Saturday, September 25, 2010

This Week in Review

Chinese checkers at the beach. (gettyimages.com)
Posts
A Closer Look: Hoyle Maverick
What's Been Coming to the Game Table?: A few early impressions.
Labyrinthe Aventure: The world's largest natural maze. (Frozen Jack Nicholson not included.)
Robert Abbott's Alice Mazes
Friday linkaround.

Apps
Trivial Pursuit
Reiner Knizia's Poison
Underworlds
Pocket Frogs
Aftermath
 
Puzzles
Race Results
Logogriphs: The original post and the answer

This was a pretty light week for State of Play. Writing the February issue of Games, completing a newspaper story, and dealing with a bad asthma flareup consumed too much time. More to follow next week, including, perhaps, an announcement about our next contests.

Friday, September 24, 2010

Friday Linkaround--Items of Interest





Go. Now. Watch.: The most amazing ten minutes of game video you will see this year. Period. Subject closed. (M-rated content.)

What Has It Got In Its Pocketses?: Well, a brand new game from Reiner Knizia, that's what. The designer of the co-op Lord of the Rings game is tackling The Hobbit in a new title from Fantasy Flight. A more complete description of the game is found here.

This is Why You Don't Play High-Maintenance Games: I remember thinking what an awful idea Tamagotchi was: when gaming becomes work it ceases to be gaming. Will Farmville gamers learn the same thing from the Great Crop Failure of 2010? Probably not.

This Day in History: Hardcore Nintendo fans probably already know that the company began as a playing card manufacturer in the 19th century, but for those who don't, Wired has a good summary of its origins. This week marks their 121st year in business.

Man, That Guy Must Have Had a Lot of Resource Cards: Catan champs rolled the bones in style at the Worldwide Catan Championship Tournament, which was held this year in Burg Wildenstein Castle, Leibertingen, Germany.

Chess: The week in Chess.

App O' The Mornin': Aftermath Review

As I'm writing this, Aftermath is still in the app store for free. I'm not sure how long it will stay that way, so scoop it up while you can.

I've been done with zombies for a long time now, but they're in vogue again and just won't seem to go away. Well, I guess that's zombies for you: always just outside the door, scratching to get in while you pretend not to be home. They're so popular someone even removed George A. Romero from deep freeze and gave him actual money to make some truly horrible new zombie movies, thus reminding us all that Dawn of the Dead was a really long time ago.

Zombies crowd the App Store like it's the Monroeville Mall and there's a sale on ironic post-modern commentary about American consumerism. They've already gotten the kiss of death for any movie monster: they've become overly familiar. Yet they can still rise to the occasion and deliver a few shocks given the right trappings.

Aftermath gets zombies right by doing a few simple things. The developers made the zombies fast, dumb, and plentiful; they keep the lights down low, the music moody, and the gore copious; and they ditch any pretense of narrative fuss and get right down to the shoot-'em-in-the-brain part.

This is a spin-shooter with a bit more finesse than most. In fact, it's not so much a spin-shooter as a running game. You actually don't fire your weapons at all: you just point your light in the direction of the shambling dead and back away while Mr. Automatic Weapon does all the heavy lifting. The twin stick control works just fine, and the entire game boils down to keeping your distance from the zombies while controlling the direction of the fire.

The game is full of weapons, but you really only wind up using a few of your favorites. It also looks quite good, making the most of its simple 3D structures through moody lighting. The only problem is its brevity. It can be knocked out in no time at all.

I'm guessing that a sequel is in the offing, so TwoHeads Games is making the original free in order to drive up the brand recognition. It's a smart move for them, and it gives you a chance to play a bloody good spin shooter.

Thursday, September 23, 2010

Logogriphs (ANSWER)

I didn't post yesterday's piece on Logogriphs as a "puzzle" because it was just too obscure for modern readers, but I did hold back the answers in case anyone wanted to take a stab at it. Here is the poem again, with the answers at the end of each line. The Master word is LARGE.

What to the king alone pertains; [REGAL]
And what respect in gen'ral gains; [AGE]
A title English nobles bear; [EARL]
And what a farmer's horses wear; [GEAR]
What fictituious ne'er can be; [REAL]
With what betokens poverty; [RAG]
A word that has an angry cast; [RAGE]
Another, that we use for last; [LAG]
What in a dish of souse is good; [EAR]
A limb, when lost, supply'd with wood; [LEG]
A wind, of brisk yet gentle fame; [GALE]
A Yorkshire river's ancient name; [ARE]
And 'last, not least,' the spacious whole
Will lead you to the wish'd-for-goal. [LARGE]

Robert Abbott's Alice Mazes

Robert Abbott has done some great work for us at Games. Although he has created a number of card and board games, he's probably best known the inventor of the "logic maze." This is the basic "maze with rules" that's a popular feature at the magazine. It adds a depth and complexity not found in standard mazes.

