  LA vs NY exhibition game at Universal Studios’ Citywalk.

I waited with marginal anticipation toward the back of the line.  The crowd was made up of your usual band of computer game enthusiasts, namely young males in their late teens/early twenties.  Sprinkled in were some young females, older males, and at least one mom, who presumably was escorting her young son.  Somehow I doubt she’s a huge fan of stealth action games, but who knows - perhaps she was hiding some night vision goggles under her dress.

We were each handed an orange wristband and raffle ticket.  After waiting a little longer than anticipated they finally came out to announce they were going to let us in.  We then waited another 10 minutes before they actually did.

Finally the doors opened and we spilled forth unto the theatre’s lobby.  We had two choices; we could grab a seat in the theatre or play the game up on any of the 4 consoles upstairs.  Being a group of one, I opted to grab a seat, lest I be stuck in the back row corner trying to look around some 7 foot tall weirdo with a top hat on.  The only advantage to going alone to such events was the ability to take that last single seat in a prime location.  This is usually found between two males who are attempting to observe some kind of unwritten rule of men that prohibits one from sitting juxtaposed to another, friend or no.  Lucky for me, I’m past that particular stage in life. 

Unfortunately the front half of the theater is reserved for “special” people with green wristbands, while the first two rows are where the players are.  I take a seat in one of the first rows available for lepers with orange wristbands.  No need for me to squeeze in anywhere as there are two seats available.  I quickly toss my motorcycle gear in one seat and plop myself down in the other.  Nothing too eventful occurs for 30 minutes or so as the techs bring the audio and video online and we get our first glimpse at our “competition” in NY.

After some time and various antics from both crowds, two announcers come forth and begin their introductions.  The trash talking begins immediately, and the California crowd of 150+ is worked into a frenzy.  The games will be two-person teams playing five rounds of ten minutes each, with the opposing sides swapping between the two adversarial groups in the game: Mercenaries and Spies.  In between rounds various high-tech prizes would be raffled off, with everyone getting a grab bag at the end.

California won the coin toss and we selected to be the Spies.  The advantage for the spies were high-tech weapons such as tazers, flash bangs, chaff grenades, gas grenades, and the well known thermal / nigh vision goggles.  The mercenaries had lethal weapons, proximity mines, and sonar vision.  The spies only lethal weapon… sneaking up on your opponent and braking his neck.

The chosen field of battle: the Warehouse.  The crowd hushed itself to a whisper giving our players the ability to focus, but on each successful decontamination or paralyzing tazer hit the crowd would erupt in a cacophony of support.  When one of our players would be mowed down by enemy fire several members of the crowd would boo or hiss.  This, I realized, is probably what the Romans experienced in various coliseums across their empire.  The bloodlust of the group would increase during the course of the evening, broken only by moments of selfishness as everyone would check their raffle tickets to see if they were the lucky recipient of some high tech prize.

It was magical to see the game on the big screen, to watch as players were sent into seizures by jolts of electricity, to hear the crack of a spine breaking, or to see the new sonar vision.  This game was certainly a trend setter in visual effects, bringing us a level of detail other games wished for.  This latest version doesn’t disappoint.  Perhaps the best visual “effect” occurs when one experiences the business end of a flash-bang.  The screen actually displays a double image, and there is an acute high-pitched ringing from the speakers…  truly awe inspiring.

After they had raffled away the last item, a Kenwood home theatre system, to a teenage boy ( Is there no justice in this world? ) and the games had come to an end, they invited us to again partake of a little game play with the four consoles upstairs.  Not being a proficient console gamer I watched for a bit as others played and eventually made my way back downstairs to acquire my grab-bag of goodies.

The bag was a mix of typical marketing stuff but a few useful items were enclosed, such as 2 months of X-Box live for free (too bad I don’t have an X-Box) and $10 off at the UbiSoft store (too bad I already pre-ordered the game).  Hmm… maybe I can sell this stuff on Ebay.

Overall the experience was good.  The event was reasonably on time with NY having some technical difficulties at first and the players were a suitable mix of average and good.  Hopefully Ubisoft felt the experience was worth it and we can look forward to more of these events.

I’ll say this last part with the dignity and respect as one affords any worthy combatant on the field of battle… We smoked NY like a cheap pack of Marlboros:  LA 4 wins / NY 1 win.

Adam
“Digital Logic”

Tycho

Quit whatever you’re doing, it’s not important.  Maybe you’re performing a surgery.  Put the scalpel down.  Maybe you’re holding a runaway car back from rolling over a carriage which contains an infant.  There’s no baby shortage, and even if there were, they’re apparently a lot of fun to make.  Run over the roof of the car, go home, and open up a browser.

Look at this trailer for a movie called Casshern.  I have no idea what’s going on, I think it’s from Japan.  It’s startling how often those two things go together.

(CW)TB

Tycho

Gabriel gave me the impression that you might like to hear more news here from time to time, and something came up that fits the bill.

Unreal Championship 2 is a pretty strange approach to a sequel.

As I made clear at the time, I saw no reason or purpose for Unreal Championship.  If UC2 had emulated its predecessor, I would say the same thing again.  UC was precisely what people feared when they articulated their concerns about the Xbox: that its PC heritage and common hardware would lead to a spate of watered down ports.  The fact that some people enjoyed it doesn’t deter the charge.   

Unreal Championship 2 is, if I’m reading this right, a kind of shooting/fighting game.  It has a system by which you can deflect or counter enemy shots, which is what made me draw comparisons between it and Jedi Outcast/Academy - also a sort of melee shooter where force powers can alter incoming shots.  It is a fairly radical departure, but honestly I welcome a complete respec over what it could have been.   

(CW)TB