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	<title>Cornfed Gamer &#187; PC</title>
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		<title>A Cooperative Borderlands Review</title>
		<link>http://cornfedgamer.com/2009/11/a-cooperative-borderlands-review/</link>
		<comments>http://cornfedgamer.com/2009/11/a-cooperative-borderlands-review/#comments</comments>
		<pubDate>Thu, 12 Nov 2009 06:30:47 +0000</pubDate>
		<dc:creator>Aaron Klein</dc:creator>
				<category><![CDATA[Above the Fold]]></category>
		<category><![CDATA[Features]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Borderlands]]></category>
		<category><![CDATA[Cel Shading]]></category>
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		<category><![CDATA[Gearbox Software]]></category>
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		<guid isPermaLink="false">http://cornfedgamer.com/?p=476</guid>
		<description><![CDATA[Note: I enlisted the help of OXCGN's Arthur Kotsopoulos in Australia to take a different look at the time sink that is Borderlands.  This cooperative effort at reviewing the cooperative game also ran on OXCGN.com. ]]></description>
			<content:encoded><![CDATA[<p><em>Note: I enlisted the help of OXCGN&#8217;s Arthur Kotsopoulos in Australia to take a closer look at the time sink that is Borderlands. </em>This cooperative effort at reviewing the cooperative game also ran on <a href="http://www.oxcgn.com">OXCGN.com</a> with even more screenshots.</p>
<p><span style="color: #339966;"><strong><img class="alignright size-medium wp-image-468" title="Borderlands-3" src="http://cornfedgamer.com/wp-content/uploads/2009/10/Borderlands-3-300x168.jpg" alt="Borderlands-3" width="300" height="168" />Aaron Klein:</strong> The more I heard about Borderlands the more I got excited to check the game out. The tone of the press had been mostly doubtful, touching on how Gearbox was almost desperately racing to distinguish itself from a saturated release season populated with established gaming titans like Rock Band, Halo, Uncharted, Mario, Call of Duty and other anticipated new intellectual properties like Dragon Age: Origins and Brutal Legend.</span></p>
<p><span style="color: #339966;">A relatively late switch of gears in artistic direction to use hand-drawn textures, a controversial portrayal of a stylized suicide as cover art and the inclusion of a catchy, popular tune from Cage the Elephant in advertising trailers combine to illustrate just how badly 2K Games and Gearbox want you to pick up Borderlands.</span></p>
<p><strong>Arthur Kotsopoulos:</strong> Funny you should say that because before they changed the art style and serious tone of the game I also wasn&#8217;t interested. Sure, there were hundreds of thousands of variations in weaponry, but other than that the game offered nothing to really make me want to buy it</p>
<p>It wasn&#8217;t until they changed the graphical art style and started to post up viral videos with that comedic touch to them. From this point on I got interested in the game from reading previews, viewing screen shots to watching video walk through of game play, It was a marketing strategy that worked for me.</p>
<p><span style="color: #339966;"><strong>Aaron Klein:</strong> And none of this is bad. I agree the roll out has been a masterpiece of marketing and has been as successful as possible at carving out a niche for Borderlands to have success. The big question is whether or not the actual gameplay can capitalize off this attention.</span></p>
<p><strong><img class="alignleft size-medium wp-image-467" title="Borderlands-2" src="http://cornfedgamer.com/wp-content/uploads/2009/10/Borderlands-2-300x184.jpg" alt="Borderlands-2" width="300" height="184" />Arthur Kotsopoulos:</strong> I wasn&#8217;t expecting much from this game other than it being unique. Having had time to dig into it, I have to say I am loving it! The chance that any weapon I find could be my new favorite weapon is great. You will never find the exact same weapon twice.</p>
<p>Sure the game starts off slow, but this just gets you comfortable with the basics to get you ready for the long journey ahead in the barren wasteland of Pandora in search of the Vault.</p>
<p>How are you in all finding the integration of game play, travel and missions within Pandora?</p>
<p><span style="color: #339966;"><strong>Aaron Klein: </strong>The weapons are awesome, and that is a great observation. Your character is never totally optimized. There is always a better weapon out there somewhere. That keeps it interesting for the exact reason you stated: The next weapon you find on your ground could end up being your favorite.</span></p>
<p><span style="color: #339966;">I get a little OCD about the weapons, though. When new guns are so plentiful I tend to spend a lot of time tweaking my arms and making tiny decisions between the rifle with more power but less accuracy and the one with an increased firing rate but low power.</span></p>
<p><span style="color: #339966;">This is both good and bad. A couple of times I wanted to set the controller down just because this micromanagement was overly taxing. But then I realized, &#8220;hey, you don&#8217;t have to do this. Just run out there and shoot.&#8221;</span></p>
<p><strong>Arthur Kotsopoulos:</strong> Exactly. It&#8217;s has enough RPG elements to keep you swapping out the weapons in your backpack as you level up. Yet at the same time not overly taxing to the point where you have to organize which weapons have this scope, barrel, handle and ammo capacity.</p>
<p>It&#8217;s an FPS that&#8217;s challenging, yet easily accessible. Borderlands blends the genres in a way I haven&#8217;t seen done so well since Bioshock. You have an open, sandbox world, a light RPG skill tree for each of the four character classes and hundreds of thousands of weapons with various stats and augments such as fire, electricity, poison and so forth.</p>
<p>My main gripe with this is the driving. It follows the Halo-esque driving controls except it doesn&#8217;t do Halo justice. If you clip a tire on the road or small rock the car just lifts in the air funny like it weighs barely anything. I tried to avoid the driving as much as possible because even when you do master it, it still becomes annoying.</p>
<p><span style="color: #339966;"><strong>Aaron Klein:</strong> I was worried about the driving heading into this game, and my worries were warranted. The driving is not very intuitive. Having the car go in whatever direction the camera is pointing means you can&#8217;t look off to your peripheral without driving off the road. Plus the vehicle gets hung up really easily on the environment. And when it gets stuck, it&#8217;s stuck. There&#8217;s no rocking it out.</span></p>
<p><span style="color: #339966;">Driving just tends to be a pain. Gearbox was already trying to do so much with the role-playing shooter dynamic. The vehicle was the darkest cloud over this game.</span></p>
<p><span style="color: #339966;">The map itself is laid out with different &#8220;levels&#8221; connected by a common area. It&#8217;s open, sure, but it&#8217;s also constraining because the map is mostly the land between canyon walls and not a wide open plain, like Fallout 3. I say this type of map is not conducive to the driving.</span></p>