Some of Abbott's best work is found in the Alice Mazes, shown in an example above. You start at the red square, and follow the arrows to reach the goal. These start out deceptively simple, but can get incredibly complex. Some have 60 or more moves, any one of which can send you down the wrong path.

Abbott designed and programmed a set of 20 of these mazes in Java (included the one shown above), and they're playable at his web site.

App O' The Mornin': Pocket Frogs Review

Some things will forever remain a mystery to me, and social network gaming is one of them. I'm certainly not alone in my contempt for We Rule, Farmville, Mafia Wars, Zombie Farm, and all the other "freemium" social games, but for some reason I keep reading otherwise sensible people who think, "Oh, but Pocket Frogs is different!"

Not, it's not different. It has frogs, which makes just about anything 19% better. It also has frogs mating, which makes just about anything 8% less better. Look, I have a tank full of frogs (African clawed frogs, if you really must know) and mating frogs are not cool. They're actually kinda gross.

But I really can't see how the admittedly impressive production of Pocket Frogs overcomes the fact that this is, at its core, a bog-standard compulsion-loop game.

The game certainly has a greater aesthetic appeal than any similar title, and makes an effort to break out of the strip-mining gameplay of its social networking cousins by adding some slight minigames and other features. You begin with a frog in an environment, which can be customized as you level up and earn more coins. (Coins again! Couldn't it at least have been ReptoMin pellets or flies or something less closely associated with the the sulfuric cloven-hoofprint of Zynga?)

It's possible to take this frog to the pond, where you make him hop from lilypad to lilypad catching dragonflies until he's "trained," and then catch more dragonflies and sometimes pick up nicely wrapped presents (??) left behind by benevolent Froggy Gods. Every once in a while, you'll come across another frog. It will play hard to get and jump away, but if you pursue it insistently you'll wind up with a little froglets (just like real life!), and thus begin the whole bleedin' process all over again. Hatch frogs, bring frogs to pond, sell frogs, decorate your little terrain, buy more frogs, on and on, world without end, amen.

The only part that might be considered passably interesting is the frog breeding element. Frogs are distinguished by color, pattern, and pattern color, so if you mate frogs with various patterns, the offspring will have a distinct color palette. And if that's the kind of thing that excites you, please drop on by my house any evening and sort my tube socks by toe-thread color. (Some have blue threads, and some have red. Maybe if I put them together I'll get socks with purple threads!)

Something like half a million people downloaded this sucker in five days. Why?! I mean, I understand the power of a compulsion loop. That's why it's called a compulsion loop.  What I don't understand is why anyone willing enters one.

As with all "fremium" games, you have the option to play for free and just let the game slog along at a snail's pace while you catch flies and watch frogs snog. Or, you can give the publisher a handy credit card number and buy more (wait for it .... WAIT FOR IT!) coins in order to speed the process.

This is what game reviewers will be doing in hell.

Wednesday, September 22, 2010

Logogriphs

A logogriph is a kind of anagram puzzle. Clues are given to words that can be made from the letters of a single master word. The goal is to uncover that master word.

Here's a simple example to illustrate the concept. Both the clues, their answer, and the master word are provided:

  • anger (IRE)
  • personal pronoun (ME)
  • desperately urgent (DIRE)
  • hitchhiker's goal (RIDE)

The master word for this would be MIRED. (RIMED is also possible.)

A masterpiece of this form appeared in The Masquerade, A Collection of New Enigmas. Logogriphs, Charades. Rebusses, Queries, and Transpositions, a popular book of puzzles published in 1797. I did not solve this one (my version had all the answers embedded in the lines), and I believe some of the references are archaic or obscure enough to make solving a long shot for any modern puzzler. There are at least two lines in this which I know I would not have figured out unaided.

I considered giving the answers outright, but I thought ambitious readers might just want to take a stab at it first. I'll post the whole solution tomorrow if no one gets it.

Remember, each line is a clue to a word, and all the answer words are made from the letters of one other word. The last two lines function as a couplet, and provide a clue to the whole puzzle.

What to the king alone pertains;
And what respect in gen'ral gains;
A title English nobles bear;
And what a farmer's horses wear;
What fictituious ne'er can be;
With what betokens poverty;
A word that has an angry cast;
Another, that we use for last;
What in a dish of souse is good;
A limb, when lost, supply'd with wood;
A wind, of brisk yet gentle fame;
A Yorkshire river's ancient name;
And 'last, not least,' the spacious whole
Will lead you to the wish'd-for-goal.

