Saturday, March 16, 2013

The Phoenix, to ashes

Last week, after over 40 years in print, the Boston Phoenix ceased publication.  There have been plenty of odes to the paper from some of its most distinguished alumni: Charlie Pierce, Susan Orlean, Joe Keohane. Humbly, I'd like to take a shot at it too. Because while most of the Phoenix fraternity has made its mark across the world of hard news and traditional arts coverage, the Phoenix was also one of the first real newspapers to take a chance on covering video games, and I had the good luck to be there at the beginning. After almost a decade, I can trace everything good that has happened to me professionally to those days at the Phoenix.

In 2004, I was working in the Phoenix's web department, taking the newspaper content and publishing it on the website. My boss came up to me one day and asked if I knew anything about video games.

"Sure," I said. "A little."

I didn't mention that I had spent the entirety of my high-school years self-publishing video game sites, writing daily to the various IGN sites, and even hounding PSXPower's Jay Boor for career advice.

"All right," said my boss. "We're going to start covering video games for the web site. It's your job to figure out how."

It wasn't even my idea. I feel like it's only fair to say so. A WFNX radio personality named Jim Murray had cornered the Phoenix's vice president, Brad Mindich, at the Best Music Poll show. Fueled by liquid courage, Big Jim told Brad that video games were the wave of the future and that we were missing the boat if we didn't start covering them. He made his case well, and soon we were given the green light.

I had no idea what I was doing. I wasn't a journalist. But I started firing off emails to publishers and PR firms, renting and even buying video games to review, and writing a weekly opinion column. Some publishers never gave us the light of day. Others couldn't get us on the list fast enough. Whenever I talked to a PR rep with local ties, they tripped over themselves getting stuff to us. They knew that we had a direct line to tens of thousands of college students, and tens of thousands more young professionals. I have to imagine that, for them, it was a white-whale opportunity they'd been waiting for.

We scraped along for a while, publishing exclusively on the web. I got an intern, a journalism grad student at BU who was surely more qualified than me. I put him on a weekly news roundup, and we worked the phones and emails even harder to chase down more review copies. My actual job title -- not to mention my salary -- never changed. But shortly I got a stack of business cards calling me "Video Games Editor."

In the winter of 2005, the Phoenix gave us the greatest exposure yet. I don't know what kinds of numbers the web-based gaming coverage was doing. But the paper's editor, Peter Kadzis, made the decision to do a cover story of some of the collected game reviews we'd recently run. And so, there on the front page, was a full-body image of Leon Kennedy from Resident Evil 4, and a tease of several more reviews within (NBA Street Vol 3 and Mercenaries: Playground of Destruction, as I recall.)

Yes, the headline read GAME ON.

From then on, game reviews appeared regularly in print. To this day I am still not sure what decision-making went into getting them a spot. I'll never forget an early conversation I had with one of the arts editors about how video games worked. I don't mean on a deep level. I mean, he didn't know what a video game console was. "It's like a VCR," I told him.

But here's what I do know: the Phoenix won a Pulitzer Prize in 1994 for its classical music coverage, and, in the mid-aughts, they had the foresight and the stones to start running game reviews in the same section. Today, when the New York Times regularly runs content from Kotaku, that might not seem like a breakthrough. But somebody had to do it first.

Things went well for awhile, and, for me, this led to a lot more professional opportunities -- opportunities I never would have dreamed of when it all began. I wrote for Paste, for Slate, for Joystiq. I guested on podcasts. I was published in a book. I appeared on a panel at PAX East. I met dozens -- hundreds? -- of amazing writers, all of whom were equally convinced that we were heralding a new age of games journalism. Things reached their apex when the editors granted me full-page space for reviews of Metal Gear Solid 4 and Grand Theft Auto IV, as well as a cover-story thinkpiece about violence in games. Life was good.