<p><strong><img class="alignright size-medium wp-image-466" title="Borderlands-1" src="http://cornfedgamer.com/wp-content/uploads/2009/10/Borderlands-1-300x168.jpg" alt="Borderlands-1" width="300" height="168" />Arthur Kotsopoulos:</strong> Sure the map isn&#8217;t open like Fallout 3, but it is still massive. I&#8217;m currently only on my first play through, taking my time, and I have still to enter a few sections of the game. At the moment I&#8217;m in awe at how many areas there are and exactly how big each of them is.</p>
<p><span style="color: #339966;"><strong>Aaron Klein:</strong> But you need to have some way to get around the world. And driving, as bad as it is, is still better than walking. And it is more interesting when you team up in co-op mode to have someone in the gunner&#8217;s nest.</span></p>
<p><strong>Arthur Kotsopoulos:</strong> Yeah in co-op, especially four-player co-op, the game really shines. The game becomes much more fun. You receive better loot and acquire more experience points as enemies become harder.</p>
<p>Loot must be shared accordingly though, as any player can take any loot. That can make for frustrating times if you found an awesome weapon and someone nabs it from under your nose.</p>
<p>It is also very hard when you are levels apart from your co-op partners. The game can become quite brutal and unforgiving.</p>
<p><span style="color: #339966;"><strong>Aaron Klein:</strong> I agree, the game is pretty solid as a single player title. But it absolutely shines in the co-op. I&#8217;ve been trying to put my finger on why exactly that is&#8230; and I think it works so well because the challenge and number of enemies ramp up to coincide with the number of players and their levels. The fight for loot afterwards also contributes to the fun, as it gives everybody something to talk about. &#8220;Check out this sweet sniper rifle, does the Hunter want it?&#8221;</span></p>
<p><span style="color: #339966;">Plus sharing XP and gold means players level up at relatively the same level.</span></p>
<p><span style="color: #339966;">A testament to the different ways to play the game: while you planned and shared the loot, when playing split screen with a friend we were having fun rushing to beat each other to the glowing gun on the ground, and even waiting to revive each other until the other had picked the battlefield clean of ammo &amp; mods.</span></p>
<p><span style="color: #339966;">But I can see how that could be annoying when playing with strangers.</span></p>
<p><strong>Arthur Kotsopoulos:</strong> Whilst it does feature a form of dueling in co-op with fellow teammates it&#8217;s a shame the game doesn&#8217;t feature online multiplayer.</p>
<p>I supposed it wouldn&#8217;t work seeing as not 1 gun is ever the same so having the ability to take in your weapons from single player to multiplayer would be greatly unfair.</p>
<p><span style="color: #339966;"><strong><img class="alignleft size-medium wp-image-465" title="Borderlands-4" src="http://cornfedgamer.com/wp-content/uploads/2009/10/Borderlands-4-300x168.jpg" alt="Borderlands-4" width="300" height="168" />Aaron Klein:</strong> I have a co-op cautionary tale to share, too: Make sure any characters your friends build on your system are associated with a gamertag. My buddy was playing without signing in to one, and when we tried to continue the next day his level 11 Hunter was gone.</span></p>
<p><span style="color: #339966;">Luckily I had a level 20 Soldier, and we were able to power level his new character up pretty quickly, but not before he got tired of the game because he felt so underpowered against the enemies we were up against in the current missions.</span></p>
<p><strong>Arthur Kotsopoulos:</strong> Still, I believe co-op is where Borderlands truly excels. Whilst other reviewers think it doesn&#8217;t work as well as It should, I believe it works flawlessly as the enemies become more tough and much better loot is dropped.</p>
<p>It&#8217;s a battle of who can find the better loot, that battle is always fun, time and time again. What&#8217;s even better is the fact you can duel each other at any time by a simple melee attack to see who is the better of the Vault hunters.</p>
<p>It&#8217;s great fun to have your team mate bragging about an awesome weapon he just found only to have dueled you then defeated by your awesome level 30 combat rifle with corrosive damage.</p>
<p>It&#8217;s satisfying and enjoyable all in the one package and I feel Borderlands is probably one of the most fun and unique games to have been released in the past year.</p>
<p><span style="color: #339966;"><strong>Aaron Klein:</strong> I agree. It captured the “one more level” draw of RPGs and has earned itself a place in my disc drive for quite a while.</span></p>
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		<title>Omaha Gamers Line Up at Midnight for Modern Warfare 2</title>
		<link>http://cornfedgamer.com/2009/11/omaha-gamers-line-up-at-midnight-for-modern-warfare-2/</link>
		<comments>http://cornfedgamer.com/2009/11/omaha-gamers-line-up-at-midnight-for-modern-warfare-2/#comments</comments>
		<pubDate>Thu, 12 Nov 2009 05:46:31 +0000</pubDate>
		<dc:creator>Aaron Klein</dc:creator>
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		<description><![CDATA[Having to choose between participating in what may have been an occult ritual, and getting out of line to be the first to have a copy of Call of Duty: Modern Warfare 2, Max Sexson, 21, Andrew Bleich, 17, Spencer Sexson, 19 and Charles Vitols, 22, chose to stay in line.]]></description>
			<content:encoded><![CDATA[<div id="attachment_488" class="wp-caption alignright" style="width: 310px"><img class="size-medium wp-image-488" title="Modern-Warfare-2-Omaha-3" src="http://cornfedgamer.com/wp-content/uploads/2009/11/Modern-Warfare-2-Omaha-3-300x225.jpg" alt="From left, Zach Stewert, Travis Holtz, Tawny Ambriz, Juan Ayala, Jamel LeBranch and Chris Kuhn show off their killer poses. " width="300" height="225" /><p class="wp-caption-text">From left, Zach Stewert, Travis Holtz, Tawny Ambriz, Juan Ayala, Jamel LeBranch and Chris Kuhn show off their killer poses. </p></div>
<p>Having to choose between participating in what may have been an occult ritual, and getting out of line to be the first to have a copy of Call of Duty: Modern Warfare 2, Max Sexson, 21, Andrew Bleich, 17, Spencer Sexson, 19 and Charles Vitols, 22, chose to stay in line.</p>
<p>They arrived with lawn chairs in tow to the GameStop at 168<sup>th</sup> and Dodge streets at 6:00 p.m. Monday evening. Prepped with snacks, they were ready to wait six hours for the privilege of being among the first to get their hands on Infinity Ward’s sequel to its 2007 hit, Call of Duty 4: Modern Warfare.</p>
<p>Then this wild-haired woman approached them, Vitols said. She said she needed a group for a ritual to channel her dead husband, he said. She lit a candle and begun conjuring the spirits of the dead.</p>
<p>Nevertheless, as weird as it was, the foursome was not about to exit line for anything, even though they were the only people there at the time. They just silently watched as she poured her heart out and went on her way. What kind of game demands this sort of dedication?</p>
<p><img class="aligncenter size-full wp-image-490" title="Modern-Warfare-2-Screen-1" src="http://cornfedgamer.com/wp-content/uploads/2009/11/Modern-Warfare-2-Screen-1.jpg" alt="Modern-Warfare-2-Screen-1" width="500" height="375" />Call of Duty: Modern Warfare 2 is one of the most anticipated games in history, and may be one of the largest entertainment launches as well. Michael Pachter, who analyzes the electronic entertainment industry for Wedbush Morgan Securities, predicted sales would reach $500 million this week.</p>
