Author Archives: Leigh Alexander
A Controversial Tracklist, An Awesome One, And A Terrible One

Keeping up with blog topics is almost as difficult as keeping up with games. There are a couple things I want to write about before they get away from me, as most everything else is — and I will. Soon. But for now, just a couple of quick notes.
Controversial: Stephen Totilo spoke to Toumani Diabate, the Malian musician behind the song that got LittleBigPlanet pulled (but not before I got it here in the ‘hood when they broke street, nyah!). Fascinating article — not only does Diabate explain his intentions behind putting the words in his music, but the record label discusses the context for the Koran words in his song. Beliefnet editor Dilshad Ali and Council on American-Islamic Relations spokesperson Ibrahim Hooper also weigh in on why, precisely, the song might offend Muslims. Interesting stuff.
“I could see Christians or Jews objecting if verses from the Bible were used in a similar way,” Hooper told Totilo. I puzzled over this a little, because I’m not so sure that’s the case, at least not in any kind of broad way here. Quoting the Bible casually has become a part of American culture, even for the non-religious, and plenty of pop songs have biblical references, even direct quotes.
I remember people getting worked up over Madonna’s Like A Prayer video, but I believe that’s because she was burning crosses in it, right? I don’t really remember.
Anyway, these are cultural/religious values clearly different than the ones with which I was raised, but it sounds like the spokespeople Totilo talked to appreciate Sony’s decision to remove the song and avoid offending anyone.
Second, a couple of the reviews I’ve worked on recently are up at Variety.
Awesome: Not having a huge affinity for car games, to say the least, I’m surprised at how much I like Midnight Club: Los Angeles. I enjoy playing it and keep squeezing in race time between work and dinner. The real kicker is that I liked the multiplayer. If you’ve been reading this blog, you know I’m never into multiplayer and actively avoid it when I can. It’s why I rarely give out my gamertag — I get nervous shooting, driving, or doing anything skill-based in front of other people. Still, if you pick up this game, email me your gamertag so I can add you to my friends and play MCLA with you. Just don’t expect greatness!
One thing I’m kicking myself for neglecting to mention in the review is how hawt the soundtrack is. I mean, you know Rockstar can sure pick music, but still.
Terrible: On the flip side, I did not like Rock Revolution. Like, at all.
Compulsion Loop

This year, the games industry has slated more of its key titles for October, games that ordinarily might have been held for launch during the quintessential Christmas season. There are a few reasons for this — Holiday competition is particularly dense this year, so moving bigger-budget games into less-crowded release windows increases the chance that they’ll suffer less competition. Second, publishers can expect more consistent — and therefore better — shorter-term revenue results when they spread the wealth, and finally, the moves end up extending the major video game buying season to include both Fall and Winter, not just Christmas.
It will probably prove to be an even wiser move than publishers realized at the time they were planning pipeline and couldn’t have foreseen the economic crisis that culminated fairly recently — cash-strapped customers are more likely to buy one title now and then one title in December than they would be to buy two titles while in line at the mall during Christmas shopping.
For the average consumer, more options, stiffer competition and a wide array of truly great games is nothing but a good thing. But for hardcore fans and culturists, the sort that read this blog (or write it!), I suspect it’s actually rather inappropriately stressful.
Plagued by anxiety lately? Do you wonder how you’re going to afford all the games you want to buy this year? Does the sight of GameStop’s logo make you nervous? Do you feel guilty that you haven’t played Dead Space yet? Does the “Fable II or Fallout 3” question keep you up at night? Are you torn whether or not to read coverage of LittleBigPlanet or Midnight Club: Los Angeles, being interested in those titles but knowing you won’t be able to join in for a little while yet, either due to an absence of enough money, enough time, or both?
Have you scolded yourself for being so spoiled as to actually lament how much good stuff there is to play? Have you talked to yourself, repeatedly reminding yourself you should be grateful?
Really, to be honest, the avalanche pace of these truly stellar releases is actually making me feel a little clammy and short-of-breath. Anyone else?
I’m both luckier than most of you are — in that the fact I have to review regularly means I don’t have to pay for some of these games — and unluckier, because my job in general practically requires I stay up on things, which means I feel a swollen and burdensome obligation to play Dead Space, Fable II, Fallout 3 and LittleBigPlanet — of course, all before Mirror’s Edge, Left 4 Dead and Tomb Raider: Underworld get here.
Which gives me about three weeks; yeah right. And, barring one of the above, that doesn’t include the games that are on my review slate in the past and coming few weeks, which of course take priority over the games I want to play — let’s not forget, these are all games I very much want to play and have long awaited — for pleasure and to inform my editorial work.
