Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

Wednesday, September 25, 2024

Why I Shouldn't Blog E3 For 1UP! - A 1UP classic from April 07, 2005

There are a lot of qualified people going for the coveted spot of 1UP E3 blogger, but there are several reasons why I feel I'm the most qualified for the spot. I define myself as a gamer. Hardcore, true-blue, never give up, that all applies to me. From the moment I wake up to the moment I go to sleep all I think about is breaking into the game industry. For the past few years this is all that I obsess about. The only thing that keeps me going after many letters of rejection are those 3 days in May.

You can ask my family and you can ask my friends. I live and breath for only three days of the year. My birthday, Christmas, New Years and Superbowl combined don't mean as much to me as the E3. Sounds crazy? I can only say that after having touched the face-of-God known as the E3. Nothing else compares. But let me take you back a few years, way back to 1999.

Well even before 99 really. Back when my brothers and friends first found out about the E3 we were in high school. The E3 had moved from LA to Atlanta following on the heels of the new ATL Convention Center and the Olympics. My friend Robert and I were trying to convince our parents to let us fly out to Altlanta, stay at his sister's house and forge passes to get into the expo. Our parents thought we had completely lost our minds. Just how much did videogames really mean to us? People talk the talk but my friend and I walk the walk. We had budgeted ourselves for the expo and had even talked to a travel agent about tickets. We would do and try anything to get into the expo even if it meant running away... but our parents kept us on lock-down until we finished high school.

A few years later my friend Robert and I were newly-enrolled college students. The E3 was returning to Los Angeles. Being a lifer since the pinball machine was replaced with Asteroids (I can actually remember a time when pinball machines still took about 60% of the arcades). I knew that we had no excuse to miss out on the E3 happening in our back yard.

We concocted a plan, an impossible dream that you can't get away with today. We were going to get into the E3 with false credentials... We got hold of some applications, went to the local Kinkos and made up some phony business cards.

Since the E3 is supposed to be "industry only" we figured to put on our best suits and look the part. Although we later found out that it's casual, people treat you a lot better when you look like a professional.

This part may come as a shocker but in 1999, the tickets for the E3 (exhibits only) were $50. Moreover you got one guest pass for every ticket purchased. My two brothers bought tickets so they joined Robert and I and we invited four more friends. In 2000 ticket prices went up to $150 and no guest passes were given out to ticket purchases. Prices for E3 tix has steadily increased and security has become more stringent in the past few years.

We set out to the LA Convention Center with our friends, cameras and skateboards in tow. You'll find out about the skateboards later. We parked a few blocks away, walked to the CC, waited in the registration line and picked up our badges. On the way we ran into some publicity seekers.

The next few hours and days were filled with many sights and sounds, and easily could be more than enough to overwhelm even the most jaded gamer or industry veteran. Just typing about the E3 in 1999 makes my heart pound.

The first thing you notice is the deafening sound coming from all of the booths. The sound levels have been cut back but Electronic Arts always seems to ignore that policy. The displays themselves are glorious. I mean, Walt Disney would even take a step back in amazment at the sheer scale of some of the bigger booths. Giant robots, military vehicles, skateboard halfpipes... you simply cannot brace yourself for what you can expect to see.

We split into groups and all went our separate ways. Robert and I were checking out the skateboarding games, Tony Hawk's Pro Skater was being debuted and almost the entire Neversoft staff and Tony Hawk himself was out there promoting the game. Now you know why I brought skateboards.

The sad part was that most of the attendees (even Robert) had no idea who Tony was or what the game was about. So many people passed on the title... Little did they know that a few months later Tony would land his first 900 at the X-Games and the momentum would carry over to the game where it would become an instant hit and bring skateboarding to the mainstream...

Fortunately for me I was a skateboarder, knew them by sight and could approach them at the expo and seek autographs. The first person I saw after Tony was Colin McKay, I was turning a corner when I saw him sitting down behind a ramp and just chilling before a demo. I asked "You're Colin McKay?" And he turned, nodded and looked at me funny.

I was wearing a tux after all and looked like just another businessman at the expo. I looked over his shoulder "And you're Bucky Lasek, and you're Rune Glifburg, and you're Bob Burnquist! Holy shi... can I have some autographs?!?!?!?!"

