December 2005

I remember the first time I read about Child’s Play. Like many of you, I frequent the writings and comics of Penny Arcade on an almost weekly basis. The comedy styling and gaming musings of Gabe and Tycho oftentimes echo what are on my mind, and even when I happen to disagree I find that I can have a chuckle at my own expense. When I saw that the two gamers were intent on using their influence to help those less fortunate I thought it was both an ambitious and wonderful idea. In the past three years this effort, an organization called Child’s Play, has grown by leaps and bounds, with this third year expanding into the frozen northland of Canada and the dragon-invested land overseas known only as the UK. This growth, coupled with an upcoming charity benefit on December 13, show just how far Child’s Play has come from being just an idea and a will to do something worthwhile to becoming what can only be described as a phenomenon. To find out more about the organization, we spoke with Penny Arcade’s Robert Khoo to hear his thoughts about Child’s Play, as well as his take on what has turned into a movement among the gaming community.

First off, I just have to say how much I and the rest of us at eToychest appreciate what you are doing with Child’s Play. Where did you first get the idea to turn your love for gaming into such a charitable organization?

We realized the 3 million Penny Arcade fans out there were a pretty powerful force in the gaming community and really felt there was a void out there as far as gamer-related charities go. Putting two and two together led to us contacting our local hospital and the establishment of the first Child’s Play Network hospital.

As a side benefit, we’ve been getting a lot of positive press regarding gamers in general, so if helping sick kids is going to help the public perception of our industry, hey, we’re okay with that too.

For those who might have been living under a rock, could you shed a bit of light on what Child’s Play is all about?

Child’s Play was started in 2003 as a way for gamers to give back. It was founded by Gabe and Tycho of Penny Arcade and has since grown worldwide to a network of over 20 Children’s Hospitals. The idea is that being in a hospital stinks and playing videogames can help make your stay a little bit easier. If you’ve ever stayed in a hospital as a kid, you know there’s only so much daytime television you can watch.

Looks like Child’s Play has become a real snowball – accumulating more and more contributors as the years go on – do you see this continuing indefinitely?

Absolutely. Child’s Play is our crowning achievement at Penny Arcade. If Penny Arcade ever ceases to exist or if we ever retire from the biz, you can be sure we’ll always make sure Child’s Play is alive and kicking.

The gaming community, especially recently, is prone to being vilified by a great many groups, yet as a whole your organization has proved that they are, among other things, extremely giving. Was there ever the expectation going into this that the response would be so overwhelmingly positive?

It’s not really our organization that’s giving. We don’t even handle 90% of the stuff (the toys get shipped directly to hospitals). It’s the gaming community that’s stepping up to the plate. [smile]

We had an inkling that if we kept doing good things for the community, people would take notice. However, our biggest surprise as far as response goes has been from the publishers. We started Child’s Play as a community-based effort, but the backing we’ve received from the mega corporations like Microsoft, Ubisoft, Valve, etc. has been amazing.

When did the feeling of accomplishing something with such a wide sweeping impact really sink in?

I think the accomplishment of such a large program is best felt when we get to look at the individuals affected. The stories and photos of these hospitalized kids opening packages and enjoying themselves is pretty incredible. They’re stuck in a hospital bed. They’re getting needles poked into them every few hours. They’re eating crappy food. But the look on their faces is the same as any kid when they dig into that new toy or videogame.

What has been the most rewarding aspect of having been doing this for the past three years?

Again, it’s getting to see the impact we make on individual children. It’s a pretty awesome feeling.

Were all of the hospitals open to being involved with Child’s Play in the beginning, or was there any hesitation on their part in being associated with an organization with its roots in videogaming?

Initially we ran into a few speed bumps with getting hospitals to join the network because of some of the Penny Arcade content. It’s a position we might not have agreed with, but we could certainly understand where they were coming from. We didn’t want to let that stop us from doing good things in the community, so this year we went ahead and spun off Child’s Play as a separate entity from Penny Arcade. It worked out for the best. We get to push it as hard as we want on Penny Arcade and hospitals don’t complain about content, etc.

What has been one of the more inspirational stories that you can recall with regards to your time spent with Child’s Play?

