Archive for September, 2007

About Monique Fanboys and Fangirls Must Die
September 30th, 2007 by Monique
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I have no brand loyalty these days. If it’s good, I will buy it. I don’t care who makes it. Similarly, if it’s bad, I call it out. I don’t care who makes it.

Nintendo When I was younger, it wasn’t like this. In my darker days, I was a Nintendo fangirl. I remember calling the original Playstation the “Gaystation” in all my twelve-year-old wit. When I first heard about Final Fantasy series in the late nineties, I dismissed it solely because it was by Squaresoft and Sony and not by Nintendo or Rare. At the time, I owned three Gameboys with different color cases and I could name all 150 Pokémon. I’d played Ocarina of Time ten times through, and would testify to a judge and jury that Goldeneye was the only shooter worth anything. I also refused to admit Nintendo could do any wrong, and even when people were upset with Majora’s Mask or that awful Kirby game, I still kissed the company’s ass.

I kissed Nintendo’s ass because I was a rabid fangirl.

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About Monique Leading Ladies
September 27th, 2007 by Monique
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Princess Peach I was playing Mario Kart DS at the dentist’s office today when it hit me: I fucking hate Princess Peach. My hatred for her sort of confounded me and I was a little startled by my revelation. I started thinking about it later. As a female, I enjoy playing females when they’re available; I play Zelda in SSB, I play Chun-li in SF, I play Claire’s scenario first instead of Leon’s in RE:2, and I even play Xiao in Tekken. I don’t mind when the cast is males only–I have no problem playing a male in Counter-strike–but I do choose the female when I can. Unless of course, it’s MK, then I’m gladly anyone but Peach.

So why do I hate her?

Fuck if I know. She just bothers me. So instead of ranting more, here’s some of my favorite females in gaming, who are not only hot, but completely competent at saving the world or destroying it.

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About Monique Music in Video Games
September 19th, 2007 by Monique
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Lara Croft The music in video games is often neglected and confined to the background. People praise game play, characters, plot, and even voice acting, but rarely do they praise a video game based on its soundtrack. And yet, as gamers, we all know the Zelda theme by heart, we can whistle the Mario Bros theme, and we all remember “One Winged Angel” from FFVII. This is because, despite being tucked away and out of the spotlight, music is integral to video games. It sets the scene. It creates ambiance. It creates immersion. Fast-paced beats set our hearts racing, and slow violins warn of us an impending Hallmark moment.

Arguably, without music, video games would not be where they are today.

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About Monique Interview with Felicia Day of The Guild
September 13th, 2007 by Monique
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The Guild The Guild is a web-based sitcom focusing on a World of Warcraft guild and its members. Using hilarious stereotypes of the online gaming world and immense originality, The Guild has achieved nearly overnight success and has become a favorite of mine. I recently got a chance to interview the creator and star, Felicia Day, for a Girls Don’t Game exclusive. Felicia is probably best known for her role as Vi on Buffy the Vampire Slayer, but on The Guild she plays a healer with anxiety problems named Codex.

Monique: Anyway, the first question we want to ask is because you talked in another interview about running your alt through Molten Core. Everyone’s wondering exactly how hardcore were you? How geared was your Warlock?

Felicia: My warlock was up to AQ, I had half of 2.5. Our raid did not try Naxxramas until after I left. We had a big defection of people just as we were about to start that set us back, and then the raid kinda fell apart. I still hate those guys :) I quit in November of last year, but I still pre-ordered a BC collectors edition, it’s in my closet. I can’t bring myself to ebay it. I also had a priest with all Tier 1.

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About Monique Top 10 Worst Plot Twists in Video Games
September 11th, 2007 by Monique
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Plot twists are great dynamics to any story if used correctly. When Darth Vader turns to the hero, Luke Skywalker, and tells him, coldly, calculating, “Luke, I am your father,” it’s the perfect cinematic device. The hero shares the same blood as the villain, and this revelation is powerful. If the hero is related to the villain, does he have the same potential to do evil? Is he himself evil? What makes a person good or evil, if not blood?