<p>That’s half a billion dollars! The Dark Knight made less than $240 million its first week in the box office. Make no jokes about it; video games are big business.</p>
<p>Attention to detail and multiplayer action are what separate the Call of Duty franchise from other first person shooters, Max Sexson said.</p>
<p>“Multiplayer just grabs a hold of you and keeps dragging you back in,” Sexson said. “You’ll throw your controller at the wall one day, and the next day you’ll pick it back up and hope it’s not broken.”</p>
<p><img class="alignleft size-medium wp-image-491" title="Modern-Warfare-2-Omaha-Laun" src="http://cornfedgamer.com/wp-content/uploads/2009/11/Modern-Warfare-2-Omaha-Laun-300x225.jpg" alt="Modern-Warfare-2-Omaha-Laun" width="300" height="225" />By midnight, the line at one of the two GameStops at 72<sup>nd</sup> and Dodge streets had grown to at least 200 people.</p>
<p>Among those was Brad Smith, 23, said Modern Warfare has some of the best multiplayer gaming he has ever seen. He had been waiting in line since 9:00.</p>
<p>“Plus it’s kind of fun to make 13-year-olds feel bad about themselves,” Smith said.</p>
<p>Smith took the bus from his Dundee home to 72<sup>nd</sup> and Dodge, knowing he would be left hanging for a ride home.</p>
<p>“There’s not a lot of things that’ll make me walk 24 blocks at midnight,” he said.</p>
<p>Tony Stover, 29, was</p>
<p>Like many popular video games, controversy has surrounded this franchise. The first game had scenes where the player assumed the point of view of a leader being executed in a coup. Another powerful moment was when the player saw through the eyes of a soldier slowly dying after being unable to escape a nuclear blast.</p>
<p>A leaked video of Modern Warfare 2 caused some minor outrage because it showed civilians being gunned down in an airport from a first person point of view.</p>
<p>Micah Conner, 21, defended the game he was waiting for, saying the sequence was designed to show the atrocities of terrorists, and it was taken out of context. Besides, the entire section can be skipped with no penalties, he said.</p>
<p><img class="alignright size-medium wp-image-495" title="Modern-Warfare-2-Screen-2" src="http://cornfedgamer.com/wp-content/uploads/2009/11/Modern-Warfare-2-Screen-2-300x225.jpg" alt="Modern-Warfare-2-Screen-2" width="300" height="225" />Citing research from the book “Grand Theft Childhood,” Conner said there is not a positive correlation between violence in real life and violence in video games.</p>
<p>“The game is rated Mature for a reason, don’t let your kid play it,” Conner said.</p>
<p>Chris Kuhn, 25, and Jamel LeBranch, 20, agreed.</p>
<p>“These games are actually made for adults,” Kuhn said. “I wouldn’t even want my kid in the same room while I’m playing.”</p>
<p>You cannot say that games are just for kids anymore, because there are plenty of games that kids cannot even buy, Kuhn said. It might even be right to call social services if you see a young kid playing a violent game like Modern Warfare 2, he said.</p>
<p>Juan Ayala, 25, said age does not matter; video games are for everyone.</p>
<p>“Me, I will not give up my controller for anything,” Ayala said.</p>
<p><img class="aligncenter size-full wp-image-492" title="Modern-Warfare-2-Screen-4" src="http://cornfedgamer.com/wp-content/uploads/2009/11/Modern-Warfare-2-Screen-4.jpg" alt="Modern-Warfare-2-Screen-4" width="500" height="375" />Kuhn and LeBranch were looking forward to an extended night of playing “killing” each other in multiplayer.</p>
<p>“There’s nothing better than playing with friends and family,” LeBranch said.</p>
<p>The buzz about the game has been tremendous, Kuhn said. Waiting in line with dozens of equally psyched fans puts a face to potential online opponents. While waiting in line, he received several text messages from friends on the East Coast about how badass the game is, making the wait seem all the more worthwhile, he Kuhn said.</p>
<p>Kuhn was one of the few in the line who was not planning to skip work Wednesday, although he admitted he might take an extended lunch.</p>
<div id="attachment_493" class="wp-caption alignright" style="width: 310px"><img class="size-medium wp-image-493" title="Modern-Warfare-2-Omaha-2" src="http://cornfedgamer.com/wp-content/uploads/2009/11/Modern-Warfare-2-Omaha-2-300x225.jpg" alt="From left, Shaun Bergmann, Corey Conz and Nate Williams." width="300" height="225" /><p class="wp-caption-text">From left, Shaun Bergmann, Corey Conz and Nate Williams.</p></div>
<p>Video games as a medium is in its infancy and are just starting to infiltrate the mainstream, said Nick Jones, 27. Comparable to silent movies in the late 20<sup>th</sup> Century. He predicted that by 2010s and 2020s video games would be just as big in the cultural conscious as movies are now.</p>
<p>“It took a while to take off, games are just now starting to infiltrate the mainstream,” Jones said.</p>
<p>A large majority of those in line for the game had already arranged to shed their responsibilities Tuesday. Tony Stover, 29, said he took the day off from his job as a financial assistant. Vitols said he had the next four days off from work, and Bleich said he was skipping school.</p>
<p>“I’ve got wrestling practice, but I might not even go to that,” Bleich said.</p>
<p>Here’s hoping his coach is not reading this.</p>
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	<ul class="st-related-posts">
	<li><a href="http://cornfedgamer.com/2009/10/wolfenstein-review/" title="Wolfenstein [review] (October 28, 2009)">Wolfenstein [review]</a> (0)</li>
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	<li><a href="http://cornfedgamer.com/2009/10/borderlands-review/" title="Borderlands [review] (October 28, 2009)">Borderlands [review]</a> (0)</li>
	<li><a href="http://cornfedgamer.com/2009/11/a-cooperative-borderlands-review/" title="A Cooperative Borderlands Review (November 12, 2009)">A Cooperative Borderlands Review</a> (0)</li>
	<li><a href="http://cornfedgamer.com/2009/07/an-interview-with-ncaa-football-10-designer-ben-haumiller/" title="An interview with NCAA Football 10 designer Ben Haumiller (July 13, 2009)">An interview with NCAA Football 10 designer Ben Haumiller</a> (0)</li>
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		<title>Borderlands [review]</title>
		<link>http://cornfedgamer.com/2009/10/borderlands-review/</link>
		<comments>http://cornfedgamer.com/2009/10/borderlands-review/#comments</comments>
		<pubDate>Wed, 28 Oct 2009 13:16:05 +0000</pubDate>
		<dc:creator>Aaron Klein</dc:creator>
				<category><![CDATA[Above the Fold]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[2K Games]]></category>
		<category><![CDATA[Borderlands]]></category>
		<category><![CDATA[Cel Shading]]></category>
		<category><![CDATA[Co-op multiplayer]]></category>
		<category><![CDATA[First Person Shooters]]></category>
		<category><![CDATA[Gearbox Software]]></category>
		<category><![CDATA[Hybrid Games]]></category>
		<category><![CDATA[Open World Games]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Playstation 3]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Role Playing Games]]></category>
		<category><![CDATA[video games]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://cornfedgamer.com/?p=464</guid>
		<description><![CDATA[First person shooter gamers and role playing gamers do not really mix that often. The former enjoys the thrill of a headshot and multiplayer melees while the later is hooked by personalizing their character and looting new gear from dungeons.

