XBox 360 – Lungfishopolis.com https://greghowley.com/lungfish Video games on our minds Thu, 19 Jul 2012 14:24:52 +0000 en-US hourly 1 https://wordpress.org/?v=4.4.32 Limbo Hints, Part the Third https://greghowley.com/lungfish/2011/08/limbo-hints-part-thre-third/ https://greghowley.com/lungfish/2011/08/limbo-hints-part-thre-third/#respond Wed, 10 Aug 2011 13:15:23 +0000 http://lungfishopolis.com/?p=2977  

It took me three evenings to finish Limbo, and I’m glad to say that I did it with no walkthrough and no hints. In fact, I plan to get all the game’s trophies with the exception of that one that would have you complete the game in one sitting with five or less deaths. That’s crazy talk. During my second playthrough when I’d died more then ten times before chapter ten, I realized that making it through the entire game with five or less deaths was just not gonna happen. There’s also a hidden level that has you jump over a bandsaw in pitch darkness so that there’s no way to know where to actually jump. Not sure if I’ll finish that hidden level. But the main game I’ve completed.

So this is the third and final article full of Limbo hints. Once again, this is not a walkthrough. If you want walkthroughs, get ye forth to YouTube. You’ll find many. But playing without walkthroughs is such a rewarding experience, and you will enjoy the game more. But… for those times when you’re absolutely stuck, I bring you hints. Not solutions, just gentle nudges that may help you figure out the solution without walking you step-by-step through every little thing you need to do.

Something else I’ve just figured out: I think the chapters in the XBox version of the game and the Playstation 3 version of the game are numbered diferrently. I’ll bet they added more checkpoints (chapters) to the Playstation version. That said, since there are no actual numbers applies to the chapters, the numbering may be really confusing. I’ve named the chapters so that you can go by the descriptions of the elements within each chapter rather than counting white blocks.

That said, here are a few brief hints.

Chapter 20: Twin Cannons
Notice that the top cannon moves
It can destroy more than just you

Chapter 21: The Slow-Sliding Block and the Elevator
At the beginning of the level, you will have to use the same technique more than once. Probably more than twice.
You need two boxes to climb the sliding platform.

Chapter 22: Giant Blocks and the Zipline
Note what all the controls are doing
Momentum is helpful in slowing its reversal

Chapter 23: Spelunking Neon
Timing is key. You’ll have to jump _before_ it’s safe.
It’s going to take more than one press of the switch to get that block where you need it.

Chapter 24: Sawblades and Anti-Gravity
Timing is critical. Jump an instant before gravity reverses.

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Limbo Hints, Part Two https://greghowley.com/lungfish/2011/07/limbo-hints-no-spoilers-part-two/ https://greghowley.com/lungfish/2011/07/limbo-hints-no-spoilers-part-two/#comments Fri, 29 Jul 2011 14:30:37 +0000 http://lungfishopolis.com/?p=2970

Here’s the second part of the Lungfishopolis Limbo hints extravaganza. Remember – this is not a walkthrough. If you want walkthroughs, there are plenty on YouTube. But I urge you *not* to use walkthroughs. Limbo’s puzzles can be very challenging, but if you can suck it up and just spend some time and experiment, you can figure them out. And it’s very rewarding – you’ll enjoy the game more. But for when you’re absolutely stuck, I bring you hints. Not solutions, just gentle nudges that may help you figure out the solution without handing it to you outright. Unlike part one of our hints, this article covers every chapter, since the puzzles get a bit harder as the game progresses.

Chapter 10: The Flood
That broken box doesn’t need to float any higher.
Look closely at the water levels, and look at what the levers do to change the water levels. Think Archimedes.

Chapter 11: The Parasite
Sunlight burns the parasite and makes you change directions.
The rising water will cause floating objects to move upwards.

Chapter 12: The Hotel
You can see when the electricity is on and when it’s off. Watch the letter H.
The glass is breakable.

Chapter 13: The Bandsaw
You can control your speed when under the influence of a parasite. Slow down and look around.
Notice the handle on the end of that platform.

Chapter 14: The Elevator
You do need that box.
Notice the handle at the bottom of the elevator.

