Tag Archive for Kimberly Unger

Material Girl

Cheery title for the holiday season, don’tcha think?  It was the holidays, and the attendant shopping that goes along with them, that got this train of thought rolling in the first place.  One of the interesting things over the past five years in particular has been the big push towards e-devices, not only as the obvious alternative to traditional print media, but also with regards to games and entertainment.  During this time my entire family and extended family has gone “e” and for the first time ever I am finding that the things they really want, the “thoughtful” gifts are not going to be plastic toys, battery-driven cordless drills or even shiny shiny game DVD’s.  They’re going to be gift cards.

Yeah, I know.  Talk about impersonal.  Gift cards are what you give your babysitter, or your uncle in Tulsa because of the shipping costs, not something you get your *kids*.

Except this year.  This year we have finally reached the tipping point.  The point where the value of information, of data, the near invisible bits and bytes that go into creating e-media have transcended the tawdry plastic and glitter that once had my children pointing to every new thing on the screen and saying I *want* that.

The gift card market, the e-currency market has gone absolutely insane.  Walk into your local supermarket or drugstore and you’ll be faced with a wall of goodies, plastic cards that can be charged with dollar amounts ranging from $5 to $10,000 (yes, there are a few that you can put up to 10k on, though if you’re going to gift that large an amount, I suspect a wire transfer to a Swiss Bank Account might be more your speed).  The game industry, and in particular the “Free to Play/Pay for Stuff” end of the MMO industry, has embraced this middleman with a vengeance.  As a parent, it’s become an easy tangible tool to teach financial responsibility without exposing my credit card information over and over and over (and while each of the digital entities may have excellent security, having to buy minutes or credits or pips each time my kids want to spend their earnings will statistically increase my risk).  My kids earn up, then on our next trip to buy essentials, instead of buying plastic toys that will eventually clog up the landfill, or candy bars and soda, they get a card that will allow them to buy stuff in their favorite game, or will allow them access to the “members only” section for another month.

On the one hand, as a parent, I’m a little concerned about my kids willingness to chuck money at virtual products, and equally concerned that they want virtual goods as gifts, rather than the good ol’ fashioned action figures and tea-sets.  But you know, sooner or later every one of those action figures is going to end up in the landfill somewhere, even if I turn them over to a family in need.  I myself have finally made the transition from paper books (as much as I love the hedonistic feel of the pages) to e-books because, sooner or later, something horrible happens.  I have lost books to water, bugs, rats, kids, sewage (don’t ask) poor judgment and now I am facing down an entire library of paperbacks that will be given to a new home simply because I no longer have the space to support my book-hoarding habit.

It’s remarkably freeing.  I can divest myself (and my kids) of all this *stuff*.  Dispose of all the toys that have lost their luster and get rid of bookshelves full of stuff.  Take the focus off the material, off of owning the *thing* and focus on the idea, the experience, without saddling it with the onus of possessing an actual physical trophy.

But is it a real change?  By turning the focus away from the physical toy to a virtual one, is this an actual turn from the materialism that every parent, teacher and psychologist has lamented since the dawn of time, or are we simply becoming virtually materialistic? Or are we simply broadening the definition of “material” to include ownership of things that are, arguably, less real?  And if we are, does that mean that so many of the traditionally non-material elements that we value in place of things – knowledge, imagination, intuition, experience – are *just* as material as the action figures and robot vacuum cleaners?

I think perhaps, as much as I may embrace the new “e-era” and succumb to getting an extra month of an MMO here or a hundred “e-coins” there for the kiddos, there’s still going to be a few things under the tree that likely are made out of plastics, or Nerf foam, or one of the other more traditional materials of play.  As much as I might want them to be better than my “Material Girl” generation, I’m not quite ready to give up those trophies, those physical proofs of my affection.

Yet.

Maybe when they’re teenagers.

Legs, legs, legs

Now, I will be the first to admit, I was pretty psyched about getting something other than the love and innocence that has been peddled on the Wii since its emergence. Don’t get me wrong, I had an absolute blast working through Mario Galaxy, and My Sims Party had its moments, but in my heart and soul I am a “core” gamer and sooner or later the call of the gritty textures and blood soaked tiles overrides the saturated colors and cheery, bouncy gameplay of most Wii titles. PLUS, this game promised to feed my ever-growing Discovery Channel/Animal Planet addiction by immersing me in the dangerous daily life of any number of my favorite venomous critters and their ten best rivals.

So I booted up the game and was immediately struck (think hammer to the fingernails) by the cheap horror-flick stylings of the title and main menu screens. While I can understand the need to back up the promise of the title, I was beginning to doubt how much of this game was going to be yet another thinly disguised fighter versus fighter title, like Street Fighter but with big venomous insects.

I was pleasantly surprised when the game then dropped me into a surprisingly (given the visual state of most Wii-fare already available) realistic version of the Sonoran Desert with an equally surprisingly realistic tarantula at my beck and call. Yes, I know all about the box art, but I have worked on marketing materials for this industry so I keep a big box of salt in my desk just to take with the screen shots put out before a game ships.

Wow.

Surprisingly boring at first glance too. I was haunted by images of “edutainment” titles and badly written 3d “encyclopedia” entries. Lots and lots of beige in this game. Beige, brown, dust, sand and a hint of red ochre thrown in when the artists really got their wind up. Well, you wanted realism, not come fancy a** metallo-organic arachnid with racing flames painted on his abdomen and rocket boots strapped to all eight legs, but it does take a little bit of getting used to. As a game-player you are used to looking at a form of hyper-realism, actual photo-realism is rare. Bright colors and bobble-heads, zombies, weapons that defy the laws of physics, these are the things the mind is used to suspending disbelief for. Not dirt, rocks and lots and lots of legs. The music is almost nonexistent, instead replaced with ambient sounds of wind on sand and muffled echoes of boot steps and scratchy spider footfalls. I’ll front them the “roar like a tiger” sound effects for critters like the lizard, it certainly gets the “extreme danger” point across. When you do get music, it’s usually to announce an impending boss battle, so make sure you’re standing with a clear line of sight to the Wii sensor and your Wii-motes have a fresh set of batteries.

The exploratory element is limited, what there is of it is nice, but there’s just not enough sandbox to it to make it a highlight of the game. What I found very interesting however was the level design itself. You can crawl on all the walls and ceiling of the tunnels in the game, much like an actual insect could do and the level designers have done a tidy job taking advantage of this fact. The underground tunnels and warrens branch off on all axes, keeping in mind that “up” is relative to wherever your critter happens to be standing.

Layered through and on top (literally) of all this are the only two humans in the game. True to the experience the game designers were going for, Billy Bob Thornton and Tommy Lee Jones play perhaps two of the reddest necks to be found this side of King of the Hill. Their story runs parallel to yours and is revealed bit by bit as your bug of choice gets close enough to the surface to hear them talking. Fortunately (or not) early on the game designers have planned for the immediate gamer instinct of “I’m playing a venomous arachnid, let’s see if I can bite people!” and you are not in a position to actually come in contact with the itinerant treasure-seekers. It is an interesting and unusual storytelling mechanic not often seen as the core in videogames.

Ever wish you could be a fly on the wall? It would probably be something like this, booming nearly distinct voices filtering down the tunnels, words spoken by figures so large that you can’t hardly get a a good look at them in their entirety, even when you make it into the full light of day to do so. Your interaction with that aspect of the game, however, is somewhat unsatisfying. The two humans poking around serve more as a complex deus-ex, potentially causing trouble for the underground denizens, than an actual part of your story as the player. In fact, your story is much simpler and more primal. Eat, kill the other critters before they kill you, eat some more. The RPG elements, the brief missives delivered by the game as a part of the HUD (the visual toolset that does things like tell you when you’ve been damaged, etc.)

If you’re a platform fan, then the game play isn’t going to be hugely innovative. But then, if all you play are platformers, then perhaps innovation is not your cup of tea. The standard conventions are all here, lots of running about, collecting items (in this case grubs or crickets as an example) that will help you earn points, boost your health and give you a little extra oomph when you need it. There are a number of “boss” style battles that follow standard protocol (boss attacks, attacks, attacks, then gives you an opening to strike their weak spot) with the interesting twist here being surviving the battle as opposed to winning the battle. This game also has its share of standard annoyances, rocks you should be able to jump over but can’t, the occasional invisible wall, or inability to leave an area (though it looks like you should be able to) until the combat is finished and/or all the enemies have been dispatched.

All in all this is still a fun, fast little game, turned on its ear by the unusually realistic graphics and audio work. It could be setting the stage for a new type of game, one that focuses on a more “photo-real” look and feel as opposed to the “hyper-real” we are so accustomed to. Enjoyable (particularly for the 8-12yr old set) and not as huge an investment of you time as, say, Twilight Princess. I’m not one to hand out a ratings ranking (there’s a solid billion other sites that will do that if you’re looking for numbers) but I would absolutely recommend renting this and giving it a go until after the second level to see if it trips your trigger. Once you get used to the lack of “gamy-ness” I think you’ll find something unique on the game store shelves and hopefully a harbinger of more to come.