The skaters were more than happy to oblige as I was the only person in a sea of suits that knew who they were and was down with skateboarding. Many an attendee just stared as I pulled out skateboard after skateboard and poster after poster from my backpack. Not a one knew why I was getting autographs or even who the riders were. (Today you can't go to the expo without seeing one or two skateboards being carried by autograph hounds)

When the demo started the arm candy on many power players would whistle and yell "go higher!" as if the skaters were trick ponies sent to amuse them. I walked away wondering if any of the people would ever remember who they saw that day.
 
We went on to convention hall after convention hall picking up swag and playing games. Sony had impressed us with the scale of their display, they were put between Sega and Nintendo in the North Hall. Promoting Gran Turismo 2 Sony put real race cars on the walls of their booth.

Not to be outdone, Nintendo featured the full-scale Anakin Skywalker racing pod from Star Wars Episode I just above their name. It was so low overhead that you could look inside the pod and touch it... Now that's money!

We walked and walked and walked until we were exhausted. Our legs gave out shortly before the expo had ended and very few of us had the strength to return the following days. Having carried around 30lbs. of skateboards had left me the most drained but also the most determined to return the following two days. My legs cramped so bad that night that I awoke vomiting from the pain. But the following day I put on my suit and went back to war.

The expo meant so much to me that I had to share my experiences with my friends and family that couldn't make it. So I gave up all my swag and carefully documented the experience in pictures and video for them so they wouldn't feel left out. To this day I still give away all of my swag and make videos and now DVD's for my family and friends. I know that I could cover the magic of the expo better than any blogger or journalist only because I have been there and each and every day I think about videogames even more than food or sex!

In 2000 I offered the webmaster of the Tony Hawk's Pro Skater Online FAQ (later renamed PlanetTonyHawk.com) full coverage of the THPS2 title. He accepted and I began writing for the site on that day. Given our dedication to the series we've dropped more exclusives online thanks to the E3 and all of the skateboarders I had first contacted in 99.

I was also the webmaster of the Hydro Thunder Fanpage and had scored an exclusive interview with Team Hydro regarding the arcade sequel.

The industry knew the arcade scene was coming to an end, at least in the US, so Hydro Thunder 2 never came to fruition and the team left Midway to found Swinging Ape Studios and release the critically acclaimed Metal Arms - Glitch in the System.
 
Although Midway seemed to have the budget to finish the lackluster Mortal Kombat 4, Off Road Thunder and Arctic Thunder (which G4TV claims as the most interactive arcade game) they spurned the arcade community by not following through on HT2. I still have the only two screenshots know to exist on the remade HT2 boats straight from Team Hydro.

2000 was also a turning point in the industry. Booths weren't as lavish as the industry entered a slight recession that followed through to the E3 for the next few years. I still have yet to see displays grander and more over the top than in 1999. Ticket prices to the expo had gone up and this time only Robert and myself went. We made the most of it and still look back with fond memories.

In 2001 Robert and I no longer qualified as members of the industry since we were full-time college students. But after having seen so much I would not let myself be denied. A friend at Crave scored me a guest pass and then let onto something that would turn out to be very true these past two years.

Although the E3 is an industry only event, guest passed used to be given out to developers by the box load. Many a kid under-18 managed to get in and more than a few guest passes ended up on eBay. So from 2001 on guest passes would be restricted. My contact at Crave had to sign off for me and I had to vow now to share the pass with anybody. He did this favor for me again in 2002.

In 2003 Crave had cut backs and my friend was laid-off. I was still determined to go to the expo and I asked Neversoft if they could do me a huge favor. Since I had now been covering the expo for PlanetTonyHawk.com for the past few years, plus had submitted volumes of ideas for the series (many of which made their way into the games), if they could score me a guest pass. They obliged and made it into the expo by the skin of my teeth.

The webmaster of PTH Trevor "Slateman" Esposito flew in from New York on his own dime and was given a guest pass from GameSpy. GameSpy offers one pass for each hosted site but does not offer to pick up the tab for flying or rooming during the convention. From that day on Slate and I have covered the expo as a team. I even made tee shirts to celebrate the expo given to Slate, myself, some of the people at Neversoft and Tony Hawk himself.

Where else but at the expo can you get the chance to meet and talk with the president of a small publisher and then share that information with a fan site dedicated to the game rather than some big magazine site? For example I got a chance to talk to the president of Torus games about Carmageddon 3 since Torus had aquired the rights from Stainless. There were many fans around the world wondering what the quality of the game would be like coming from a different publisher. This small news and many others would be overlooked by many magazines going to the convention only to cover the biggest game releases.