It’s hard to pick just one. More often than you’d think, we get mails from kids that say “Instead of asking for presents, this year I’m asking friends and family to take whatever money they were going to spend on me and instead use it to buy something for a sick kid through Child’s Play.” I get more than a few mails from parents explaining that their child made such a request, and they want information on how to contribute. But for me, the most inspirational story comes from all the men and women in the military who write in. These guys are overseas in a combat zone, separated from their families and in constant danger, and yet they take the time to write in to thank US for organizing Child’s Play. To tell us how their unit is taking a collection and making a big donation. It’s very humbling.

With the special charity auction just around the corner as well, what can you tell us about this event, and how it is coming together?

The response we’ve been getting has been amazing- by Thanksgiving we had more tickets sold than we did all of 2004. The donation items for auction have just been incredible as well. A giant statue of Master Chief, a lifetime subscription to Steam, PSPs, DS’, a trip to Iceland… some pretty crazy stuff if you ask me. But it’s all for a good cause so we’re very, very excited.

Now with Child’s Play going international with hospitals in both Canada and the UK, has this expansion posed any obstacles for the organization?

Given the toys are shipped directly to the hospitals, the obstacles with expanding the network has been pretty limited. For the future, when we expand into non-English speaking territories we’re certainly concerned about language barriers and such, but we’ll cross that bridge when we get there.

One again, thank you for taking the time to speak with us about this wonderful organization and event that you have put together. It really is inspiring, and a testament to the good that can come from not only gamers, but the human spirit as well. We wish you a Merry Christmas and Happy Holidays to you and those you touch. Is there anything you would like to add?

The only thing I would add is to thank everyone out there. I know there are a ton of etoychest readers that also read Penny Arcade and in-turn contribute to Child’s Play. It’s been an amazing year and we should all be proud as a community for what we’ve done in three short years. Thanks again!

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NBA Live 06

December 6, 2005

Ever since 2K Sports and Visual Concepts released NBA 2K for the Dreamcast, EA has been fighting a losing battle for supremacy in the battle to be the best basketball game on the market. For years, the 2K series has continued to attract an audience of gamers who demanded that their games not only looked like they were worth the price of admission, but played that way as well. Over the last few years, EA Sports has been taking strides to bring the Live series back from obsolescence to a position where it has really begun to compete with 2K in its feature set, and not just in the brilliance of its graphical presentation.

NBA Live 06 for the Xbox has been pretty well received this year – the Freestyle Superstar System, the Dunk Contests, the depth of the Franchise Mode, and smooth online play contributing to a game that both casual fans of the sport and hardcore fanatics alike can sink their teeth into. The potential for the Xbox 360 version to soundly deliver on the promise of its cousin was enormous. Sadly, as with the rest of the EA Sports lineup, NBA Live 06 is a pretty spectacular let-down not only as a launch title, but as an indicator of the series’ direction for the future. The most glaring omission is in the area of gameplay modes, with Live sporting a quick game feature, a single-season mode, and single online games. That’s it. No franchise mode, no online leagues, no dunk contests, and none of the fun little extra gameplay modes that have come to be the standard in sports games today. Really, the only new part of the game is the ability to practice your jumpers in an empty hanger before going to the main menu and when the game is loading. While fun in itself, it doesn’t even begin to excuse the fact that EA is charging $59.99 for what is in practical terms, half of a game.

When you actually get into a game, it becomes pretty clear that EA took this roughshod, half-assed approach with their gameplay as well. While the game is technically proficient at conveying to the player a basketball experience that appears not unlike the game shown on television, the controls are lifted straight from the 05 version of the game. Veterans of the series will feel right at home with the controls, but anybody that’s played this year’s version on another platform will feel how grave an omission the freestyle superstar controls are. As it plays today, 06 for the 360 requires a lot more patience than is normal for a game of this type. The freestyle control stick doesn’t have the punch it had in earlier versions of the game, so getting a line to the basket on anything but a fast break necessitates a crafty use of the passing game to create separation. You can quickly access plays with the d-pad, which is helpful against stubborn human opponents, and is necessary against the computer on the harder difficulties.

