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Enter the world of “Coma”

Coma

All too often, the only video games that get significant amounts of attention are the Halo and Call of Duty type games, and understandably so. They’re produced by major game studios with multi-million dollar marketing budgets dedicated to embedding them into the subconscious of every Xbox 360, Playstation 3 and/or PC owner out there. But every so often, along comes a game that is the complete antithesis of those games, a game that is unassuming and at first glance, rather plain—but that turns out to be engrossing and enchanting in a way that big budget mainstream games can never hope to be.

Coma is one such game. Developed in Flash by one Thomas Brush, Coma is the tale of a young boy named Pete who finds himself in a world that, as the title implies, might be his own subconsciousness. But Inception this is most definitely not. As he moves through the strange world, he receives clues about an imprisoned sister and a villainous father, and sees random hints about doorbells and the falseness of the world surrounding him. But the only way to make sense of it all is to keep exploring.

Coma is a very simple side-scrolling puzzler of a game: a moderately good gamer can probably finish it in 20 minutes or so. However, you may find yourself wanting to take longer than that in order to soak up the game’s simple yet evocative (and slightly ominous) atmosphere and settings: the creepy mansion in which the game begins, flowery pastoral fields, subterranean passages filled with giant worms, haunted forests, and so forth. They all seem rather straightforward when you begin, perhaps even too much so. But to Brush’s great credit, the simplicity and ambiguity slowly begins engaging the player’s imagination to fill in the blanks and wonder more about the world.

Coma‘s Flash animation is flawless, the puzzles are clever but not frustrating, and the sparse dialog is cryptic yet whimsical. The game is full of little details that generate equal amounts of whimsy and dread. For example, you are followed around by a tiny bird companion who is continually shedding feathers, a seemingly trivial touch that nevertheless enforces a certain sense of mortality and mono no aware. I would be sorely remiss if I didn’t also mention the game’s music, also by Brush, which blends acoustic guitars, electronic beats, field recordings, and wordless vocals in a way that adds an extra level of wonder and poignancy.

All told, Coma is a true delight to play. A puzzle game, an adventure game, a psychological thriller, and even a bit of a sandbox game, Coma pulls it all off gracefully and movingly. If a game’s success can be measured by the engrossing nature of the virtual world into which it places its players, then Coma is just as successful as its bigger budgeted cousins—perhaps even moreso given its humble origins and aspirations.

Related: PopMatters’ in-depth—though slightly spoiler-filled—review.


Fumihiko Sori to direct “Dragon Age” anime

Dragon Age

Anime News Network is reporting that Fumihiko Sori will be directing the previously announced Dragon Age anime. Honestly, I’m not sure how I feel about this. I liked Dragon Age: Origins quite a bit and am definitely looking forward to the sequel, and I think it would be an interesting world in which to set other stories, be they animated or otherwise. However, I’m torn on Sori directing.

I loved Ping Pong for its energy, emotional depth, and clever use of CGI, and it continues to grow on me with each new viewing. On the other hand, I found Vexille—Sori’s 2007 CG/anime film—to be rather underwhelming, especially once the explosions and action subsided and the film tried for quieter, more character-driven moments.

I’m sure that Sori will be able to pull off the spectacle aspect of Dragon Age—i.e., epic battle scenes—but if that’s all the anime really has to offer, I’ll be disappointed.


BioWare announces “Dragon Age 2”

Dragon Age 2

It was inevitable, but it’s still welcome news: BioWare has officially announced Dragon Age 2, the sequel to the critically acclaimed Dragon Age: Origins. From the official press release:

Dragon Age 2 thrusts players into the role of Hawke, a penniless refugee who rises to power to become the single most important character in the world of Dragon Age. Known to be a survivor of the Blight and the Champion of Kirkwall, the legend around Hawke’s rise to power is shrouded in myth and rumor. Featuring an all-new story spanning 10 years, players will help tell that tale by making tough moral choices, gathering the deadliest of allies, amassing fame and fortune, and sealing their place in history. The way you play will write the story of how the world is changed forever.

Dragon Age 2 will feature updated graphics (a good thing as Dragon Age: Origins’ graphics weren’t anything to write home about) and a new combat system. Presumably, we’ll see some of this in the debut trailer, which will be released August 17. However, I think it’s safe to say that the biggest change will be the all new character generation system.

Unlike Dragon Age: Origins, where you picked one of several different character archetypes from several different races, Dragon Age 2 will only let you play a single human character (though you can apparently choose the gender). This is closer to the character generation process in Mass Effect series.

I can certainly see some gamers being upset by the more streamlined character generation process, but it doesn’t bother me so much. I certainly love a good, in-depth character development process—I spent several hours crafting my Dragon Age: Origins characters—but it’s ultimately about the story that is told for the character, and I think that by now, BioWare has proven themselves to be excellent storytellers. (And besides, the Mass Effect character generation system may be more straightforward than that of Dragon Age: Origins, but you can still kill an hour or two customizing the look of your character.)