Labyrinthe Aventure (Evionnaz, Switzerland)

Mazes are tough to do on a blog, but when I find something tool cool to ignore, I'll try pass it along.

The "Labyrinthe Aventure" of Evionnaz, Switzerland is beyond cool. In fact, it lives up to its claim as "est la plus grande maquette du monde" (the largest model in the world). It is the world's largest natural maze.

The official site is in French, but it's easy enough to see that this is a kind of maze/theme park setup, with massive slides 100 feet long and plenty of activities for children. The thing sprawls across a mile and a half and the maze itself is made of 18,000 Thuja trees, which are a kind of cypress.


I love mazes, but this just gives me the willies. All I can think of is being frozen to death while chasing my family with an axe.

App O' The Mornin': Underworlds Review


I’ve been avoiding writing about RPG apps until I had really spent some time with them. I’m an RPG player from way back. The first game I ever wrote about was Eye of the Beholder, and I’ve kept apace of the genre for the past 20 years. I came of age along with the original D&D and SSI Gold Box games, and I still think it’s probably the most potent genre in all electronic entertainment. Not all of the developments were to my liking (Diablo never quite twirled my baton), but it’s one my favorite types of game.

I wasn’t quite sure about app RPGs when I first started playing them. The form-factor seemed incompatible. By that I mean the physical structure of the device and the primary control input (onscreen touch controls using your thumbs) took a little time to get used to. I’ve gotten used to it, but it still doesn’t feel like a natural way to interact with this kind of game. This, along with the reduced size, is one of the trade-offs with mobile gaming. I get that.

Although I’ll eventually write about some other RPG apps, I’m starting with Underworlds because it’s the one I’ve spent the most time with. This is a Diablo-clone, with no pretentions to being anything else. PC gaming has been full of them for years now (my favorite is Torchlight) and they’re almost a genre unto themselves. The pattern is essentially action-RPG: push a button to kill, grab the stuff that drops, and move along. It’s a loot and level formula that has a simple, visceral appeal, and its very simplicity makes it a good fit for mobile devices.

Underworlds is developed by a company called Pixel Mine, based in Austin, Texas, which is the former home of Richard Garriot’s Origin Systems. I would not be at all surprised to learn that some people from the Ultima team worked on this game, since it has that kind of visual style. It looks good for an mobile isometric RPG, with a wide field of view and nicely detailed levels.

You work your way through the game by picking up quests, defeating monsters, and gathering stuff. There’s some dialog and a rough stab at a narrative, but this is mostly just to provide color and context for the slash-n-hack gameplay. It does its job by providing the atmosphere and then staying out of the way. It’s not a particularly long game, but it should provide a few hours amusement.

The real problem is that it’s locked into a fairly narrow format for an RPG. There’s really no class or character development, and no ranged weapons. This in itself reveals a problem with the smartphone format, since I haven’t really seen an RPG that handles ranged weapons well. Solomon’s Keep does an okay job, but it still has an awful lot of “spray-and-pray” thanks to the dodgy aiming of its ranged combat.

Underworlds compensates for this lack of class diversity by providing state upgrades for strength, dexterity, constitution, and intelligence, and a set of “feats” which give you special attacks. By deciding where to spend your points, you customize your character to fit your play style. It may only be a choice between a character with high health who can endure longer skirmishes, and a character with a better kind of attack, but it’s something.

Pixel Mine has made an interesting first step into the world of RPG apps, and I’d like to see them take it further. Underworlds is entertaining but limited. Along with some other strong titles, it shows the potential for RPG games on this platform. I’m hoping they’re working on a sequel that’s longer and has a more full-blooded character and class system, but for now, this is a darn good way to get a taste of RPG action on the go.

Tuesday, September 21, 2010

PUZZLE: Race Results

Six people ran a race: Agatha, Bertie, Cyril, Daphne, Edwin, and Freddy. Can you tell what order they finished from the following clues?
  • Bertie was behind Florence.
  • Edwin was behind Cyril.
  • Agatha was ahead of Cyril.
  • Cyril was ahead of Daphne.
  • Agatha and Bertie were tied.
  • Edwin was behind Agatha, but ahead of Daphne.

A Few Early Impressions

No, this isn't the point in our blog in which I bust out my killer impersonation of Apu from The Simpsons. I've just been cranking through a lot of games lately, but not in the depth needed to deliver a full verdict, so here are a few quick glimpses of what's been coming to the gaming table.

