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Pax 2009 Notebook
Geezer Newsjmcarrigan writes "
The first thing I noticed about PAX this year was not the fan funk that, surprisingly, is less than one might expect and only really hits a little on day 2. At that point, the lines to play ODST and Borderlands stretch most of the way across the main expo hall and everyone was up until 1 A.M. the night before, waving their iPhones to the rhythms of Metroid Metal.


 The first thing I noticed was that the Washington State Convention Center was packed to the gills; past the gills, in fact, if it actually had gills to limit packing.  Amy (Mrs Feanor) and I (Feanor) went 2 years ago for one day, on Saturday, and the place was mostly empty at 10 A.M.  This year, we showed up at 10:30 A.M. on Friday and it appeared that about half of the +60,000 attendees were already rocking the house.  
 
We had a couple of industry panels that we wanted to hear and so we decided to make a foray into the expo hall to see what was around.  We should have lined up for ODST right then and there, but the queue was already pretty long and we figured we could wait (foreshadowing!).  Our brief walk through revealed a veritable treasure trove of casual games, hardcore games, hardcore casual games, games with marines, games with zombies, games with marine zombies (not yet; that's coming in 2010!), and Hello Kitty! Online.  It was a tremendous blow to realize that mere mortals could never withstand the onslaught of so much leisure fodder; we must choose carefully, and take a thorough and careful report of the few gems we could collect back to the community.  To make matters worse, VictimVictor, who found us in the indie game section, warned us that the panels had been packed last year and were worse this year, and he recommended lining up as early as we possibly could.  Glancing at our watches, we realized fearfully that one of the panels was coming up shortly and we would have to hurry.
 
Victim's warnings were accurate; 30 minutes before the start of the "Breaking into the Industry" panel, the line had wrapped from the theater entrance, through the hall, around the escalators, and was beginning to wrap around the back wall.  We hopped into line, hoping against hope that the panel would have a couple seats left at the end for us.  Fortunately, the rooms in the convention center are pretty big and we were only halfway back.  After that experience, however, we decided to line up earlier.  The sweet spot ended up being 45 minutes, which was still quite astounding.  The line for ODST, sadly, looked like it was wrapped around the entire expo hall.  We didn't even bother with the big events after that - our Geezerly stamina could not cope with the strain.  That said, we more than got our money's worth out of an incredible event.  Hopefully we can go next year. 
 
One of the incredible things about PAX that I am always surprised by is the lack of incident.  This year, the only thing I saw was a guy who was obviously an attendee chasing someone who had stolen his badge; sadly, considering that the badges had been sold out, they were a prized item.  It's hard to imagine that it is possible to cram that many people into a couple of buildings and have hardly anything happen, but despite the culture at large's belief to the contrary, gamers are a pretty decent lot.  People line up in an orderly fashion (as orderly as possible when you have that many bodies in a small space), generally give each other a little room, and rarely shout out non-sequiters in crowded areas.  I think in part it's because the average age of attendee at PAX probably skews a little older, closer to Geezerdom; in addition, it probably brings out people who want to take part in a community, thus making them less likely to go Timmy on each other.  Whatever the cause, I continue to be impressed every year by the way the gaming community represents itself at this event.  As long as the rest of the world doesn't judge us just by the cosplayers we'll be fine.
 
But that's enough about our experience at the show.  You want to hear about the games.  And we did get a few in, though some of the big ones we just couldn't get to.  Without further ado, here are the games we got to rock:

Mass Effect 2
Woo7!: The fantastic writing, voice acting, and conversation scenes are back.  There are several new characters who make an appearance, including Grunt, another Krogan who sounds a lot like Wrex, and Thane, a mysterious assassin.  They look like they have interesting back stories of their own, as usual, and finding out the stories should be part of the fun.
 
The combat has been hyped elsewhere as considerably improved from the first game.  I have to admit I didn't notice much, and actually found a couple of issues that I didn't have in the first game (more on that later).  However, it seemed fine overall, and the availability of a heavy weapon helps with fighting off armored turrets, etc.  There is now a rocket launcher available; the change on that is that there is limited ammo to that weapon.  You can now send your 2 squad members in separate directions, making it possible, for example, to send one to a doorway so they can hold off enemies from there while keeping the second teammate elsewhere.  It was a handy feature that I used several times in the short play period I had with the game.  You can also melee when enemies get close, which provides more options for defense.  
 
Meh: Instead of your guns overheating, you now have to reload.  I'm not sure how they will explain away all the pseudoscience behind the weaponry. (If you didn't read it, a CNC-type cutting system inside the gun shears off a bullet from a block of metal based on targeting information fed into the weapon computer, meaning that if you need a bullet with less mass and more velocity it will give you one.  The mass effect field then fires the bullet.  This both increases weapon effectiveness and removes the need for clips of ammunition.)  Apparently, humanity just forgot that technology and now we have to reload.  Budget cuts in the Alliance military?  Dunno.  I preferred the overheating scheme, because if you fire carefully you never have to worry about reloading or overheating.
 
