“The reason we always go back to the 360 is that we semi-consciously anthropomorphize consoles, and the Xbox 360 is a friendly sort.
“What do you see when you turn on the 360? A bright, colorful screen that says ‘Welcome.’ A smiling, dancing cartoon version of yourself, maybe playing with a pet. A seemingly endless, verdant tableau of games, video, and other fun stretching off the right side of the screen into eternity.
“What do you see when you turn on the PS3? A gloomy background occupied by a tiny strip of bland icons. About a million features you will never use, each with their own barely readable text label. Perhaps an advertisement fades into the screen, reminding you to buy some Sony film from the Sony PSN Store brought to you by Sony. (Don’t just stand there, kid; buy something.) Everything is so goddamn corporate, like you are clocking into work instead of getting ready to play a game.
“But all of that is relatively tolerable. What really makes the PS3 so irritating is the attitude.
“I have a spare Xbox 360 hooked up to my computer that I use for video capture. Last week I started it up for the first time in a year. I knew I would have to update the system software, and install the requisite updates to the game that I was playing (L.A. Noire.) Do you know how long it took me to get up and running? THREE MINUTES. That’s it. That’s the 360: ‘Hey, buddy, happy to see you!’ It’s almost embarrassed that it has to tidy up a little bit before the two of you can get down to FUN!
“Meanwhile, the PS3’s attitude is ‘Where the hell have YOU been?’ Can you imagine what this experience would have been like if this were my spare PS3? I think we all know: it would be an ALL-CONSUMING INFERNO OF BOREDOM. The PS3 fucking PUNISHES you if you ignore it for even a couple of weeks. ‘What’s that, you want to play that new downloadable game you heard about on the TV? How about you sit there and FUCKING WAIT while I update my firmware; I have to delete some of my features because Sony thinks you don’t deserve them, and you know what? I THINK THEY’RE RIGHT!!!’
“So you sit there while it updates or upgrades or installs or whatever the fuck this umpteenth progress bar is supposed to be doing — you don’t even know what the progress bar MEANS anymore; by this point the very concept of a progress bar has lost all ability to signify — and the PS3 is just loving every minute of your misery. Because it’s like an insanely possessive friend whom you can never, ever please. ‘This is what you get when you don’t pay attention to my every need! How DARE you do anything but play with your PlayStation? DON’T YOU LOVE ME?????’
“No, I don’t love you at all. I hate turning on my PS3. I’m not talking about the games. The games for the console are great, every bit as good as those on the Xbox 360 (since they are mostly the same games, after all). Gaming on the PS3 is, though, like eating at a restaurant where the food is fantastic but the manager is a total prick. You know you’ll enjoy yourself in the end, but the guy running the show has such a bad attitude, you don’t want to give him the satisfaction.
“As for the Wii, who gives a shit.
“So yes, of course we keep going back to the 360. He may be a sickly little guy, prone to keel over at a moment’s notice. But dadgum it, he’s always been our friend, greeting us with an easy, natural smile every time we drop by for a visit. And when you have friends like that, you stick by them.”
>About three weeks ago my otherwise solid, completely reliable, quietly humming Xbox 360 Slim began acting up. First sign of trouble: the machine occasionally struggled to load games from discs. The word “Opening,” followed by a repeating tail of ellipses, would hang up the screen for minutes at a time. The tiny green light in the center of the Slim’s silver circle winked at me in this cadence:
>In the mid 1990’s my friend John Galvin and I made frequent pilgrimages to one another’s city–me to visit him in Boston; he to New York to visit me–to partake in 72-hour–and sometimes longer–gaming marathons. This is how the visits would go: early on a Friday morning, I would board the Fung-Wah Transport, known informally as the Chinatown shuttle–by far the most frugal way to travel between Boston and New York (tickets were usually in the $10 range), and settle in with the incongruous crowd of horny college students and aged Chinese people, who for some reason always seemed to be carrying a million plastic bags filled with beets.