Funglish
I really wish Hasbro would contact me before naming their games. That way, I could have warned them that this sounded like "Fungus," and that people generally don't like to play games they associate with something you need to get rid of with an ointment. The game is mostly a giant box of 120 tiles, each one bearing a single word, with words divided into different categories by color. You place these words on a frame to describe a person, place, or thing, and everyone else has to guess what you're trying to describe. It's charades with words, and it actually has the makings of a pretty good party game. I've only done a couple of small sessions with this one, but it's been fun, and not just because I'm one fungi. (I'm sorry. I'm so so sorry for that one.)

Sorry Revenge
I hate hate hate Sorry. The only thing I hate more is Trouble, and that's because the sound of a Pop-o-Matic is the Devil's own heartbeat. With that out of the way, I can now do my deep breathing exercises, calm down, and move along to say that Sorry Revenge seems okay. It's a card game with a bit of 21 and a dash of Uno tossed in for good measure. It's slight, but seems enjoyable. Again, I've only done this with two people, and I plan to try it with 4 before I write more about it.

Castle Ravenloft: The Board Game
I did one pass through the first, solo adventure. I like the mechanics. A lot. So far, however, the solo game seems to be "spawn monster, move to new tile, kill monster, repeat." I suspect this pattern shifts radically when more people are added to the mix, so I'm eagerly awaiting a chance to recruit a Coalition of the Willing to test this more fully. Stay tuned.

Spider-Man: Shattered Dimensions
I'm just plain enjoying this one. It has a very tight comic-book look, with bold lines around the edges of objects, a vibrant color palette, and a four really distinct visual styles for the four different worlds. With a few exceptions, Spider-Man has always had good fortunes in his video and computer game adventures.

Batman: The Brave and The Bold
Yeas: Great approximation of the look, sound, and style of a great TV show. Nays: Feels like a really elaborate Flash game. More play is required to be sure.

Legends of the Guardians: The Owls of Ga'Hoole
If you put a bunch of random words and letters into a computer and had it come up with a title guaranteed to make my skin crawl, it would look something like the above. I haven't even cracked the shrink wrap on this one, and thus far I'm keeping it sequestered from the other games just in case its taint is contagious.

Yes, I've heard that it's based on a popular young adult book series about owls wearing armor or something, but that's such a catastrophically stupid idea that I hoped someone was pulling my leg....

Nope, there's an owl wearing a helmet on the cover of the book. It looks every bit as dumb as it sounds. Is this the new formula?: animal [cat, bear, owl, three-toed sloth] + cheapjack ersatz Tolkien nomenclature and fantasy hoo-ha = BESTSELLER FOR 12 YEAR OLDS! At 12, I was reading Conan Doyle, Burroughs, Lovecraft, and Poe, like any American boy with his head on straight.

Gamespot gave it a passable review, so I'll give it a shot. Since I have a pair of YA readers in the house, maybe I'll recruit their expert opinions. They haven't read the books, but they have a good eye for cynical corporate-manufactured media tripe.


App O' The Mornin': Reiner Knizia's Poison Review


Reiner Knizia’s Poison, a 2005 card game later re-themed as “Baker’s Dozen,” has been given a fairly plain port by Griptonite Games.

The game is solo-only for one player and 4, 5, or 6 AI opponents. Right off the bat Griptonite missed the boat by leaving out multiplayer elements, which are precisely what this game needs to give it some spark. The AI only has a single setting, and that setting is “always choose the right card.”

The game is played around three cauldrons. Each player has a clutch of cards in red, yellow, and blue, each with a number value: 1, 2, 4, 5, or 7. The goal is to shed all your cards to the cauldron by playing on matching colors, without pushing the total number value over 13. If you do exceed 13, then you claim all the cards in that cauldron, earning one point for each card. Since the game is won by the person with the lowest score, you want to avoid taking piles whenever possible.

There is also a green “Poison card” which can be played to any pot. It has a face value of 4, but counts as 2 points when calculating the score.

This is an interesting riff on Hearts and other trick avoidance game, and a has similar strategic element. As he often does with Rummy games, Knizia has taken a familiar theme and put an interesting spin on it. The app version is a competent implementation of the game, but it’s rather short in the feature department. It's certainly a good way to play an interesting game: it just doesn’t play like a $3 app.

Monday, September 20, 2010

WIN!: Custom Bicycle Playing Cards


This is the final prize in our month o' Bicycles. The fine folks at the US Playing Card Company have provided us with 2 sets of Bicycle Personalized Cards. Each set comes with a code that allows you to create a FREE deck of Bicycle cards with any card-back image you want. Standard poker or jumbo index faces are available. Each deck normally sell for $20.