Chapter 15: The Fly
You’ve got an analog stick. Use it.
Be sneaky.

Chapter 16: The Gear
You need two boxes to get up there.
Set that rope to swinging before you jump on.

Chapter 17: The Machine
Pay attention to exactly what the magnet does.
You’ll just have to wait while things move.

Chapter 18: The Factory
You’re safe while you’re hanging on the edge.

Chapter 19: Minecart Ride
The gears take some time to reverse directions. Use this to your advantage.
Make sure the minecart is still rolling a bit uphill when you jump off it.

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Limbo Hints, Part One https://greghowley.com/lungfish/2011/07/limbo-hints-no-spoilers-part-one/ https://greghowley.com/lungfish/2011/07/limbo-hints-no-spoilers-part-one/#comments Mon, 25 Jul 2011 17:00:10 +0000 http://lungfishopolis.com/?p=2950

Because I don’t have an XBox, I don’t have access to XBLA games until they’re released on other platforms. This is why I never got to try Braid until it was released on Steam. When I eventually got access to the game through Steam, I found out just how hard its puzzles really were, and I was eventually forced to look up walkthroughs, and found this. It was that page that motivated me to create the Braid Hints pages that I posted on this site back in 2009. Those pages continue to be the most popular posts on this site. So now that Limbo has finally come out on PSN and I’ve been able to play, I find it apropos to write up some Limbo Hints.
This isn’t a walkthrough – I’m not going to provide hints on each and every level. If you’re interested in walkthroughs, there are plenty on YouTube. but I’d urge you not to use walkthroughs. The game’s puzzles are sometimes very challenging, but if you can suck it up and just spend some time and experiment, you’re likely to figure them out. And it’s very rewarding – you’ll enjoy the game more.

But for those times when you’re absolutely stuck, when you’ve spent a half hour and more than two game sessions trying to figure out what the hell to do on this or that damn puzzle and you’re at your wits end… I bring you hints. Not solutions, just gentle nudges that may help you figure out the solution without handing it to you outright.

First, a few pointers about the game in general.

  • Remember your controls. Aside from the jump button, there’s also a button that lets you pull things. The game doesn’t present you the controls explicitly, so if you haven’t realized that you can pull things, you’ll never get past the first chapter.
  • You can swing on ropes as well as climbing them.
  • If you can’t get past a certain part and you keep dying, then you’d might as well experiment. Sure, you might get killed, but if you keep dying anyway then what does it matter?
  • A couple of Limbo’s toughest puzzles involve waiting. It’s hard to do nothing, and it’s certainly not the first thing you’d think to do, but if it makes sense for the puzzle you’re on, give it a shot.

Okay, now some specifics. I’m not going to cover every chapter, because while there are plenty of parts in the game that may have you scratching your head for a few minutes, there are relatively few that have a chance to hang you up indefinately.

Damn that spider! I can't get near him without being speared like a fish, and he's blocking my progress! There's not much to my left other than an unreachable bear trap in a tree, so what am I supposed to do?

Firstly, that spider isn’t nearly so coordinated as you might think. Try experimenting. Risk dying. Play around while you’re close to him and see what happens. Stop reading right now and go back to the game. Only read the next paragraph if you absolutely need to.

If you’ve gotten your hands on the bear trap, made use of it, and still are stuck, you should note that repetition has value.

What am I supposed to do here? To the left, there's an odd machine with a lever that does nothing. Then there's a ramp that I can get to if I jump hard enough and a frog-looking thing hiding under a ridge. Over to the right there's a hanging rope that I can pull, but it doesn't do much.

As you may have noticed when you first ran up, that frog really wants the glowing stuff growing on the underside of the ramp. Know what I call that? Bait. Stop reading right now and go back to the game. Only read the next paragraph if you absolutely need to.

Impact will knock that crap on down for the frog. From there, it’s all about you mustering whatever speed and timing you can. Good luck.

Come back soon for a second batch of hints on Limbo.

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Free Game Friday: Dante’s Inferno Demo https://greghowley.com/lungfish/2010/02/free-game-frida-dantes-inferno-demo/ https://greghowley.com/lungfish/2010/02/free-game-frida-dantes-inferno-demo/#respond Fri, 05 Feb 2010 20:13:18 +0000 http://lungfishopolis.com/?p=2411 With Dante’s Inferno right around the corner, why not spend your Friday butchering demons and classic works of literature at the same time?  Ok, so it’s not exactly a free game and you need either a PS3 or an Xbox 360 to play it but hey, I’m new to this whole free game thing.   Hell, I just got a PC that can play Torchlight.

Any way, Dante’s Inferno isn’t a bad demo.  It shows off the combat, the various settings, the basics of the plot and it lets you bust Death in the head with his (her?) own scythe.  It’s also fairly ridiculous, but that’s not always a bad thing.  PS3 folks will probably just laugh and go back to the God of War 3 demo that’s been floating around since June but all you 360 only fans that have always wanted to see what the fuss over Kratos was about, well, this is as close as you’re gonna get without dropping 300 bucks on a PS3.

And hey, there’s boobs and who doesn’t like boobs?

The Dante’s Inferno demo is available on the Xbox Live Marketplace and the PlayStation Store.

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Darksiders and the Lure of Easy Criticism https://greghowley.com/lungfish/2010/01/darksiders-and-the-lure-of-easy-criticism/ https://greghowley.com/lungfish/2010/01/darksiders-and-the-lure-of-easy-criticism/#respond Sun, 31 Jan 2010 20:28:31 +0000 http://lungfishopolis.com/?p=2407 I’ve been playing a lot of Darksiders the past couple of weeks taking a whirlwind tour through post-apocalyptic Earth as War, one of the four Horsemen.  Along the way I’ve killed many the demon, rode many the mile and amassed a collection of armaments and weapon enhancements to make Kratos proud.  I found the game to be one of the more enjoyable experiences I’ve had on my 360 in quite some time.

I must admit, given the great time I’ve had with the game, that I’m a bit surprised to see it ranking in the low 80’s on Metacritic.  Now, I know that Metacritic isn’t the best site to look at for such things having seen first hand how their internal translation system turns a C+ into a 58 thereby skewing a game’s perceived quality downward.  Still though even reading through the reviews the common criticisms seems to be that rather than come up with their own gaming mechanics, Vigil decided to instead lift mechanics of off popular gaming franchises, namely The Legend of Zelda, Portal and God of War.

Now, don’t get me wrong, Darksiders does just that, however I have to question whether or not knocking the game for it is a valid criticism.  I say this because we as game reviewers seem to be incredibly tolerant of this when it comes to sequels but incredibly intolerant when it comes to new IP’s.  Take Uncharted 2, for example.  Uncharted 2 is, hands down, the most thrilling experience I’ve ever had while playing video games but it is, at its core, just a refinement of the mechanics presented in the first game, which, by the way, were taken wholeheartedly from other games such as Gears of War and Tomb Raider.  It isn’t the mechanics though that make Uncharted 2 such a great game, although they certainly help, it’s the pacing, the voice acting, the incredible technical achievements that, when all bundled together, make the game so damn exciting.

While we’re on the subject of unoriginal games you don’t have to look much farther than Gears of War 2 and The Legend of Zelda: Twilight Princess.  Both games are sequels, both games build upon, or refine mechanics created in earlier games and neither do much to move the franchise into new territory yet both are very highly rated.  It seems that we, as reviewers, are more than happy with more of the same if those same mechanics are presented in the franchises we expect to see them.

On this, I gotta call bullshit.

Now, if you want to argue that Darksiders didn’t implement the cribbed mechanics in a compelling way then I think that’s a valid criticism.  Personally, I wouldn’t agree with you, but that’s just my opinion and what works for me doesn’t work for everyone.  Slamming the game because it uses game mechanics that we’ve come to love in other games is patently ridiculous.  Nintendo fans the world over always complain about the long lengths of time between Zelda sequels.  Fans are similarly vocal about wanting a more mature, more violent take on the franchise, although I personally don’t think Zelda is the place for blood and guts.  When it comes to Portal, Valve develops sequels according to their own strange whims and who knows when a sequel for Portal will be coming, if one does at all.   So we want more Zelda and we want more Portal and here a game gives it to us, wrapped in its own style with its own world, story and characters and we’re supposed to say “no thank you” simply because it didn’t come from Nintendo or Valve?  Yeah, again, I gotta call bullshit.

The simple fact is that not all studios can come up with a new game mechanic that changes the world of gaming.  It’s simply not possible.  There has to be room in gaming for studios that can take existing mechanics and build compelling games around them.  Why we’re tolerant of first person shooters, a collection of mechanics that hasn’t changed in years, yet not so for something like Darksiders is not only stupid, but hypocritical.  It also can’t be terribly comforting to budding, young game designers to think that the only road to critical praise lies in either creating a completely new gaming mechanic or in getting work on an established sequel.

Now, I’m not saying that Darksiders is perfect, but I do think it’s better than that aggregated Metacritic score would lead you to believe.  It’s certainly better than Gears of War 2 a game that somehow managed to use the same mechanics as its forebear yet take a step backwards at the same time.  I love Zelda and while I don’t feel that it is the appropriate franchise for blood and guts, there are times that I want to play a game that combines the mechanics of Zelda and the visceral feel of a game like God of WarDarksiders does just that and I don’t think there’s anything wrong with that.

It’s easy, as a reviewer to fall into easy critical traps and I’m of the mind that knocking a game for using another game’s mechanics is one of those traps. If I go to a restaurant and order a bacon cheeseburger, I’m not upset that the chef took a beef patty, cooked it and then put cheese and bacon on it.  That’s what I wanted and while I may be happy to entertain some sort of alternate take on the sandwich, for the most part, I want what I ordered.  There has to be a place in gaming for bacon cheeseburgers where the only criticism is based on how good it tastes, the quality of the presentation and how well it fills you up.

Darksiders may not be incredibly original but it is one damn fine bacon cheeseburger.  For me, for right now, that’s more than enough.

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Final Final Thoughts on Fallout 3 https://greghowley.com/lungfish/2009/08/final-final-thoughts-on-fallout-3/ https://greghowley.com/lungfish/2009/08/final-final-thoughts-on-fallout-3/#comments Tue, 11 Aug 2009 00:55:10 +0000 http://lungfishopolis.com/?p=1555 The other night I finished Fallout 3, and when I say finished, I mean finished.  Every achievement point gained, all five DLC packs completed.  Are there still a few unnamed quests and places to visit in the Wastelands?  Oh sure, it wouldn’t be a Bethesda game if there weren’t, but for me, Fallout 3 is done.  Honestly, I’m sad to see it be finished.  I spent a lot of time in that game and I enjoyed most of it.  On an economic note, I also made a bunch of money off of the game as my five walkthroughs paid as much as writing 15 reviews.  Not a bad gig if you can get it.

Unfortunately, the last content pack, “Mothership Zeta”, ended all of the content on kind of a ho-hum note.  It wasn’t my favorite pack by far, that honor goes to “Point Lookout” but it was still an enjoyable romp.  Plus, you got to punch an alien while you were in your underwear and that’s cool no matter what.

In the interest of appeasing all of the stat-heads out there, I wrote down all of my statistics to show just what I did in my time in the Wastelands.

  • Achievements: 72/72
  • Achievement points: 1550/1550
  • Number of saves: 663
  • Time played: 81:25:10 (this is going to be inflated as I’d often pause the game while writing guides by bringing up the PipBoy rather than pausing the game via the pause button)
  • Level: 30
  • Alignment: True Mortal (Neutral)
  • Strength: 9
  • Perception: 10(+)
  • Endurance: 9
  • Charisma: 9
  • Intelligence: 9
  • Agility: 9
  • Luck: 10(+)
  • Hit points: 615
  • Action points: 113 (+5 from my Ranger Battle Armor)
  • Carrying capacity: 290
  • Barter: 55
  • Big Guns: 100
  • Energy Weapons: 100(+)
  • Explosives: 60(+)
  • Lockpick: 100(+)
  • Medicine: 100
  • Melee Weapons: 58
  • Repair: 100
  • Science: 100
  • Small Guns: 100
  • Sneak: 100
  • Speech: 100
  • Unarmed: 38
  • Quests Completed: 57
  • Locations Discovered: 161
  • People Killed: 720
  • Creatures Killed: 1184
  • Locks Picked: 154
  • Computers Hacked: 78
  • Stimpaks Taken: 176
  • Rad-X Taken: 5
  • RadAway Taken: 14
  • Chems Taken: 7
  • Time Addicted: 0
  • Mines Disarmed: 33
  • Speech Successes: 97
  • Pockets Picked: 5
  • Pants Exploded: 7
  • Books Read: 44
  • Bobbleheads Found: 20
  • Weapons Created: 7
  • People Mezzed: 1
  • Captives Rescued: 4
  • Sandman Kills: 21
  • Paralyzing Punches: 0
  • Robots Disabled: 9
  • Contracts Completed: 0
  • Corpses Eaten: 0
  • Mysterious Stranger Visits: 0

Those last few are perk related which is why I didn’t have any.  I didn’t take whatever perk lets you disable robots until much later in the game, during Broken Steel so there weren’t many robots left to disable.  It was hella useful though, so I wish I had gotten it earlier.  Ditto with upping my repair skill.  Being able to repair your own stuff is a great money saving device.  Then again, the money you save by repairing your own stuff is probably balanced out by keeping weapons rather than selling them so that you have materials for repair.  I would have liked to have picked the Mysterious Stranger perk too just to see what it looked like, but at the same time, I think I did ok without it.  I’m sure I can find something on YouTube to shoe me what it looked like.

In the end, I really enjoyed the game and am sad to see it go.  It will be interesting to see what goes on in New Vegas but at the same time, it’s not the same studio, so I’m thinking that New Vegas: Fallout 3 as Fallout 3: Fallout 1 & 2.  It will still be good, just a different take on Fallout.

For now though, my character is safely at home, ready for whatever else comes his way.  After I returned from Mothership Zeta I headed to Vault 101 to pick up Dogmeat and then we both went back home to Megaton.  I put all of my alien gear and trophies in my locker, put on the armor, Shady Hat and Ghoul Mask I wore for most of the game and equipped the plasma rifle that had gotten me through so many scrapes.  Then I went upstairs and took a seat, dog by my side.  After all of this time in the Wastelands, I think I deserved a little rest.

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Thoughts on Fight Night Round 4 https://greghowley.com/lungfish/2009/07/fight-night-4/ https://greghowley.com/lungfish/2009/07/fight-night-4/#respond Tue, 07 Jul 2009 16:00:28 +0000 http://lungfishopolis.com/?p=1265 I’d let you know my opinion of the engaging Ghostbusters (gave it away a bit there), but I’m sure Greg will let you know his feelings about that game once he’s gotten through it, so I’ll throw in my opinion of a game he’ll be unlikely to comment on instead…

It’s easy to take the gains we’ve made in computer games for granted.  After reading some reviews of the newly released Fight Night Round 4, I believe some are making that mistake.

I’ve been a fan of the series since the first Fight Night.  From the beginning, the realistic environments and engaging control scheme have set it far ahead of any other boxing game.  Now, for this version, we have Mike Tyson (I’ll put him first for my health), a vastly improved physics engine, a large stable of recognized fighters, and many other features.

When some say that the title is “held back” by “limitations” of its training system’s difficulty and very long road to top rank status, I think they’ve missed the value of an excellent title.  If you have a game that’s a pleasure to play, why not make it take some time to achieve great things in?  If you are going to emulate the “sweet science” as they call it, why not have the player go through a bit of work to accomplish true greatness?  It does not keep the player from choosing fights that are at his level or easier.  It simply gives the player long term goals and training that takes effort.

I would encourage sports gamers or gamers that enjoy high quality games that actually evolve from year to year to give this one a try and see if they like it.  Especially those that never tried a Fight Night title.

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Lessons I’ve Learned from Far Cry 2 https://greghowley.com/lungfish/2009/05/lessons-ive-learned-from-far-cry-2/ https://greghowley.com/lungfish/2009/05/lessons-ive-learned-from-far-cry-2/#respond Mon, 18 May 2009 20:30:09 +0000 http://lungfishopolis.com/?p=983
  • Malaria’s most prominent symptom is sudden-onset dizziness and blurred vision which disappears almost instantly when you take a malaria pill. Still, if it hits when you’re just about to cross a bridge, expect to smash through the guardrail and face a watery death.
  • In Africa, guns rust in a matter of hours.
  • As long as you have a friend willing to rescue you, you cannot die.
  • Injections of magical healing fluid can instantly heal any wound. Why doesn’t someone build a continuous-drip IV of this stuff and become like Wolverine?
  • Repairs to African vehicles are easy. When a car crashes or is hit by gunfire, you need only open the hood and tighten the large bolt at the front to repair any and all damage. Of course, there is a large notice on the engine block that reads “Warning: You will be killed or hurt.”
  • Despite the fact that every vehicle ever built in Africa has a GPS navigation system with a built-in diamond detector, there are hundreds of unlocked briefcases full of diamonds scattered throughout the country, and nobody has found them.
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    Fable 2 and Gender Empathy Part 2 https://greghowley.com/lungfish/2009/04/fable-2-and-gender-empathy-part-2/ https://greghowley.com/lungfish/2009/04/fable-2-and-gender-empathy-part-2/#respond Fri, 24 Apr 2009 19:34:11 +0000 http://lungfishopolis.com/?p=990 Sorry for the continued pieces on Fable 2 but it’s all I’ve been playing outside of Puzzle Quest: Galactrix.  For the record, I’m a woman in PQ as well, however it has no bearing on the story.  The woman in the picture is just pretty to look at.  I’m also a unicorn at times in Peggle Dual Shot, but I’m pretty sure that’s a dude.

    Right, so Tim the sex crazed husband is no more, sacrificed at the Shadow Temple in a quest for an achievement.  Shortly after dropping Timothy off in the underworld I met Jennifer the traveler.  Jennifer the lesbian traveler to be more specific.  I liked her, she liked me and despite her being from the upper class, which means she requires a nicer house, she conceded to marry me.

    Now, Jennifer is exactly like Tim in that she wants sex a lot, and she’s the only one who makes noise during the act but for some reason I find this perfectly acceptable.  In fact, I’ve grown quite attached to young Jennifer and don’t mind at all traveling home to give her a gift or spending time with her.

    I realized the other day though that even though I picked a female when I started the game, I was dressed as a man (mostly because I hadn’t found a place that sold nice women’s clothing), I acted likea man, belching and farting for laughs and I was married to a woman. Basically, I was playing a man.

    I have since remedied that by buying clothes that show off my girlish figure, a figure that needs some toning down due to my penchant for gourmet Filet Mignon pies, and by getting pigtails to further accentuate my womanliness, but the whole thing got me thinking about whether a role playing game could truly provide a different experience based on gender without stumbling into various offensive stereotypes about male and female behaviour.

    Now, there have been games in the past that give women lower strength ratings and higher wisdom ratings or something along that line, but the truth is that most RPG’s treat men and women the same.  Sure, you may have a line here or there to remind the player of their gender, but I can’t recall any game that was played differently based on your gender rather than a game that simply reacted differently to you based on your gender.

    There’s no doubt that men and women think and approach problems differently.  Certainly there is commonality there too, as well as folks crossing gender lines in how they approach things, but I think it’s still safe to say that men and women approach things differently.  Is it possible to craft a role playing game around those differences?  Men’s brains seem to be wired better for math and science, women’s for language and writing.  How would you design a game that stresses these skills yet doesn’t have quests like “The king needs to know what 6 times 4 is!” or “Some bandits have stolen the prince’s term paper!”

    Quests aside, can you create a living, breathing world that reacts to the player’s gender to the point where they have an idea of what it’s like to be a member of that gender?  Would players even want that?  In my limited time in Fable 2, a game that treats male and female characters alike, I read so much into the romantic harassment I was receiving that I had to mentally turn myself into a man just so that I didn’t find it bothersome any more.  If I was playing a game where, as a woman, I was getting less gold per quest than my male, adventuring counterparts would I keep playing?  Is that even valid or just another example of a stereotype that a game like this could easily fall into?

    In the end, it’s a moot point as most of the people making the games are men, which makes it difficult to make a game that tries to present a world from a woman’s point of view.  I have no doubt that there are designers out there smart enough to present choices to the player that build off of various conceptual starting points to problem solving.  I do have doubts that men could present a female gaming experience that didn’t devolve into some male fantasy world of lingerie and pillow fights.

    The real question though is if it even matters.  If you’re just looking to have some fun, are these ideas even relevant to what you’re looking for?  Probably not however if you’re looking at games as a place where game presentation and player choice can give them more insight into how people relate to one another, then I think there’s a real potential here to see how the other half lives, so to speak.  Fable 2’s implementation of your dog scratches the surface of marrying emotional resonance with player choice, but it’s still miles away from what would be needed to truly get into the guts of how men and women treat each other, and are treated differently by the world.

    As the game progresses, it will be interesting to see if my gender makes more of a difference or if I make more subconscious choices to play her as a man.  I’m going to try not to, but I didn’t know I was doing it in the first place, so I can’t say with confidence that I won’t do it again.  Those pigtails should help.

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    Fable 2 and Gender Empathy https://greghowley.com/lungfish/2009/04/fable-2-and-gender-empathy/ https://greghowley.com/lungfish/2009/04/fable-2-and-gender-empathy/#comments Fri, 17 Apr 2009 18:41:33 +0000 http://lungfishopolis.com/?p=921 For some reason I usually play as women when playing RPG’s.  Maybe it’s because I’m a man in real life, so playing as a woman represents a new experience.  Maybe it’s because if I’m going to be staring at someone’s ass for 40 hours, I’d prefer it to be a female one.  I truly have no idea.  I don’t always play as a woman.  In Fallout 3 I was a man.  In Knights of the Old Republic I was a man.  In Fable 2, I decided to be a woman, and it has been an eye opening experience.

    I was intially wary about playing a woman in Fable 2 due to all of the various relationship stuff.  Simply put, as a woman, I was pretty sure I didn’t want to have sex with a man.  This isn’t a homophobic thing, more that if I was playing a rough and tumble adventurer the notion of having sex with a man seemed, I don’t know, too submissive for the character.  Read into that all you want, but that’s how I felt. The notion of having a child also seemed off.  Call it years of gender imprinting, but for some reason it seemed wrong to play as a woman and then leave my kid behind while I went out and traversed the world.  I’m not saying it makes me a good person to think that’s ok for a man but not for a woman, I’m just saying how I felt.  Now, truth be told, were I to play a man, I wouldn’t have any kids in the game for just that reason, but I’d probably be ok with the sex part.

    After giving it more thought, I figured that playing as a woman would be a good way to address these gender inequalities in my brain, so a woman I became.  Now, I’m not saying that I’m regretting the decision, but at the same time, I’m not so sure I would do it this way again.

    My problems started when I got a little renown (Fable 2 rewards renown points when you complete quests to give you a measure of how well the world knows you).  Getting a bit of a reputation combined with the fact that I wasn’t so evil, or so scarred from combat ineptitude meant that townspeople started noticing me as I walked about.  Being a friendly sort, I’d do dances for them, or have my dog do tricks, things to just make people happy and to feel better.  It didn’t take long before I’d have these guys following me around telling me about how they’d like to get closer to me and other such nonsense.  I’d be trying to buy something in the store and have four guys pestering me for gifts, or telling me what they’d like to do to me.

    Here I am trying to be friendly, and that’s all, and all they can do is see me as someone to have sex with.  I mean, Christ, I’m a hard working, adventuring woman. I’m more than some strumpet that’s here to give you gifts and blowjobs.  It got to the point where I was so pissed that they wouldn’t leave me alone that I slapped one of them and lit off a spell so that the others would run away.  I don’t think it’s asking too much to be left alone in the tavern while I try to have a drink.

    As I was working towards gaining achievements as well as playing the game proper, I decided to get married. I chose Tim the farmer, a loveable if somewhat daft older man from the village of Oakfield.  We moved into Serenity farm, I gave him an allowance and as it was our wedding night, I decided to have sex with him.

    After giving my sexiest “come hither” expression we retired to the bedroom.  The screen goes black and I’m treated to the sounds of Tim moaning and groaning, no doubt as he climbed aboard and pumped his way to happiness.  I kept waiting for my own sounds of pleasure but none came.  Just more moans and groans from Timothy before the eventual groan de resistance.  After that the scene returned to the bedroom with me standing by the bed.  To say I was unimpressed, if not downright pissed is an understatement.

    Where were my moans and groans?  Where was my pleasurable experience?  I’m not numb for Christ’s sake!  I have a libido too you know and it ain’t gonna be taken care of by Timmy humping and pumping atop me.  Where’s my orgasm?  I am a strong, fierce, capable woman and I deserve, nay, demand an orgasm!

    So, with Tim sated I decided to leave.  Truth be told, I felt a bit bad about leaving him behind, but I set him up with a daily allowance and figured he knew what he was getting into when he married me.  I wasn’t gone, maybe 14 hours, the time it takes to travel to Rookridge, when the game tells me that I should look at the “Families” section of the game and check up on Tim.  I do so and there, at the bottom of the screen, in red letters it reads “Wants sex”.

    Wants sex?  Wants sex?!  We just had sex!  Like, not even a full day ago.  And it wasn’t even good sex!  And now he wants it again?  Well, tough titty Timmie, mama’s got bills to pay.  I go about my business, killing bandits and such and again the game tells me that again I should check on Tim.  So I do so and I see that in all areas Tim is “Happy” or “Very Happy” but the overall relationship status is “Fine” and he still wants sex.  Are you fucking kidding me?  I work my fingers to the bone for this asshole who doesn’t do a goddamn thing but mill about the fucking house and even though he’s happy in every way he can be, our relationship status is “fine” because I’m not there to fuck him?  Well fuck that and fuck him.

    I am not your little fuck toy, Tim.  I have a job, Tim.  I’m sorry that your life is so meaningless that you can’t relate to me on any level other than sexual, Tim.  You know, maybe this whole marriage was a mistake.  I mean, I was young and I thought, I thought that you were someone I could build a life with and now, I find out that all I am to you is someplace to stick Tim Jr.  Well I don’t need that.  As soon as I get the Temple of Shadows open, you and I are taking a trip.  Just don’t make any plans for the return trip, cause chances are, you won’t be taking it.

    Whew! Sorry about that, got a little carried away there.  Now, I’m not sure if the game behaves exactly the same way if you’re a man, but if it does, somehow I think it would be less annoying.  As a man, having women giggling and cooing around you is the classic male fantasy, whereas when you’re a woman, the men following you around come off as creepy stalkers.  As a man, being in bed with a woman who is vocal in her enjoyment makes you feel like you’re the greatest lover in the world.  You know you’d be getting something out of it, even without noise, because, well, biologically it’s kind of hard not to.  Not so for a woman, which is why my silence makes me feel like Tim ain’t holding up his end of the bargain and I ain’t having none of that.  Luckily there are gay women in Albion so I may have to make haste for the Isle of Lesbos.  At least then I can pretend that the pleasurable sounds are my own.

    All in all, I’m glad I decided to take the plunge as a woman, even with the difficulties.  It has certainly opened up my eyes to a small fraction of what it must be like to be a woman trying to make a living and be seen for herself and not as a sex object.  It also makes me think back to my immature days when I, unfortunately, wasn’t above pestering my partner for sex.  Again, I’m not proud of myself, but young guys aren’t the smartest, or most selfless of animals and I’d be lying if I said it never happened, as would any other man out there.   I’ve gotten over it, and truthfully with two kids, a full time job and a part time job my libido often takes second fiddle to my exhaustion, but the next time me and my wife aren’t on the same sexual page, instead of being frustrated, I’m going to think about how annoying Tim is and get over it.

    After all, I don’t want my wife leading me to the Temple of Shadows.  That wheel can be murder.

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