Last year was the straw that broke the camels back. Organizers of the Expo had taken so much criticism for allowing non-industry types in that guest passes were only given out by royal decree. Even Neversoft was not given any passes last year.

Having exhausted all of my contacts I called in the favor of all favors. I asked Tony Hawk if he could ask Activision for a guest pass on my behalf. They looked and looked and when they got back to Tony even they were flabbergasted, there is one guest pass among one of the biggest publishers in the world and they passed it on to me. Has the security policy become so bold as to deny anyone that even inquires about guest passes let they be a multi-billion dollar publisher or a small developer?

Since that time Tony has "lost" my e-mail address and Neversoft is under a strict no outside contact policy. I asked well in advance this year to see if there was any possible way I could get into the expo. The prognosis was grim. Neversoft had been denied guest passes again and even Activision was not an option. The word is that guest passes were requested from an Activision-sponsored talent for the family of a boy battling leukemia... that selfless request sparked friction from the industry and E3 organizers. It is still not determined if the boy can go. Can you believe that? It is one thing to do the right thing, but given that the industry is money-driven let's put it another way, "You can't buy that kind of PR for granting the wish of a kid that's had to battle uphill just for the right to live"...argh!!!

So it looks that for the first time in my miracle six-year run I too will be denied the glory. I had requested the time off from work already. I had even ordered new tee's for Slateman, Tony and the guys at Neversoft. I was budgeting myself for MiniDV film and a pair of comfortable shoes for the expo. I was looking forward to producing another video for my brothers and my cousins and my friends, but the closer we get to the E3 the more I realize it may not happen. On the second week of May I may be forced to settle for sitting in front of the TV playing games knowing full-well that not more than 15 minutes away my Christmas/ Birthday/ SuperBowl/ NewYears has been taken from me.

I am reduced to begging for passes from 1UP, whose editors I may have already spurned. I am reduced to competing against far more talented wordsmiths. I am forced to admit that a person that has never been should get the chance to go more than a fat skater that's been so many times.
Damned if I didn't want to give it one more go around.

Or maybe I want to go to the E3 so I can see her again. The super-cute British Activision employee that made a pass at me in 2000, and in my ignorance did not notice so I have been kicking myself every day since.

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Monday, June 3, 2024

Celebrating 10 Years of Arcadia / the Return of EGM! - Two Capcom-Unity classics from June 16, 2009

Hello friends, today is a special day. This month we are celebrating Arcadia magazine's 10th Anniversary! Today I will also be celebrating the legacy of my favorite Japanese gaming magazine, Gamest. While this doesn't mean much to the majority of the visitors here, Arcadia represents a very important connection to gaming history. To use a corny phrase, it is one of the few magazines that keeps its fingers on the pulse of videogaming. There are many magazines that can claim to be genuine but Arcadia has a focus on the arcade industry. After 10 years following a supposedly "dead" industry Arcadia has shown that the market has never been more diverse and exciting. Arcadia is the spiritual successor to Gamest magazine, considered to be the best arcade gaming magazine of the 90's. Many of the same writers, artists and editors that contributed to the original Gamest, started up Arcadia when publisher Shinseisha went belly-up in 1999.

I cannot say that I have been following Arcadia all 10 years. I only found out about it in 2002, three years after getting my last issue of Gamest. I collected Arcadia on and off for a few years and then finally got around to getting a subscription back in 2004 - 2005. I haven't missed an issue since. So what makes this magazine so special? Why do I have such fond memories of Gamest when many great magazines, like EGM and Next Generation, have also come and gone?

To be fair I do have my fair share of other videogame magazines. Like many of you I started on EGM back in the day. Sadly I ended up throwing away the first 150 issues or so because of water damage. I grew up on the insight and wit of people like Ed Semrad, Martin Alessi, Sushi-X and the Quarterman. Throwing away those classics was a heartbreaker, believe me but I was fortunate enough to have discovered Japanese gaming magazines in the early 90's. My friends and brothers learned that the real industry standard was the Weekly Famitsu. We would make treks to Japanese bookstores in Downtown LA. The same stores that we had discovered Dragon Ball Z also taught us to appreciate the nuances in Japanese gaming mags.