Borderlands takes a little from each genre and adds enough cooperative elements to create an addictive game best played with others. Whereas Fallout 3 was a role playing game first and a shooter second, Borderlands is the opposite.]]></description>
			<content:encoded><![CDATA[<p>Borderlands is a tough game to classify. Primarily it is a first-person shooter, but it also incorporates elements of role-playing games. Developer Gearbox calls it a first-person role-playing game. Your character increases in power and skills as you progress through the game. Leveling up means access to higher level weapons, more health and greater proficiency with weapons.<img class="aligncenter size-full wp-image-467" title="Borderlands-2" src="http://cornfedgamer.com/wp-content/uploads/2009/10/Borderlands-2.jpg" alt="Borderlands-2" width="500" height="308" /></p>
<p>First person shooter gamers and role playing gamers do not really mix that often. The former enjoys the thrill of a headshot and multiplayer melees while the later is hooked by personalizing their character and looting new gear from dungeons.</p>
<p>Borderlands takes a little from each genre and adds enough cooperative elements to create an addictive game best played with others. Whereas Fallout 3 was a role playing game first and a shooter second, Borderlands is the opposite.</p>
<p><img class="alignleft size-medium wp-image-468" title="Borderlands-3" src="http://cornfedgamer.com/wp-content/uploads/2009/10/Borderlands-3-300x168.jpg" alt="Borderlands-3" width="300" height="168" />Earlier this year Gearbox announced a major change in artistic direction for Borderlands. It uses hand-drawn textures and black outlines to create a form of cel-shaded world that looks more like an illustration than a realistic rendering.</p>
<p>This change works well simply by being distinctive and light-minded. The art style minimizes the inherent dullness of a game set on a desolate dust bowl of a planet and adds a lighthearted sense of humor.</p>
<p>You start the game by picking your character class. Each of the four options has an upgradable special power. For example, the soldier deploys a turret that can be upgraded to heal allies or dispense ammunition while the Hunter unleashes his pet raptor to take out enemies from afar.</p>
<p>The player is given minimum information with no context when making this monumental decision, which is a problem if you are looking to spend a couple dozen hours or more leveling up a character. If you have not fired a weapon yet, how can you know if you prefer to fight with assault rifles as a soldier or rocket launchers as a berserker?</p>
<p><img class="alignright size-medium wp-image-465" title="Borderlands-4" src="http://cornfedgamer.com/wp-content/uploads/2009/10/Borderlands-4-300x168.jpg" alt="Borderlands-4" width="300" height="168" />Borderlands is a pretty good single-player game, but playing cooperatively with friends is where the game really shines. Up to four players can play simultaneously over the Internet or via split screen. The intensity of the combat ramps up when playing with others, especially when using a mixture of character classes.</p>
<p>Players share money and experience points, but are on their own to fight for guns and ammunition. Whether you decide to cooperatively decide who gets what weapons, or its first-come-first-serve is up to how you play.</p>
<p>One cautionary tale on co-op, my friend lost his entire character because he was playing on a guest profile and it did not save. If you value your data, make sure it is associated with a profile.</p>
<p>The story in Borderlands is hardly worth mentioning. The focus is so strongly on cooperative play that narrative must have been seen as an action-slowing liability. Quest-givers do not have recorded dialogue, which makes them seem lifeless. Mission and story related information is related primarily through text boxes that are easily skipped over.</p>
<p>Without context, however, the story missions seem less urgent and less monumental. The benefit of that is that you might be less apt to speed through the game and more likely to help friends with their missions through the online co-op.</p>
<p>There are tons of missions in the game, nearly 200 including side missions. Moreover, when you finish you can keep your character and do it all over again against tougher enemies for better loot.</p>
<p>The missions are repetitive, mostly consisting of: Go somewhere, kill some stuff and return. While this can be monotonous because the missions are not driving the story, it does ensure that there is never a dull moment without some alien wildlife or bandits to exterminate.<img class="aligncenter size-full wp-image-466" title="Borderlands-1" src="http://cornfedgamer.com/wp-content/uploads/2009/10/Borderlands-1.jpg" alt="Borderlands-1" width="500" height="281" /></p>
<p>One characteristic of role-playing games that did not make it into Borderlands is an attempt at a real and persistent world. The few non-playable characters that populate Pandora serve only to hand out missions. The planet feels unnaturally desolate, even for one that supposed to be on the frontier.</p>
<p>Borderlands boasts hundreds of thousands of weapons just waiting for you to find. The programmers developed a procedural system of generating new weapons.</p>
<p>Arms and ammunition are scattered in containers, eerily out-of-place toilets and on the corpses of fallen foes. The world is littered with them, which makes exploration and looting lucrative. The variety adds flavor; the next gun you come across could end up being your new favorite.</p>
<p>With so many weapons, it is surprising how different each one feels. It means that your character is never 100 percent optimized, even when you reach the level cap set at 50. It is impossible to find every weapon in the game.</p>
<p>Vehicular combat is a dark cloud in this game. The vehicles handle similarly to those in Halo with the left thumb stick controlling forward and reverse while the right thumb stick controls direction. This means that the driver has tunnel vision and is unable to rotate the camera around the vehicle to find out what enemies lurk in your peripherals.</p>
<p>This might have been a forgivable offense, but the vehicles also feel weightless and easily get hung up on the environment.</p>
<p>Role playing fans may find Borderlands lacking in depth and options. However, shooter fans will find a pleasurable introduction to many tenants of role-playing games. Either way this hybrid game should generate enough good ideas to benefit both genres in the long run.</p>
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	<li><a href="http://cornfedgamer.com/2009/11/a-cooperative-borderlands-review/" title="A Cooperative Borderlands Review (November 12, 2009)">A Cooperative Borderlands Review</a> (0)</li>
	<li><a href="http://cornfedgamer.com/2009/10/prototype-review/" title="Prototype [review] (October 28, 2009)">Prototype [review]</a> (0)</li>
	<li><a href="http://cornfedgamer.com/2009/11/omaha-gamers-line-up-at-midnight-for-modern-warfare-2/" title="Omaha Gamers Line Up at Midnight for Modern Warfare 2 (November 12, 2009)">Omaha Gamers Line Up at Midnight for Modern Warfare 2</a> (0)</li>
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	<li><a href="http://cornfedgamer.com/2009/07/an-interview-with-ncaa-football-10-designer-ben-haumiller/" title="An interview with NCAA Football 10 designer Ben Haumiller (July 13, 2009)">An interview with NCAA Football 10 designer Ben Haumiller</a> (0)</li>
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		<title>Darkest of Days [review]</title>
		<link>http://cornfedgamer.com/2009/10/darkest-of-days-review/</link>
		<comments>http://cornfedgamer.com/2009/10/darkest-of-days-review/#comments</comments>
		<pubDate>Wed, 28 Oct 2009 11:17:26 +0000</pubDate>
		<dc:creator>Aaron Klein</dc:creator>
				<category><![CDATA[Editorial]]></category>
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		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[8Monkey Labs]]></category>
		<category><![CDATA[Darkest of Days]]></category>
		<category><![CDATA[First Person Shooters]]></category>
		<category><![CDATA[FPS]]></category>
		<category><![CDATA[Indie games]]></category>
		<category><![CDATA[Midwest Developers]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Phantom EFX]]></category>
		<category><![CDATA[Time Travel]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://cornfedgamer.com/?p=415</guid>
		<description><![CDATA[If you could go back in time, would you attempt to change history for personal enrichment or to prevent atrocities? Or would to restrain yourself in order to preserve the causality that leads to your existence, or in fear of unleashing a worse future by preventing mankind from learning from its mistakes?