The process is the same as before. Please note: if you already follow us on Google, RSS, Twitter, or Facebook, just let me know that you'd like to enter, and please do a retweet or some other kind of link share.

All you need to do to be eligible is:

1. Follow State of Play and/or share a link via:
AND

2. Let me know you entered. Do this in one of the following ways:

  • Tweet me @StateOfPlayBlog
  • Post a message on the State of Play Facebook Page
  • Send an email to "games=at=aptopub.com" (replace the =at= with @) to have your name entered.  
  • Please don't forget to do one of these things or I won't know you've entered!
  • You may enter multiple times, but no more than once a day.
The deadline is next Friday, September 24th, 2010.

And don't forget to visit the Bicycle web site and follow them on their Facebook page.

I'll choose winners by the scientific process of writing names on little pieces of paper and pulling them out of a hat.

ONLY NORTH AMERICAN ENTRIES PLEASE!

Prizes have been provided by the United States Playing Card Company.

Hoyle Maverick: A Closer Look

Mavericks are another brand that USPC acquired from Hoyle, and one of the few that's not made in the USA. These come from China, and are generally not up to the quality of other USPC cards. They just feel ... ordinary.

The reason I'm including them is because they really are an odd cultural relic. When I first started looking at them, I noticed they had a western theme, from the Maverick font, to the horse on the Joker, to the stylized Ace.

That's because Mavericks almost certainly entered the market as a tie-in (either official or unofficial) to the James Garner TV show of the same name. Since Bret Maverick was a card sharp, cards featured heavily in the show, so it was natural tie-in.

The show began in 1957 and went off the air in 1962, which means that this is a pop culture artifact that survived 48 years longer than the show it was based upon. I just think that's cool.

Brand loyalty is the reason decks like Aviator and Maverick remain in print. As a company representative told me, "Each brand we manufacture has a deep history and avid followers. People remember playing with specific brands growing up and want to continue that tradition."


App O' The Mornin': Trivial Pursuit Review

I’ve been pretty pleased with most of the big boardgame adaptations coming from EA. In fact, it’s gotten a little monotonous. I love to kick a big-ticket title around now and then. It makes for a more interesting review.
I was hoping Trivial Pursuit would provide an opportunity for a little bag work, but it didn’t comply. It turned out to be a perfectly fine, feature-rich version of the mother of all trivia games.

Trivial Pursuit just keeps coming back, age upon age. Hasbro recently sent me two new editions: the new Master Edition and Bet You Know It, which adds a bidding element. I’ve put in my TP time (wait, that sounds wrong…) and every new edition seems to include way too many questions about some hit song I’ve never heard of from some pop diva I’ve never heard of. (I remember playing a 1980s edition once, and every other answer seemed to be either “co ndoms” or “Michael Dukakis.” Actually, that pretty well sums up the 1980s.)

The Trivial Pursuit app actually works dang well. The gameboard is simple roll-the-dice-move-your-mice stuff. Questions are answered via multiple choice, with an option for limited or unlimited answer time.Wedges ensue.

Single Player mode let’s you just move around the board answering questions all by your lonesome, or add an AI opponent. Yes, there’s only one opponent. At least I couldn't find a way to turn on more opponents. Since Trivial Pursuit is largely about the questions and not the competition, I didn’t have a big problem with only one AI opponent. Who wants to sit around waiting for 4 imaginary people to figure out what Britney Spears’ 2001 hit was. (No, I have no idea if Britney Spears even had a 2001 hit.)

The new addition is "Pursuit Mode," which offers a game board with a beginning and end. The goal is to make it to the end while missing as few questions as possible. This seems like a larval idea for another, better game. They got the basic premise correct by stealing a page from Mario Party's book: landing on certain tiles triggers special effects that can double your rolls or move you to another part of the board. It's a good idea, but something more interesting and colorful could have been done with it. As long as you're creating a TP Mario Party, go all the way and have some TP minigames or powerups.

Multipayer is perfectly fine via pass-and-play or Wi-Fi, but some internet matching service would have been welcome.

I like that new question sets are available as an in-game purchase for only 99 cents. I never play straight up TP any more, but with the right group I’m still willing to bust out a special edition focused on insanely obscure questions about, say, Lord of the Rings. This is because I know who Ghân-buri-Ghân is, and like any opportunity to lord this useless knowledge over people with actual lives. We take our pleasures where we find them.