I was amazed that Famitsu could publish a magazine twice as thick as EGM every week. Writers and editors worked in shifts and created content at a manic pace. Perhaps that is why I write as often as I do, they created an example of how tireless game journalists had to remain. I rarely had money to buy an issue but poured over them every chance I could. I did the same for the dozens of other arcade, PC and console mags that came out in the 90's. A few of these magazines I still have and take good care of. They are all like time capsules. You can learn a lot about the gaming scene, hardware evolution, artistic direction and publishing strategy by going through these magazines.

It wasn't until I discovered Gamest that my love for gaming mags really took off. I had gotten my first issue of Gamest in 93. I was of course a fan of fighting games and wanted to see the latest happenings from Japan. My main motivation was to score exclusive art that never seemed to be printed in any western mag. Gamest delivered that and much more. It was a primer on game journalism from a Japanese POV. The magazine was loaded with highly detailed previews and features, on occasion some fantastic posters as well. High scores and tournaments were covered, while fan art and letters got a few pages. All of that was very similar to American magazines. The differences were more intriguing.

The writers would review fan manga or doujin inspired by game characters. The idea of an industry that supported fan work was fascinating. Try publishing a comic dedicated to the X-Men without Marvel's permission and see what happens. Advertisers ranged from developers and publishers to arcades and game stores, including those that sold arcade boards and joysticks. Gamest also ran special columns for developers. Yoshiki Okamoto from Capcom had his own section to talk about the happenings at the studio and get readers hyped on upcoming games.

Manga serials, like Sakura Ganbare and Ryu Final, would get featured in the magazine, as well as the sister manga titled Gamest Comics. Manga artist Mine Yoshizaki even created a mascot character for Gamest named Minty, her adventures were told over four-panel gag comics. He also contributed art for the magazine for features that lacked official character pieces. Shinseisha was not content publishing printed material. They had a goods section that featured telephone cards (before trading cards became hot), dinnerware, posters and even clothing based on popular games. In the new year all of the studios would send cards to be published bearing wishes to the magazine and readers. Some of the rarest game art turns up in these official pieces. Can you imagine how different the arcade industry would have been in the USA if they had seen the same amount of support from the magazines?

Gamest was very good at setting the standard. Unfortunately they were not perfect. A look at their covers through the 90's showed some of their short-sightedness. Almost all of the covers and features from that era were based on fighting games. While they were hot in the 90's they weren't the only viable genre in arcades. Shinseisha had stretched itself too thin and when the publishing industry felt a recession they closed shop. Despite the popularity of their merchandise, mooks (strategy books), magazine and manga's, the publisher could not stay afloat. When they shut down in 1999 it was the end of an era and I was more heartbroken then than when EGM closed its doors.

Some of the contributors went on to work at Enterbrain! and Studio Bent Stuff. The core of the Gamest staff founded Arcadia via Enterbrain moments after Gamest closed. Enterbrain was not going to publish a monthly with as much content as the old Gamest. The market couldn't support it. The new magazine was lean and mean. Publishers were responsible for paying for supplements and posters. There were no manga titles published in the middle of the magazine and the goods section was limited to promotional prizes by the publishers plus any new books by Enterbrain. Interviews and features were spread across the board. Fighting games did not dominate the covers. Rhythm-games, racers, sims, robot, SHUMP and card titles all had equal billing.

The magazine even went through a few facelifts in the past decade. Originally it was read right-to-left like traditional Japanese magazines, with the front cover on what we consider to be the back. In 96 they changed the format to western and went left to right with the cover where Americans would expect it to be. Unfortunately the cover font was switched to Japanese. In June 2009 the layout changed once more and the English title returned to the cover.

Arcadia will probably never recapture the glory days of Gamest but that is not the purpose. It has to survive during these times and show the world that the arcade scene is still alive and well. On occasions we get glimpses of those old days. Arcade legends like Capcom, Namco, Konami and Sega still find the time to send new years cards to the magazine. Covers featuring exclusive art, a detailed booklet, an amazing poster and now even DVD previews. Enterbrain recently printed a tee shirt that read Gamest Generation, in kanji it reads "Find Out For Yourself." The purpose of this blog is to let you know just that. Subscribers of Arcadia know that the legacy is closer to 20 years in history. Even though the overall page count is down from Gamest, the quality of the content has never been higher.

