
Wednesday, January 27, 2010
Quick Blurb - Mass Effect

Saturday, October 3, 2009
We need man-sized fruit snacks
Sunday, September 27, 2009
Dear Subway: please use different knives
Monday, June 1, 2009
Ten Top Wii MotionPlus Ideas
Sunday, May 10, 2009
PR Photo Project Status
Photo Essay: Video Game Controllers

The goal of this photo essay was to explore control input in video games and our interaction with them on a base level. The photo collection can be found on my Flickr page here.
Portrait Project
The purpose of the Portrait Project was to use visual cues to challenge our assumptions of our photo's subjects. In this case, we were assigned to step out of our comfort zone and photograph (in my case) one individual we did not personally know, and another that we do personally know a certain number of times.Document Project

Tuesday, February 10, 2009
Light photograph
These "bendy" lines greatly contrast with the very straight lines of the rest of the photo. The windows and building itself lead off of the picture. That, combined with the use of nearby buildings, help define the frame. To me, it helped construct the feeling of very square, straight architecture around the viewer, yet the light from the sun (what little there was that day), found the details in each bend of the window.
When dealing with the framing, I was careful to ensure that the lines of the building were leading in the directions I intended. Though the building was leading off the picture, a series of vertical lines were sort of "intertwining" the rest of the picture. I felt that the use of these lines would help lead a viewer's eyes around the photo.
This photo didn't take too much editing at all. There were a few touch-ups to ensure the levels and contrast settings were correctly showing the scene as I saw it when I took the photo to begin with. Aside from that, little cropping or editing was needed.
Monday, February 9, 2009
New Place = Same Place?
Tuesday, February 3, 2009
Flickr photos!

