Tuesday, January 26, 2010

Battlestar Galactica As a Game By Jack C Dean

Battlestar Galactica is a well known science-fiction series which regained momentum (from its 1978 roots) with a 2003 mini-series and 2004-2009 regular television series which followed.

For our readers who aren't familiar with the Battlestar Galactica Universe:

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Battlestar Galactica takes place in a remote star system humans occupy a series of planets known as the "Twelve Colonies". The humans were at war against a cybernetic race known as the Cylons until they were sold out by a turncoat named Baltar. The Cylons, with the assistance of Baltar, were able to ambush the humans and lay waste to the Twelve Colonies. In the aftermath, the surviving humans escape in spacecraft and one of them is named the "Battlestar Galactica". The Battlestar Galactica seems to be the sole surviving military spacecraft operational in the aftermath of massive Cylon attack. The plotlines of the series progress as you follow the Battlestar Galactica and her crew as they search for a legendary refuge known simply as "Earth".

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Following the success of the original 1978 series, companies such as Mattel attempted to create games built in the Battlestar universe but were unsuccessful. The values of mass production and timing which surrounded game development of the era may have been a contributing factor to the poor quality... as a matter of fact, the focus on timing as oppose to quality is probably why you can find many of the games from this era buried in a dessert in Utah somewhere...

The second major attempt to produce a Battlestar Galactica game occurred in 2003 following the renaissance surrounding the mini-series, however, again, the attempts received mediocre critical review and limited commercial success.

Since the 2003 release we've seen both mobile and 2-dimensional XBLA releases that were greeted the same general lack of enthusiasm.

So what gives?

"How can such a popular series amongst sci-fi and game fans be spawning games that keep flopping?"

In my opinion, Battlestar Galactica is a universe waiting for a successful game adaptation. However, its success would require a developer with the foresight to understand that certain games need to be produced in a genre format that properly re-creates the universe and is preferential to the fan base.

The previous failures to transform Battlestar Galactica into a successful game seem to have more to do with a lack of good judgment than some element, or set of elements, which make the universe unfit for interactive entertainment.

What is required for success would be the sincere desire on the part of a developer to put out a production quality game that can tap into a genre with innate appeal to the fan base, and a format which properly develops elements that are unique strengths of the universe.

Dark Void

Jet packs, cybernetic humanoid enemies, alien beasties … yep, that sounds like makings of a decent action-adventure title.

Dark Void brings the action in spades, from the moment you launch the title to the up-tempo shooter action of the first imperatives … err, missions.

The tutorial level prior to the launching of the main game arc makes it apparent this title is combining several different elements, and doing it flawlessly. Airtight Games, the dev team behind this Capcom release, understand that while the foundations of familiarity within the game give players a reference point, once that is established, the game can go wherever the imagination pulls it. And where it pulls it is into a compelling world that is at once mysterious, inviting and deadly.

The setting is an alternate world called ‘The Void,’ that has still has some of the trappings of Earth. There is a Bermuda Triangle, and that is precisely where the protagonists find themselves when the game actually kicks into gear. But prior to that, the players are treated to a taste of the aerial combat. Strap on those jet-packs, kiddies, it’s time to hunt big game – you know, the kind that has propellers. The aerial combat is handled well, though those that are familiar with games that sport three-dimensional control schemes (as in almost every aerial combat game on the market from World War II titles to Star Wars games) will recognize the mechanics. What makes Dark Void’s aerial sequence more surreal and a bit more urgent is that the protagonist is not wrapped up in a metal screen absorbs minor damage. Nope, it’s just him, his natty jungle attire, a couple of guns and that jet pack. George of the Jungle may have had to watch out for that tree, but the Dark Void characters have a lot more to be concerned with – like bullets, planes, floating land masses … you know, the objects you don’t want to face plant or get clipped by.

Once that portion is done, it’s on to the main course – the central story arc, which involves a crash landing, some deadly and exotic wildlife that seems to be infused with metal (holy island of Mech Dr. Moreau!) and humanoids that are very well armed. The shooter-combat elements are handled from a third-person perspective, and the controlled character can pick up ammo, use cover, fire over and around obstacles he is glued to for reasons of self-preservation, and generally goes through most of the tumbling and climbing routines that seem to have become a standard for third-person shooters.

The action, though, is tight, and the graphics are quite compelling. The game also fires smoothly on the audio cylinders. Sure, there are a few moments where the intelligence of the non-controlled characters seems a bit suspect, but it’s understandably part of driving the storyline.

There is a fair amount of hype surrounding Dark Void and even from the early burn and preview disk that is understandable. The title is slated to go retail on the 19th of this month, and will be available on the PS3, 360 and PC platforms.

BioShock: Ain’t Rapture Grand?

“I wanted to put people in a world filled with big ideas and people who had a vision for how life should be lived,” explains Ken Levine, BioShock’s lead designer and head writer. “How that vision is sort of realized in really positive ways and how it falls apart.”

He adds: “In a game, you can come into a world and really move at your own pace and have this notion of exploration that’s so powerful. Our first priority in BioShock was making Rapture a fascinating place to explore. In a lot of ways, it’s a haunted house: terrible things have happened, and you come after those terrible things have happened.”

Character on fire in a hallway.

Flame On. You’ll need to rely on all the tricks in your arsenal to take down a Big Daddy.

Certitude

Rapture was the brainchild of fabulously wealthy business tycoon Andrew Ryan, who channeled the Objectivist philosophy of Ayn Rand when he conceived of a society where, in his words, “a Great Chain of industry unites us. But it is only when we struggle in our own interest that the chain pulls society in the right direction. The chain is too powerful and too mysterious for any government to guide.”