>The plug was finally pulled on E3 2011 late in the day last Thursday afternoon. As thousands of attendees either sped to the airport to catch early evening flights or else retired to hotel lounges for much deserved drinks at the bar, the overproduced, overheated booths–including that daunting dragon looming above the Bethesda booth–was all being dismantled. Digression: Where do all the trappings of the booths go? Is there a landfill that gets stuffed with these things? Does the 50-foot TV in the Sony booth get shipped to Jack Tretton’s house? Can the dragon be recycled?
I’m staying at the Wilshire Grand this year, which is only a few long blocks–all the blocks are long in L.A.; you might describe this as a long-blocked city–from the Los Angeles Convention Center. It’s pretty great here. My room is quiet, and small, and fairly clean, and only smells slightly of the hundreds, if not thousands, of bodies who slept here prior to my arrival on Sunday afternoon.
Yesterday when I was out convention-ing, someone came in and made up my room. In addition to performing the expected duties of collecting towels and sorting the bed, the house keeper also saw fit to affix some sort of transparent advertisement thing to my bathroom mirror.
Now I’ve seen some pretty insidious ways of trying to get messages under my radar at E3 before–room keys being branded, “protests” being orchestrated in front of the Convention Center, etc. But looking at my face in the mirror and seeing it literally surrounded by a message–ironically it was from Microsoft, and yes, it was regarding the Kinect–caused me to physically recoil from the mirror, cringe, and reel about dramatically like Fred Sanford having a fake heart attack.
I laughed a little–jesus, this was really something, putting shit in my room to get me to pay attention to it. Then I got angry. I thought, Goddamn it all, Microsoft. This is my goddamn room–my miniature fortress of solitude, my sole sanctuary away from the hammer and tongs of the show floor. Would you kindly stay the hell out of it?
I also discovered yesterday that the Wilshire Grand’s days are numbered. The place is scheduled to be demolished soon, erased from the earth right down to the foundations, and that a new, more modern version of the Wilshire Grand will rise in its place. For some reason this makes me genuinely sad. I feel like I’m staying in the old ghost of a hotel. I’m looking out the window on the 14th floor even as I type this, peering down at the traffic on 7th Street and all the convention goers scurrying down the sidewalk, and I’m experiencing a twinge of vertigo, thinking about the fact that pretty soon everything around me–the walls, the floor, the ceiling; the weird toilet with the game show-buzzer flush button on the wall–will be gone.
Completely gone.
I think of all the E3 attendees who have stayed at the Wilshire Grand through the years, all the men–it’s still unfortunately predominantly men here–who found some way to get to L.A., who found a hotel room (no small feat each year; my advice: book in January), and who found a bona fide reason to be here, and to be a part of this glorious medium.
I think of all the stories filed since E3’s inception in 1995, back when newspapers and magazines were still viable places of employment, and all the blog posts and Tweets and Facebook updates and hands-ons impressions, etc. that are currently being tap, tap, tapped out in the rooms around me as I type this.
I think of all the showers and shits that people have taken here, all the hangovers that people have had to white knuckle their way through, and all the sad, lonely jolts of jism–hundreds of gallons of the stuff, no doubt–that have been spilled in these rooms after horny gamers have had to wait in lines all day while being surrounded by the cute girls in hot pants who have been hired by game publishers from L.A.’s seemingly never ending supply of attractive women who are very gifted at being attractive.
Oh, E3…
A bit of advice to the management of the Wilshire: Be sure to salt the earth after the old hotel is destroyed, or else the new Wilshire will likely be haunted by legions of typing, masturbating, hungover ghosts.
I’m off to the show floor. More soon.
>I went to the nearby Carl’s Jr. yesterday morning to quietly enjoy a Breakfast Burger, which is one of my favorite things about E3. (The Breakfast Burger is a regular hamburger, but with an egg and some hash browns thrown on top. It’s more enjoyable than it sounds. Better still, eating the B. B. is akin to a python eating goat; once you eat one, you don’t need to eat again for several days, which is useful while at E3, where food is expensive, terrible, and extremely scarce.)
>It’s early here in downtown Los Angeles. Pre-dawn still. No one wakes up earlier during E3 week than I do. No, not even Reggie Fils-Amie, who may or may not be a kind of robot.
>Dear Fine People: I apologize for being so damn lax with my posts and updates lately. Suffice to say that there have been many reasons for this, not the least of which is the annual E3 convention, which is looming large on the horizon. (I arrive in L.A. on Sunday.)
As a younger man, before videogames came into my life, I played a great many board games. I was obsessed with three board games in particular: Mouse Trap, Master Mind, and a game with a cheery exterior but a vengeful, dry heart called Sorry!.
My brother was the more creative soul of the two of us. He was perfectly fine with inventing his own rules for board games. But I would not tolerate such anarchy. So, by default, I became the Official Instruction Book Reader of our household. (Another one of my part-time jobs: TV Guide Reader. I enjoyed the crossword puzzles, the profiles of James Garner, and scrutinizing the program listings for other nearby cities, which were surprisingly robust compared to the anemic, three-fuzzy-channels programming our middle-of-nowhere town had to offer. Example: I would note in TV Guide that Son of Godzilla was airing at 2 p.m. in Utica, a city located about an hour’s drive away from us. Then I’d stare at the clock and watch 2 p.m. come and go while I was treated to Bowling for Dollars on our local station, followed by an edge-of-my-seat episode of Meet the Press. In fact, now that I think about it, I’m fairly certain that the reason why I have chosen to reside in cities for most of my adult life can be traced back to my childhood TV Guide obsession: I live here largely because Son of Godzilla is broadcast here. Also: I would eventually grow up to see Son of Godzilla. All I will say is: What a movie.)
Instructions for board games were always of an amazingly low quality. They were usually either posted on the inside of the box cover, or were printed on tissue-thin paper in a tiny font known as Inscrutabilica. Regardless, I studied these documents with the dedication and curiosity of a scholar translating the Dead Sea Scrolls from Hebrew, sometimes even employing the small magnifying glass that my mother kept in her sewing basket.
Once videogames came along–in the form of an Atari 2600 which my Uncle Bobby owned, who still lived at home with his mother (my grandmother) and would not marry and/or move out for another decade; also, he was a prodigious farter, which partially explains why he would not marry until late in life–I naturally became the Instruction Book Reader for all videogames.
The quality of the instruction books for videogames was tangibly higher than it was for board games. These books were actual books, printed in full color on heavy paper stock. And, unlike the board game books, they were often written with style, humor, and a touch of attitude. A fine ex
ample: the cover of the instruction book for Kaboom! included the following sentences: “You’re about to face the world’s most unpredictable and relentless ‘Mad Bomber.’ He hates losing as much as you love winning.”
I remember reading this, then chuckling to myself while thinking, “Mad Bomber, you have met your match in me. You are in for it now.”
On the next page, I studied the game’s point system. It seemed straight-forward enough. Group 8, the highest group possible in the game, featured 150 bombs–wow!!!!!!!–with a point value of eight points per bomb, bringing the total point value of the group of 1,200. Underneath this explanation was this message: “Once you reach this level, all bombs that follow will fall at the same rate of speed and are worth the same points as bombs in Group 8 (unless you miss a bomb–see next page).”
I was anxious turning the page, bracing myself for the consequences of missing a bomb. Would it be wrack? Ruin? Both? “When you miss a bomb,” the next page explained, “all bombs explode and you lose a bucket. Lose all three buckets and the game is over.” This was indeed the sort of wrack and ruin I had been fearing. I’m not kidding. Though it might not seem so by today’s high-definition standards, words like “bombs,” “explode,” “lose” and “game over” carried a lot more weight in the minds of gamers in 1981.
Other interesting facts that the Kaboom! instruction book informed me of: for every 1,000 points I scored, I’d be awarded a new bucket. That sounded pretty fair to me. The book also had a section titled “Getting the Feel of Kaboom!” (“Try to get a feeling for the bomb patterns that develop”) and a section called “Join the Activision Bucket Brigade!” which explained that if one could achieve a score of 3,000 points or higher, one could mail–with stamps and everything–a photograph of your television screen to Activision, and they would send you a special membership patch which one could have sewn onto one’s jacket and which would no doubt ensure that one would wind up living at home with one’s mother for a large part of one’s adult life.
“If you ever reach the maximum 999,999 points,” the book said, teasing me to the brink of madness, “please send us a photo! Such a remarkable achievement must be recognized.”
But recognized how? The Kaboom! book, unfortunately, would not say. I imagined parades. I imagined oversized checks like the ones they gave away on Bowling For Dollars. The ambiguity, the nuances of that sentence–note the exclamation point after the word “photo”–fascinated me for days.
For me, reading the Kaboom! instruction book was gripping stuff, far more personally affecting than A Separate Peace by John Knowles, a long, boring novel which my seventh teacher practically had to use a buggy whip to get me through.
Finally, at the very back of the book was a section titled “How To Become a Master at Kaboom!” which included a grainy, black-and-white photograph of a smiling, bearded man named Larry Kaplan. Larry was described as one of Kaboom!’s designers. At the time, I had a hard time fathoming where videogames came from. I still do, to some extent. (All I know is that a bunch of people go into a building and two years later a game comes out the other side. What happens in between remains a mystery to me.) Yet here was a person, here was a man, who had worked on a videogame. I was looking at his face.
Here is a sample tip from game-maker Larry Kaplan: “If you hit the 10,000 point level, that really impresses the ‘Mad Bomber,’ and he’ll show his appreciation. Watch for it.” I was thrilled by the coyness of the phrase “he’ll show his appreciation.” I could not wait to find out exactly what Larry Kaplan, a.k.a. the newly crowned master of understatement, was referring to here.
Finally, at the end of his tips section, Larry Kaplan closed with this sentence: “Please take time out from your bomb chasing to drop me a line. It would be great to hear from you.” This personal statement was followed by his signature–Larry Kaplan–in a tight, cramped script.
The entire book ends with the Activision company address–3255-2 Scott Blvd., Santa Clara, CA 950551–which is where you could write to Larry and mail in your photographs of your Kaboom! achievements. (Note: woe to the Fotomat employees who had to develop those photos.) In an age when game companies are now usually equipped with more security than Sydney Bristow’s SD-6, when even trying to find the location of game developer can be a challenge, this sort of transparency, this personableness, seems charming and quaint.
For me, the event that would come to be known as The Reading of the Instruction Book has always been almost as important as the event known as The Playing of the Game. More than merely relaying information about a control scheme or giving me tips on how to handle certain enemies, I learned to count on instruction books to give me clues about the kind of experience I was about to have and to give me some insights–to tell me something tangible–about the people who created these experiences.
True story: after purchasing a copy of The Legend of Zelda: A Link to the Past from a game store on Michigan Avenue in Chicago in the early ’90’s, I boarded an overcrowded uptown bus headed back to my apartment. Despite my very public surroundings–there were at least two attractive girls in my vicinity at the given moment–I was so beside myself with anticipation for the game that I thought, “Protocol be damned,” and I broke it out its shrink wrap and began reading the instruction book right there in front of god and everyone including two attractive girls.
Forty minutes later, I looked up and realized that I’d missed my stop.
For years now–and this is going to sound very strange, so you should probably sit down for this one–I’ve been in the habit of taking videogame instruction books to bed with me at night. It’s true. If I am enjoying a game, but I’m too tired to continue playing, I’ll get into bed and–that’s right–I’ll peruse the instruction book for awhile before falling asleep. For example, I remember doing this many nights in a row with the hefty instruction book for Super Mario 64. Just before dozing off, I would read a sentence like, “Not all courses are entered from the paintings on the walls. Some entrances are found in unexpected places, so search everywhere.” Then I’d drift off to sleep, my brain soaring through the game world, half-searching for, and half-dreaming of, all of the unexpected places I would find the next day.
Beyond pathetic, I know. But those were not unhappy dreams.
One of the game-related stories that I’ve been pitching for years–and it’s one that always gets rejected by editors, for the obvious reason that it would be completely boring to read for 99-percent of all readers–is a story that traces the slow, inevitable demise of the videogame instruction book. In the name of cutting costs and corners, and as games transition from being tangible objects to virtual objects, those books have became booklets. The downward, death spiral has been going on for decades now.
With the April 19th release of Mortal Kombat, the instruction booklet finally reached one-page/pamphlet status. At the top of this post, what you’re looking at is a photo of the actual instruction booklet/pamphlet that comes packaged with game. Yes, people: that’s it.
Attitude? Gone. Panache? Gone. Dream-inducing sentences? Long gone. Gone also are the photographs of bearded, glasses-wearing men and the addresses of game publishers. What remains is small-print legalese, a bunch of technical jargon, and don’t-sue-us warnings about seizures. It’s a sad, sad day, people.
I can no longer merely stand idly by and watch these instruction books waste away before my eyes. If
instruction books were terminally ill patients, this is the moment–right here, right now–when we’d be doing the right thing by pulling the plug.
Despite Larry Kaplan’s tips and a great many hours of dedication on my part, I never did achieve the 10,000-point mark in Kaboom!. I never impressed the Mad Bomber. I never discovered how, once impressed, he would show his appreciation. I did, however, reach the 3,000 point threshold. I badgered my flatulent uncle into snapping a blurry picture of the TV with his camera. My mother mailed it off to Activision. I’m still waiting for a response.
[A couple things before we get started here: 1. If you’ve been with me since the Crispy Gamer days, you’re likely familiar with this story already. 2. Game writers have two core fantasies when they get into this business. One is to go to E3 in L.A. The second, somewhat more far fetched fantasy is to one day travel to Japan for the Tokyo Game Show. I’ve been fortunate enough to go to Tokyo–pre-devastation–three times for the show over the last few years. Each time, without fail, I returned to North America wondering if I really went to Japan or if I dreamed the whole wonderful, terrible, surreal episode. What follows is an account of one of those moments that, I am relatively certain, actually happened to me. Enjoy.]
While waiting for colleague John Teti to arrive in Tokyo for our Tokyo Game Show Adventure, I had a day all to myself in Shinjuku. I decided to sleep, eat, drink lots of water, read, monkey with my computer, play GeoDefense Swarm on the iPhone, and generally attempt to recover from the 10-plus cruel and unusual hours I spent yesterday folded into that coach seat on my JAL flight from Vancouver to Narita.
I’m single, as the entire world knows by now. Without a wife or a girlfriend to chase after me with her rolling pin or make me sleep on the couch tonight, I have no one to answer to these days. I can do what I want and not have to fuss over messy guilt or hurt feelings on the far side of it. That being the case, I believe it’s a universal law that if you’re single and your hotel room telephone has a button with the word MASSAGE embossed on it, one must press said button and see what happens.
So I pressed it. Ring. Riiiiinnnng.
A nice-sounding Japanese girl answered on the other end. Her English was terrible, but she understood what I was asking for. I wanted a one-hour massage. I have enjoyed my fair share of massages in my life, enough so that I’m no longer confused by the underwear-on-underwear-off question. (Answer: Always underwear-off.) I wrapped one of my room’s postage-stamp sized towels around my naked waist, then put on the hotel’s complimentary paper-thin robe which made my shoulders itch. I was fairly confident that this was an appropriate outfit for an in-room massage. I also cued up Leonard Cohen at a very low volume on my MacBook, as I imagine the silence during a massage could be rather oppressive.
Then I waited.
While waiting for the massage person to arrive, I attempted to calculate the sleaze factor involved here. According to the little card in my room, massages begin daily at noon; and the last massage is at 3:00 a.m. Who offers massages until 3 a.m.? That did seem a bit sleazy to me. I sat on the tiny bed, nervously looking at the clock–my massage-ist was due to arrive at 1 p.m.–and pacing in my paper robe. I thought, Maybe she will be a cute Japanese girl. She would scratch my back with her long finger nails and say things to me that I couldn’t understand–I love the sound of Japanese being spoken, even though I don’t understand a word of it–and maybe she would like me a little, and I would like her, and she wouldn’t steal any of my valuables (I had put my PSP and my new camera in the in-room safe, just in case) and she would give me a chaste kiss at the end of my back-scratch/massage, and perhaps later on I would meet her out for some udon and sake. I have a very active imagination.
One o’clock, the doorbell rings (note: all hotel rooms in Tokyo have doorbells FYI). I open the door to find a 4-foot-tall, 55-year-old homunculous of a woman wearing a double-breasted white lab coat thing that makes her appear as if she’d only seconds earlier vacated her subterranean laboratory after shouting the words, “IT’S ALIVE.” The woman speaks no English. None. I start to remove my robe. She panics. She blushes and turns away. She clearly wants me to keep my robe on. “OK, OK, I get it, robe on, yes, yes. Ha, ha.” Suddenly, the Leonard Cohen song playing in the background–“I’m Your Man”–sounds impossibly suggestive. Understatement of the day: This is not going well.
I’m nervous. The woman is nervous. Nervousness, I realizes, is a universal language. She motions for me to lie down on the bed on my side, saying words to me in Japanese that I do not understand. I try to relax, try to breath. She is poking at me, hurrying from limb to limb, working quickly. It feels like obese squirrells are crawling over me.
In seven minutes, she is basically done with the entire massage. I imagine this is what it would probably be like to get a massage from my Accountant: rushed and mechanical and cold and somewhat resentful.
With 53 minutes remaining of our time together, she proceeds to repeat what she has already done a second time. And when she is done with that, she repeats it a third time. I try to breathe through it all–inhale, exhale, inhale, exhale–wondering if I should go ahead and ask her/motion for her to leave. But then parts of the seven-minute routine are actually kind of therapeutic, so I let her continue.
She then decides that she wants me to do something different, but because of the language barrier, she has no choice but to act out what she wants. She lies down next to me in my tiny hotel room bed, stomach down, head on the pillow. I notice that she has her shoes off at this point. She is wearing small, black socks.
I make an “Ah-ha!” sound, which I’m certain, like nervousness, must transcend all languages, and I get into the position she has demonstrated for me. She works her hands into hard little hammer shapes and begins pounding me on top of the head. She wails away. It hurts a little, but it also feels good. Then she uses her hammer hands to pound away at my back. Again, it hurts, but some of it feels good, maybe 10-percent of it, so I endure. I notice at this point that she has a smell about her–she smells like dried wax and cold hot dogs.
Then, with her shoes off, she begins to walk on my legs. She’s surprisingly light. Her weight barely registers. I can’t believe what is happening here, that I am in a tiny hotel room in Tokyo with a four foot-tall woman walking back and forth across my back. This is too much. It’s like some sort of joke-y, inverted, surrealist version of Godzilla. I start to laugh a little as she walks on me, stomping back and forth, working her toes into my back. She stops walking and peers down at me. She pauses, apparently waiting for me to stop laughing. I stop laughing. Then she continues walking.
Once the time is mercifully up, she climbs down and puts on her shoes. It’s hard to tell which one of the two of us is more relieved that this is over. Her breathing is labored. Her breath smells like medicine. I sign a slip of paper confirming that, yes, I have just received a one-hour massage for 6,300 yen (about $60).
After she’s gone, I look into the bathroom mirror and start laughing again. Moral of the story: Just because your hotel room phone has a MASSAGE button does not mean that one should always press it. Also, if you haven’t already, go to the Gamers Heart Japan website, watch the documentary, then make a donation. You’ll be glad you did.