Saturday, September 18, 2010

This Week at a Glance

This image comes from Project Mah Jongg, an exhibit most awesome at the Museum of Jewish Heritage in New York. (Warning: automatic audio at site.)


Posts
Castle Ravenloft arrives: one big box o' D&D fun
Insensitive jerk makes offensive game. Also: water found to be wet. 
Games Magazine: November issue now on sale
A Closer Look: Aviator Cards
A Closer Look: Hoyle Playing Cards
Media incompetence and gaming: perfect together
Review: Scrabble Flash
Off-topic post: a look at the Arkangel Complete Shakespeare audioplays.
This week's contest
Friday linkaround: items of interest

Apps
Word Squares--word puzzle
Isaac Newton's Gravity--physics puzzle
iBlast Moki--physics puzzler
Mancala--abstract strategy
Spikey's Bounce Around--physics/arcade puzzler
A note on App coverage

Puzzles

Word Squares
Sir Edwyn de Tudor

WEEKEND O/T POST: Arkangel Shakespeare



From time to time I run personal or off-topic posts on weekends.  The following review is something I wrote about the amazing Arkangel audio versions of the complete works of Shakespeare. I'm a complete Shakespeare nut, so when I discovered this series in the library I just devoured it. Thanks to my blogmother Julie D. for originally publishing a longer version of this at Catholic Media Review.

The genius of William Shakespeare is on full and glorious display in one of the most ambitious projects in recording history. In the 1990s, television and film producer Bill Shepherd (husband of actress Eileen Atkins, who turns in some great performances on the set) spearheaded the complete recorded plays of Shakespeare. Over 3 years and at a cost of $3 million dollars, all thirty-eight plays, complete with some 600 speaking parts and including a wide range of sound effects and music, were produced under the direction of Clive Brill. From the loftiest heights of Shakespearean majesty (Hamlet, Lear, Macbeth) to the furthest and most forgotten corners (Pericles, Timon of Athens, Cymbeline), every word of every play was committed to tape with a full cast of seasoned Shakespearean talent and even a few marquee stars.

It would be impossible to cover the entire set in any depth, but some performers and plays stand out. The greatest actor to work on the Arkangel Shakespeare was Sir John Gielgud, who was 94 when he recorded his two roles. Gielgud plays the narrator-poet Gower in Pericles, as well as “Time, the Chorus” in The Winter’s Tale. His fading voice in the Time soliloquies lends a particularly bittersweet poetry to the role. The speeches are long, and Gielgud is clearly at the end of his life. His majestic voice has lost much of its plummy tone, but he still delivers note-perfect performances.

The London Independent was present when the Gielgud recording was made, and noted how Sir John (who was paid a single day-rate like everyone else) asked if could also do the Chorus in Henry V. He was turned down because Brian Cox had already done it. “Oh well, he’s very good,” replied Gielgud. Although Cox is probably still best known to moviegoers as the original Hannibal Lecter in Manhunter, he’s also one of the premiere Shakespeareans of his generation, and turns in solid voice work on several of the discs.

Fans of Shakespeare in Love, in which Joseph Fiennes played Shakespeare playing Romeo, will be delighted to hear Fiennes in a complete production as Romeo, opposite Maria Miles as Juliet. Like most Romeos, he’s too old for the role, but he does a respectable job, only rarely letting some of the play’s more sticky sentimentality overwhelm him. Just watch out for the kissing scenes. They sound like someone got his lips caught in a bottle.

Simon Russell Beale does excellent work as Hamlet, with a performance reminiscent of Kenneth Branagh’s in his own film of Hamlet. No complaint there, since Branagh managed to bring out the bitter humor of the Prince without getting lost in the world-weariness that can easily overtake the character. Beale handles the play’s many abrupt shifts in tone with finesse, and he’s matched by excellent performances all around. Shakespeare’s finest play is the jewel in the crown of the set, as it should be.

Cieran Hindes (best known as Caesar from the HBO miniseries Rome) tackles the incredible poetry of Antony and Cleopatra with remarkable skill, playing a passionate Antony to Estelle Kohler’s steamy Cleopatra. Hinds also turns in a touching performance in the role of Leontes in The Winter’s Tale, handling the shimmering, mystical finale in whispered, delicate tones that would be impossible on a stage. For those who are less familiar with this, one of Shakespeare’s “problem plays”, the Arkangel disc is a great place to start.