Of course, not every revelation is so poignant. Sometimes the script writers drop the fucking ball. Sometimes the plot twist is stupid, unbelievable, or simply unsurprising. So without further ado, here are the top ten worst plot twists in video gaming history.

Sheik 10) In The Legend of Zelda: Ocarina of Time, Link time travels to a dark and dreary world where Ganondorf reigns supreme. The future is bleak and he’s all alone. But he’s not alone for long. Almost immediately he gets help from a mysterious character bearing the Hylian symbol named Sheik. Everyone knows this plot twist, and it’s that Sheik is actually Princess Zelda. So why does this plot twist suck so terribly, aside from being totally obvious? Because Sheik sucked, both in design and attitude. In principle, I can see why Zelda needed a disguise. I can dig it. But what I can’t dig is why Sheik would strum the harp, say something mysterious, and vanish into thin air while looking like something the cat dragged in. Look, Zelda, if you’re going to help out the Hero of Time, do something more than teach him how to play the Bolero of Fire while disguised as a man. If you can get away from Ganondorf long enough to sing a song, can’t you help Link through a dungeon or two using your sage powers? Like, say, the Water Temple? Of course, The Legend of Zelda: Ocarina of Time remains one of my favorite games–bad plot twist or not.

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About Monique Surviving the Horror
September 9th, 2007 by Monique
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When the apocalypse comes and the undead rise from their graves, I’ll be prepared–will you?

You might be, if you’ve played the right video games.

Doom It all began with the original Doom. I’m sure everyone’s played a version of this game. In 1993, id Software decided that zombies on Mars sounded like a great plot idea and thus Doom was born. The basic story of the game is that you’re an ex-Marine on the moons of Mars when the gates of Hell open and undead come out. Your entire squadron is dead, and you have to fight your way to freedom. The premise is so simple that the main character doesn’t even have a name. Despite its simplicity, or perhaps because of its simplicity, the original Doom was a break-through game and grew into a successful series. What Doom taught me at the tender age of eight or nine was that I was helpless in the wake of the living dead as well as prone to screaming.

What Doom taught video game designers, however, was much more important. The game was revolutionary. It started with a character whose only equipment was a pistol, isolated him in a foreign environment, and included dark design with narrow corridors. This disorienting experience gave a sense of panic. Adding to that, everything was real time and enemies came from all over. You had no time to think and pause if you wanted to live. The camera also made it impossible to see what was behind you, generating unease and vulnerability from the player. Using these techniques, Doom taught video game designers the concept of immersion. Without immersion, there is no fear. You do not fear Bowser when he captures Princess Peach, unless you’re a complete pussy. Similarly, you don’t really get too scared when playing Final Fantasy VIII even if you’re fighting a boss. This is because you are watching the story, not experiencing it. You are actively withdrawn.

A lot of this withdrawal has to do with ambiance. Another is pacing. House of the Dead House of the Dead and its sequel took what Doom offered and raised it a notch a few years later. The game was predominately distributed in arcades and actually had the player shoot with a gun-shaped controller. The screen was also bigger, and graphics had undeniably improved in the three year gap from Doom’s release to HotD. Along with the graphics, the plot developed more, offering a bit more of an attachment to the hero and his plight of escaping the hordes of undead. Of course, it was nothing complicated; a scientist goes mad, and releases his creations upon the unsuspecting world. Still, it was a little more close to home than, say, zombies on Mars.

The biggest thing HotD did to zombies was the pace change. The player was swarmed by zombies from all sides and often forced to choose which path to take in a split second. House of the Living Dead was the first game to implement the branching path scenario; to make actions have real consequences other than life or death, consequences that change the overall path and ultimate conclusion of the game. For example, if you saved a man in the opening of a game from the zombies, you would end up taking an entire different path with different encounters than if you let him die. This is a lot more realistic than an entirely linear path with predetermined outcomes such as Doom was.

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