Most of you here, myself included, either are playing or plan to buy one of the titles I’ve listed in this blog post. I imagine a much smaller percentage of you will buy and play all of them, at least this year. And that’s a little bit unsettling, isn’t it? Keeping up has always been intimidating as the price of games climbed ever-higher at retail. And now, it’s not just intimidating, it’s impossible, at least for those who work, at least for those who want to actually savor and absorb the experience.
It’s a strange paradox, isn’t it? Analysts and industry execs are citing the high value per dollar of games as compared to other entertainment media as its strength in a weak economy — in other words, it costs $20 in most places for two people to watch a movie for two hours, but one video game parses out to at least a buck per hour, even less if it’s a quality title you can play often, one that you can play online for a new experience every time. There are plenty of folks out there “still” playing CoD4 and Halo 3 online on a regular basis.
But what’s it all worth if game enthusiasts feel social pressure to blow through the latest title and move on to the next one? If you can’t well savor and explore, say, Fable II for more than a few weeks before you start to feel nervous, like a game-challenged slowpoke, once the internet zeitgeist has moved on to the next big thing?
I wanted to play Silent Hill: Homecoming one more time through so that I could write an analysis of its themes, but that title, much as I loved it, seems to be getting smaller in my rear-view. I also wanted to play BioShock on PS3, to revisit the experience after not thinking about it for a few months and see what that was like. Unfortunately, both of these aims are unlikely. Perhaps I should rebel and spend all of my free time focused exclusively on the copy of Princess Debut that I haven’t touched yet.
The cost and quality of games continues to increase as we focus on the long-term value in each game experience — and yet, I wouldn’t be surprised if you could quantifiably chart that the amount of time we’re spending with each game is diminishing in direct proportion with the increase in depth and expense.
Busy!
So I’m completely swamped right now with a busy work week and the nightmare that is apartment-hunting in New York City, and I just haven’t been able to get to all the things I want to talk about. I’ve been wanting to address this chat my colleague Chris Remo had with Cliff Bleszinski about the dearth of valued visionaries in our industry; you have asked me to talk about The Faith Thing and I’d like to; I want to respond to this and this.
I’m reviewing a couple of games games this week, I plan on writing my column about how games’ orderly worlds might be providing us anxiety management on several levels (wouldn’t I know it right about now!), I just talked to EA CEO John Riccitiello and we’ll be publishing more of my interview with him in the next few days, and also over at Gamasutra I’ve got a few more things up my sleeve for the week that I’ve been working on.
Most of all, I need to carve out another playthrough of Silent Hill: Homecoming so I can write the proper in-depth Aberrant Gamer on it that it really deserves.
With various things going on in my life this is probably the most stressed I’ve been in a while (but with a smile on, surely!). Nonetheless, this is probably not the best time for you to send me “can I have game journalism tips” emails. I told ya, everything I know, for what it’s worth, is in the FAQ. Also, if you’ve sent me other non-urgent stuff please just bear with me!
Meanwhile, you guys don’t even really need me (don’t spread that around too much, though!) I highly recommend checking the above links if you haven’t yet seen them — comment thread, GO!
Going Out
At his Cut Scene blog, Variety’s Ben Fritz has responded to ‘Coming Home,’ my much-trafficked, post-Homecoming rant here at SVGL. You could say I wrote it because I was touchy about being the one of the only reviewers to like the game (that did make me feel weird)[*], but what I was touchy about is how highly arbitrary the strikes critics levied against it were. Some reviews complained there are too many health packs and the game was too easy; others said there weren’t enough health packs and the game was too hard.
For the record, I think there were just the right amount of health packs, and survival horror fans know how to pace themselves. Noobs soon learn, and people who prefer plentiful supplies probably should not play survival horror or any game in the Silent Hill franchise.
But that’s neither here nor there! The health pack thing is just an example, albeit a slightly off-point one. Anyway, largely, I was expressing some exasperation at the tendency of reviewers (not excluding myself) to be arbitrarily nitpicky — and what Ben seems to suggest in his response post is that reviewers are actually more inclined to be overly positive than overly negative:
I didn’t see many critics deliberately searching for things to dislike in “Grand Theft Auto IV” or “Halo 3″ or “Mass Effect” or “Super Mario Galaxy” or “Super Smash Bros. Brawl.” On the contrary, these AAA, heavily marketed franchises (mostly sequels) with gameplay very similar to what the hardcore audience has seen and loved before got overwhelmingly positive reviews. Sure, many admitted, the story in “Halo 3″ was inpenetrable and the the combat in “Mass Effect” was wonky and “Brawl” is barely an advance over the last installment and has major problems with online play, but those were largely brushed aside as minor considerations.