The unity of the recording project gave the producers an opportunity for some interesting casting choices. Julian Glover plays Bolingbroke/Henry IV and Jamie Glover plays Prince Hal/Henry V throughout the history plays (Richard III, Henry IV 1 & 2, and Henry V). The father/son team might seem like stunt casting, but both are veteran Shakespeareans who acquit themselves expertly throughout. Jamie, in particular, makes a convincing transformation from the callow youth of Henry IV Part 1 to the stirring hero of Henry V. Some other notable performances include Rupert Graves in the difficult role of Richard II, Adrian Lester as Antony in Julius Caesar, Trevor Peacock as Lear, and Bill Nighy as Antonio in Merchant of Venice.

Not every performance works, but given the vastness of the project it’s surprising to see how few duds there are. I’ve listened to Harriet Walter’s Lady Macbeth many times, and the performance still doesn’t sit right with me. Her voice seems to high and quirky to pull off the role. Everyone around her, however, does a fine job, including Hugh Ross as Macbeth and three pitch-perfect witches.

The low point of the series is what should have been one its centerpieces. A Midsummer Night’s Dream is a mess. The fairy voices are digitally processed and hard to understand, the music is terrible, and the Caribbean accents for Tatania and Oberon are reminiscent of too many gimmicky modern productions. If you want to experiment, Dream is not the place to do it. Bad artistic choices abound, from sound effects, to casting, to music. Brill got most everything right elsewhere in the cannon, so he must have saved up all his mistakes for Dream.

That’s really the only dud in the batch, however. The production values are spot on throughout, with Brill and his engineers creating an incredible sonic setting for the plays. A full range of sound effects is brought to bear, and these help flesh out the action which you normally either see in performance or read in the stage directions of the text. Whether it’s the opening storm of The Tempest, the battlefield of Henry V, or the grotesque torments of Titus Andronicus, the effects play a crucial role in bringing the plays to life. All of the productions are fully scored, and while some of the musical choices are simply puzzling, most nicely compliment the drama.

The cumulative effect of the entire endeavor is astounding. Perhaps the most exciting part is getting to explore those lesser known gems that are never performed on stage or in film. (For example, Cymbeline, a fairy tale with an absurdly labyrinthine plot, is a fascinating find.) The series is a treasure unequalled and, for many, still undiscovered. I only stumbled across them two years ago in the library, and was able to hear all 38 through the interlibrary loan system in my county. The complete set is available for $360 on Amazon, with individual plays going for about $14 (for 2 discs) to $17 (for 3 discs). More information can be found at arkangelshakespeare.com.

The Arkangel Complete Shakespeare is a Globe of the mind, where you can disappear into the words and performances any time you like.


Friday, September 17, 2010

Friday Linkaroud--Items of Interest

(c. Gettyimages)

"Good, Bad: I'm the Guy With the Gun": Ash is coming to the App Store S-Mart in a new Army of Darkness game from Backflip Studios.

Snakes & Lattes: I'm not sure if I wrote about this place already, but even if I did it's worth a second post. Snakes & Lattes is a boardgame cafe in Toronto. No, they don't have free Wi-Fi, but they have about 1,500 boardgames for the use of their customers. Wish I had one around the corner.

Maybe Cliffy B. Lost a Bet?: One of the semi-interesting news items this week was the collapse of the 3-month-old MMO APB (All Points Bulletin), which sucked its development house, Scotland's Realtime Worlds, down with it. APB failed for the most sound of reasons: it wasn't particularly interesting. Now the rumor is that Epic Games is buying the rights to APB. Maybe hugely successful companies need to inject a little FAIL into their corporate bloodstream now and again, just keep them on their toes.

This Was Probably Inevitable: And since I'm smart enough not to open a debate on the Israeli/Palestinian issue on my gaming blog, I'll just post a link and move along. 

"And Then the Captain of the HMS OpenFeint Saw Apple's Game Center Up Ahead and Yelled "ICEBERG!": Alas, too late. In a move that was surprisingly to absolutely no one, the suddenly-redundant OpenFeint has opened shop for Android devices. Apple's new Game Center community features are not yet up to speed with OpenFeint's, but they will be, thus making OpenFeint's future on Apple devices extremely sketchy.

Kegerator Not Included: Although this one looks cheaply made, I have to say the idea of a "Pub in a Box" set of classic English pub games is an idea whose time has come. (What, no dartboard?)

Propaganda!: The artists at Irrational Games have outdone themselves creating imaginary propaganda posters for BioShock Infinite, currently slated for 2012. They did their work well: I had to pause and work through the meaning they were trying to convey, alternately offended and impressed. It's rather nauseating to see symbols like George Washington, lady liberty, the Boy Scouts, and the cross used as grotesque nationalistic/racist propaganda. However, they seem to be a logical aspect of BSI's story, which posits a floating cloud city created by America  in the 19th century, which subsequently devolves into civil war. Irrational is walking a fine line here, but they've shown themselves up to the task of deftly handling complex and controversial ideas in the past.