That is the question at the heart of Darkest of Days, a new game from Phantom EFX of Cedar Falls, Iowa. The game represents Phantom’s first entry in the first-person shooter genre and its first appearance on the Xbox 360.]]></description>
			<content:encoded><![CDATA[<p>If you could go back in time, would you attempt to change history for personal enrichment or to prevent atrocities? Or would to restrain yourself in order to preserve the causality that leads to your existence, or in fear of unleashing a worse future by preventing mankind from learning from its mistakes?</p>
<p>That is the question at the heart of Darkest of Days, a new game from Phantom EFX of Cedar Falls, Iowa. The game represents Phantom’s first entry in the first-person shooter genre and its first appearance on the Xbox 360.<img class="aligncenter size-full wp-image-416" title="DoD-4" src="http://cornfedgamer.com/wp-content/uploads/2009/10/DoD-4.jpg" alt="DoD-4" width="500" height="313" /></p>
<p>In Darkest of Days you take the role of a soldier in General Custer’s last stand at the Battle of Little Bighorn. You suffer an arrow to the groinal region, but before you succumb to a scalping, a stranger in futuristic body armor appears out of a shimmering blue orb to rescue you. This is your recruitment. As it turns out, your transfer order to Custer’s army was lost and you are listed MIA, making you an ideal candidate as a temporal soldier.</p>
<p>So you are enlisted by a mysterious organization called KronoteK which has unlocked the secrets of time travel. The organization’s credo is that time travel must be used only for observation, and never to alter history.</p>
<p>But simply watching Stonehenge being built wouldn’t make a good game. No, we need some antagonists, provided via a second group of time travelers who are actively manipulating history to ensure the demise certain lineages. The identity of the second group is part of the game’s narrative twist, but you can figure it out if you think about it.</p>
<p><img class="alignleft size-medium wp-image-418" title="DoD-2" src="http://cornfedgamer.com/wp-content/uploads/2009/10/DoD-2-300x187.jpg" alt="DoD-2" width="300" height="187" />So certain people who were supposed to survive have suddenly found themselves on the front lines of some of history’s bloodiest battles, and you and your assault rifle have to ensure they survive to protect the timeline.</p>
<p>The game’s greatest hook is the possibility of bringing advanced weaponry back in time to unleash unprecedented destruction. It is undoubtedly fun to wield an assault rifle during the Civil War, although it never feels as if you get to use it enough. For a solid chunk of the game you use period weapons and that can be a drag when that means a single-shot black powder musket.</p>
<p>Every level takes place on a gigantic, outdoor map. There are no dark, metallic corridors in this game. These maps are recreations of historic battlefields. The ability to explore is hampered, however, by the inability to hop over wooden fences or climb steep hills.</p>
<p>Even though the game promises participation in various time periods, only four are represented and more than three quarters of the game takes place in either the Civil War or The Great War. WWII is represented only in a couple levels, and the finale amidst the exploding volcano at Pompeii is an excitingly fresh setting, yet woefully underutilized.</p>
<p>These historic locations provide a backdrop for new experiences to gaming and perhaps a more adult approach. Lining up with Union Soldiers in the battle for the cornfield at Antietam and staring down lines of Confederate muzzles is a visceral experience that captures the insanity of the fighting style. Likewise, being marched into a WWII prisoner camp in the rain with hundreds of other captured soldiers creates an emotionally charged atmosphere and a different approach in a genre saturated with WWII games.</p>
<p><img class="alignright size-medium wp-image-417" title="DoD-1" src="http://cornfedgamer.com/wp-content/uploads/2009/10/DoD-1-300x187.jpg" alt="DoD-1" width="300" height="187" />Developer 8Monkey Labs developed a new physics engine dubbed Marmoset, which recreates the frantic pace of battles by rendering more enemies than any first-person shooter before. Hundreds of non-playable characters can be on screen at a time, each with its own AI. Modern weapons are needed at times just to even the odds.</p>
<p>Darkest of Days has an interesting premise with philosophical implications and a great hook. However, the implementation is not without problems and the technical necessities to render hundreds of enemies at a time means concessions are made in the graphics department.</p>
<p>Enemies largely look and act the same, and can be difficult to pick out against the background. The textures are dull. Enemy and ally AI can be confusing. During my play thru I encountered a hill where all the trees were floating three feet above the ground. More frantic moments are occasionally plagued by frame rate issues.</p>
<p>Segues between missions take place in a lifeless metallic room where you take orders from someone through a view screen. The pacing is not always frantic, and the slower parts can be tedious as you simply march from one objective to the next.</p>
<p>The major dysfunction to ease of playability is the map system. There is no mini map on the screen and pulling up the main map does not pause the game. The lack of a radar or mini map makes it even harder to identify nearby threats or navigate to the next objective.</p>
<p>Reloading weapons is also a chore, as a mini game determines whether your gun jams. The variety of weapons is also limited and you can only carry two at a time.</p>
<p>But for its faults, Darkest of Days never completely falls apart. It is rough around the edges, but everything that needs to work does work. It is a very bare-bones, raw experience. There is no multiplayer and no collectibles to search for. No flash or frills. The focus is on the delivery of frenzied battles and dedication to the theme.<img class="aligncenter size-full wp-image-419" title="DoD-3" src="http://cornfedgamer.com/wp-content/uploads/2009/10/DoD-3.jpg" alt="DoD-3" width="500" height="313" /></p>
<p>If you judge a game based on graphics, frame rate and twitch shooting alone, you will not like Darkest of Days. But if you enjoy games that provide an immersive experience and makes you think, Darkest of Days will be a pleasant excursion from the run-of-the-mill shooter and might stay with you longer than you think.<br />
Despite its flaws, Darkest of Days is a great accomplishment when you consider the odds stacked against the small Iowa publisher of casino PC games in this, their first console title. The premise is fresh in an industry too willing to copy competitors. The game represents a great first step for Phantom EFX, and the franchise has potential to be expanded and refined through sequels.</p>
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	<li><a href="http://cornfedgamer.com/2009/10/darkest-of-days-creator-aaron-schurman-of-phantom-efx-on-first-ip/" title="Darkest of Days creator Aaron Schurman of Phantom EFX on first IP (October 28, 2009)">Darkest of Days creator Aaron Schurman of Phantom EFX on first IP</a> (0)</li>
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	<li><a href="http://cornfedgamer.com/2009/11/a-cooperative-borderlands-review/" title="A Cooperative Borderlands Review (November 12, 2009)">A Cooperative Borderlands Review</a> (0)</li>
	<li><a href="http://cornfedgamer.com/2009/10/wolfenstein-review/" title="Wolfenstein [review] (October 28, 2009)">Wolfenstein [review]</a> (0)</li>
	<li><a href="http://cornfedgamer.com/2009/10/borderlands-review/" title="Borderlands [review] (October 28, 2009)">Borderlands [review]</a> (0)</li>
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		<title>Wolfenstein [review]</title>
		<link>http://cornfedgamer.com/2009/10/wolfenstein-review/</link>
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		<pubDate>Wed, 28 Oct 2009 09:47:11 +0000</pubDate>
		<dc:creator>Aaron Klein</dc:creator>
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		<description><![CDATA[Throughout the history of video games, few enemies have made more appearances or better targets than Nazis. It is not implausible to estimate at least a trillion digital Nazis have met bloody ends on gaming systems worldwide since Wolfenstein 3D kick started the first-person-shooter genre 17 years ago.