I felt the same way about Brawl, actually, and wrote an entire column about how we were sold on it before we even played it because of positive associations with the characters. I agree with Ben on the over-positivity thing in general, which is part of why I was frustrated when I felt many Homecoming reviews elected to miss the big picture and focus on the details, or fault it heavily for things that are a matter of taste without recognizing that there’s an entire swath of the audience who doesn’t have the same taste — when they’d been so willing to wave other franchise titles through with 9′s and without similar close scrutiny.
Ben wrote:
Basically, I think another way of saying what Leigh’s getting at is that many game critics, particularly those who write for avid fans, can obsess over controls or menu design problems in titles that are doing something innovative in tone or theme, but downplay the same types of faults in games that are essentially improvements on the ones they already love.
Thanks, Ben — that’s exactly what I was getting at, actually. I neglected to present the flip side of the coin with an example like Grand Theft Auto IV — as Ben says, now that we’re several months out from its release, we can raise a bit more of a skeptical brow at review quotes like “Oscar-caliber drama”(IGN) than we did when we were still in the afterglow of positive feelings around its release and the fact that our expectations — and desires — for it were so, so high.
And maybe this also helps explain the puzzling “four-month bell curve” that I’ve written about before, wherein titles are considered to be near-perfection at the time of their launch and then suffer a fall from grace — sometimes an out-and-out backlash, as in BioShock‘s case — about four months later.
Now, on one hand it makes sense that games with familiar formulas get better reviews than titles that really try to do something odd. There’s a reason the formula’s being repeated — because we’re familiar with it and it works well. To some extent, games have a laundry list of “things not to do in design,” and often when design avoids those line items, the result is largely similar to other things that have been successful.
That’s just logic; it’s just smart evolution. When a title attempts to explore uncharted areas, it risks stumbling into areas that have been neglected for a good reason — because they don’t work as well. But when we fault them for trying, without recognizing that the game might have done a few new things well, or when we treat creativity or an attempt at inventiveness as a design flaw, we’re sending the industry some problematic mixed messages. We demand innovation and invention, and then we crucify any attempts in that direction.
Ben also said something to the same effect:
The result is that we don’t value innovation or attempts to do something big and new, like make a funny game that’s thematically consistent with an all-time great TV show or create psychological impact through artful storytelling integrated with gameplay, because we obsess on the mechanical problems or the length of the cutscenes. Not that those things don’t matter. But they don’t matter that much, especially for an artistically immature medium in desperate need of innovation and freshness.
The nature of game design suggests that there probably won’t be any overwhelming overnight overhauls. Iteration happens gradually over time, and it probably is a wise strategy — both in terms of design logic and sales numbers — to try and make subtle evolutions on the familiar rather than try something totally new. Very few games go way out to left field and do well unless they are both very skilled and very fortunate — think Portal, Braid, Katamari Damacy.
But the funny thing was, Silent Hill: Homecoming was far from totally new. In fact, it was a subtle iteration on a formula — a formula Double Helix aped quite admirably for not having originated it. It was about as different from prior Silent Hill games as any of them are from each other, and fans will probably disagree widely on whether or not it worked. Fans have always had subtle Silent Hill disagreements — which one’s “the best” and why, for example.
The fact that I read so many forums and comments and get so much email is actually probably a problem as well for me as a reviewer — and for others. All of the reviews I’ve been citing thus far are online. I and my colleagues serve an internet audience. When our readers have expectations, preconceptions or hopes for a title’s outcome, they’re looking to our review to either affirm or deny. Often, our reviews end up being an extension of their feelings — after all, we’re responsible for addressing their concerns and fears as we’ve perceived them, or at least we feel like we are.
Moreover, we’re part of the community, too, perhaps to an unusual extent. I wrote about groupthink and the hype cycle yesterday — if there’s a tidal wave of buzz, we’re riding along on it, too. Interestingly, reviews tend to be the most inconsistent when “the internet” had no preconception or prevailing opinion ahead of the release. Do reviewers feel like they’re “supposed to” like a title just because their readers or colleagues are excited about it, or “supposed to” be extra critical just because there are tons of early warnings? I wonder.
I’m always a little surprised at what the world is like when I shut the computer off — no lie. Even when I go to GameStop, where you’d expect that most of the shoppers would be something “like us.” I end up chatting with other customers and am always disoriented — believe it or not, people shopping at GameStop usually haven’t heard of Kotaku. They haven’t heard that the game they’re in line to buy was delayed twice or is made by the wrong studio.