“You should be wondering what everybody’s motivations are — that’s the key thing.”

- Ken Levine, lead designer and head writer

“The character of Andrew Ryan is heavily influenced by Ayn Rand and her certitude,” Levine acknowledges. “Her certitude behind her philosophy and Andrew Ryan’s confidence that if they follow the philosophy then things will just sort of work out for the betterment of everyone.”

Little girl with glowing eyes.

BFFs. If you see a Big Daddy by himself, just wait a few minutes: his companion will eventually crawl out of that hole.

He adds: “I think any time you’re writing about politics — utopia or dystopia — Orwell’s your go-to guy. ‘Animal Farm’ is a book that basically sums up the tragedy of any political movement in history in the simplest and most wonderful way.” It’s not hard to see echoes of that idea in the crazed former patrons of the Kashmir Restaurant, who wander the shattered establishment masked by the same rabbit and cat faces they wore to that ill-fated New Year’s Eve party.

Enhancements

Two of those crazed people, known as Splicers, are having that argument on the lower level. Eventually it spills over into screaming and violence. Many of Rapture’s citizens have gone insane thanks to their dependence on a genetic material called ADAM — when the city fell into chaos, ADAM became difficult to obtain. ADAM allows the user to inject plasmids into their bloodstream, granting them the ability to unleash a firestorm, zap enemies with electrical bolts, use telekinesis to pick up just about anything and throw it, and more.

Character shooting a flame weapon.

Airport Fun Guide for Kids

Flying with kids can be a challenge, but this Cheapflights guide takes a look at fun activities at some of the domestic and international key connecting airports.

A caveat: while lots of airports are opening new, innovative play areas and museums, don't leave your child there unattended. No matter how secure it seems, supervised play is safe play.

Family Friendly Security Lanes

Did you know that the Transportation Security Administration (TSA) www.tsa.gov is starting to group security checkpoints, in hopes of speeding up the process for everyone?

If you're traveling with your family, look for the Green Circle lanes, designated for those who need extra time. You'll get a bit of breathing space, without in-a-hurry, laptop-toting frequent flyers breathing down your necks and demanding that you move faster. (Those folks can go in the Blue Square or Black Diamond lanes.) The TSA says separating its security lanes has already increased efficiency and saved time for family travelers. Next time you travel with kids, it could just save your sanity.

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AIRPORTS IN THE U.S.

Hartsfield-Jackson Atlanta International Airport (ATL)

As the world's busiest airport, there's plenty of space for art and exhibits, like the awesome model train exhibition near the entrance to Concourse T. And don't miss Yangchuanosaurus! ATL partnered with the Fernbank Museum of Natural History to display the skeleton in the airport's atrium.

Baltimore/Washington International Thurgood Marshall (BWI)

Upstairs in the main terminal, in BWI's Observation Gallery, is a one-of-a-kind children's play area. There's an array of airplane parts: a wing, tail, wheels -- even part of a fuselage. Plus some fun equipment meant to be played on (don't fret -- the area is carpeted).

Boston Logan International (BOS)

In Terminal C (the departure level of the main terminal), the Children's Museum of Boston has created Kidport. It offers hands-on, educational exhibits like an airplane sculpture for climbing, a baggage-claim slide, an infant and toddler play area, and a "what's outside" window display. There's another Kidport in Terminal A (designed by Playtime), which sports a replica of the unique Boston control tower.

Charlotte Douglas International (CLT)

If you have a long layover, here's a great diversion that's just a 5-minute drive from the airport: the Carolinas Aviation Museum. There, you'll see more than 50 aircraft on display. Admission is $5 for children, $8 for adults. Hours: Sundays from 1pm-5pm; Tuesdays through Saturdays 10pm-4 p.m. Information: 1-704-359-8442.

Chicago O'Hare International (ORD)

Once you're through security at Terminal 2, head to the Chicago Children's Museum's Kids On the Fly interactive exhibit. Fully accessible to passengers with disabilities, there's tons to see and learn: an air traffic control tower, a tricked-out helicopter, cargo plane, luggage station -- plus a restored F4F-3 Wildcat, the kind that WWII hero, Lt. Commander Edward "Butch" O'Hare (the airport's namesake) flew.

Cincinnati-Northern Kentucky International (CVG)

A Kidsport is located in one of the most prominent places in the airport: the top of the escalator on Concourse A. Kids can explore miniature buildings, parents can sit in rocking chairs and supervise, and the Cartoon Network is on in the background. Sweet simplicity.

Dallas/Fort Worth International (DFW)

Look for a trio of Junior Flyer Clubs. The largest one is located in Terminal B, at Gate 12. The 685-square-foot aviation playground has a runway, roadway, car, airplane, and control tower. The Terminal C club is at Gate 14. In International Terminal D, Gate D-30, televisions in the play areas broadcast the Boomerang channel. Need to wander more? Hop on the Skylink. Sure, Skylink can quickly connect passengers between terminals, but kids know better: it's an awesome ride through one of the busiest airports in the country.

Denver International Airport (DEN)

There's a small, unsupervised play area on the mezzanine level of Concourse B, but the coolest attraction is the free underground train. Kids find it fascinating, and it's a safe, easy way to pass the time.

Detroit Metropolitan Wayne County Airport (DTW)

Detroit, a large Northwest Airlines hub, sports seven - count 'em - play areas. All are located in the relatively new McNamara Terminal, and are arrayed along the boarding concourses. You'll find four play areas in Concourse A, two in Concourse B, and one in Concourse C. In the check-in lobby of venerable Smith Terminal there's a neat Sturgeon display. Kids love it. These fish have been swimming in the Great Lakes since the days of the dinosaurs.