I'll be posting my Flickr updates here, primarily for my Photo Journalism class.
To start, my Flickr address is here:
http://www.flickr.com/photos/mikesuszek/
My first (really bad) uploaded photo can be found here:
http://www.flickr.com/photos/mikesuszek/3251551884/
And if you want to check out more of what I do (obviously better than taking photos), go to The Wiire, and check out my first product video review, and feel free to listen to the newest Wiire Podcast this week, Episode 123!
-Mike
Friday, December 5, 2008
Rez + Wii = Genius
Monday, December 1, 2008
To big-shot game makers: giant WTF
Wednesday, November 26, 2008
Link back!
- Tomb Raider: Underworld - This is actually fun. The Wii version is pretty, and the controls work fairly well. But it comes with a few issues, too. It glitches out occassionally, to the point that the game froze, blaring a single note. I had to manually turn off the Wii and play the entire first level all over again. And then it began glitching on a cut-scene, which I had to skip. I found a few fake walls, and was able to pass through them, although they were'nt "essential" by any means. Sometimes Lara has stubborn control, but it seems like that is the point of the game, in being precise. Overall, a good game so far. The DS version is pretty good as well, you just have to get used to the side-scrolling aspects. The development team did a pretty good job of making it look good as a portable version. The full Wii review will be posted at The Wiire soon enough.
- Sonic Unleashed - This is like two games in one: a good one, and a not-so-good one. The daytime stages control pretty well, and are actually fairly fun to play. In the nighttime stages, where Sonic becomes a Werehog (dumbest f'n name EVER), the game slows down, and becomes a platformer/beat em' up. SEGA breaks beat em' up rule #1 here, nearly everything is motion control. The nighttime controls are god-awful. If possible, I would love to smack the team that decided this upside the head. GAMERS DON'T LIKE THIS. If you want to make a beat em' up, SEGA, here are some tips: A) Don't do waggle. Just button presses. They are more precise, and keeps the gameplay quick. Plus, it better allows for combos. Look at the combat system in No More Heroes for inspiration. B) Create a new IP. Quit spinning off of Sonic. You are a smart group of people. But all gamers want to see in Sonic are the classic, fast-paced platform action we saw on the Genesis. And if you decide to spin-off him anyways, use Knuckles or something. A new Chaotix game would be great.
- Line Rider 2: Unbound - Not much to say, but this is a good game. The controls are excellent, and the in-game menus are fantastic. The puzzles work well, but there isn't that much incentive to play through them all. The online is trash, though. You have to register at the Line Rider site, and are not allowed to use clipart from an SD card, or uploaded from your computer. You have to create it within the game. And that would be fine, but there isn't a dedicated clipart-maker within the game, you have to use your line tools to make it. No wonder there is less than 10 cliparts available for download that users have created on their site.
Saturday, August 30, 2008
Letters to Developers: Mario Paint Wii
They roll balls of colorful paint around canvasses, look cute, then eat graham crackers.
Now aside from wishing I was a kid again, seeing these bright and beautiful pieces of work made me think of a fun game idea.
There hasn't been enough good "art" games in the history of video gaming. I'm a believer that video games can be art, but that is a different conversation. We're talking about using your virtual cursor to create. In fact, the most recent successful incarnations that I can think of in this limited genre are Colors! and Inchworm for the DS, both homebrew digital painting application.
And considering the touch-screen capabilities, it is surprising we aren't seeing more on the handheld market.
But the most memorable game in this area hands down is Mario Paint. Borrowing the immortal Mario name but scarcely having anything to do with it, Mario Paint rests in history as one of the only original IPs that Nintendo hasn't dug up.
Question... why not? Looking at the Wii's hardware, an update to one of the Super Nintendo's most beloved games is more than within reason. Let's start with the logistics of a Nintendo decision to bring the game back.
Infamously, Nintendo is working to ride the line between "casual" and "core" games. Looking at their first-party software library, they are doing a pretty good job. There's a good mix of games, and some do a good job to allow players to mix up their core gaming with their casual. But no game would appease both sides as well as a new Mario Paint. This is especially considering the original game still has a very strong showing online, with impressive tunes being made using Mario Paint's music maker, like the immortal "Still Alive" song from Portal.
It would appear on the Wii for about $10-15 (depending on the features involved), and using a Nunchuk could truly make virtual art fun! And the possible control schemes in multiple modes using the Remote and Nunchuk make this game petition-worthy. We could see modes like:
Simple, by-numbers painting - If you are one of the 9 people that have played around with the Photo Channel, you'll agree that the Wii Remote has potential for drawing mustaches on a picture of your friend. And even though the Photo Channel can be considered poorly executed, the idea of being able to use the wiimote to doodle, cut/copy/paste, and other basic MS Paint actions has got me thinking. If even more options and finer-tuned controls were added to this idea, couldn't this make an enjoyable Wii Ware game on its own?
Music Composer - This sold Mario Paint. Being able to create your favorite Nintendo tunes on your SNES was wicked-sweet. With Wii Music on the way, some would argue this feature useless. Since, as of now, Wii Music will feature a mode that is nothing like the music creator in Mario Paint, it would be a great addition to the bundle.
Gnat Attack - Clicking on the coffee mug let you play one of my favorite mini-games ever. If the magic of point-and-click wasp killing could be translated in a classic, fun way to the Wii, this game would be an instant hit.
Movie/animation studio - Mario Paint gave us the ability to create mini-movies on the Super Nintendo. They even provided Super Mario World characters to create the feeling that we are an animation studio director. Of course, it was very limited at the time. With much more power in the Wii's hardware, this is another mini-genre that would have a perfect fit with Nintendo. Could we make Link run up and kiss Peach as Mario shakes his fist in anger in our own Nintendo-themed soap opera?
Motion paintin
g - That little ball painting story from before is what made me believe this could be a triple-A time waster. Imagine that each of your button presses and slight motions in the Nunchuk and Remote could create a beautiful array of colors. Or perhaps pointing the remote at the screen with a color selected while flicking the Nunchuk would allow you to splatter paint on the screen. You could choose your canvas, your shading and texture, and each slight motion and tilt would change the effect on the screen to create infinite possibilities in your virtual art.This last idea isn't very far off from seeing birth. With the development of Wii Spray on the way, we could possibly see quality virtual graffiti in this console generation. But a Nintendo-developed one would not only use less hardware like a pc and projector screen, but would come with the quality precision that Nintendo is known for. Even using the IR sensor itself would open up enough possibilities that it could make a sufficient downloadable title. But having a free-paint mode that lets your hands truly do the work could reboot a genre long lost.