Then, when those people start to talk to me about what they’ve been playing lately, I’m always surprised to learn that they enjoyed, say, Kane and Lynch. They didn’t notice the problems reviewers did. They never heard of Gerstmann-Gate. They don’t know who he is, and they certainly don’t know who I am. They thought The Darkness was the best game they played last year. They like Geometry Wars but not Braid. They love Madden and don’t even know that “we” snub it.
In other words, they’re normal consumers, and their opinion is different than ours. They have a kind of distance on the industry that we just don’t. I should try talking to these people more often.
I’ve digressed all over the place, but anyway, Ben’s whole response to my post is very thought-provoking and worth reading.
[*]Oh, addendum: Aside from UGO, whom I noted, Destructoid also liked it.
Lonely Hearts

I returned to my roots this weekend in more ways than one! I spent an embarrassing chunk of time replaying (and beating!) the entirety of Ys I & II — man, I loved that game so much when I was a kid that I have no idea whether the awesomeness I associate it with now and the fact I had such a great time with it is because of nostalgia or because it was really, really that great. I’ll have to explore that a little more later.
Second, this week’s Aberrant Gamer column goes back to my dating sim niche. Playing Harvest Moon more than a bit lately, I noticed that I could easily predict what bachelors and bachelorettes would be available. Harvest Moon in particular tends to recycle characters, subtly and knowingly, even when they have variations on their appearances and names (this sounds like it’d be a terrible thing, but it’s actually kinda fun). But beyond the series itself, I noticed that there’s a broader archetypal pattern to the gals and guys “available” to you in dating sims, just as there are in hardcore hentai games, so I decided to have a little stab at analyzing What Your Dating Sim Choice Says About You.
All the stuff I’ve been doing lately means I am not, like many people I know, in the LittleBigPlanet beta. I can wait at least until retail for that one — since I’m rarely big on multiplayer anything, and prefer structure, and find that “making things in a video game” holds my attention for all about ten minutes, I’m suspicious that I’ll fall into the “it’s cool, but not my kinda thing” camp.
I’m also sort of leery of groupthink in general. It leads people to enthuse that Braid is super deep just because everyone else has said so, without discovering that fact for themselves — or worse, it leads them to shut up if they disagree. I had a dinner conversation lately with some fairly special industry folk who, after a moment of hesitation, all shyly admitted they didn’t “get” Braid and didn’t see what all the fuss was about — and also said they’d been afraid to admit this because they were afraid it made them “stupid” in the face of the group sentiment. These were all absolutely brilliant people, too.
And I think the same kind of groupthink might be leading to a little bit of over-hype for LBP — I’ve seen it a couple of times at events and stuff, and not that it isn’t legitimately exciting, but I confess to feeling peer-pressured to be “really awed and excited” about it when I’m merely “interested.” So yes, I do plan on having a go at LBP myself for sure — wouldn’t miss it — but as to whether it’s the Second Coming or not, I’ll actually wait until I play it at length to decide.
Anyhow, playing a retro RPG and writing about aberrant gaming was a nice refresher for me after a heavy week of survival horror and Silent Hill: Homecoming. I’m gratified, like I’ve said, to read long threads on forums and stuff to see there’s quite a chunk of players really enjoying the game, but it was still just a little bit lonely last week being one of the only reviewers to really like it (1UP and UGO reviewed it fairly well, but those are the only ones I know of).
Holy Freaking Cleria
So I decided to look and see what came out on Virtual Console lately while I was busy with my review slate — when did my very most favoritest RPG of all time, Ys Book I and II, get over here?
Holy wow, I know what I’m doing the entire weekend.
How Mario Beat Sonic
There will be plenty more Silent Hill next weekish — I wanted to take a break from the subject of survival horror, subjective reviews and the game itself for now to give everyone a chance to actually play the thing, and point out that I actually did more than one review in the past week!
Given that Nintendo’s finally unveiled the long-fabled new DS, it’s great timing for this topic, too.
If you were a gamer child in the ’90s, you remember the rivalry. Everyone loved the plumber, until a fast, sassy blue hedgehog showed up to make him look like yesterday’s news. Sonic’s high speed, quick tricks and clever level design fast dated the Mushroom Kingdom and became the mascot, the standard-bearer for Sega’s burgeoning threat to Nintendo’s throne.
So what happened?
It seems like the very reason Sonic seemed an initial shoe-in to relegate Mario to relic status is the same reason he ultimately stumbled. Mario was a construct, a vague pixel accessory to a world governed by laws, while Sonic was a personality in a hip, modern world. Nintendo seemed to plod along; innovations made on Mario’s world were only subtle iterations on a formula. From Sega’s standpoint, the path to advancement seemed clear — work your angle. Make the mechanics even wackier and work Sonic’s personality.