News From 1910: I'd much rather live in a world where the top 3 news stories were these rather than these. I suspect that Mrs. Joseph Thomas was cut to the quick to read that her dainty Bridge luncheon, served at card tables, was only entertaining "informally." Also, why was the Domino Club meeting "unusually pleasant?" Did the last meeting culminate in a knife fight after Mrs. Daniel played Chickie Twos?

"Look, Larry... Have you ever heard of Vietnam?": Battlefield Bad Company 2: Vietnam is only being released as downloadble content. Hey, it worked for Battlefield: 1943.

Seize Your Tweets: The Twitterstream Digest compiled by Seize Your Turn provides an excellent compilation of the gaming news and blog activity.

Chess News for the week.

App O' The Mornin': Spikey's Bounce Around Review

This one was a bit of a surprise. Surprise is good in my line of work, because after you've seen the upteenth "run-to-the-right" game you begin to get a little cynical. (Have I missed it, or has no innovative soul yet broken new ground and made a "run-to-the-left" game? Please don't tell me: I just love the idea that it might exist.)

Spikey sat on my device for a long time before I played it, and for the most sound of reasons: I didn't like the icon. (Oh don't act like you never do it.) I also found the graphics unappealing. After spending time with it, I think the strange color palette and cutesy butterflies-and-flowers theme is maybe some kind of retro joke that eluded me at first glance.

At least, I hope so, because underneath its peculiar veneer is a puzzle game that actually does something different, and provides almost maddening degree of difficulty at times.The goal is to fire an alternately bouncy and sticky little ball in order to free butterflies trapped in glass jars. Flowers, vines, and other objects appear on the screen, and the more of these you collect, the higher your score. As you get deeper into the game, new factors are added, such as rubber bumpers, wasps, and other environmental elements.

You can't shoot Spikey quite all the way to the top of the screen, so you have to use his ability to stick to some surfaces and bounce off others in order to reach the tough spots. There are a limited number of shots per level, and creating the proper sequence of shots in the right direction can be almost insanely challenging at points. It's impossible to know how to do this from just looking at each puzzle, so you have to experiment in order to get it right.

I'm usually not a fan of puzzle games that require multiple trial-and-error attempts to solve. Spikey is a rank offender in this category. There are puzzles which can't be solved without nailing every shot, and sometimes failure to nail a shot isn't really your fault. Due to the structure of the puzzles and physics of the game, a simple mis-calculation can ruin an entire setup.

This didn't really bug me in Spikey. It simply adds an element of dexterity to the basic puzzle design, and gives it kind an arcade-puzzler feel. The challenge becomes not merely one of logically figuring out the proper moves, but also successfully executing each move. I'm okay with that.

Spikey's Bounce Around combination of ballistics, sticking, bouncing, and collecting--with things to avoid and limited shots--is not quite like any puzzler I've played. Sure, it's a variation on familiar themes, but it combines those themes in an interesting way, and fulfills the most basic requirement of any puzzler: it makes you want to keep trying and moving on to the next level.

There's a free taste available as a Lite version, and the full version costs $2. Give it a shot!

Hoyle Playing Cards: A Closer Look


Brown & Bigelow has been around since 1896, manufacturing various printed products and promotional items, primarily advertising. They started printing playing cards in 1927, and their Hoyle brand became so famous that they changed the name of the company to Hoyle in 1975. In 2001, USPC aquired the card line and the Hoyle series, which had grown to include a long-running series of computer and video games, books, and other products.

The main card bearing the name of Hoyle Playing Cards is an American-made card comparable to Bicycle in weight, finish, and durability. It's a good , durable coated paper card, and I can understand how it developed a solid following over the years.

Hoyle Playing Cards use a completely different set of face-cards, with a finer line and a more angular, modernist art style. Notice in the pictures below how the Queen of Hearts has squared fingers (as though she was drawn by Mike Mignola) and a more disapproving expression. The strong black outlines show an artist skilled with pen-and-ink, and capable of drawing an expressive line. (As a classic comic fan, I'm a huge admirer of artists with a strong pen line. I think the ink line of Charles M. Schulz is one of the high points of 20th century art.)

Hoye's have a distinctive card back depicting Poseidon with a trident and clam shell. There's no particular reason for this, but it looks dang spiffy.


Queen of Hearts: Bicycle (left) & Hoyle (right)

Corner detail