Wolfenstein-3DWolfenstein 3D blazed the trail for id Software’s 1993 release of Doom, which took the gaming world by storm and cemented the genre’s place as a pillar of video game design. While the latest reimagining of the franchise is nowhere near as revolutionary as the original, it sticks close to the proven formula and delivers a fun, adrenaline-filled Nazi extermination experience.]]></description>
			<content:encoded><![CDATA[<p>Throughout the history of video games, few enemies have made more appearances or better targets than Nazis. It is not implausible to estimate at least a trillion digital Nazis have met bloody ends on gaming systems worldwide since Wolfenstein 3D kick started the first-person-shooter genre 17 years ago.</p>
<p><img class="alignleft size-medium wp-image-394" title="Wolfenstein-3D" src="http://cornfedgamer.com/wp-content/uploads/2009/10/Wolfenstein-3D-300x187.jpg" alt="Wolfenstein-3D" width="300" height="187" />Wolfenstein 3D blazed the trail for id Software’s 1993 release of Doom, which took the gaming world by storm and cemented the genre’s place as a pillar of video game design. While the latest reimagining of the franchise is nowhere near as revolutionary as the original, it sticks close to the proven formula and delivers a fun, adrenaline-filled Nazi extermination experience.</p>
<p>Wolfenstein carries the franchise banner well. The player fills the shoes of OSA agent BJ Blazkowicz as he investigates Nazi occult research activity in the besieged town of Isenstadt during the height of World War II. But the first time you encounter an invisible blade-wielding Nazi assassin you will realize this is not your typical WWII shooter.</p>
<p>Along the way, he finds allies in the Kreisau Circle resistance movement and the secret Golden Dawn society as he battles Nazis in the streets and sewers of Isenstadt. The Kreisau Circle is fighting to liberate Isenstadt from Nazi control. The Nazis are investigating a mysterious energy called the Black Sun through occult archeological sites. The Golden Dawn is a secret society tasked with protecting humanity from the corrupting influence of the Black Sun. The story is uninspired, and the characters are forgettable. However, the marriage of Nazism and the occult provides a dramatic contrast to typical World War II shooters, which makes Wolfenstein, stand out in a saturated market.</p>
<p><img class="aligncenter size-full wp-image-395" title="Wolfenstein-3" src="http://cornfedgamer.com/wp-content/uploads/2009/10/Wolfenstein-3.jpg" alt="Wolfenstein-3" width="500" height="281" />Wolfenstein is not a strategic shooter, requiring the player to duck excessively behind cover and conserve ammunition, but is more in the “run and gun” school where you charge most enemies without much fear. There is also no need to search for health packs, as Blazkowicz regenerates health after taking cover for a moment.</p>
<p>Early in the game Blazkowicz attains a Thule medallion that grants him the ability to enter the “Veil.” The Veil is an overlay that casts the screen in a greenish tint that allows you to find hidden doors and ladders, and makes enemies, hazards and collectibles easier to see.</p>
<p><img class="alignright size-medium wp-image-396" title="Wolfenstein-4" src="http://cornfedgamer.com/wp-content/uploads/2009/10/Wolfenstein-4-300x168.jpg" alt="Wolfenstein-4" width="300" height="168" />While in the Veil, Blazkowicz has access to super powers, including the ability to slow time, increased speed, a protective shield and increased attack power to the point where he can snipe enemies behind concrete walls. You initiate these powers with the directional pad, which seamlessly enhances combat.</p>
<p>Instead of a linear mission structure, the developers divided Isenstadt into three common areas from where the player can access the missions and even go back and replay missions to sniff out hidden items. The levels are still relatively linear, although the player has some choice in whether to tackle a Golden Dawn or Kreisau   Circle mission first, or to take on a side mission.</p>
<p>Between levels, Blazkowicz has to shoot his way through the streets of Isenstadt to an allies’ safe house where he can accept another mission, or to the Black Market to purchase weapon upgrades. As you complete more missions, the enemies that populate Isenstadt become more advanced and aggressive, reminiscent of last year’s Prince of Persia.</p>
<p>A compass at the top of the screen that points to the next objective guides the player through the game. A map of the common area is accessible from the objectives menu, but it is impractical and of marginal utility because the path finding with the compass works so well.</p>
<p><img class="alignleft size-medium wp-image-397" title="Wolfenstein-1" src="http://cornfedgamer.com/wp-content/uploads/2009/10/Wolfenstein-1-300x168.jpg" alt="Wolfenstein-1" width="300" height="168" />Wolfenstein borrows heavily from some aspects of two-year old Bioshock. The story is somewhat narrated through collectibles dispersed throughout every level much like Bioshock. These pieces of “Intel” can communicate tactics on taking out Nazi defenses, unlock weapon upgrades or simply add flavor.</p>
<p>Additionally, Blazkowicz’s Veil powers are reminiscent of Bioshock’s genetic plasmid enhancements. However, where Bioshock waxed philosophical on economics and free will in a setting with personality, Wolfenstein simply tasks the player with killing Nazis in a drab, war-torn eastern European city.</p>
<p>Cut scenes are the other primary narrative device used in Wolfenstein. While the opening cinematic is jaw dropping, the quality of subsequent cut scenes never manages to top it.</p>
<p>Enhancing your favorite weapons at the black market is a necessity. Upgraded weapons are substantially more powerful than originals. In between headshots, Blazkowicz loots the occupied city for Nazi gold to trade to trade for upgrades. There is a limited amount of money in the game, and it is not enough to purchase every improvement, meaning players could have vastly different characters as they play through depending on their style and favorite weapon.</p>
<p>In addition to the single-player game, Wolfenstein offers a robust multiplayer mode. The multiplayer is class-based, meaning you will have to select between an engineer, medic or soldier, each adding to the team dynamic in a different way. Soldiers, of course, are combat specialists, while engineers handle explosives and medics can disperse first-aid pack to teammates.<img class="aligncenter size-full wp-image-398" title="Wolfenstein-2" src="http://cornfedgamer.com/wp-content/uploads/2009/10/Wolfenstein-2.jpg" alt="Wolfenstein-2" width="500" height="281" /></p>
<p>Borrowing from the Call of Duty model, every action in multiplayer earns money, which you can spend on upgrading your weapons and abilities in multiplayer. While Call of Duty does not stand a chance at being knocked off its multiplayer throne by Wolfenstein, upgrading and tailoring your character is addicting while the extra dimension of Veil powers creates a distinct multiplayer experience.</p>
<p>The developers at id Software, Raven Software and Endrant Studios, who all collaborated on the project, successfully blended old-school shooter action with several more recent conventions in the genre to create a modern game that remembers its roots.</p>
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		<title>Prototype [review]</title>
		<link>http://cornfedgamer.com/2009/10/prototype-review/</link>
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		<pubDate>Wed, 28 Oct 2009 07:37:13 +0000</pubDate>
		<dc:creator>Aaron Klein</dc:creator>
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		<description><![CDATA[Prototype is a brutal game, and Mercer is no hero. He does not care how many civilians are killed on his path to vengeance. In fact, the game rewards players for killing in the form of evolution points. This creates a disconnect between the Mercer you want to root for in the cut scenes, and the homicidal maniac you play in the game. This detachment is even more pronounced than in other games with this problem, such as Grand Theft Auto.]]></description>
			<content:encoded><![CDATA[<p>Prototype puts you in the shoes of a revenge-minded, shape-shifting psychopath and sets you loose in New York City. It is an action-heavy sandbox game where you unlock new methods of destruction as you cause more devastation.</p>
<p>Alex Mercer is Prototype’s protagonist. In the beginning of the game, he awakens in a morgue, about to undergo an autopsy. He flees, only to be riddled with bullets and escape again by jumping 20 feet over a fence. Mercer must discover why he has these newfound abilities by piecing together his forgotten past.</p>
<p style="text-align: left;"><img class="aligncenter size-full wp-image-370" title="Prototype-1" src="http://cornfedgamer.com/wp-content/uploads/2009/10/Prototype-12.jpg" alt="Prototype-1" width="480" height="270" /></p>
<p style="text-align: left;">He discovers his city falling apart. A mysterious plague has infected the populace, turning citizens into zombiesque monsters connected to a hive mind. Bioresearch firm GENTEK is somehow involved, and a covert biowarfare military unit called Blackwatch is determined to stop the diseases’ spread even if it means killing everyone in Manhattan.</p>
<p>The story unfolds through cinematic cut scenes and a puzzle of memories called the Web of Intrigue. Much of the story is narrated by Mercer to a mysterious third party on the 18<sup>th</sup> day of the infection, with the player taking control of the past.</p>