Trying to play the post game is an exercise in patience, because the default sliders will have the refs calling fouls all over the place. Normally this would be a boon to your scoring potential, but EA has inexplicably implemented a new free-throw system that seems as much a matter of chance as anything else. Instead of the cross-system that they’d had for years, you now have to pull down on the right stick and quickly push it up with the appropriate rhythm. The only problem is, there is no feedback to tell you how close to accurate you were – beyond the fact that you just shot a brick with your best free-throw shooter. With a lot of patience, you can work your way up to about a 50% chance to make a free-throw, but even then it seems as much a matter of chance as anything.

On the defensive side of the ball, you don’t really get a lot of new tricks to work with either. As with the offense, you can call up defenses and double-teams using the d-pad. On their own, your teammates aren’t much help blocking lanes to the basket, so you’d better get used to being able to read plays yourself. Rebounds seem like they are as much a matter of chance as a roll of the dice, so even if you’re controlling your point-guard when somebody puts up a shot, have him run in and take a crack at it – he may have as good a shot to pull down the ball as your center. It’s not advised to take control of a big man in the paint anyway, because it’s inevitable that you’re going to get yourself into foul trouble. In fact, it would be wise to turn down the foul sliders considerably, because otherwise the pace of the game slows down to a crawl, especially in the last few minutes.

The online play seems like a cursory addition to the game, only giving you the option of playing single inconsequential exhibition matches against friends or strangers. The games are not lag-free, and seem to suffer from more framerate issues than the single player does. This is most noticeable when you go to take a jump shot; sometimes what appears to you to be a sure-basket will sometimes miss rather jarringly. It’s a matter of chance how laggy the game you end up in really is, but the difference feels much more pronounced in Live than in other games.

Now, to give credit to where credit is due, NBA Live 06 for the Xbox 360 sports a presentation that is fairly spectacular with the right hardware. The player models are extremely refined and sharp, the courtside graphics are nuanced and well textured, and the players all seem to glean with a perpetual coat of realistic looking sweat. You lose quite a bit of detail between the close-ups and the gameplay, but the game still manages to look really terrific in motion. The animation is mostly motion-captured, so while it looks extremely life-like and refined at times, you can see some pretty jarring transitions between different animations if you’re attentive enough. The stadium backdrops are pretty spectacular, especially when the game transitions from the loading screen into the middle of the arena with the crowd roaring. 5.1 surround sound systems will be put to work with Live 06 – and the ambience created is something that’s really fun to experience.

This is all assuming you’re playing on a HDTV with 5.1 sound system, of course. Playing on a regular tube television after experiencing the game in HD is extremely jarring – the first time this phenomenon has been noted in a 360 game. While it’s understood that games are supposed to look a lot better in HD, it doesn’t normally come at the expense of players with less expensive hardware. The fonts in Live 06 were clearly made with only HD in mind – so the main menu and in-game text is all but unreadable on most CRT televisions. The in-game camera also seems geared towards those with bigger sets, as it never really zooms in to follow the action, leading to some rather embarrassing mistimed shots. The announcers will actually make fun of you if you go for a dunk too early due to lack of depth perception, which only adds insult to injury.

In the end, NBA Live 06 feels more like an elaborate tech demo for HD televisions than it does a complete gameplay experience. Lacking all the gameplay modes and tweaks that one would expect from a yearly release, this version of the game is incomplete. The best advice we can give is to download the demo for free off of Xbox Live to impress upon others all the cool visual stuff the Xbox 360 is capable of, but when everybody else goes home, you’re far better off firing up the Xbox version of the game, as it represents what a full game should really include. Or better yet, take a look at the 2K series. While it may not have that EA Sports shine, at least you’ll get the full gamut of gameplay modes. And maybe, just maybe, if enough people vote against Live 06 and the other EA Sports titles with their wallets, they’ll actually do us the favor of finishing the games before they release them next year.

Score: 65%

Podcast Emails

December 6, 2005

Thats right go ahead and get those emails in. This weekend we will be talking about a Holiday Buyers Guide, so get in those emails sukas.

YOU WANNA BE HEARD???

December 5, 2005

What up peeps, Pretz here with a quick reminder to get those emails in. We will be recording the next podcast this Thursday, so if you have anything you us to mention, talk about, or just want to rant and rave about something related to gaming; make sure you send those emails to pickle or myself. Keep listening!!