There are plenty of games that developers should be rolling out with, that only gamers seem to have the vision for. Sure, it is not as if I am the only one to think of it, but googling "Mario Paint Wii" sure doesn't come up with many results, and they revolve around the time the Wii was first coming out. If there is a game that comes to your mind that should see the light of day, feel free to keep the roundtable going on it.
Wednesday, August 27, 2008
Ten things Nintendo should have said instead of "Sorry about E3"
Gamers that know about this also know that their excuses are pretty sub-par and typical. Sure, we can understand that some great games are on their way, but Nintendo did nothing more than destroy their credibility, or what was left of it, as a true gamer-serving company.
So really, they can say anything they want to try making up for it, even if it won't work for some of us. Here are some of the things they may as well say:
- - We were pretty drunk, guys. Iwata passed out on the futon after a mighty long 500 rounds of cow racing (man we fucking LOVE cow racing). Did you know you guys get a free Wii Remote with that? Seriously, that’s fan-TASTIC.
- - Look, last time we checked, lots of crazy booth babes that like casual games come to E3. And when we looked into the crowd, we realized that crowd-surfing with balance boards wouldn’t exactly work this time. Late the party pretty much sums it up.
- - Seriously? And you guys aren’t irate about Microsoft just copying us left and right? Go ask them who pwns the console market now? That’s right, THESE guys (with thumbs pointing towards them).
- - We just WEREN’T prepared. How can we fill time like that when we take so long to develop games? Don’t get us wrong, we’re making some kick-ass titles that you just have to wait for. Grumble all you fucking want. You know that when we shit, we shit GOLD. In the meantime, we will fill our time slot with better things than showing you our incomplete games. We’ll show you graphs and talk about our philosophies.
- - Look we’re sorry, but it’s E3, not a fucking godsend to video games. It’s nothing like it used to be, and we’ll announce our games when we fucking want to. Don’t be tethered like the rest of the “your dumb”-asses out there.
- - You guys weren't happy? We're working to make an affordable gyroscope add-on and you're taking the time to bitch about how we should have done that to begin with? Fuck it, we're SO over. I want my Starter jacket back, asshole.
- - Hello? Hello? Can you hear us? Yeah, we're talking over Wii Speak and - - hey, shut up guys, they can't hear me if the rest of the room is talking! Hello? Yeah, sorry about that, Ted can be a bit - - dude, dude, SILENCE YOUR PHONE!
- - We're sorry. Really. We're sorry for the Gamecube. We're sorry for not even announcing some fun Virtual Console games like an online Goldeneye. We're sorry that we rely too much on third-party support when we create hardware that supports shovelware. We're sorry that we take every second possible to show you, in powerpoint fashion, that we're number one. We're sorry that we haven't taken our innovative system and done enough truly innovative things with it. We're sorry that we don't value the things you do, like high definition graphics. We'll make it up to you. You know we're good for it, right?
- - Gotcha! ...No, really, we fucked up.
- - Yeah, yeah, you want changes, right? Send your wishlists to Reggie. If it makes you feel better, here's a clue at what you can look forward to: we're going to add waggle ability to the console itself. Then you dance with the remote AND the Wii in hand! Oh, and we're dropping the warranty. It prints money!
Tuesday, August 19, 2008
FPS games aren't dying, just doing a bit of repeating
Each year in gaming, a new First-Person Shooter steals the lives of gamers and many “game of the year” nominations. From a crude perspective, the game usually bears the same general formula as “last year’s” hit FPS while being carried by an attractively-named game engine and wearing the disguise of a vague-titled piece of entertainment that may-or-may-not have aliens and a government conspiracy in it.
Every once in a while, certain games spark life to this beaten genre, even when gaining inspiration from even older titles. Metroid Prime let us experience morph ball mode and the screw attack in a whole new way, Bioshock gave us a compelling narrative in comparison to other first-person experiences.
But even when facing these few diamonds in the rough, the future is bleak for the FPS genre. Are we seeing too many games from our own perspective? With a formula as simple and specific as “you see things you shoot, along with the gun you’re using and the arm that holds it,” isn’t it easy to retread old ground?
The video game industry will always repeat itself, and it apparently doesn’t take long to do so. If you like FPS games like I do, you’ll be eager to see some changes (aside from shiny new engines) that take the genre in a new direction. And here are some ways to do it:
- Give us a breath of fresh air - - make up some reason that the character can smoothly move from first-person to third-person perspective.
- Add some mystery ingredients to the game. If we know we are person A fighting battle B for reason C, it can get boring. By making use of the fact that we CAN’T see who we are, why not leave our own identities secret for a good portion of the game? We don’t see that enough.
- The point of a first-person perspective is to experience a game as if you truly ARE the character. What can be more realistic than actual first-person tasks? Doing dishes, scratching graffiti into bathroom stalls, shoving food into your face, watching a bacon double-cheeseburger disappear JUST under the camera. Sounds like a better Wii game than most other third-party offerings.
- Why stick to one character? Games like Call of Duty 4 put you in the shoes of a number of people. What’s exciting about controlling other people, though? In fact, here's an on-the-spot idea for a game that could stand being made based on multiple-character control:
Oh, and the host you control would walk around like a drunk person, a little more tough, and fun, to control.
See? We can keep this genre alive, and maybe even unique. Unless you want your grandchildren to be playing Halo 18, I suggest we do something, folks.
Thursday, May 15, 2008
New DS Castlevania: Order of Ecclesias, all graphically
Look a little bit to your left. That's the game you're going to play on your DS in the near future.The newest title worth playing in the Castlevania series is Castlevania: Order of Ecclesias. In terms of story and specs of the game, we don't know much.
What we can deduce is that the main playable character with the hefty sword and mighty big HP bar is the heroine named Shanoa. A female heroine in the series is nothing new, but with all those wimpy-emo-vampire slayers taking the job in past games, to see a new leading lady seems... refreshing.
Does Alucard have a sister, possibly? Who the hell does Dracula procreate with anyways? Can someone fill me in here?
Forget it, just gawk at the new screenshots!



Tuesday, April 15, 2008
Rumor: Edgeworth to take the stand in new 'Ace Prosecutor' game
Courtesy of Joystiq, a rumor sprang up a few days ago regarding the newest game in the Ace Attorney series, starring our favorite prosecutor, Miles Edgeworth.
The spin-off includes features never seen in the series. The point-and-click series will be modified to fit the DS specs better than Apollo Justice did, with enhanced graphics and... movement?
Yes, it appears that Edgeworth can actually walk around the scenes, bringing a "3D-ness" to some of the beloved characters.
According to Weekly Game Journal, the game will be called Gyakuten Saiban: Perfect Prosecutor, at least in Japan. I can only imagine how Americans would pronounce that.
I won't strain your eyes, here are some zoom-ups of the Famitsu issue: