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Thursday, 28 April 2011

Going "Off Grid" for a While

Hey all,

Myself and the Girl are moving house tomorrow and so will be without internet for a while - probably a week or so! *Gasp*

I know what you're thinking:


"But Will, how will we survive without your wit, your banter and endlessly charming prose? More to the point, how will you survive without online games?"

The fact is, I probably won't. This move might actually be the death of me.

On the off chance that I somehow pull through (through a combination of Fifa 11 career mode, endlessly playing Portal 2 over and over and furious masturbation to the point of medical illness) I will be back on form this time next week!


ps. I apologise for the royal wedding stuff - its infected my brain.

Wednesday, 27 April 2011

PSN Outage Reaches a Week - Sony Releases Info

After a week of relatively little news (probably owing to the fact that Sony themselves had little idea what was going on) we have finally managed to squeeze a bit of info out of the Japanese conglomerate regarding the PSN outage.

On the Playstation Blog, Patrick Seybold - Senior Director of Corporate Communications and Social Media, released the following statement:



Thank you for your patience while we work to resolve the current outage of PlayStation Network & Qriocity services. We are currently working to send a similar message to the one below via email to all of our registered account holders regarding a compromise of personal information as a result of an illegal intrusion on our systems. These malicious actions have also had an impact on your ability to enjoy the services provided by PlayStation Network and Qriocity including online gaming and online access to music, movies, sports and TV shows. We have a clear path to have PlayStation Network and Qriocity systems back online, and expect to restore some services within a week.
We’re working day and night to ensure it is done as quickly as possible. We appreciate your patience and feedback.

Then, printed below was a lengthy message to all PSN users. It advised them that certain pieces of information had been leaked: "name, address (city, state, zip), country, email address, birthdate, PlayStation Network/Qriocity password and login, and handle/PSN online ID" and that they couldn't be sure that further information hadn't also been snatched (ie, financial information, credit card details and data on purchases). For the large part that email warns users to err on the side of caution; checking with their banks to ensure there are no suspicious packages of funds being released from their accounts, changing their PSN/Qriocity password as soon as the system is back up and running etc.

It is frank and honest and I suppose thats what we need. Sony have, at least, admitted that this isn't going to be easy, that some vital information is at risk and that they are aware that a lapse in their security may affect their 70 million or so customers who interact with the PSN on a regular basis. Even so; there is a notable air of tension in the PSN community - people recognise that this is a serious breach of security and needs addressing fully before Sony can think about rereleasing the network - but it couldn't have come at a worse time; with Portal 2 and Mortal Kombat having just been released, British bank holidays, Easter Holidays etc etc - people are itching to get back online and start playing.

As I'd said on Twitter, there had been rumours that the network would be back up and running by tomorrow evening. With this new information being released, I really can't see the system being back before the weekend - no Portal 2 multiplayer for me!


ps. Thanks to Tasha Darke for pointing me in the direction of this blog post! I'll stop moaning on Twitter now.

Monday, 25 April 2011

Charr Week Summary

*Staggers into room*

*Pant...*

*Deep breath*

Don't worry! I'm here! Am I late?! Damn.
Well, I'm going to write a post on the charr anyway. Sit down. Oi. Get that mouse away from the address bar.

So, Charr week slinks off into the darkness. The charr have made a decent impression on me - not quite the whirlwind of joy that Norn week was - but a good impression nonetheless.

Monday brought us a textual tour of the village of Smokestead. We've heard a lot about the iterative approach that ANet take in their production, I think for someone who might not have encountered this idea before this post might have been a nice introduction to how they create their environments/events (although, I think Jeffrey Vaughan's post during Norn week was a little more interesting). Other than the focus on the iterative process - Devon Carter also attempted to walk us through the village - I found this a little odd as we couldn't actually see any screenshots of the village itself - but the description was pretty interesting:

The first thing you’ll notice when you get to the Village of Smokestead is the sheer amount of metal. It went from a small village with a few metal buildings to a village so full of metal it would make Mötley Crüe blush. You’ll then see metal structures and a metal highway taking you out into the world.
  I have to say this was probably the weakest article of the week - thats not to say I didn't enjoy it anyway - but it was let down by the lack of screenshots of the area he was talking about.


Tuesday was audio-day. Just like the other race weeks, we heard a few snippets of conversation from the Black Citadel and beyond. Out of the voice packs we've been introduced to so far, this was the most encouraging (if you've read my other posts for Human/Norn week you would know I've been rather disappointed by the middle of the road American accents that most of the voice actors seem to be sporting).

In the audio snippets in Scott McGough's article each of the actors seems to have taken a leaf out of Steve Blum's book and gone for the deep and gruff style of kitty-purr. I liked them. Particularly: "Beer is for cubs... I want whisky!"

Awwww... widdle kitty want a dwink?

There has been a niggling worry at the back of my brain however, throughout each of these audio blog posts. I'm hoping once these faceless convo snippets are attached to an NPC that they will begin to look and sound more natural (at the moment it's kinda easy to tell that they are separate lines recorded, probably, on seperate days and then mashed together). I have every faith that ANet can make it work - but I know they have to be very careful with audio as you are constantly walking the line between too cheesy and too casual. Many an MMO dialogue has been lost in uncanny valley.


Wednesday's blog post was a sort of Q&A with ANet artists and designers - Katy Hargrove, Kristen Perry, and Kekai Kotaki. It was interesting to hear about how they negotiated the original design of the charr (even narrowly dodging the pitfall of "cuteness") and how the final concept was forumulised.

A lot of the article was dominated with a discussion on the design of the female charr. Female charr didn't really feature in Guild Wars 1, so it was always going to be a bit of a rocky road trying to feminise such a masculine race without pandering to the WoW-style "big-boobs and pointy ears" crowd:

...initial designs explored the tension between an acceptable human notion of beauty and an animalistic design that is cool, but just too “creature” for the average player to find engaging. This exploratory process brought about one model design that was indeed more humanoid and catgirl in appearance. It had the back leg joint articulation of the charr, but stood much more upright, had a human neck, slender arms and almost hand-like paws—and, yes, breasts. The problem with this design, though, was we were trying to find a solution between both goals, which meant we didn’t really satisfy either. The human part of our charr catgirl wasn’t human enough to be cute, and the charr part of her wasn’t charr enough to be fierce, let alone look like a female of the same race. So while this experiment was very important for visualization, in the end it didn’t give us the result we wanted.

I think they've done a decent job of striking the balance between beauty and practicality. Although, I have to admit, if I'm going to play a charr its going to be a 8ft tall man-beast! The article was topped off with Kekai being awesome:

Q: Kekai, how did you approach the charr design for Guild Wars 2?
Kekai: My approach was simple: make the charr badass. And then make them even more badass.


 Thursday saw the charr page at Guildwars2.com get updated with lots of juicy info, including:



Finally, Friday saw Ree Soesby (*Swoon* - I should stop doing that, right? WRONG) post on the legions of the charr. Ree released some interesting information about the structure of the charr - the Imperetors at the top of each cohort of charr  (Ash, Blood, Iron etc) - below them, the tribunes, then below them the centurions (each commanding a number of warbands - a company) then commanding each warband a legionnaire. Charr without a warband are called Gladiums and have next to no support - to charr, their warband is everything; a family, friendship group, fellow soldiers etc.

I think the most interesting little snippet we recieved during the article was:

Some say that Smodur demands the return of the legendary weapon so that he can use it to bolster his authority and claim rulership of the charr. Other rumors imply that the unconventional imperator wishes to melt down the Claw and destroy the legacy of the Khan-Ur, in hopes that his people will continue moving forward and never look back.

Ree is referring to the Claw of the Khan-Ur - the weapon retrieved from Ascalon city during the Ghosts of Ascalon book. Each race, so far, has had an internal conflict which (I think) is likely to define the personal story of a character of that race. The humans had the internal politics between the Vigil, the Ministerial Guard and the Shining Blade. The Norn had the conflict between the Sons of Sanvir and the Norn themselves. The Charr may have the battle over the role of Primus - the overall leader of the charr.



So - Asura week next. (oh, come on - you know it won't be Sylvari week... right?)

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