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For the last fifteen years (or however long Javascript’s been implemented on the browser level), Javascript has been a lock-step affair. Your document is read by the browser vertically. When a <script> block is encountered, its contents are executed, preventing the browser from taking any other action. That is not the case with Google Chrome. I’ve not got it entirely worked out yet, but it is definitely doing more things in parallel, including loading and processing of Javascript.
I'm not speaking for the rest of you, but one habit I've got with my web development is that I will pepper inline <script> tags throught my code. Usually, this is so relevant bits of Javascript remain in the same vascinity as the markup it drives. It might not be entirely proper, but it gets the job done and doesn't make a follow-up developer hunt for unmarried segments of ColdFusion/PHP and Javascript.
This fast-and-loose style of javascript programming has proven to be problematic in Chrome thus far. For instance, in the project I'm currently working on, I'm using Adobe's Spry as an effects and AJAX library in conjunction with ColdFusion's javascript libraries. The Spry includes create the global Spry object and I've had inline <script> blocks that would instantiate Spry effects or data sets. The issue that I was seeing in Chrome is that the inline blocks were sometimes being executed prior to the completion of the Spry includes, resulting in errors from invoking undefined properties of the global Spry.
Thus far, my solution to it has been to revisit the loose bits of inline javascript that I'm so used to peppering throughout our code. If you find yourself in a situation where Google Chrome is making your Javascript go busto, try this at a very early stage of processing.
Then, you can do this with your inline stuff:
This is going to give you control over all the little bits of JS you want to pepper into your document at will and will make sure it's all executed at onLoad (by which point all referenced Javascript files have been executed) in the order you want them executed. It also has the added bonus of meaning you never ever have to write an onload function that has to substitute some other onload.
Hope this helps.
The discussion about games-as-art is one that has a lot of back and forth to it (and ironically it's film pundits that are the staunchest opponents to the notion of games as an art form, despite that they were on the opposite end of the very same argument a century ago), and I'm not really looking to dive into that. I bring it up because if you ever wanted an example to put on a pedastal of a game as art, Braid is it.
Last week, Kristen (
I just returned from GenCon in Indianapolis this past weekend. If you're uninitiated, GenCon is the premiere convention for tabletop gaming (pencil & paper role playing, board games, tradable card games, live-action role playing, miniatures) in the United States. (Take a moment to reflect upon and appreciate how many acronyms I didn't bomb you with in the previous sentence.)
The last time I went was in 2005 and then only for two days. This year, I bought my 4-day badge in advance and bought tickets to events I wanted to be at. I went with Nate (
I’m not a big fan of personalities in the video game industry. They don’t contribute anything and mainly only fuel the hype machine, and not in a good way. It turns the marketing message from, “Look at what we’re making,” to “look at me!” I believe that if you’re doing notable work in an industry, you’ll be noticed. Moreover, I think trying to be a rock star means you never will be one.
American McGee is one such personality, and from a particularly bad stock. McGee was a level designer for id Software back in its heyday. There’s another personality that came from this same background: John “About To Make You His Bitch” Romero. (If you don’t get the punch line, the game that ill-advised ad was promoting flopped horribly.) To his credit, McGee has delivered on a project before: American McGee’s Alice, a twisted take on Alice in Wonderland. It wasn’t a groundbreaking game, but it was solid. It was fun.
After Alice, McGee had a couple of low profile projects. That’s not to say his name wasn’t attached to it like it being a high-profile project was a foregone conclusion, but I digress. He’s been under most folks’ radar for a goodly while. His latest project, American McGee’s Grimm, merits a little discussion.
The premise is simple: fairy tales are too goody-goody, and Grimm is a character who makes it his mission to set things “right.” And by “right,” I mean foul and nasty. It’s Katamari Damacy-like in its execution. Grimm is a genuinely unpleasant individual who corrupts the scene with his stench. As he runs through the fairy tale, things turn gross and vile around him. Objects change from cute and cuddly to mean and disgusting, strengthening his sphere of corruption. The denizens of the fairy tale world will try to clean up the filth in your wake until your power grows strong enough to turn even them.