Fail: Here was the frustrating thing.  You now go into cover and over low walls like Gears of War, with A to go into cover and A again to storm if the wall is low enough.  However, I had considerable difficulty getting into and out of cover.  It seemed to work about half the time, and then I'd get stuck.  Usually when I got stuck someone would shoot me.  Hopefully they fix this before the game is out next year.
 
Darksiders
Woo7!: I'm not sure anyone has just been waiting with bated breath for this one to come out, but it looks like a fun brawler.  It's sort of God of War-esque; you play as War, the first horseman of the Apocalypse, on a mission to lay waste to the earth.  Or something.  I'm not totally sure.  But the combat was pretty enjoyable.  It's pretty easy to string together combos, you can punch your enemies with a giant clawed hand or chop them with your giant sword, and juggling is possible.  You unlock combos as you go, making it possible to gain new and more devastating ways to sow destruction.
 
Meh: It seems, to some extent, like a paint-by-numbers game; take a little God of War, mix in a sort of Biblical eschatology, and voila!  There isn't anything particularly inspiring about it, and as a single-player game it doesn't have much to build a community around.
 
Fail: Nothing in particular; maybe the lack of inspiration?
 
And finally:
Halo: ODST
Woo7!: The last day of the con, we decided to just get in line early and get it done.  We were not disappointed.  Bungie successfully ratcheted up the level of urgency on this game quite handily.  You are now a plain ol' marine, and you feel like a plain ol' marine.  You are not the Chief.  No longer can you toe-to-toe with a rampaging Brute; the first time you try, you'll get to see ragdoll physics in action.  The only way to go up against a Brute is tactics; if there are a few of them coming, drop a grenade and run, then fire from a more secure position.  You can tell by your point of view that you are considerably shorter than the chief, making even Jackals look imposing.  Dual wielding is not possible now; the guns are just too big (for example, the SMG, in the hands of a marine, is a two-handed weapon).  These little things contribute to the feeling that this game, though still very much Halo, has a different focus.
 
I've read and heard some thoughts that the Firefight multiplayer is very different from Horde mode in Gears.  The main difference, from what I could see, is that Gears is Gears and Halo is Halo; the gametype itself is extremely similar.  There are waves of enemies, starting with a few Grunts and Jackals and soon progressing to groups of Brutes and Brute Chieftains.  Each wave, the enemies enter the area either by dropship or doors, depending on the map (in the area I played there were dropships only).  You have 5 lives (respawns) per wave; if you make it to the end of a wave you get another 5 lives and improved weapons drop onto the map.  The difficulty rachets up not only in the number and type of enemies, but also the skulls that are enabled each wave.  Every few waves, another skull is enabled, making it that much more difficult to take out the incoming enemies.
 
I suspect this will absorb many hours of our lives.
 
Meh: Other than the above, no real game-changers; it's pretty much Halo with a twist.  Doesn't mean it's bad, they just chose not to mess with the formula.
 
Fail: I saw some asshats working on a reload glitch like BXR and the game isn't even released.  Wankers.  I just hope Bungie was recording it all so they know what to fix (no doubt they did).
 
Lastly, games I got to see but did not play (saaaaad panda):
Left 4 Dead 2: Too many numbers.  Also, pretty much looks like L4D, so if you liked that, you will like this.  More maps, more environments, and now you can club enemies with a guitar(?).  Not sure why this is a big deal, since you can punch with the gun and that does damage.  Maybe a guitar is more effective close up.
Beatles: Rock Band: The Beatles and Rock Band.  You also have 2 vocal tracks so twice as many people can impersonate their favorite Beatle vocals.  I choose Paul.
Brink: Bethesda is making another post-apocalyptic FPS; this one looks really good too.  Imagine Fallout, but with much better graphics.
Wet: Bethesda is also making a game that looks an awful lot like Kill Bill.  Could be good?  Probably too far off yet to know much.  Also they like one-word titles now.
Splinter Cell: Conviction: Sam Fisher abusing another inmate terribly.  No, not like that; he just broke a sink with the man's face, that's all.
Splosion Man: Think Super Mario Bros. in a science facility of some kind, where your character uses his ability to explode to navigate the level.  Where other, lesser heroes would simply jump, you literally blow yourself up.
"
Posted on Wednesday, September 16 @ 00:52:19 EDT by firemedic41
 
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"Pax 2009 Notebook" | Login/Create an Account | 1 comment
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Re: Pax 2009 Notebook (Score: 1)
by BigSpike on Sunday, September 20 @ 16:16:14 EDT
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Most excellant write-up!  Where's my T-Shirt?





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