<p>Amnesiatic protagonists are cliché in the gaming world, but Mercer’s method of remembering his past forgives this sin. The way Mercer unlocks memories is grotesque. He literally extends his tentacles into an individual, rips them apart and consumes them to display a short cut scene. There are 131 people walking around the game world with a piece of the conspiracy in their that can help unlock the story’s mysteries.</p>
<p>Consuming a pedestrian or enemy is also how Mercer replenishes health, learns some skills and assumes their form. Mercer is a shape shifter, which adds a stealth element to this action-heavy title. He can blend into the crowd to lose enemies, or disguise himself as a soldier to gain access to a military base.</p>
<p><img class="alignright size-medium wp-image-372" title="Prototype-2" src="http://cornfedgamer.com/wp-content/uploads/2009/10/Prototype-22-300x169.jpg" alt="Prototype-2" width="300" height="169" />The stealth mechanic requires a major suspension of belief, but a necessary one to maintain the fast-paced action. For example, the military know they are looking for a shape-shifting superhuman, yet if they see you disguised as a random pedestrian or fellow soldier jump 30 feet in the air, glide and then run up the side of a skyscraper they don’t bat an eye.</p>
<p>Getting around the city is delightfully liberating. Mercer has super speed, can run up the side of buildings, jump three stories and glide on the air. This is particularly helpful when being pursued by angry Marines in helicopters, making it effortless to travel the New York rooftops.</p>
<p>Prototype is a brutal game, and Mercer is no hero. He does not care how many civilians are killed on his path to vengeance. In fact, the game rewards players for killing in the form of evolution points. This creates a disconnect between the Mercer you want to root for in the cut scenes, and the homicidal maniac you play in the game. This detachment is even more pronounced than in other games with this problem, such as Grand Theft Auto.</p>
<p><img class="alignleft size-medium wp-image-373" title="Prototype-3" src="http://cornfedgamer.com/wp-content/uploads/2009/10/Prototype-31-300x169.jpg" alt="Prototype-3" width="300" height="169" />Evolution points are spent to upgrade Mercer’s abilities, and are earned liberally. Improvements include new attacks, new ways to view the world, new ways to get around and protective powers like armor. Although Mercer can pick up and use enemy weapons, his shape-shifting abilities provide a much more interesting method of dispatching foes. He can grow Wolverine-style claws from his hands, turn his fists into giant hammers or morph his entire arm into a blade or into whip like tendrils. His attacks are devastating, often hewing an opponent in two. That this is not a game for children doesn’t even need to be said at this point.</p>
<p>Melee battles are messy and chaotic. It is a good thing Mercer can take a lot of damage, because Prototype throws waves of enemies at you. The camera can sometimes be an additional foe, providing horrible views particularly when you fight too close to a wall.</p>
<p>If Mercer didn’t have enough ways to create havoc, he can also commandeer enemy tanks and helicopters. Jumping on the back of a helicopter, making your way to the door and consuming the pilot is one of the most rewarding experiences in the game.</p>
<p>The main story has more than 30 missions, and with tons of side missions this game could keep you occupied for a couple dozen hours, longer yet if you attempt to find all the hidden content and memories. The story missions have a great balance, straddling that fine line between challenging and frustrating. The side missions are mostly the standard combat and time trial fare, but a lack of innovation here does not impede their enjoyment.</p>
<p>What the graphics lack in detail they make up for in scale. Dozens of vehicles and seemingly hundreds of people can be on the screen at a time. Vehicles realistically swerve, skid and crash when approaching street battles. Citizens hysterically run away from you and the infected monsters. The combined effect presents a city gripped in fear at the violence playing out on its streets.<img class="aligncenter size-full wp-image-374" title="Prototype-4" src="http://cornfedgamer.com/wp-content/uploads/2009/10/Prototype-41.jpg" alt="Prototype-4" width="600" height="338" /></p>
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		<title>An interview with NCAA Football 10 designer Ben Haumiller</title>
		<link>http://cornfedgamer.com/2009/07/an-interview-with-ncaa-football-10-designer-ben-haumiller/</link>
		<comments>http://cornfedgamer.com/2009/07/an-interview-with-ncaa-football-10-designer-ben-haumiller/#comments</comments>
		<pubDate>Tue, 14 Jul 2009 03:12:14 +0000</pubDate>
		<dc:creator>Aaron Klein</dc:creator>
				<category><![CDATA[Features]]></category>
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		<category><![CDATA[Ben Haumiller]]></category>
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		<guid isPermaLink="false">http://cornfedgamer.wordpress.com/?p=319</guid>
		<description><![CDATA[Last week I had the opportunity to chat with NCAA Football 10 designer Ben Haumiller. What follows is a condensed and edited version of our discussion.

Cornfed Gamer - You only have one year between releases of NCAA, how do you balance the time between adding new features and improving the core, on the field experience?

Ben Haumiller - That’s a fun part about it, is that we do have such a tight time line every year that there really is no down time. We don’t ship for six days and I’m already working fully on next year’s title.]]></description>
			<content:encoded><![CDATA[<p>Last week I had the opportunity to chat with NCAA Football 10 designer Ben Haumiller. What follows is a condensed and edited version of our discussion.</p>
<p><em><strong>Cornfed Gamer</strong> &#8211; You only have one year between releases of NCAA, how do you balance the time between adding new features and improving the core, on the field experience?<span id="more-319"></span></em></p>
<p><strong>Ben Haumiller </strong>- That’s a fun part about it, is that we do have such a tight time line every year that there really is no down time. We don’t ship for six days and I’m already working fully on next year’s title.</p>
<p>You’re constantly thinking about what you’re going to be doing next and always working within the budget you have for that year with what you can get in.</p>
<p>A lot of that comes from talking to the community members and seeing what the fans of our game really want to see added. So we put a lot of stock into what they want to see.</p>
<p><em><strong>CFG</strong> &#8211; I imagine some ideas you have to cut, or wait and it takes two years to implement?</em></p>
<p><strong>BH </strong>- That’s always the toughest part is seeing something that you really want to see in the game not make it in just because you don’t have the time to do it. A lot of times you try to work it in gradually, where it might be a two-year feature to get the full scope of what you want to see. You get elements of it one year, and go for it full bore the next year.</p>
<p>But there are some things that wind up getting cut that just breaks your heart. You get so attached to some of these features but it comes down to a balance of what&#8217;s good for the whole of the game, not just those singular parts. So something might get cut that you&#8217;re attached to, but it&#8217;s for the better of the whole game.</p>
<p><em><strong>CFG </strong>- Give me an example of a feature that you were a big fan of that got cut in the past, or even in this year&#8217;s release? </em></p>
<p><strong>BH </strong>- One example would be dynasty mode priority score updates, like you see on ESPN. Where, during the course of the game you&#8217;re getting updates on other games that are happening around the nation to make you feel like you’re in a full environment. Like you&#8217;re actually there in the middle of a Saturday afternoon.</p>
<p>But for technical reasons it has always been difficult to get those in the right way, especially when also trying to include scores from online games of other friends and online dynasty.</p>
<p>That’s one thing we would like to have. It would be nice point and we’re working to try and get it but we haven’t quite got there yet. Other things pop up that lower that on the priority list of what we’re doing.</p>
<p><em><strong>CFG </strong>– How you guys decide to allocate rankings and skill points to the different schools and players? </em></p>
<p><strong>BH </strong>- Team ratings, that’s all done by a committee of us on the NCAA team. We all get together and have a roundtable discussion to come up with our top 25 rankings for each year.</p>
<p>In the past couple years we’ve had roughly 18 of the top 25 schools within one spot of where they wound up in the real life preseason rankings. We do our list back in February, before a lot of the spring practice happens. We’re taking a lot of stabs in the dark at what we think schools are going to look like and how the top 25 is going to shape up based on what we know at that time.</p>
<p>As for the rosters, that’s something we really try to do based on the team and what you’re expecting when you’re playing as that team. If you’re playing as USC, for example, and they have a team that’s built around running the wishbone, that’s not going to make much sense. When you’re playing as USC you’re expecting to have a team that’s built with a pro-style offense. If you’re looking to play as Alabama, you’re looking to have a stud receiver to throw to at all times.</p>