While scanning content for this blog I was also helping a young man in my computer lab with his homework. He was a GameStop employee that lived and breathed videogames. He mentioned that he had never played the original Street Fighter II and that SF IV was selling out in his store. He didn't understand why it was so popular, or why it was an important series. He noticed the Japanese magazines I was scanning in and wondered what Gamest was all about. I told him that the magazines were probably older than him. He got a laugh out of that.

SF II was 17 years old and those that grew up on it were now adults, they had nothing but fond memories of the series and were eager to rekindle those experiences. I explained that the games and magazines were very closely related in the 90's. EGM in the states and Gamest in Japan helped shape the canon of Street Fighter as much as Capcom had. Because of this relationship between the publishers and magazines fans could read about the characters and universe when they weren't playing the games. These stories were published a decade before Udon had gotten the rights for the Street Fighter comic.

He was amazed that I had taken so much care of the magazines and that I was sharing this slice of history with the online crowd. I told him that people in the US should appreciate the contributions of Gamest and Arcadia. Magazines and websites here should strive to create content that lives up to that standard. I know that I will always push to give my work that same level of dedication.

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I'm sure you heard that EGM is returning to print hopefully later this year. This is awesome news for those that grew up on the magazine. I'm happy to hear that the magazine is back, especially that its going back to one of the founders. I'm hoping that they might be looking for new writers, perhaps a genuine fan of fighting games. Not a "fan" in the popular sense of the word, but somebody that likes to play fighters and take them apart as well. A writer that has a pretty good long-term memory of the genre and more importantly, will try to avoid the mistakes in covering their development.

EGM might be considered infallible when it comes to reporting on Street Fighter but they have allowed their own interpretations to color the development of the series. The things they have written, even as an April Fools joke, ended up influencing the actual game. This never sat squarely with me. I felt as if people that didn't really understand all of the nuances for Street Fighter, especially the Japanese origins and influences, were shaping the American perception of the game. That's right, I'm talking about Sushi-X and the rest of the crew. What EGM had done to the history of the franchise was endemic of a larger problem. The timeliness and efficiency of print journalism.

It was the February 1997 issue of EGM that got a multi-page preview of SF III. The observations they made were based on a both a work-in-progress and their assumptions about how the characters played and their origin myth. I wonder if the editors ever called the writers on the assumptions they wrote.

The very first photographs of SF III that EGM published were a few issues prior to their dissection. Back in the November 1996 issue. Interestingly enough it was the only time I had ever been published in EGM, as a letter of the month, questioning whether SF III would be good or not. Even back then I was passionate about the franchise. I had followed the SF III developments in American magazines and had noticed that the gap between what was being published in Japan and the US were still a few months apart. In November of 96 my other favorite US magazine, Next Generation also published a news blurb in their "Arcadia" section. The information seemed mistranslated and incomplete. Worse, it lacked a screenshot.

These gripes might seem inconsequential as most Americans got their first glimpse of SF III in November's EGM. However for those lucky types that visited Japanese bookstores had actually gotten a glimpse and solid information of SF III in September 1996's issue of Famitsu. I was one of those lucky types. I bought the magazine and poured over the solitary screenshot and info on the CPS-3 and Warzard day and night. I took it with me to school to share with the other die-hard SF fans. This single page spread allowed me to question whether Capcom was doing the right thing by staying with 2D before EGM had even published a screenshot.

So why am I mentioning all of this now? Why should what was published 13 years ago matter to someone looking to write for EGM today?

Perhaps because I grew up with a firm appreciation for both American and Japanese magazines. I saw how much hard work it took to make articles memorable month after month. I also learned how much influence these magazines held with both publishers and audiences. I didn't want to see EGM, or any other magazine, fall into the familiar habits of making friends with the publishers first and then writing light previews to ensure future access. By ignoring hard-hitting questions most magazines were doing a disservice to the audiences. They were also ignoring the things that made titles memorable in the first place.

I'm not one for making friends in the industry. I'm also not much for newsy writing and reviews. I am a fan of longer features and believe that gamers deserve to know every side of the story, even if that means having to call the developers on their inconsistencies as much as praising their greatness. Damned if I wouldn't want a chance to prove that in the new EGM.

I have no published material to show Steve Harris or any of the former editors. No way of showing my ability and insight other than a mountain of blogs on 1UP and a smaller list on Capcom-Unity. Would my style even fit within the walls of EGM, where higher-profile writers and editors already have a history with companies like Capcom? Or am I destined for other things?

What do you think?

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