Dragon Age 2 will be released in March 2011. (You might as well plan on not hearing from me for about week when the game comes out.)


“Star Wars” cinematics

E3—arguably the most important gaming expo in the world—is upon us, which means lots of bright, shiny trailers for games of all shapes and sizes. In years past, I would spend a considerable amount of time going through all of the trailers, but not so much anymore. Put simply, most video games just don’t interest me anymore. However, one sure way to pique my curiosity is to release a video game in the Star Wars franchise.

Star Wars is a perfect gaming franchise. The franchise’s mythology and universe are big enough to allow numerous games and storylines, you can roll out games in multiple genres (e.g., FPS, role-playing, strategy), and there’s the added bonus that a Star Wars game will likely be more entertaining than the prequels combined.

Two Star Wars games—The Force Unleashed 2 and Star Wars: The Old Republic—released trailers at this year’s E3, and they’re packed with lovely cinematic CGI action.

To put it simply, if they made a Star Wars movie in the vein of cinematics like these two, I’d see it. I’d be there on opening day.


The “Scott Pilgrim” video game side-scrolls its way into my heart

So far, the Scott Pilgrim vs. The World video game looks like all kinds of awesome (read a more in-depth preview). The 2D sprites, the 8-bit soundtrack, the four player co-op, the epic side-scrolling battles, the awesome Akira reference: everything screams “nerdy” in the coolest way imaginable. I’m seriously considering joining Xbox Live for this game alone.


“Mass Effect” moves one step closer to the silver screen

Mass Effect

The Mass Effect movie first became a possibility back in 2008, when producer Avi Arad—who has been instrumental in the movie adaptations of numerous comic books (e.g., X-Men, Iron Man, Spider-Man)—optioned the movie rights to BioWare’s acclaimed sci-fi video game series. And now, Legendary Pictures (Clash of the Titans, Where the Wild Things Are, The Dark Knight) and writer Mark Protosevich (I Am Legend, The Cell) are on board as well.

Legendary Pictures has picked up rights to “Mass Effect,” the Electronic Arts-BioWare video game. Mark Protosevich, the scribe who wrote “I Am Legend” and worked on “Thor,” is in talks to pen the movie, which will be produced by Avi and Ari Arad as well as Legendary’s Thomas Tull and Jon Jashni.

“Mass,” which debuted in 2008, is an epic sci-fi action game set in the year 2183, focusing on a human soldier and his starship, the SSV Normandy. The galaxy-spanning story involves a long-extinct race of aliens, dormant beacons and more alien species than you can shake a lightsaber at.

[...]

Tull called “Effect” “ripe for translation,” saying it had “depth, compelling characters and an engaging back story.” Arad described the game as “a parable whose conflicts mirror the ones we currently face in our own world. This story emphasizes the need for all cultures to learn to work together.”

I’m cautiously optimistic about these recent developments. I’ve never hidden the fact that I’m a huge fan of the games (which I’ve written about here and here, among other places). I think it has more than enough depth and world-building to be the source material for a really solid movie franchise; the games themselves certainly aim for an epic and cinematic sci-fi look and feel á la Star Wars.

Furthermore, the Arads and Legendary Pictures have both shown some considerable acumen in their productions. Sure, they’ve put out some lackluster and substandard fare, but if you’re responsible for material like X-Men 2 and The Dark Knight, then you must be doing something right. As for Protosevich, I had some issues with I Am Legend but also thought there were some really solid moments as well. And finally, I’m fairly certain that BioWare’s founders, who are serving as executive producers, will do their best to ensure that their pride and joy isn’t mistreated.


Google celebrates Pac-Man’s 30th with a playable logo

Google Pac-Man

In order to celebrate the 30th anniversary of Pac-Man, Google has done one better than their normal custom logo doodle: they’ve turned their logo into a playable Pac-Man game for the next 48 hours (and subsequently killed productivity for most of the world).

Just go to Google’s homepage, click “Insert Coin” (or wait a few seconds), and start chomping away. Or, if you want to play as Ms. Pac-Man, click “Insert Coin” after starting a new game and use the W-A-S-D keys to move her around.

On a geeky sidenote, the game was created using HTML, JavaScript, and CSS; Flash is only used for the music. More info in this article.


When Pixels Invade

8-bit nostalgia has never been so apocalyptic. A high quality version can be watched at One More Production.


Dr. Horrible’s Sing-Along Game

It’s a well-established fact that Dr. Horrible’s Sing-Along Blog is awesome in every way possible. Well, except one: it wasn’t an 8-bit videogame. Until now, that is.

A mad genius known as Doctor Octoroc has turned Dr. Horrible‘s first act into a classic Nintendo-style videogame complete with its own 8-bit version of the series’ soundtrack.


Commodore 64 for iPhone

We all know that the iPhone is already the pinnacle of geek lust, but now it has a nice, healthy dollop of retro geek lust as well.

And just for the record, this is way cooler than the recent announcement of an actual Commodore 64 incarnation that’s coming this June.