<p>That’s how we build our roster. We don’t have the real players in the game,  so we can’t actually create the teams based on the real life players. But we’re building them based on the themes for those teams.</p>
<p>Another example from the Big XII is Texas Tech. If they’re not throwing on every down and they don’t have the players to be able to run that offense then it’s going to seem a little strange to you when you’re playing the game. So we’re trying to keep them as true to their real-life identity as possible even though we don’t actually have the real players in the game.</p>
<p><em><strong>CFG </strong>- There’s so much focus on downloadable content and digital distribution nowadays, have you guys ever thought about releasing a core game every three or four years and providing downloadable roster and schedule updates every year? </em></p>
<p><strong>BH </strong>- There are discussions always happening on what’s the best model and how we want to get the product out. We’ve discussed a lot of different options and that one is something that has been mentioned as well.</p>
<p>Those decisions are made well above my position. I’ve just got to work with whatever decision we go with. But yeah, you’ll see a lot of change into digital distribution and getting content out that way. We’re not planning on doing it next year or the year after, but who knows what happens in the future.</p>
<p><em><strong>CFG </strong>- How do you decide what new features from past games get to stick around in the next iteration and what kind of things get left behind and why? </em></p>
<p><strong>BH </strong>- When we moved to the next generation, that first year it was really about getting a game up and running. We weren’t sure what full game experience we would have. We were trying to grab everything we could from the older version and get it in, but it became a point of, OK, we could take all these features, but there are certain things we wanted to really redefine how they work and really do them the right way. Not just port over what we had before and keep going.</p>
<p>With dynasty sanctions, for example, where you get players that get into trouble and you can choose to discipline them, or not, and you might end up running into the heat of the NCAA. That was something where we had a system that works well on the PS2 version, and it was a fine system, but we really want to, at some point, go back and readdress how that works and really upgrade the system and make it a much better and more fun experience.</p>
<p>So the decision was made for some of the features, to leave them out right now with the plan of going back and make them larger and better. So you’re seeing things come back along the way.</p>
<p><em><strong>CFG </strong>- You guys do both Madden and NCAA Football, and a lot of the gameplay is similar. How is the focus of NCAA different from that of Madden, or what different considerations do you take as a team when focusing on the college sport compared to the professional sport?</em></p>
<p>We have two separate teams that work on each title. The guys that work on NCAA with me, we’re all very huge college football fanatics. I mean, I try to make it to at least 10 to 15 college football games a year all across the country just to see different places I’ve never been before and check out some great games along the way. I haven’t had a chance to make it out to the Sea of Red yet but it is definitely on my list.</p>
<p>We feel our games are best when they are as different from each other as possible. There are things that are very similar, and a lot of our gameplay stuff is shared. Our gameplay team does work on both titles because when it comes down to it, a halfback dive is a halfback dive. There’s really not much difference with the way its run in the pros versus in college.</p>
<p>But where we get really specific is in our playbooks. The Wildcat is now becoming a phenomom in the NFL right now, but we’ve had it in NCAA since Arkansas was running it a few years ago.</p>
<p><em><strong>CFG</strong> – How often do you get Lee Corso and the gang together to record new audio for NCAA? </em></p>
<p><strong>BH</strong> &#8211; We bring them in every year to record new content. We try to throw away the lines that are considered to repetitive, or have been there for a few years, and try to freshen them up. One thing we did this year with Brad Nessler is you were able to go online and actually enter in the phonetic spelling of your last name. So he read a bunch of, thousands of, user submitted last names, so when they went in and actually edit rosters or create players and put their own last name in, they’ll actually hear Brad Nessler say it for the first time.</p>
<p>We have a lot of scripted commentary we try to have them read for certain situations, but a lot of fun is when we have them come in and just watch the game being played and react and talk about what they’re seeing. We get a lot of great content and a lot of great commentary just from letting them do that, for letting them be themselves. I mean they call games for a living, so letting them just do the commentary based on the action they are seeing while watching the game being played, you get a lot of really cool, key things they would say. When you’re trying to write for them you’re trying to channel their voice, and it’s a little tough to do at times. Just let them naturally do it on their own and they come up with some great stuff.</p>
<p><em><strong>CFG </strong>- There are certain features to the game that are unlocked by purchasing the features using Microsoft points. Why are these essentially downloadable content instead of part of the core game, and does it create a competitive disadvantage for those playing online dynasty?</em></p>
<p><strong>BH </strong>– A lot of these are what are considered accelerators. The five star prospect thing, that is something that’s intended for the guy that wants to play the feature and wants to experience it, but maybe doesn’t have the time to play every high school game. They want to jump right in and start playing in college. So we give them the option to bypass that section.</p>
<p>Or in dynasty for example, you want to have the toughest place to play but you don’t have the time to invest to get your team to the top, we’re giving you a way to accelerate your experience to get you to that point.</p>
<p>Everything we have as far as the accelerators this year are things you can find and do on your own, but this gives you a chance to jump in there a little earlier.</p>
<p>It’s something that in the long run really doesn’t unbalance the game so much, since, everything is already there for everybody. But we do see how some people may say, ‘well we don’t want that in our dynasty, we want everybody to do it on their own.’ So that’s one thing that will actually be in the patch that we’re coming out with–I don’t know the exact day yet, but it will be as close to launch as we possibly can–will be the option to have that turned off for online dynasty so people can have their dynasty without the concern that somebody may have some downloadable content.</p>
<p><em><strong>CFG </strong>– What’s the winner of the Season Showdown tournament gets. If Nebraska wins, do we get to see a Husker on the cover next year? </em></p>
<p><strong>BH </strong>– Hahahaha. So we’re working through everything we can to try to figure out if we’ll wind up having a great grand prize for it. It really comes down to, the intent behind it was really all along the pride of your school and showing off that your school is the best. We don’t know yet exactly what that’s going to mean in the long run, but for now it definitely Is a mode that’s geared toward showing off your school pride.</p>
<p><em><strong>CFG</strong> – There’s no NCAA for the Nintendo Wii this year. Why? </em></p>
<p><strong>BH</strong> – We decided to take a step back for a year and really take a look at what we can be doing with the Wii console and make a college football game on the Wii that really just blows people away. So it’s something we’re looking at doing in the future. No commitment yet on when we’ll be doing it again. But its something we are looking at jumping back into and really utilizing what the Wii can do to make a unique college football experience.</p>
<p><em><strong>CFG </strong>– Personally I’ve always preferred dynasty mode. Do you have any ideas we can look forward to with dynasty mode in the next few years? </em></p>
<p><strong>BH </strong>– I’ve got pages and pages of notebooks filled of things that we want to do with dynasty. A lot of it does come into increasing the coaching aspect and adding more of an athletic director mentality to what you can do.</p>
<p>One thing that’s really nice is we’re not going to run out of ideas anytime. It’s just a matter of getting all those things prioritized and implemented into the game. With online dynasty being added last year that opens a whole new realm. It’s a lot more fun to recruit against your buddy for a five-star quarterback than it is to recruit against the computer. We definitely see that as the way to go.</p>
<p>Everything is moving into the online space, so we really want to be there with that and increase how you’re able to interact with the game, where you’re able to play and how you’re able to do the different aspects of the game. Whether it be at your console, whether it be at your computer, whether it be on your mobile phone. Wherever you go, being able to always be connected to whatever happens in your dynasty and being able to participate is definitely the future as far as gaming goes.</p>
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