At the beginning of this piece, I mentioned just a couple of notable ex-Phoenicians. There are an awful lot of us, ex-Phoenicians, and that's because the Phoenix is an excellent place to be from. Even as the paper was putting more muscle behind game reviews back in 2005, as a low-level staffer, I was faced every month with a legitimate question of whether I'd be able to pay my rent and my student loans. That summer, I got a new day job, one that was easier and less stressful, that offered better benefits and about 50% more pay -- and the Phoenix still kept me on as a freelancer, which frankly was a more lucrative arrangement with them. For a time, it was an excellent situation.

Things began to change in 2008, when the recession hit. Advertisers bailed. Page counts dropped. My reliable weekly column started to run bi-weekly, and sometimes less than that. My own life was starting to change, too. By 2010, my low-level editorial day job had become a mid-level production job, which required a lot more time and energy. Then my wife and I bought a house in the suburbs, and a long commute started to make playing games impossible on weekdays. Weekends were often filled with housework and yardwork.

Even as the publication schedule seemed to stabilize, by 2011 I was beginning to feel the strain. In the earliest days of the Phoenix's games coverage, it had been liberating and exhilarating to feel as though we had almost no editorial oversight. As time went on, though, it began to feel like a burden. I found myself scrambling to figure out the paper's coverage for them, trying and often failing to get my hands on a game in time to meet my deadlines, and turning in work that I didn't always think was my best. I kept it up, because I still enjoyed the work, and because the Phoenix still paid better rates than anybody else I wrote for. But the zeal was gone.

That's why, when the Phoenix changed formats last fall and stopped asking me for reviews, I didn't even bother offering. It was a relief, to be honest. Something was missing from my life, to be sure, but it felt right to have moved on.

Even so, I had no way of knowing when I filed it that my review of Darksiders II would be the last I would write for them. Reading it now, I wouldn't say it's the best I ever wrote, but it's true to the approach we laid out in 2004: irreverent, funny, not necessarily written for the hardcore crowd. In its news and criticism, the Phoenix had an approach all its own, and I tried to emulate that when I wrote for them. I felt I owed nothing to the game's publisher, and everything to the reader. I didn't assume that the person reading the review was an expert in games, but I did respect their intelligence. Above all, I always tried to ask one question especially. Not "Is this game good," but "Is this game bullshit?"

This post has been about me, not really about the paper, but the paper has been so much a part of me for the past many years that I can't separate the two. I am sorry for the many good people who have lost their jobs, and I am sorry for the city that is losing such a vital voice.

Worst of all, though, is knowing that the videogame section I helped to create is gone -- and with it, a template that helped to give rise to other writers and thinkers. We published some of Chris Dahlen's earliest game coverage while I was there, and after I left, Maddy Myers kept at it to become an indispensable voice in the video games scene. These people are talented enough to find work anywhere, but I think it's telling of the Phoenix's legacy that this is where they got noticed first.

I guess that's it. I'd like to sum up with something witty or wise, but mostly this just makes me sad.

Wednesday, March 06, 2013

Never-on DRM

The release of EA's SimCity, with its controversial always-online single-player requirement, has caused its share of grumbling. Because the game won't work without a connection to EA's servers, and the servers are overloaded, lots of people who have bought the game aren't able to use it. I've been following the kerfuffle more closely than I ordinarily would -- not because of a particular interest in the game itself, but because my Verizon FIOS internet has been down since last Saturday. Even if I wanted to play SimCity, I wouldn't be able to. When "always-on" faces off with "never-on," the latter prevails.

You won't be surprised to learn the myriad ways that being without internet access has caused me grief these past few days. Sure, I can't play internet-connected games. I can't pass the time by watching Star Trek on Netflix (and I'm so close to finishing season one!). Even cooking dinner has been difficult. We don't file recipes on paper like some kind of cavemen -- my wife keeps them on a Pinterest board.

First world problems, I know, but I'm also supposed to be working from home while waiting for our baby to arrive, and without an internet connection, I can't do that. Not only am I paying for a service I'm not getting, but the outage is now making it harder for me to make money in the first place. I've been working around it, but after three days of improvising, the cost in time and money is beyond a portion of our monthly FIOS bill.