The first episode is free, a kind of teaser. Additional episodes will be coming out every Thursday through September 18th. If I understand correctly, each episode that comes out from here will be free for the first day and then only a part of the GameTap lineup afterwards. Truthfully, one day is really all you need. I played the first episode to exhaustion on the day it came out.
The question to ask about the game is who is it really made for. The game play it terribly simplistic. In fact, you can’t lose. If you misstep into lava or water (Grimm reacts the same to either), you’re put back on dry land a couple seconds later. You can’t actually lose the game, so really it’s nothing more than an interactive narrative. But it takes the theme of turning good fairy tales bad to heart. It’s not something you’d want to put your kids in front of, per se. So if it’s not really a kid’s game, it’s not very good at being a game for non-kid players.
Bottom line, however, is that it’s free. Worth checking out at least to kill a little time. And school teachers.
Compare this to the recent Dead Space trailer, which was cut by James Wan, the writer/director of Saw. (He also wrote Saw III and was involved with the others as a producer.) It's not the most amazing trailer ever, but it's a damn sight more engaging than one that decides sound editing is for the birds.
As for the "totally awesome": This and this don't really belong in this post, but they are totally awesome.
Parent Disclaimer: I will often discuss video games in this journal that are rated M by the ESRB. These games earn that rating for good reason; they're intended for people like me, not your young one. Please take ratings seriously and make smart decisions when it comes to purchasing content designated as mature for your kids.
The answer to my dilemma earlier in the week turned out to be Civilization Revolutions. In retrospect, it was really no contest. Grand Theft Auto IV is still pretty enticing looking, but there’s a lot of stuff in it the game just doesn’t seem appealing.
This isn’t anything new to the franchise. While I think they were wise to pull out the gymnasium gimmick from San Andreas, but instead they’ve added a lot of other clutter. Missions where you pick up a contact, drive them to night clubs just to entertain them, that sort of thing. These kinds of missions always feel more like work than play. Given my completionist tendencies, I’m hesitant to subject myself to that. I hate feeling like I’m skipping content that I’ve paid $60 for. So maybe I won’t really ever get around to purchasing it at all. Maybe I’ll rent it…
As for Civilization Revolutions, it’s a great game. It’s definitely not a direct port of the PC-based Civilization 4, but it does an excellent job of re-implementing the concept to fit the platform. It’s a genuinely enjoyable strategy game that successfully reproduces the “Just a few more minutes,” response. Does it lack the complete depth and breadth of the PC game? Absolutely. But it loads of fun, keeps you playing, and keeps you coming back. Money well spent.
In other news, E3 is happening this year. While a lot of major players decided to take their ball and go home, there’s still a lot going on. Microsoft had a busy day today. Partnerships with Netflix, all kinds of new features… They’ve formally announced their upcoming Dashboard revamp this fall. They’ve decided the interface is past over-cluttered and are dropping in a total redesign. They’ve claimed they’re inspired by the fictional CHI from Minority Report. We’ll see how that turns out. They’re also implementing avatars. Think Miis. Think Home. Think last kid on the block to realize that virtual worlds are hot right now.
There were other announcements and trailers I’m still catching up on. There’s still one other big one from just today: I’m well past caring but Square-Enix announced that they’re releasing the primary portion of Final Fantasy XIII simultaneously on both major consoles. From the publisher who historically views their meager 360 publishing as throwing the Americans a bone. A scrappy, sad little bone. And that game in particular has been stated as a PS3 exclusive again and again. This complete reversal on that policy is rather surprising.
I’ll keep watching and send word if anything interesting crops up.
| Grand Theft Auto IV Naturally the center of the ongoing controversy about the subject of violence and video games, one thing that's not open to question is the economic viability of the title. The New York Times is reporting this morning that GTA4 has sold 6 million copies, and 3.6 million of those were sold on day one. That's a cool $500 million, and we're barely a week from the launch date. Compare this to the $102 million that Iron Man made at the box office this weekend, and that's considered outstanding. This is good news for Take Two. Their stock is still riding the up, but they haven't broken the $27 mark. Of course, Electronic Arts insists that the stock bump from the release of an immensely popular AAA title is just a temporary ride, and that they'll come to rue the day they stuck their noses up at the $26-per-share buyout offer. EA's probably right, but for now I'm pretty sure 'Rockstar' is more than just a company name in the Take Two fold; they're all certainly partying like the namesake. | |
| Rock Band If you're following the DLC, you'd already know that Harmonix/MTV/EA started releasing whole albums back in April. The first was a Judas Priest album with a The Who album this month. As it turns out, Rock Band really is the ultimate cross-promotion tool. There have been a couple of new pseudo-free tracks. I say 'pseudo' because they're actually free-with-a-preorder. If you're a South Park fan, look for a freebie 3-song download code in your season 11 DVDs. Also, if you're thinking about the new Disturbed album, preordering from Best Buy will net you two free Rock Band tracks. But wait, there's more! Harmonix is having a month of cheap DLC. To boost sales and downloads for the X360, they're dropping the price of two tracks each week to 80 points ($1). The first week is Crushcrushcrush by Paramore and Rock 'n Roll Band by Boston. This will go on until June 2, so hop to it, consumer whores! (If you're a PS3 user... well... I'm sorry.) | |
| Blizzard Speaking of cheap things, they're good. Very good. Blizzard finally gets that, and we love them for it. They make metric asstons of cash just off of WoW subscriptions and decided to stop gouging on the actual software price. Smart move. Now they're pricing their slightly older titles for digital distribution on the cheap. Digital downloads include the Starcraft Anthology for $15, Warcraft III for $20, and Warcraft III: The Frozen Throne also for $20. Expect digital downloads of the Diablo franchise in the forseeable future. |
If you've been ignoring the music scene for a while, you might have missed the waves Trent Reznor's been making -- that's easy to do when you're out to sea, after all. Those waves have become a tsunami now as we've reached the shore.
I'm guessing you probably heard about Radiohead's experiment with releasing In Rainbows as a pay-as-you-like digital download. It was a huge publicity stunt that supposedly netted the band more cash than they've ever made off an album (though the band isn't interested in telling us just how much money that is). The problem with Radiohead's radical tactic is that is was entirely ingenuine. The stunt worked well, but a month and a half later, they signed the work to a label and pulled the pay-what-you-want downloads in favor of plastic distribution. On top of that audiophiles weren't entirely pleased because the only option for download was 160kbps MP3s. These provide respectable sound, but it's hardly high-quality.
Look back even further, when Reznor was pimping his Year Zero saga and alternate reality game. Things seemed to be going smoothly until Reznor's label Interscope took the wind out of his sales. It was a rocky road for them both. Part of Reznor's game included leaving new tracks on thumbdrives to be found at his concert venues. These songs would inevitably get back to the Internet for viral distribution. This was Trent's explicit plan, but the label owns the music and worked to protect its interests. The real barb in the standoff between label and artist came in Australia, where Interscope was intentionally pricing Year Zero several dollars higher than the latest pop flavor of the week. When Reznor pressed the label for why, they slapped him in the face by telling him his fans were willing to pay more for his music, and therefore they should.
From here forward, Reznor's been more than a little fed up with record labels. His early career was hallmarked by him getting the short end of the stick (like most artists), and now that he'd made it the treatment was that his fans got the privilege of paying more for his music. Trent had been working on ways to buck the system right about the time when Radiohead pulled their stunt. He had been working with Saul Williams to produce The Inevitible Rise and Liberation of Niggy Tardust, which was released with higher quality under the same pay-what-you-want system on the heels of In Rainbows (the free option limited to the first 10,000 customers).
The real test was Ghosts I-IV, an instrumental/ambient album recorded by Nine Inch Nails. Reznor decided rather than try a half-solution, harnessing the power of the internet like a jump-start, he would embrace the Internet and its power completely. Ghosts was released sans label. It was put online with several payment options: free (9 tracks of 36), $5 (full album, digital only), $10 (full album, digital immediately and physical in early April), and $70 and $300 limited editions. The digital downloads were of very high quality, offering 320kbps MP3s, lossless M4A, or FLAC files.
The album was an incredible success. The $300 limited editions were sold out within the first day and the record as a whole made $1 million in its first week, with 0% going to a record label. (Bear in mind, this is an instrumental/ambient album.) In early April the CD came out proper and is now in retail outlets, with absolutely none of what you pay for going into the pockets of record label execs.
Once that was said and done, the question for many of us was, "What's next?" Was that a single, big fuck-you to the labels, or will this be the new world order for Nine Inch Nails?
The last week in April, Reznor suddenly released a new track "Discipline" to radio and the internet. The MP3 carried a comment that said "Go to nin.com on 5 May." This was followed by the release of a second track -- "Echoplex" -- with the same comment through Facebook last week. The signs pointed to a new album on the imminent horizon.
I don't think this is what anyone expected. Yesterday, 5 May 2008, Nine Inch Nails released The Slip. For free. Let me reiterate that:
Nine Inch Nails is literally giving The Slip away to fans.
Parent Disclaimer: Be aware that I discuss a lot of video games in my journal that ultimately carry the M for Mature rating. If you're a parent, please recognize that these games are rated M for good reason. I've been a gamer for over 20 years; these games are made for me and my peers, not your 13 year old. Just because it's a game doesn't mean it's for kids.
In a previous post, I included Prototype in a list of games due out this year. I've now removed it from that list as Sierra has delayed the game to 2009 (though I would expect we're talking about first or second quarter). The reasons for the delay were unspecified.
Parent Disclaimer: Be aware that I discuss a lot of video games in my journal that ultimately carry the M for Mature rating. If you're a parent, please recognize that these games are rated M for good reason. I've been a gamer for over 20 years; these games are made for me and my peers, not your 13 year old. Just because it's a game doesn't mean it's for kids.
I'm going to start prefacing my gaming posts with ESRB information like this. Why? Well, as I point out above, I'm a career gamer. Like other long-term gamers, I'm tired of my elders equating games with kids. That was true when a generation of gamers were kids, sure. But now we're making games, we're writing about games, and we're still playing them. We want games with mature themes, dark themes, but these games shouldn't be sold to kids. The answer isn't legislation -- it's information. Parents have to stop thinking game = kids, and they have to start thinking about VG ratings as easily as they do movie ratings. So I'll do my little part and help beat the drum.
With that out of the way, on to the rest of my post.
You probably realize by now that 2007 was a pretty big year for gaming. It was kind of a sleeper throught the first 9 months, but once you got into holiday territory there was an explosion of big AAA releases. So how does 2008 look?
Freakin' amazing.
I've compiled a list of some of the releases that I've been tracking for this year.
This list is by no means exhaustive. First of all, it's just what I'm tracking out of my own interest. I'm not paid for this so I don't follow up on what you're interested in if it doesn't coincide with what I'm following for myself. Secondly, there's probably titles I'm either forgetting or haven't read the 2008 release date yet. Third, apologies to PS3 owners. I didn't shell out for the Blu Ray player witha game system attached, so anything that's PS3 exclusive won't show up in this list.
As you can see, the list is pretty tall already -- tall enough that I NEED a list to remind myself what all comes out this year. If you're not familiar with what's up there, check it out. You may be surprised.
I'll add a memory to this post and update it as the year progresses. I should have done this earlier, but nobody's perfect. Not even me.
| S | M | T | W | T | F | S |
|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | |
| 7 | 8 | 9 | 10 | 11 | 12 | 13 |
| 14 | 15 | 16 | 17 | 18 | 19 | 20 |
| 21 | 22 | 23 | 24 | 25 | 26 | 27 |
| 28 | 29 | 30 | 31 |