Sigh. Sonic’s personality.
It didn’t work, of course. Sega lost sight of the quintessential fact that just like Mario, the early Sonic the Hedgehog games were popular because of their formula. So while Nintendo excelled at steadily and gently adapting the Mario universe to emerging technologies, Sonic strayed from the path by declining to recognize its own formula. Super Mario Galaxy is a feat for the simple reason that it’s what you’d expect Super Mario Bros. to look like on 3D spheres, more or less. We don’t have the modern equivalent for Sonic the Hedgehog. Through several past generations, we never had it — and that’s the main problem.
Of course, Nintendo does have the additional advantage of continuing to be a platform-holder, something Sega was forced to surrender with its Dreamcast-capped exit from the hardware market. But it could be argued that, as personal standard-bearer, having a strong mascot in Mario is one of the major reasons that Nintendo sustained while Sega didn’t. Instead of trying to be an elaborate personality, each flagship Mario game was no more and no less than an ambassador for the hardware itself, a representative of the tech — as time marched on, Nintendo simply offered the familiar Super Mario Bros. again and again. The technology evolved, but the game remained quintessentially the same.
Nintendo’s striking ability to evolve subtly with the times, to conform fluidly to current tastes and technologies, to iterate without overhauling, is one of its hallmarks overall. Sega may have tried to innovate too much with Sonic; it’s likely that some other property should have been the innovation guinea pig, and it should have stuck to what was safe and familiar with its crucial standard-bearer and his games. Even today, through racing titles, the addition of a suite of pals that only furry pornographers could love and other head-scratching decisions, Sonic fans exclaim loud and clear that they just want a platformer where Sonic runs fast. Period.
I have a sister six years younger, who grew up playing games alongside me (or watching me play them, mostly). She kept all the old consoles we used to have, and still plays them. She owns a Wii and will copilot some of her friends’ Xbox 360 games, but her steps into the next-gen have been tentative and uncomfortable at best. She never really got used to controlling any kind of game on two axes (she can’t play BioShock, for example) — and moreover, she doesn’t want to. She’ll make some selective concessions, like for Rock Band or Umbrella Chronicles, but she best likes PSX platformers. Her favorite game to play remains Sonic and Knuckles. For her, nothing new has ever beaten that, and I think that’s pretty telling.
Once again we have a slate of new Sonic games on the horizon, and the hedgehog’s longtime fans (ahem) who’ve been keeping the light on for him know better than to hope (too hard) for a return to the familiar. It remains to be seen whether Sega can let us love Sonic again, but I did review BioWare’s Sonic Chronicles: The Dark Brotherhood for Variety and, as RPG-lite, I kind of liked it.
As many reviewers have already pointed out, there are a lot of weird flags to the game: A Sonic RPG (didn’t Mario get an RPG like ten years ago?). Made by BioWare (are we getting an emotional space opera?) — on the DS for their first time. Containing Sonic’s crappy friends. Sigh.
Probably the only way to make Sonic’s friends digestible is to make them necessary supports in an RPG with something useful to contribute, and this game does that. One thing I feared is that it’d be too weighty, fraught with moral decisions and burdensome, over-detailed science fiction — but it’s not. Both the gameplay and the story are exactly as deep as they need to be without going too far, which is good. It’s also the first game in a while that I can genuinely say that both kids and adults will actually like — usually when I say that grown-ups will like a kids’ game, what I really mean is that they could, theoretically, like it, but this game truly manages to span audiences.
Even though my review’s already up, I still wrestle with one more question — would it have been a good game if it was not Sonic? Probably not. It’s a little bit too shallow and simplistic for that. It’s not going to blow your mind. It’s not going to give you your childhood back, and it’s not going to scratch that blue itch you’ve had since then. But it’s nonetheless decent, enjoyable, appropriate, solid; it’s respectable, as I said in the review, and it’s fun, and after seeing the mires through which Sonic has gotten dragged in recent years, that’s something to applaud.
Yay, a FAQ!
I’ve been getting more emails than I can respond to lately, unfortunately, so over the past weekend or so I worked on banging out a FAQ for Sexy Videogameland readers. I love getting email, of course, but the FAQ addresses the most common general questions that I get, and checking it before you write to me might help you specify your questions a little more so that I can actually write back. Yay!
If you have written me in the past 2-3 weeks and I haven’t been able to write back, I’m sorry, firstly; and secondly, the answer to your question or issue is probably in the FAQ. Thanks for your patience.