We've been in contact with Verizon customer service every day since the outage began. Every day they have told us that service was estimated to be restored that day. I stopped believing them after the third day, and at this point I don't think I'll bother to keep asking. To be fair, everyone I've spoken to, either on the phone or through their Twitter account, has been very nice and has tried to help. The problem is that they're part of a corporate structure that is ensuring they can't help. They can give me their best estimates about when things will be restored, but can't do anything to make that happen. If it's out, it's out.

And so, even though I'm not attempting to play SimCity right now, I feel a kinship with those players who paid for a product and got a service, once that couldn't even be assured to work. We have reached a point in our commerce where transactions are one-sided, in which handing over your money does little more than improve your odds of getting the thing you want. Buying a game no longer means buying a game, it means renting access to the game.

One could argue that pirates have driven publishers to this point, but excusing always-on DRM as the price customers have to pay to avoid piracy is ridiculous, because paying costumers don't need to avoid piracy. Who is suffering when draconian anti-theft measures prevent honest consumers from getting a fair deal? It ain't the pirates. I'm not trying to make the counter-intuitive argument that piracy is a net gain because it expands the pool of players. I'm simply saying that preventing paying customers from getting what they bought doesn't help anybody. But, apparently, EA has found it necessary to destroy SimCity in order to save it.

Welcome to the future.

Friday, February 01, 2013

Maybe violent video games can be harmful. Maybe we should find out.


But today we know that a portion of every dollar spent on triple-A military-themed video games flows into the pockets of small arms manufacturers, either directly through licence payments, or indirectly through advertising. These beneficiaries include Barrett in the US and FN in France. They may include other controversial arms dealers, such as Israel Weapon Industries, creator of the TAR-21, which appears in Call of Duty. Such deals politicise video games in tangible yet hidden ways. Consumers have, for the past few years, unwittingly funded arms companies that often have their own military agendas.

You all know how that goes, that spiral of defensiveness when someone questions something you take for granted.
When Wayne LaPierre took the stage on December 21 to deliver the NRA’s response to the shootings at Sandy Hook Elementary School, all I wanted to hear from him was a little introspection. A little humility. I wouldn’t have expected him to gnash his teeth, rend his garments, and renounce his life’s work by calling for a blanket ban on all firearms. I just wanted to hear an acknowledgement that, when such violent acts occur, we all need to take a hard look at ourselves and ask what we can do to prevent them from happening again. 

That’s not what happened. Instead, I heard grandiose statements that were indistinguishable from parody. The immortal line, “The only thing that stops a bad guy with a gun is a good guy with a gun” sounded like it might have been from the winning essay in the NRA’s Lil’ Patriots essay contest, written by Wayne LaPierre, age 8. LaPierre’s case for the NRA was so hideously self-defeating, so ugly and off-putting to all but the most ardent pro-2A ideologues, one honestly might have believed that he was a double agent working for the Brady Campaign.

Of course, as part of his attempt to exonerate America’s gun culture from any culpability in firearm-related crime, LaPierre fingered video games as the true culprit. And why not? These kids today, with their Mortal Kombat and their Night Trap, why, they’re nothing but bloodthirsty savages, killing for the fun of it and fashioning sports coats from their victims’ skin. Gamers were incensed. They denounced LaPierre for daring to suggest that violent games could contribute to a culture that glorifies violence. Just like him, they knew that they had done nothing wrong. They knew someone else was to blame.

And so, for the past month, as the Vice President has recommended a multifaceted approach to preventing gun violence that included studying the effects of violent games, the drumbeat from self-pitying gamers has been unceasing. Games aren’t the problem! Games don’t cause violence! We’re the real victims here!

I’ve been reading this stuff non-stop, but what I haven’t seen much of from my cohort is the same thing I wanted to see from Wayne LaPierre. Introspection. Humility. An honest accounting of whether the culture we are so much a part of might bear some responsibility for the latest in a string of gun massacres, and whether we have any power to prevent the next one. When someone asks if games are a factor, we are, in essence, plugging our ears and shouting “NA NA NA I CAN’T HEAR YOU!”

We participate in a culture that glorifies violence, and a society that enables it. You can rage against this fact all you want, but it doesn’t change it. Once, I read an article about traffic patterns, and a quote in it has stuck with me. It was something like: “Everybody thinks they’re in traffic. Nobody thinks they are traffic.” Simple, but profound. When you find yourself stuck in a traffic jam, rarely do you stop to think that part of the reason the congestion exists in the first place is because your car is on the road. The same is true of our culture. Like it or not, by playing violent games, we are helping to sustain this culture. And, as Simon Parkin reported in the article linked at the top of this post, by buying violent games, we are enabling it.

Now, before we go any further, I want to stop and re-assure you that we are most likely on the same side. I’m not advocating censorship of our games, I don’t think Call of Duty is training the next generation of thrill killers, and I‘d rather not gut the First Amendment in order to preserve the Second. I suspect that untreated mental health problems, access to guns, the social safety net, alcohol and drugs, child abuse, and a million other things are likely to be greater drivers than video games in the development of mass murderers. I’m after something more subtle, here. I want to do the same thing I want LaPierre and his ilk to do: to look, honestly and without agenda, at our pastime and its effects. I want to know more about what effect the games I am playing are having on me, and what effect they may have on my son.

To that end, I was intrigued when Kotaku’s Jason Schreier dug up a treasure trove of studies that attempted to find a link between gaming and violence. It’s fascinating reading, but ultimately unsatisfactory, because all of the studies cited are measuring an immediate aggression response to games, which is not the same thing. I didn’t need a bunch of scientists to tell me that games can cause short-term adrenaline spikes – I’ve got a bin full of shattered controllers to prove it.  

But that’s beside the point. What’s at issue here is the effect prolonged exposure to violent media has on the human mind, particularly a developing one. If a long-term study has been done, I’m not aware of it. We can all agree that playing a game of Grand Theft Auto won’t make a hitherto peaceful person rev up the car and mow down a crowd of pedestrians. But can you say for sure that a lifetime spent consuming violent media has no negative effect on a person? Is it impossible or even unreasonable to wonder if too much time spent playing violent games might hamper a kid’s emotional development?

Video games tend to favor swift, disproportionate responses to obstacles, and almost always demand violent solutions to problems. They tend to sort characters neatly into one of two categories, good or bad.  A kid who learns most of what he knows about making his way through life from playing games could very well grow to lack empathy, be quick to embrace aggressive solutions to problems, and more apt to view other people as antagonists. I’m not saying this is definitely the case. I’m saying it sounds like a fair question, and a testable hypothesis.

It’s important to remember that we’re talking about probability here. Obviously, playing violent video games does not, by itself, cause people to kill other people, because millions of us do play violent video games and have never even been in a fistfight. But saying so should not allow us to elide the deeper question. Frankly, I am not convinced that playing violent games can be ruled out as one of many contributing factors to violent behavior, especially since so many of these spree killers do seem to have spent a lot of time on the Xbox. What we need to know is what all of the risks are, and to what extent each one contributes to the making of a murderer.

Look at it this way: smoking cigarettes is not a guarantee that you will die of heart disease. Many people who don’t smoke will get heart disease. Some people who do smoke will never get heart disease (many people, actually). Yet it’s indisputably true that smoking cigarettes raises your risk of getting heart disease. That’s what we don’t know the answer to: does playing violent video games raise your risk of committing a violent crime?

And if so, can we identify what that risk is, and where it fits within a matrix of risk factors? In the same way that many unhealthy living habits work together to cause heart disease, along with genetics, so too could a variety of contributing factors cause someone to commit a crime. If we know what those factors are, and how to weight them against one another, then we’re closer to preventing them from happening at all.

Besides which, as defenders of the realm, we’re in such a rush to assure one another that video games don’t affect people that we end up contradicting ourselves. When Senator Lamar Alexander said that violent video games are a problem because “video games affect people,” he was roundly mocked from the usual quarters. And yet it’s hardly controversial among gamers that games do affect us. We talk about games that made us cry, games that made us think, games that made us feel guilty. More to the point, every time a study comes out that suggests a possible benefit to playing games, we fucking trumpet that shit to the skies. (Even if it turns out not to be true.)

There’s more. Many of us believe in the educational potential of games, whether through overtly educational software like newsgames or, more obliquely, by learning how to strategize, prioritize, and think laterally in order to accomplish objectives in even the least educational games. Steven Johnson wrote an entire book that argued that video games, along with other increasingly complex media, are making the average person smarter. Whether or not any of this is true, I don’t know for sure. (Intuitively, I do buy it -- the kind of strategic thinking required to get through a game like XCOM makes my head spin).  But I do know that I don’t typically read tweets calling people idiots for thinking games could provide such benefits. Of course not -- because viewing games as a wholly positive force doesn’t require us to contemplate a world in which they might have to change at a fundamental level.

Of course there are witch hunters out there. They’re the ones who tend to get the press -- and they’re also the ones with an agenda. They want to shirk responsibility for tragedies like the one that occurred in Newton. They exaggerate the possible dangers of games, using them as a way to deflect attention from that which they are struggling to protect. They’re wrong to do so, but their wrongness doesn’t give us the right to do the same thing. I think we’re better than that.

Unfortunately, gamers, we’ve got something in common with the NRA. We’re terrified of losing the thing that we love. Wayne LaPierre’s entire life is devoted to preserving unfettered gun rights at all costs, and so he lashes out like a cornered animal when it seems like that goal is in danger. So too do we dismiss anybody who dares to suggest that our pastime could be hiding potential dangers. Our reasons are purely selfish. If they come for our games, what will we have left? We can't even imagine.
Yes, I want studies to be done. I want to know if violent video games are a contributing factor to real-life violence. I don’t want that research to come at the expense of exploring and treating other causes, but studying violent media is a sensible part of a broader approach to diagnosing and treating potential perpetrators of gun violence.

It’s win-win: if it can be proven that games have no deleterious effect whatsoever, then it would be great to cross them off the list as we continue to address the real problems. And if it turns out that there is a definitive link, even a minor one, between consumption of violent media and engaging in violent acts – hell, even if it can be proven that playing games causes any neurological change -- I want to know that too, for the same reason I’d want to know if there were chemicals in my drinking water. Knowledge is a good thing. I’m not afraid of what we might find.

Are you?

Wednesday, June 27, 2012

Spec Ops: The Line or K-Cup?

Above: Rich and powerful, mysterious and intense

One of these quotes is from IGN, as seen in the launch trailer for Spec Ops: The Line. The rest are descriptions of K-Cups available for purchase at Keurig.com. Can you figure out which quote doesn't belong?
  1. "Spellbinding complexity... deep, dark, and intense."
  2. "Powerful and intense."
  3. "Rich, robust, and powerful."
  4. "Explore the dark side."
  5. "Intense and unique."
  6. "Not for the faint of heart...intense and uncompromising."
  7. "Raw energy in its purest form." 
If you guessed #5, "Intense and unique," you are correct. Bonus points if a cup of single-serve coffee has ever set your brain on fire.


Sources:
  1. Green Mountain Coffee Dark Magic
  2. Tully's French Roast
  3. Tully's Italian Roast
  4. Coffee People Black Tiger
  5. Spec Ops: The Line
  6. Starbucks French Roast
  7. Revv Coffee

Thursday, June 14, 2012

Max Payne 3

Above: Max's barber gives him the full Walter White.

At first, I wasn't enjoying Max Payne 3. Too difficult, too regressive, too joyless. And even though those things never really changed, at some point I bought in. It won me over through sheer determination. Stuff went wrong for Max, and then it went more wrong. Shit was dark, and then it got darker. You know what? I didn't always like it, but I couldn't help but admire it. That's the crux of my Max Payne 3 review at the Phoenix.

Afterward, I read Tom Bissell's review over at Grantland. We had similar reactions, and also both invoked Raymond Chandler in characterizing Max's narration -- which I should take as a sign that great minds think alike, and instead take as a sign that it's a lazy comparison. But I have to disagree on a fairly major point. Tom mentions the dreaded ludonarrative dissonance in contrasting Max's personal failures, poor self-esteem, and tendency to get everyone around him killed with his preternatural murdering ability. I'll let him explain:
Three seconds after claiming to be an incompetent failure, however, Max is leaping in slow motion from a speedboat while shooting an incoming RPG out of the sky and then single-handedly massacring an entire army of Kevlar-encased Brazilian commandos. Max Payne 3's hero is simultaneously a barely functioning alcoholic and one of the most sublimely gifted killing machines in video-game history. Which is a little weird.
True, but I think it's all perfectly consistent. For one thing, in the game I played, Max was not a bulletproof superhero who routinely emerged unscathed from unfair firefights. Actually, he died a lot. Dozens and dozens of times. My Max did a lot of slow-motion aiming and a lot of graceful leaping, but for the most part nothing useful came out of it. He was as likely to end up sprawled on the floor, his torso filling up with bullets, as he was to take out five enemies with a procession of headshots.

My experience with the game was one of near-constant failure. I came away thinking that what happens to Max is what would happen to anybody who takes on impossible odds: he loses most of the time. The only difference is that, as a video game character, he's reincarnated until he gets it right.

Let's say, for the sake of argument, that my shortcomings as a player don't really count. That there is one true playthrough in which a single Max, and not his infinite multiverse counterparts, storms through all the action and survives. It's still true that Max's greatest asset is his desire for self-annihilation. Like Martin Riggs in Lethal Weapon, he's a man with nothing to lose, and whose death wish gives him the edge against almost any opponent. Max's self-loathing narration, his alcohol and drug abuse, his continued willingness to confront armed gangs -- it's all of a piece. He wants to die. Why else would he do any of the ridiculous things he does?

In that sense, he's the most plausible videogame protagonist around.

Thursday, May 31, 2012

Ghost Recon: Future Soldier

I reviewed Ghost Recon: Future Soldier for Paste. It's a fine game, albeit a very familiar one. I couldn't  see recommending that somebody make an effort to play this game if they already have anything like it in their collection. On the other hand, if it dropped into your lap, as it did mine, it's not as though you'd be sitting there fantasizing about jabbing pencils into your thighs.

Often times I'll get sick of a certain type of game, before something is able to shake me out of it. I loved Battlefield 3, for instance, even though it was superficially similar to lots of other games. But even with a few minutes of playing a 64-player map, you could tell that something much more was happening, and that the game was dynamic and alive in a way that few games are, from any genre. So I'd like to think I didn't go into Ghost Recon ready to reject it for being too derivative. Sometimes a game is just like that, though. There's no spark. You spend most of your time saying, "Oh yeah, this part is just like that other game." It gives you everything except a reason to care.

This Onion article says it better than I could. Especially this part:
"Let us be clear: This sandwich is by no means bad," Forst said. "But we'd be lying if we said this was a great sandwich or a particularly original one. Though we have little doubt that a handful of people will love the Beef 'N' Bacon, for us to claim that we've come up with a groundbreaking new sandwich sensation would be absurd. Boasts of that measure would be foolhardy and deceptive, especially in light of the fact that Arby's has introduced much better sandwiches in the past." 
Are you hungry? Do you mind eating the same old thing? Let me assure you, then, that Ghost Recon: Future Soldier is something that exists, and will not poison you.

Wednesday, May 30, 2012

Diablo III

Above: My weak-ass dude, CaptainPower.

In an ideal world, Diablo III would be terrible. It is cruel of Blizzard to make a decent game whose name lends itself to so many putdowns:
  • Diablows
  • Diablah
  • Diabloh-no
Sadly, Diablo III is not terrible, and so I can't use any of those in good conscience. Still, as I play it, I find myself more bemused than anything, wondering, as I often do, why this is the game that sends so many otherwise rational people into fits of ecstasy. I'm sure I played one of the other Diablo games at least a little bit, but I have no equity in the series, and have come to it, for all intents and purposes, as a newcomer. My first takeaway: all these years, I thought people were joking about the clicking!

But click you do, over and over and over. On one hand, I'm blown away that it's possible to make a relatively complex game that is almost entirely mouse-driven. Your character's movement, your primary and secondary attacks, equipping items, dealing with merchants -- all performed with the mouse! Almost brings a tear to my eye. I'll gladly trade a little bit of precision for ease of use.

Sometimes, you trade more than a little bit of precision. One thing I've learned is not to get too carried away with the clicky-clicky, because it won't actually make my character move any faster. If anything, it makes him do things like wander in circles when he's supposed to be bludgeoning goat-men. It also took some patience to remember that the function of the mouse2 button changes on your inventory screen depending on who you're talking to, so if you try to equip an item you just bought from a merchant, you accidentally sell it back to him. Thank goodness for the buyback screen.

One thing you give up with all the clicking is a tactile sense of the combat. Playing Diablo III, I keep thinking back to Kingdoms of Amalur: Reckoning, a game that was structurally similar but that absolutely grounded me in its physical world. My character blocked attacks because I pressed the block button, and he dodged because I pressed the dodge button. When he failed at either, it was my fault. In Diablo, dodging and blocking are functions of your stats, and they're entirely based on probability. There may as well be little animated dice on the screen.

That's been my biggest surprise: the real "game" of Diablo is entirely in your character build. Everything that happens in the dungeons is a prelude to combining gear and powers in order to maximize your stats, which itself serves only to keep you alive long enough to find better gear. For veterans, I'm sure this is no surprise, but it took me a few hours of playing before I understood it, and it turned out to be the key to enjoying the game. I had thought that the point of picking up loot was the slot machine-like thrill of not knowing what you were going to get, but it turns out that browsing a merchant's wares, or leveling up your blacksmith, is just as important. Not so important: clicking on randomly spawning wasps and shit.

Speaking of random: I understand that it's supposed to be a selling point that all of the terrain in Diablo III is randomly generated, but playing through it I honestly can't see why. It's not as though there are puzzles and mazes and interesting things happening in the dungeons. They're just grids that get bigger and bigger as you progress through the game. They could be the same every time and I don't think you'd lose anything. Do I think the game suffers for this? Not at all. It's just one of those things that sounds really neat when somebody tells you about it, and then when you experience it turns out to be immaterial.

As for this always-on DRM thing, and the notion that the game is meant to be played with others, I dunno. I do find it pretty silly that I have died lagged-out deaths when playing by myself, and it's annoying that I can't pause the game for more than five minutes without my connection to the server getting cut. But I also can't get that exercised about it, probably because I've got mine and fuck all y'all what ain't got a big pipe.

The multiplayer I'm not so sure about. I've gone solo almost exclusively, and while there is something gratifying about having your brosephs and brosephinas fighting alongside you against Hell's minions, it also doesn't seem to affect the gameplay very much. There are some co-op tactics involved, and some characters have buffs and healing abilities for their allies, but it's not as though you combine powers into super attacks or anything. And there's nothing half as cool as the medic's healing bullets in Borderlands.

In the end, I feel like someone who listened to all the bands that the Beatles influenced before they ever heard anything by the Beatles. I recognize in Diablo a whole lot of things that I've enjoyed in other games, and here they seem somehow more primitive, because, in a sense, they are. Whether Diablo has been streamlined, modernized, dumbed down, whatever you want to call it -- it's still Diablo. This series has brought us many wonderful things, not the most important of which is Diablo III.